#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>
// If the vote_caller is still here, return their name, otherwise vote_caller_name
string OriginalCallerName()
{
- if (IS_REAL_CLIENT(vote_caller)) return vote_caller.netname;
+ if (IS_REAL_CLIENT(vote_caller)) return playername(vote_caller, false);
return vote_caller_name;
}
}
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)
}
}
+#define spectators_allowed (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || intermission_running)))
+
void VoteCount(float first_count)
{
// declarations
vote_accept_count = vote_reject_count = vote_abstain_count = 0;
- bool spectators_allowed = (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || gameover)));
-
float vote_player_count = 0, notvoters = 0;
float vote_real_player_count = 0, vote_real_accept_count = 0;
float vote_real_reject_count = 0, vote_real_abstain_count = 0;
// 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 (game_stopped)
+ return;
+ if (round_handler_IsActive())
+ round_handler_Reset(game_starttime);
+ }
MUTATOR_CALLHOOK(reset_map_global);
- FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), {
+ FOREACH_ENTITY_FLOAT_ORDERED(pure_data, false,
+ {
+ if(IS_CLIENT(it))
+ continue;
if (it.reset)
{
- WITHSELF(it, it.reset(it));
+ it.reset(it);
continue;
}
if (it.team_saved) it.team = it.team_saved;
- if (it.flags & FL_PROJECTILE) remove(it); // remove any projectiles left
+ if (it.flags & FL_PROJECTILE) delete(it); // remove any projectiles left
});
// Waypoints and assault start come LAST
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(
- /*
- only reset players if a restart countdown is active
- this can either be due to cvar sv_ready_restart_after_countdown having set
- restart_mapalreadyrestarted to 1 after the countdown ended or when
- sv_ready_restart_after_countdown is not used and countdown is still running
- */
- if (restart_mapalreadyrestarted || (time < game_starttime))
+ if (restart_mapalreadyrestarted || (time < game_starttime))
+ {
+ FOREACH_CLIENT(IS_PLAYER(it),
{
+ /*
+ only reset players if a restart countdown is active
+ this can either be due to cvar sv_ready_restart_after_countdown having set
+ restart_mapalreadyrestarted to 1 after the countdown ended or when
+ sv_ready_restart_after_countdown is not used and countdown is still running
+ */
// NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
- if (IS_PLAYER(it))
- {
- // PlayerScore_Clear(it);
- it.killcount = 0;
- // stop the player from moving so that he stands still once he gets respawned
- it.velocity = '0 0 0';
- it.avelocity = '0 0 0';
- it.movement = '0 0 0';
- WITHSELF(it, PutClientInServer());
- }
- }
- ));
+ // PlayerScore_Clear(it);
+ CS(it).killcount = 0;
+ // stop the player from moving so that he stands still once he gets respawned
+ it.velocity = '0 0 0';
+ it.avelocity = '0 0 0';
+ CS(it).movement = '0 0 0';
+ PutClientInServer(it);
+ });
+ }
}
}
}
restart_mapalreadyrestarted = true;
reset_map(true);
Score_ClearAll();
- remove(this);
+ delete(this);
}
// Forces a restart of the game without actually reloading the map // this is a mess...
void ReadyRestart_force()
{
+ if (time <= game_starttime && game_stopped)
+ return;
+
bprint("^1Server is restarting...\n");
VoteReset();
game_starttime = time + RESTART_COUNTDOWN;
// clear player attributes
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
it.alivetime = 0;
- it.killcount = 0;
+ CS(it).killcount = 0;
PS_GR_P_ADDVAL(it, PLAYERSTATS_ALIVETIME, -PS_GR_P_ADDVAL(it, PLAYERSTATS_ALIVETIME, 0));
));
// after a restart every players number of allowed timeouts gets reset, too
if (autocvar_sv_timeout)
{
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(it.allowed_timeouts = autocvar_sv_timeout_number));
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(CS(it).allowed_timeouts = autocvar_sv_timeout_number));
}
// reset map immediately if this cvar is not set
if (!autocvar_sv_ready_restart_after_countdown) reset_map(true);
void ReadyRestart()
{
- // no assault support yet...
- if (g_assault | gameover | intermission_running | race_completing) localcmd("restart\n");
+ if (MUTATOR_CALLHOOK(ReadyRestart_Deny) || game_stopped || 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!
{
case CMD_REQUEST_COMMAND:
{
- bool spectators_allowed = (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || gameover)));
-
float tmp_playercount = 0;
vote_command = VoteCommand_extractcommand(vote_command, 2, argc);
}
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));
default: // calling a vote for master
{
- bool spectators_allowed = (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || gameover)));
-
if (!autocvar_sv_vote_master_callable) { print_to(caller, "^1Vote to become vote master is not allowed."); }
else if (vote_called)
{