}
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)
// Resets the state of all clients, items, weapons, waypoints, ... of the map.
void reset_map(bool dorespawn)
{
- SELFPARAM();
-
if (time <= game_starttime && round_handler_IsActive()) round_handler_Reset(game_starttime);
MUTATOR_CALLHOOK(reset_map_global);
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
if (!MUTATOR_CALLHOOK(reset_map_players))
{
FOREACH_CLIENT(true, LAMBDA(
- setself(it);
/*
only reset players if a restart countdown is active
this can either be due to cvar sv_ready_restart_after_countdown having set
if (restart_mapalreadyrestarted || (time < game_starttime))
{
// NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
- if (IS_PLAYER(self))
+ if (IS_PLAYER(it))
{
- // PlayerScore_Clear(self);
- self.killcount = 0;
+ // PlayerScore_Clear(it);
+ it.killcount = 0;
// stop the player from moving so that he stands still once he gets respawned
- self.velocity = '0 0 0';
- self.avelocity = '0 0 0';
- self.movement = '0 0 0';
- PutClientInServer();
+ it.velocity = '0 0 0';
+ it.avelocity = '0 0 0';
+ it.movement = '0 0 0';
+ WITHSELF(it, PutClientInServer());
}
}
));
-
- setself(this);
}
}
}
// Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set)
-void ReadyRestart_think()
+void ReadyRestart_think(entity this)
{
- SELFPARAM();
restart_mapalreadyrestarted = true;
reset_map(true);
Score_ClearAll();
if (autocvar_sv_ready_restart_after_countdown)
{
entity restart_timer = new_pure(restart_timer);
- restart_timer.think = ReadyRestart_think;
+ setthink(restart_timer, ReadyRestart_think);
restart_timer.nextthink = game_starttime;
}
}
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));