// global vote information declarations
entity vote_caller; // original caller of the current vote
string vote_caller_name; // name of the vote caller
-float vote_called; // stores status of current vote (See VOTE_*)
+int vote_called; // stores status of current vote (See VOTE_*)
float vote_endtime; // time when the vote is finished
-float vote_accept_count; // total amount of players who accept the vote (counted by VoteCount() function)
-float vote_reject_count; // same as above, but rejected
-float vote_abstain_count; // same as above, but abstained
-float vote_needed_overall; // total amount of players NEEDED for a vote to pass (based on sv_vote_majority_factor)
-.float vote_master; // flag for if the player has vote master privelages
+int vote_accept_count; // total amount of players who accept the vote (counted by VoteCount() function)
+int vote_reject_count; // same as above, but rejected
+int vote_abstain_count; // same as above, but abstained
+int vote_needed_overall; // total amount of players NEEDED for a vote to pass (based on sv_vote_majority_factor)
+.bool vote_master; // flag for if the player has vote master privileges
.float vote_waittime; // flag for how long the player must wait before they can vote again
-.float vote_selection; // flag for which vote selection the player has made (See VOTE_SELECT_*)
+.int vote_selection; // flag for which vote selection the player has made (See VOTE_SELECT_*)
string vote_called_command; // command sent by client
string vote_called_display; // visual string of command sent by client
string vote_parsed_command; // command which is fixed after being parsed
// warmup and nagger stuff
const float RESTART_COUNTDOWN = 10;
entity nagger;
-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
+int readycount; // amount of players who are ready
+.bool ready; // flag for if a player is ready
.int team_saved; // team number to restore upon map reset
-.void(entity this) reset; // if set, an entity is reset using this
+.void(entity this) reset; // if set, an entity is reset using this
.void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
-void reset_map(float dorespawn);
+void reset_map(float dorespawn, bool is_fake_round_start);
void ReadyCount();
-void ReadyRestart_force();
+void ReadyRestart_force(bool is_fake_round_start);
void VoteCount(float first_count);
void Nagger_Init();