setcolor(player, stof(autocvar_sv_defaultplayercolors));
}
+void GiveWarmupResources(entity this)
+{
+ SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
+ SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
+ SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
+ SetResource(this, RES_CELLS, warmup_start_ammo_cells);
+ SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
+ SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
+ SetResource(this, RES_HEALTH, warmup_start_health);
+ SetResource(this, RES_ARMOR, warmup_start_armorvalue);
+ STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
+}
+
void PutPlayerInServer(entity this)
{
if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
this.takedamage = DAMAGE_AIM;
this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
- if (warmup_stage) {
- SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
- SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
- SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
- SetResource(this, RES_CELLS, warmup_start_ammo_cells);
- SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
- SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
- SetResource(this, RES_HEALTH, warmup_start_health);
- SetResource(this, RES_ARMOR, warmup_start_armorvalue);
- STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
- } else {
+ if (warmup_stage)
+ GiveWarmupResources(this);
+ else
+ {
SetResource(this, RES_SHELLS, start_ammo_shells);
SetResource(this, RES_BULLETS, start_ammo_nails);
SetResource(this, RES_ROCKETS, start_ammo_rockets);
antilag_clear(this, CS(this));
- if (warmup_stage == -1)
+ if (warmup_stage < 0 || warmup_stage > 1)
ReadyCount();
}
WriteString(msg_type, autocvar_g_xonoticversion);
WriteByte(msg_type, CS(this).version_mismatch);
WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
- WriteByte(msg_type, map_minplayers);
+ WriteByte(msg_type, autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers);
WriteByte(msg_type, GetPlayerLimit());
MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
if (IS_REAL_CLIENT(this))
sv_notice_join(this);
- this.move_qcphysics = autocvar_sv_qcphysics;
+ this.move_qcphysics = true;
// update physics stats (players can spawn before physics runs)
Physics_UpdateStats(this);