if(vote_caller) { vote_caller.vote_waittime = 0; } // people like your votes, you don't need to wait to vote again
VoteReset();
- Announce("voteaccept");
+ Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_ACCEPT);
}
void VoteReject()
{
bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2's vote for ", vote_called_display, "^2 was rejected\n");
VoteReset();
- Announce("votefail");
+ Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_FAIL);
}
void VoteTimeout()
{
bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2's vote for ", vote_called_display, "^2 timed out\n");
VoteReset();
- Announce("votefail");
+ Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_FAIL);
}
void VoteSpam(float notvoters, float mincount, string result)
// Game logic for warmup
// =======================
-// Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
+// Resets the state of all clients, items, 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);
+ round_handler_Reset(game_starttime);
if(g_race || g_cts)
race_ReadyRestart();
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") {
+ if (IS_PLAYER(self)) {
//PlayerScore_Clear(self);
if(g_lms)
PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
}
if(g_keyhunt)
- kh_Controller_SetThink_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound);
+ kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round + (game_starttime - time), kh_StartRound);
self = oldself;
}
checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0;
readyrestart_happened = 1;
- game_starttime = time;
- if(!g_ca && !g_arena) { game_starttime += RESTART_COUNTDOWN; }
+ game_starttime = time + RESTART_COUNTDOWN;
- // clear alivetime
+ // clear player attributes
FOR_EACH_CLIENT(tmp_player)
{
tmp_player.alivetime = 0;
+ tmp_player.killcount = 0;
PlayerStats_Event(tmp_player, PLAYERSTATS_ALIVETIME, -PlayerStats_Event(tmp_player, PLAYERSTATS_ALIVETIME, 0));
}
inWarmupStage = 0; // once the game is restarted the game is in match stage
// reset the .ready status of all players (also spectators)
- FOR_EACH_CLIENTSLOT(tmp_player) { tmp_player.ready = 0; }
+ FOR_EACH_REALCLIENT(tmp_player) { tmp_player.ready = 0; }
readycount = 0;
Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
// lock teams with lockonrestart
- if(autocvar_teamplay_lockonrestart && teamplay)
+ if(autocvar_teamplay_lockonrestart && teamplay)
{
lockteams = 1;
bprint("^1The teams are now locked.\n");
}
//initiate the restart-countdown-announcer entity
- if(autocvar_sv_ready_restart_after_countdown && !g_ca && !g_arena)
+ if(autocvar_sv_ready_restart_after_countdown)
{
restart_timer = spawn();
restart_timer.think = ReadyRestart_think;
float ready_needed_factor, ready_needed_count;
float t_ready = 0, t_players = 0;
- FOR_EACH_REALPLAYER(tmp_player)
+ FOR_EACH_REALCLIENT(tmp_player)
{
- ++t_players;
- if(tmp_player.ready) { ++t_ready; }
+ if(IS_PLAYER(tmp_player) || tmp_player.caplayer == 1)
+ {
+ ++t_players;
+ if(tmp_player.ready) { ++t_ready; }
+ }
}
readycount = t_ready;
if(accepted > 0)
{
- string reason = ((argc > next_token) ? substring(vote_command, argv_start_index(next_token), argv_end_index(-1) - argv_start_index(next_token)) : "No reason provided");
+ string reason = ((argc > next_token) ? substring(vote_command, argv_start_index(next_token), strlen(vote_command) - argv_start_index(next_token)) : "No reason provided");
string command_arguments;
if(first_command == "kickban")
}
FOR_EACH_REALCLIENT(tmp_player) { ++tmp_playercount; }
- if(tmp_playercount > 1) { Announce("votecall"); } // don't announce a "vote now" sound if player is alone
+ 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
bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2 calls a vote for ", vote_called_display, "\n");
if(autocvar_sv_eventlog) { GameLogEcho(strcat(":vote:vcall:", ftos(vote_caller.playerid), ":", vote_called_display)); }