#include "vote.qh"
-#include <common/command/command.qh>
+#include <common/command/_mod.qh>
#include "vote.qh"
#include "common.qh"
#include "../round_handler.qh"
#include "../scores.qh"
-#include "../mutators/all.qh"
+#include "../mutators/_mod.qh"
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/mapinfo.qh>
#include <common/notifications/all.qh>
#include <common/playerstats.qh>
// Resets the state of all clients, items, weapons, waypoints, ... of the map.
void reset_map(bool dorespawn)
{
- if (time <= game_starttime && round_handler_IsActive()) round_handler_Reset(game_starttime);
+ if (time <= game_starttime)
+ {
+ if (gameover)
+ return;
+ if (round_handler_IsActive())
+ round_handler_Reset(game_starttime);
+ }
MUTATOR_CALLHOOK(reset_map_global);
// Forces a restart of the game without actually reloading the map // this is a mess...
void ReadyRestart_force()
{
+ if (time <= game_starttime && gameover)
+ return;
+
bprint("^1Server is restarting...\n");
VoteReset();
void ReadyRestart()
{
// no assault support yet...
- if (g_assault | gameover | intermission_running | race_completing) localcmd("restart\n");
+ if (g_assault || gameover || race_completing) localcmd("restart\n");
else localcmd("\nsv_hook_gamerestart\n");
// Reset ALL scores, but only do that at the beginning of the countdown if sv_ready_restart_after_countdown is off!