void assault_objective_reset();
void target_assault_roundend_reset();
+float next_round;
+float stopalivecheck;
+float redalive, bluealive, yellowalive, pinkalive;
+float totalalive;
+.float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
+float redspawned, bluespawned, yellowspawned, pinkspawned;
+float totalspawned;
+
/**
* Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
* Sets the 'warmup' global variable.
entity oldself;
oldself = self;
- if(g_arena && cvar("g_arena_warmup"))
- warmup = time + cvar("g_arena_warmup");
+ if(g_arena && autocvar_g_arena_warmup)
+ warmup = time + autocvar_g_arena_warmup;
else if(g_ca) {
- warmup = time + cvar("g_ca_warmup");
+ warmup = time + autocvar_g_ca_warmup;
allowed_to_spawn = 1;
}
+ else if(g_freezetag)
+ {
+ warmup = time + autocvar_g_freezetag_warmup;
+ }
lms_lowest_lives = 999;
lms_next_place = player_count;
race_ReadyRestart();
for(self = world; (self = nextent(self)); )
- if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
+ if(clienttype(self) == CLIENTTYPE_NOTACLIENT && self.items != IT_STRENGTH && self.items != IT_INVINCIBLE) // don't respawn strength or shield, that will only lead to them spawning very early each match
{
if(self.reset)
{
self.team = self.team_saved;
if(self.flags & FL_PROJECTILE) // remove any projectiles left
- {
- stopsound(self, CHAN_PAIN);
remove(self);
- }
}
// Waypoints and assault start come LAST
self.classname = "player";
PutClientInServer();
}
+ else if(g_freezetag)
+ {
+ if(self.classname == "player")
+ PutClientInServer();
+ }
else
{
/*
}
if(g_keyhunt)
- kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound);
+ kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), "", kh_StartRound);
if(g_arena)
if(champion && champion.classname == "player" && player_count > 1)
{
float f;
string msg;
+ entity e;
- if((!g_arena && !g_ca) || (g_arena && !arena_roundbased) || (time < game_starttime))
+ if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
return;
f = ceil(warmup - time);
else if(f == 1)
Announce("1");
- centerprint(self, msg);
+ FOR_EACH_PLAYER(e)
+ centerprint(e, msg);
}
if (g_arena) {
self.velocity = '0 0 0';
self.avelocity = '0 0 0';
self.movement = '0 0 0';
- //self.fixangle = TRUE;
}
}
if(g_ca) {
ca_players = 0;
- FOR_EACH_PLAYER(self)
+ FOR_EACH_PLAYER(e)
ca_players += 1;
}
+
+ if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
+ self.movetype = MOVETYPE_WALK;
+ }
+}
+
+void count_spawned_players()
+{
+ // TODO fix "*spawned" name, it should rather be "*players" or so
+ // not doing this now to prevent merge hell with Tag
+ // fix after merging with Tag
+
+ // count amount of players in each team
+ totalspawned = redspawned = bluespawned = yellowspawned = pinkspawned = 0;
+ FOR_EACH_PLAYER(self) {
+ if (self.team == COLOR_TEAM1)
+ {
+ redspawned += 1;
+ totalspawned += 1;
+ }
+ else if (self.team == COLOR_TEAM2)
+ {
+ bluespawned += 1;
+ totalspawned += 1;
+ }
+ else if (self.team == COLOR_TEAM3)
+ {
+ yellowspawned += 1;
+ totalspawned += 1;
+ }
+ else if (self.team == COLOR_TEAM4)
+ {
+ pinkspawned += 1;
+ totalspawned += 1;
+ }
+ }
+}
+
+void count_alive_players()
+{
+ totalalive = redalive = bluealive = yellowalive = pinkalive = 0;
+ if(g_ca)
+ {
+ FOR_EACH_PLAYER(self) {
+ if (self.team == COLOR_TEAM1 && self.health >= 1)
+ {
+ redalive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM2 && self.health >= 1)
+ {
+ bluealive += 1;
+ totalalive += 1;
+ }
+ }
+ FOR_EACH_REALCLIENT(self) {
+ self.redalive_stat = redalive;
+ self.bluealive_stat = bluealive;
+ }
+ }
+ else if(g_freezetag)
+ {
+ // count amount of alive players in each team
+ FOR_EACH_PLAYER(self) {
+ if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ redalive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ bluealive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ yellowalive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ pinkalive += 1;
+ totalalive += 1;
+ }
+ }
+ FOR_EACH_REALCLIENT(self) {
+ self.redalive_stat = redalive;
+ self.bluealive_stat = bluealive;
+ self.yellowalive_stat = yellowalive;
+ self.pinkalive_stat = pinkalive;
+ }
}
- if(self.classname == "player" && self.health > 0)
- self.movetype = MOVETYPE_WALK;
}
-float next_round;
-float stopalivecheck;
-float redalive, bluealive;
/**
* This function finds out whether an arena round is over 1 player is left.
* It determines the last player who's still alive and saves it's entity reference
*/
void Spawnqueue_Check()
{
- if(time < warmup + 1 || inWarmupStage)
+ count_spawned_players();
+ if(g_ca || g_freezetag) // we want to perform this before the return block below (CA)...
+ {
+ count_alive_players();
+ }
+ if(time < warmup + 1 || inWarmupStage || intermission_running)
return;
if(g_ca) {
- // check the amount of spawned players in each team
- float redspawned, bluespawned;
- FOR_EACH_PLAYER(self) {
- if (self.team == COLOR_TEAM1) redspawned += 1;
- else if (self.team == COLOR_TEAM2) bluespawned += 1;
- }
- // this is STUPID to perform again, but has to be done so that we can give instant feedback when a round ends
- // and so the code won't start searching for a champion using find() before all players are actually REMOVED
- redalive = 0; bluealive = 0;
- FOR_EACH_PLAYER(self) {
- if (self.team == COLOR_TEAM1 && self.health >= 1) redalive += 1;
- else if (self.team == COLOR_TEAM2 && self.health >= 1) bluealive += 1;
- }
-
- required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
+ required_ca_players = max(2, fabs(autocvar_bot_vs_human + 1));
if(ca_players < required_ca_players && (redspawned && bluespawned)) {
reset_map(TRUE);
strunzone(champion_name);
champion_name = strzone(champion.netname);
}
- else if((!redspawned && !bluespawned) || time - warmup > cvar("g_ca_round_timelimit")) {
+ else if((!redspawned && !bluespawned) || time - warmup > autocvar_g_ca_round_timelimit) {
FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
next_round = time + 5;
}
next_round = 0;
reset_map(TRUE);
}
+ } else if(g_freezetag) {
+ if((next_round && next_round < time))
+ {
+ next_round = 0;
+ reset_map(TRUE);
+ }
} else { // arena
//extend next_round if it isn't set yet and only 1 player is spawned
if(!next_round)