}
vote_called = VOTE_NULL;
- vote_caller = world;
+ vote_caller = NULL;
vote_caller_name = string_null;
vote_endtime = 0;
if (vote_caller) vote_caller.vote_waittime = 0; // people like your votes, you don't need to wait to vote again
VoteReset();
- Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_ACCEPT);
+ Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_ACCEPT);
}
void VoteReject()
{
bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ", vote_called_display, "^2 was rejected\n");
VoteReset();
- Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_FAIL);
+ Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_FAIL);
}
void VoteTimeout()
{
bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ", vote_called_display, "^2 timed out\n");
VoteReset();
- Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_FAIL);
+ Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_FAIL);
}
void VoteSpam(float notvoters, float mincount, string result)
FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), {
if (it.reset)
{
- WITHSELF(it, it.reset(it));
+ it.reset(it);
continue;
}
if (it.team_saved) it.team = it.team_saved;
// Waypoints and assault start come LAST
FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), {
- if (it.reset2) WITHSELF(it, it.reset2());
+ if (it.reset2) it.reset2(it);
});
- FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), LAMBDA(WITHSELF(it, Unfreeze(it))));
+ FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), LAMBDA(Unfreeze(it)));
// Moving the player reset code here since the player-reset depends
// on spawnpoint entities which have to be reset first --blub
it.velocity = '0 0 0';
it.avelocity = '0 0 0';
it.movement = '0 0 0';
- WITHSELF(it, PutClientInServer());
+ PutClientInServer(it);
}
}
));
}
FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(++tmp_playercount));
- if (tmp_playercount > 1) Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_CALL); // don't announce a "vote now" sound if player is alone
+ if (tmp_playercount > 1) Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_CALL); // don't announce a "vote now" sound if player is alone
bprint("\{1}^2* ^3", OriginalCallerName(), "^2 calls a vote for ", vote_called_display, "\n");
if (autocvar_sv_eventlog) GameLogEcho(strcat(":vote:vcall:", ftos(vote_caller.playerid), ":", vote_called_display));