+#include "vote.qh"
#include <common/command/command.qh>
#include "vote.qh"
void Nagger_Init()
{
- Net_LinkEntity(nagger = new(nagger), false, 0, Nagger_SendEntity);
- make_pure(nagger);
+ Net_LinkEntity(nagger = new_pure(nagger), false, 0, Nagger_SendEntity);
}
void Nagger_VoteChanged()
MUTATOR_CALLHOOK(reset_map_global);
- FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), LAMBDA(
+ FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), {
if (it.reset)
{
WITH(entity, self, it, it.reset(it));
}
if (it.team_saved) it.team = it.team_saved;
if (it.flags & FL_PROJECTILE) remove(it); // remove any projectiles left
- ));
+ });
// Waypoints and assault start come LAST
- FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), LAMBDA(
+ FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), {
if (it.reset2) WITH(entity, self, it, it.reset2());
- ));
+ });
FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), LAMBDA(WITH(entity, self, it, Unfreeze(it))));
// initiate the restart-countdown-announcer entity
if (autocvar_sv_ready_restart_after_countdown)
{
- entity restart_timer = new(restart_timer);
- make_pure(restart_timer);
+ entity restart_timer = new_pure(restart_timer);
restart_timer.think = ReadyRestart_think;
restart_timer.nextthink = game_starttime;
}