3 float arena_roundbased;
5 .entity spawnqueue_next;
6 .entity spawnqueue_prev;
8 entity spawnqueue_first;
9 entity spawnqueue_last;
13 void PutObserverInServer();
14 void PutClientInServer();
15 void(entity e) DropFlag;
16 void(entity e) ReturnFlag;
17 void(entity e) removedecor;
18 void dom_controlpoint_setup();
19 void onslaught_generator_reset();
20 void onslaught_controlpoint_reset();
23 * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
24 * Sets the 'warmup' global variable.
29 if(cvar("g_arena_warmup"))
30 warmup = time + cvar("g_arena_warmup");
32 lms_lowest_lives = 999;
33 lms_next_place = player_count;
37 for(self = world; (self = nextent(self)); )
38 if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
40 if(self.classname == STR_ITEM_KH_KEY)
42 kh_Key_AssignTo(self, world);
44 // kh_Key_DropAll(self.owner, TRUE);
47 else if(self.classname == "droppedweapon" // cleanup
48 || self.classname == "gib"
49 || self.classname == "body")
53 else if(self.items & (IT_KEY1 | IT_KEY2))
58 else if(self.classname == "rune")
61 if(self.owner.classname != "runematch_spawn_point")
62 DropAllRunes(self.owner);
65 else if(self.classname == "sprite_waypoint")
67 if(self.health | g_keyhunt)
68 WaypointSprite_Kill(self);
70 else if(self.classname == "dom_controlpoint")
72 dom_controlpoint_setup();
74 else if(self.flags & FL_ITEM) // reset items
76 self.model = self.mdl;
77 self.solid = SOLID_TRIGGER;
78 setorigin (self, self.origin);
79 self.think = SUB_Null;
82 else if(self.flags & FL_PROJECTILE) // remove any projectiles left
84 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
91 else if(self.classname == "onslaught_generator")
93 onslaught_generator_reset();
95 else if(self.classname == "onslaught_controlpoint")
97 onslaught_controlpoint_reset();
99 // TODO properly reset Assault
100 // General teambased game modes
101 else if(self.classname == "info_player_deathmatch")
103 self.team = self.team_saved;
107 // Moving the player reset code here since the player-reset depends
108 // on spawnpoint entities which have to be reset first --blub
109 FOR_EACH_CLIENT(self) {
110 if(self.flags & FL_CLIENT) // reset all players
117 PutObserverInServer();
122 only reset players if a restart countdown is active
123 this can either be due to cvar sv_ready_restart_after_countdown having set
124 restart_mapalreadyrestarted to 1 after the countdown ended or when
125 sv_ready_restart_after_countdown is not used and countdown is still running
127 if (restart_mapalreadyrestarted || (time < restart_countdown))
129 //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
130 if (self.classname == "player") {
131 PlayerScore_Clear(self);
133 PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
135 //stop the player from moving so that he stands still once he gets respawned
136 self.velocity = '0 0 0';
137 self.avelocity = '0 0 0';
138 self.movement = '0 0 0';
147 kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+RESTART_COUNTDOWN, "", kh_StartRound);
151 UpdateFrags(champion, +1);
156 void Spawnqueue_Insert(entity e)
160 dprint(strcat("Into queue: ", e.netname, "\n"));
161 e.spawnqueue_in = TRUE;
162 e.spawnqueue_prev = spawnqueue_last;
163 e.spawnqueue_next = world;
165 spawnqueue_last.spawnqueue_next = e;
167 if(!spawnqueue_first)
168 spawnqueue_first = e;
171 void Spawnqueue_Remove(entity e)
175 dprint(strcat("Out of queue: ", e.netname, "\n"));
176 e.spawnqueue_in = FALSE;
177 if(e == spawnqueue_first)
178 spawnqueue_first = e.spawnqueue_next;
179 if(e == spawnqueue_last)
180 spawnqueue_last = e.spawnqueue_prev;
181 if(e.spawnqueue_prev)
182 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
183 if(e.spawnqueue_next)
184 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
185 e.spawnqueue_next = world;
186 e.spawnqueue_prev = world;
189 void Spawnqueue_Unmark(entity e)
194 numspawned = numspawned - 1;
197 void Spawnqueue_Mark(entity e)
202 numspawned = numspawned + 1;
206 * If roundbased arena game mode is active, it centerprints the texts for the
207 * player when player is waiting for the countdown to finish.
208 * Blocks the players movement while countdown is active.
209 * Unblocks the player once the countdown is over.
211 * Called in PlayerPostThink()
218 if(!g_arena || !arena_roundbased || (time < restart_countdown))
221 f = rint(warmup - time);
224 if(time < warmup && self.spawned)
227 msg = strcat(msg, "The Champion is ", champion.netname, "^7\n\n\n");
230 msg = strcat(msg, "Round will start in ", ftos(f));
234 msg = strcat(msg, "^1Fight!");
237 centerprint(self, msg);
240 self.movetype = MOVETYPE_NONE;
242 self.velocity = '0 0 0';
243 self.avelocity = '0 0 0';
244 self.movement = '0 0 0';
245 //self.fixangle = TRUE;
247 else if(self.movetype == MOVETYPE_NONE)
249 self.movetype = MOVETYPE_WALK;
250 centerprint(self, "\n");
258 * This function finds out whether an arena round is over 1 player is left.
259 * It determines the last player who's still alive and saves it's entity reference
260 * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
262 * Gets called in StartFrame()
264 void Spawnqueue_Check()
266 if(time < warmup + 1)
269 //extend next_round if it isn't set yet and only 1 player is spawned
272 next_round = time + 3;
274 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
280 champion = find(world, classname, "player");
281 while(champion && champion.deadflag)
282 champion = find(champion, classname, "player");
286 while(numspawned < maxspawned && spawnqueue_first)
288 self = spawnqueue_first;
290 bprint ("^4", self.netname, "^4 is the next challenger\n");
292 Spawnqueue_Remove(self);
293 Spawnqueue_Mark(self);
295 self.classname = "player";