X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcommand%2Fvote.qc;h=ad44e9382455d9303626f269112d38006bd52443;hb=db5c4d5b616a207cc01a6c0a81c574a572ce0426;hp=e4564753008b889303ab4992bb4afbfd2f71edbd;hpb=64b6c7420b3e1c307f408a9f17d9c765a268621a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/command/vote.qc b/qcsrc/server/command/vote.qc index e45647530..ad44e9382 100644 --- a/qcsrc/server/command/vote.qc +++ b/qcsrc/server/command/vote.qc @@ -172,7 +172,7 @@ void VoteSpam(float notvoters, float mincount, string result) strcat("^2:^1", ftos(vote_reject_count)), ((mincount >= 0) ? strcat("^2 (^1", ftos(mincount), "^2 needed)") : "^2"), strcat(", ^1", ftos(vote_abstain_count), "^2 didn't care"), - strcat(", ^1", ftos(notvoters), strcat("^2 didn't ", ((mincount >= 0) ? string_null : "have to "), "vote\n")))); + strcat(", ^1", ftos(notvoters), strcat("^2 didn't ", ((mincount >= 0) ? "" : "have to "), "vote\n")))); if(autocvar_sv_eventlog) { @@ -319,6 +319,84 @@ void VoteThink() // Game logic for warmup // ======================= +// Resets the state of all clients, items, flags, runes, keys, 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); + + if(g_race || g_cts) + race_ReadyRestart(); + else MUTATOR_CALLHOOK(reset_map_global); + + lms_lowest_lives = 999; + lms_next_place = player_count; + + for(self = world; (self = nextent(self)); ) + if(clienttype(self) == CLIENTTYPE_NOTACLIENT) + { + if(self.reset) + { + self.reset(); + continue; + } + + if(self.team_saved) + self.team = self.team_saved; + + if(self.flags & FL_PROJECTILE) // remove any projectiles left + remove(self); + } + + // Waypoints and assault start come LAST + for(self = world; (self = nextent(self)); ) + if(clienttype(self) == CLIENTTYPE_NOTACLIENT) + { + if(self.reset2) + { + self.reset2(); + continue; + } + } + + // Moving the player reset code here since the player-reset depends + // on spawnpoint entities which have to be reset first --blub + if(dorespawn) + if(!MUTATOR_CALLHOOK(reset_map_players)) + FOR_EACH_CLIENT(self) // reset all players + { + /* + only reset players if a restart countdown is active + this can either be due to cvar sv_ready_restart_after_countdown having set + restart_mapalreadyrestarted to 1 after the countdown ended or when + sv_ready_restart_after_countdown is not used and countdown is still running + */ + 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") { + //PlayerScore_Clear(self); + if(g_lms) + PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()); + self.killcount = 0; + //stop the player from moving so that he stands still once he gets respawned + self.velocity = '0 0 0'; + self.avelocity = '0 0 0'; + self.movement = '0 0 0'; + PutClientInServer(); + } + } + } + + if(g_keyhunt) + kh_Controller_SetThink_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound); + + self = oldself; +} + // Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set) void ReadyRestart_think() { @@ -346,8 +424,15 @@ void ReadyRestart_force() readyrestart_happened = 1; game_starttime = time; - if(!g_ca && !g_arena) { game_starttime += RESTART_COUNTDOWN; } - + if(!g_arena) { game_starttime += RESTART_COUNTDOWN; } + + // clear alivetime + FOR_EACH_CLIENT(tmp_player) + { + tmp_player.alivetime = 0; + PlayerStats_Event(tmp_player, PLAYERSTATS_ALIVETIME, -PlayerStats_Event(tmp_player, PLAYERSTATS_ALIVETIME, 0)); + } + restart_mapalreadyrestarted = 0; // reset this var, needed when cvar sv_ready_restart_repeatable is in use // disable the warmup global for the server @@ -359,14 +444,14 @@ void ReadyRestart_force() 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 && !g_arena) { restart_timer = spawn(); restart_timer.think = ReadyRestart_think; @@ -483,7 +568,7 @@ string ValidateMap(string validated_map, entity caller) { validated_map = MapInfo_FixName(validated_map); - if(!validated_map) + if not(validated_map) { print_to(caller, "This map is not available on this server."); return string_null; @@ -694,6 +779,7 @@ void VoteCommand_call(float request, entity caller, float argc, string vote_comm vote_command = VoteCommand_extractcommand(vote_command, 2, argc); if not(autocvar_sv_vote_call || !caller) { print_to(caller, "^1Vote calling is not allowed."); } + else if(!autocvar_sv_vote_gamestart && time < game_starttime) { print_to(caller, "^1Vote calling is not allowed before the match has started."); } else if(vote_called) { print_to(caller, "^1There is already a vote called."); } else if(!spectators_allowed && (caller && (caller.classname != "player"))) { print_to(caller, "^1Only players can call a vote."); } else if(timeout_status) { print_to(caller, "^1You can not call a vote while a timeout is active."); }