]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/command/vote.qc
Merge branch 'master' into terencehill/ca_arena_mutators
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / command / vote.qc
index f6f99d01bf826fff3b569059fc67a7c07f5dc40c..ad0fb795a1f20667cf91e668656b22f922a5a270 100644 (file)
@@ -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)
        {
@@ -319,16 +319,14 @@ void VoteThink()
 //  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();
@@ -368,37 +366,33 @@ void reset_map(float dorespawn)
        // on spawnpoint entities which have to be reset first --blub
        if(dorespawn)
        if(!MUTATOR_CALLHOOK(reset_map_players))
-       FOR_EACH_CLIENT(self) {
-               if(self.flags & FL_CLIENT)                              // reset all 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))
                {
-                       {
-                               /*
-                               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();
-                                       }
-                               }
+                       //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
+                       if (IS_PLAYER(self)) {
+                               //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);
+               kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round + (game_starttime - time), kh_StartRound);
 
        self = oldself;
 }
@@ -429,28 +423,34 @@ void ReadyRestart_force()
        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
+       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
        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;
@@ -490,10 +490,13 @@ void ReadyCount()
        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;
@@ -567,7 +570,7 @@ 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;
@@ -778,6 +781,7 @@ 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."); }