// Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set)
void ReadyRestart_think(entity this)
{
- reset_map(true, false);
+ if (!warmup_stage) // if the countdown was not aborted
+ reset_map(true, false);
delete(this);
}
if(forceWarmupEnd || autocvar_g_campaign)
warmup_stage = 0; // forcefully end warmup and go to match stage
else
- warmup_stage = cvar("g_warmup"); // go into warmup if it's enabled, otherwise restart into match stage
+ warmup_stage = autocvar_g_warmup; // go into warmup if it's enabled, otherwise restart into match stage
ReadyRestart_force(false);
}
Nagger_ReadyCounted();
- if (t_players < map_minplayers) // map_minplayers will only be set if g_warmup -1 at worldspawn
+ // can't read warmup_stage here as it could have been set to 0 by ReadyRestart()
+ // and we need to use this when checking if we should abort the countdown
+ // map_minplayers can only be > 0 if g_warmup was -1 at worldspawn
+ int minplayers = autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers;
+
+ if (t_players < minplayers)
{
if (game_starttime > time) // someone bailed during countdown, back to warmup
{
- warmup_stage = -1; // CAN change it AFTER calling Nagger_ReadyCounted() this frame
+ warmup_stage = autocvar_g_warmup; // CAN change it AFTER calling Nagger_ReadyCounted() this frame
game_starttime = time;
- Send_Notification(NOTIF_ALL, NULL, MSG_MULTI, COUNTDOWN_STOP, map_minplayers);
+ Send_Notification(NOTIF_ALL, NULL, MSG_MULTI, COUNTDOWN_STOP, minplayers);
+ if (!sv_ready_restart_after_countdown) // if we ran reset_map() at start of countdown
+ FOREACH_CLIENT(IS_PLAYER(it), { GiveWarmupResources(it); });
}
if (warmup_limit > 0)
warmup_limit = -1;
return; // don't ReadyRestart if players are ready but too few
}
- else if (map_minplayers && warmup_limit <= 0)
+ else if (minplayers && warmup_limit <= 0)
{
// there's enough players now but we're still in infinite warmup
warmup_limit = cvar("g_warmup_limit");