]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Move reset_map code in a better place (old arena file is now gone!)
authorterencehill <piuntn@gmail.com>
Wed, 2 Jan 2013 09:28:18 +0000 (10:28 +0100)
committerterencehill <piuntn@gmail.com>
Wed, 2 Jan 2013 09:28:18 +0000 (10:28 +0100)
qcsrc/server/arena.qc [deleted file]
qcsrc/server/command/vote.qc
qcsrc/server/command/vote.qh
qcsrc/server/progs.src

diff --git a/qcsrc/server/arena.qc b/qcsrc/server/arena.qc
deleted file mode 100644 (file)
index 8f744f8..0000000
+++ /dev/null
@@ -1,86 +0,0 @@
-void PutClientInServer();
-
-/**
- * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
- */
-void reset_map(float dorespawn)
-{
-       entity oldself;
-       oldself = self;
-
-       if(time <= game_starttime && round_handler_IsActive())
-               round_handler_Reset(game_starttime + 1);
-
-       if(g_race || g_cts)
-               race_ReadyRestart();
-       else MUTATOR_CALLHOOK(reset_map_global);
-
-       lms_lowest_lives = 999;
-       lms_next_place = player_count;
-
-       for(self = world; (self = nextent(self)); )
-       if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
-       {
-               if(self.reset)
-               {
-                       self.reset();
-                       continue;
-               }
-
-               if(self.team_saved)
-                       self.team = self.team_saved;
-
-               if(self.flags & FL_PROJECTILE) // remove any projectiles left
-                       remove(self);
-       }
-
-       // Waypoints and assault start come LAST
-       for(self = world; (self = nextent(self)); )
-       if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
-       {
-               if(self.reset2)
-               {
-                       self.reset2();
-                       continue;
-               }
-       }
-
-       // Moving the player reset code here since the player-reset depends
-       // on spawnpoint entities which have to be reset first --blub
-       if(dorespawn)
-       if(!MUTATOR_CALLHOOK(reset_map_players))
-       FOR_EACH_CLIENT(self) {
-               if(self.flags & FL_CLIENT)                              // reset all players
-               {
-                       {
-                               /*
-                               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))
-                               {
-                                       //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
-                                       if (self.classname == "player") {
-                                               //PlayerScore_Clear(self);
-                                               if(g_lms)
-                                                       PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
-                                               self.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();
-                                       }
-                               }
-                       }
-               }
-       }
-
-       if(g_keyhunt)
-               kh_Controller_SetThink_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound);
-
-       self = oldself;
-}
-
index e4564753008b889303ab4992bb4afbfd2f71edbd..f6f99d01bf826fff3b569059fc67a7c07f5dc40c 100644 (file)
@@ -319,6 +319,90 @@ void VoteThink()
 //  Game logic for warmup
 // =======================
 
+/**
+ * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
+ */
+void reset_map(float dorespawn)
+{
+       entity oldself;
+       oldself = self;
+
+       if(time <= game_starttime && round_handler_IsActive())
+               round_handler_Reset(game_starttime + 1);
+
+       if(g_race || g_cts)
+               race_ReadyRestart();
+       else MUTATOR_CALLHOOK(reset_map_global);
+
+       lms_lowest_lives = 999;
+       lms_next_place = player_count;
+
+       for(self = world; (self = nextent(self)); )
+       if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
+       {
+               if(self.reset)
+               {
+                       self.reset();
+                       continue;
+               }
+
+               if(self.team_saved)
+                       self.team = self.team_saved;
+
+               if(self.flags & FL_PROJECTILE) // remove any projectiles left
+                       remove(self);
+       }
+
+       // Waypoints and assault start come LAST
+       for(self = world; (self = nextent(self)); )
+       if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
+       {
+               if(self.reset2)
+               {
+                       self.reset2();
+                       continue;
+               }
+       }
+
+       // Moving the player reset code here since the player-reset depends
+       // on spawnpoint entities which have to be reset first --blub
+       if(dorespawn)
+       if(!MUTATOR_CALLHOOK(reset_map_players))
+       FOR_EACH_CLIENT(self) {
+               if(self.flags & FL_CLIENT)                              // reset all players
+               {
+                       {
+                               /*
+                               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))
+                               {
+                                       //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
+                                       if (self.classname == "player") {
+                                               //PlayerScore_Clear(self);
+                                               if(g_lms)
+                                                       PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
+                                               self.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();
+                                       }
+                               }
+                       }
+               }
+       }
+
+       if(g_keyhunt)
+               kh_Controller_SetThink_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound);
+
+       self = oldself;
+}
+
 // Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set)
 void ReadyRestart_think() 
 {
index 748b7ce6d99bb7fb5a68a3888917898b0171a263..1225b6be582cecb5feb9ecb6a645d1fd161d0ab6 100644 (file)
@@ -47,4 +47,5 @@ float readycount; // amount of players who are ready
 float readyrestart_happened; // keeps track of whether a restart has already happened
 float restart_mapalreadyrestarted; // bool, indicates whether reset_map() was already executed
 .float ready; // flag for if a player is ready
+void reset_map(float dorespawn);
 void ReadyCount();
\ No newline at end of file
index 624d5cd67d51ef3e30c365b8650e3264c0c4b406..8d3238834cfa24241ae396d2c34557eea054846b 100644 (file)
@@ -99,7 +99,6 @@ g_subs.qc
 g_tetris.qc
 
 runematch.qc
-arena.qc
 
 g_violence.qc
 g_damage.qc