+#include "vote.qh"
#include <common/command/command.qh>
#include "vote.qh"
#include <common/constants.qh>
#include <common/mapinfo.qh>
-#include <common/notifications.qh>
+#include <common/notifications/all.qh>
#include <common/playerstats.qh>
#include <common/util.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()
// declarations
vote_accept_count = vote_reject_count = vote_abstain_count = 0;
- float spectators_allowed = ((autocvar_sv_vote_nospectators != 2)
- || ((autocvar_sv_vote_nospectators == 1) && (warmup_stage || gameover))
- || (autocvar_sv_vote_nospectators == 0));
+ bool spectators_allowed = (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || gameover)));
float vote_player_count = 0, notvoters = 0;
float vote_real_player_count = 0, vote_real_accept_count = 0;
Nagger_VoteCountChanged();
// add up all the votes from each connected client
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_CLIENT(it), LAMBDA(
++vote_player_count;
if (IS_PLAYER(it)) ++vote_real_player_count;
switch (it.vote_selection)
// Resets the state of all clients, items, weapons, waypoints, ... of the map.
void reset_map(bool dorespawn)
{
- SELFPARAM();
-
if (time <= game_starttime && round_handler_IsActive()) round_handler_Reset(game_starttime);
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));
+ it.reset(it);
continue;
}
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(
- if (it.reset2) WITH(entity, self, it, it.reset2());
- ));
+ FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), {
+ if (it.reset2) it.reset2(it);
+ });
- FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), LAMBDA(WITH(entity, self, it, Unfreeze(it))));
+ FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), LAMBDA(Unfreeze(it)));
// Moving the player reset code here since the player-reset depends
// on spawnpoint entities which have to be reset first --blub
if (!MUTATOR_CALLHOOK(reset_map_players))
{
FOREACH_CLIENT(true, LAMBDA(
- setself(it);
/*
only reset players if a restart countdown is active
this can either be due to cvar sv_ready_restart_after_countdown having set
if (restart_mapalreadyrestarted || (time < game_starttime))
{
// NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
- if (IS_PLAYER(self))
+ if (IS_PLAYER(it))
{
- // PlayerScore_Clear(self);
- self.killcount = 0;
+ // PlayerScore_Clear(it);
+ it.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();
+ it.velocity = '0 0 0';
+ it.avelocity = '0 0 0';
+ it.movement = '0 0 0';
+ WITHSELF(it, PutClientInServer());
}
}
));
-
- setself(this);
}
}
}
// Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set)
-void ReadyRestart_think()
+void ReadyRestart_think(entity this)
{
- SELFPARAM();
restart_mapalreadyrestarted = true;
reset_map(true);
Score_ClearAll();
// initiate the restart-countdown-announcer entity
if (autocvar_sv_ready_restart_after_countdown)
{
- entity restart_timer = new(restart_timer);
- make_pure(restart_timer);
- restart_timer.think = ReadyRestart_think;
+ entity restart_timer = new_pure(restart_timer);
+ setthink(restart_timer, ReadyRestart_think);
restart_timer.nextthink = game_starttime;
}
{
float p, q, check, minargs;
string cvarname = strcat("sv_vote_command_restriction_", argv(startpos));
- string cmdrestriction = cvar_string(cvarname); // note: this warns on undefined cvar. We want that.
+ string cmdrestriction = ""; // No we don't.
string charlist, arg;
float checkmate;
+ if(cvar_type(cvarname) & CVAR_TYPEFLAG_EXISTS)
+ cmdrestriction = cvar_string(cvarname);
+ else
+ LOG_INFO("NOTE: ", cvarname, " does not exist, no restrictions will be applied.\n");
+
if (cmdrestriction == "") return true;
++startpos; // skip command name
{
case CMD_REQUEST_COMMAND:
{
- float spectators_allowed = ((autocvar_sv_vote_nospectators != 2)
- || ((autocvar_sv_vote_nospectators == 1) && warmup_stage)
- || (autocvar_sv_vote_nospectators == 0));
+ bool spectators_allowed = (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || gameover)));
float tmp_playercount = 0;
default: // calling a vote for master
{
- float spectators_allowed = ((autocvar_sv_vote_nospectators != 2)
- || ((autocvar_sv_vote_nospectators == 1) && warmup_stage)
- || (autocvar_sv_vote_nospectators == 0));
+ bool spectators_allowed = (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || gameover)));
if (!autocvar_sv_vote_master_callable) { print_to(caller, "^1Vote to become vote master is not allowed."); }
else if (vote_called)