3 float Nagger_SendEntity(entity to, float sendflags)
7 WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER);
28 WriteByte(MSG_ENTITY, nags);
32 WriteString(MSG_ENTITY, votecalledvote_display);
37 for(i = 1; i <= maxclients; i += 8)
39 for(f = 0, e = edict_num(i), b = 1; b < 256; b *= 2, e = nextent(e))
40 if(clienttype(e) != CLIENTTYPE_REAL || e.ready)
42 WriteByte(MSG_ENTITY, f);
50 Net_LinkEntity(nagger = spawn(), FALSE, 0, Nagger_SendEntity);
52 void Nagger_VoteChanged()
55 nagger.SendFlags |= 128;
57 void Nagger_VoteCountChanged()
60 nagger.SendFlags |= 1;
62 void Nagger_ReadyCounted()
65 nagger.SendFlags |= 1;
69 string MapVote_Suggest(string m);
71 entity GetPlayer(string name)
77 if(substring(name, 0, 1) == "#") {
78 num = stof(substring(name, 1, 999));
79 if(num >= 1 && num <= maxclients) {
80 for((e = world); num > 0; --num, (e = nextent(e)))
82 //if(clienttype(e) == CLIENTTYPE_REAL)
83 if(e.classname == "player")
87 ns = strdecolorize(name);
88 FOR_EACH_REALPLAYER(e) {
89 if(!strcasecmp(strdecolorize(e.netname), ns)) {
97 //float ctf_clientcommand();
98 float readyrestart_happened;
99 .float lms_spectate_warning;
100 void spawnfunc_func_breakable();
102 .float cmd_floodtime;
103 .float cmd_floodcount;
104 float cmd_floodcheck()
106 if (timeoutStatus != 2)
108 if(time == self.cmd_floodtime)
110 self.cmd_floodcount += 1;
111 if(self.cmd_floodcount > 8)
116 self.cmd_floodtime = time;
117 self.cmd_floodcount = 1;
123 void SV_ParseClientCommand(string s) {
128 tokens = tokenize_console(s);
131 if(cmd != "reportcvar")
132 if(cmd != "sentcvar")
134 if(cmd != "prespawn")
142 if(GameCommand_Vote(s, self)) {
144 } else if(GameCommand_MapVote(argv(0))) {
146 } else if(cmd == "autoswitch") {
147 // be backwards compatible with older clients (enabled)
148 self.autoswitch = ("0" != argv(1));
149 local string autoswitchmsg;
150 if (self.autoswitch) {
151 autoswitchmsg = "on";
153 autoswitchmsg = "off";
155 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
156 } else if(cmd == "clientversion") {
157 if not(self.flags & FL_CLIENT)
159 if (argv(1) == "$gameversion") {
160 //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
161 // either that or someone wants to be funny
164 self.version = stof(argv(1));
166 if(self.version != cvar("gameversion"))
168 self.classname = "observer";
169 self.version_mismatch = 1;
171 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
172 //JoinBestTeam(self, FALSE, TRUE);
173 } else if(teams_matter && !cvar("sv_spectate")) {
174 self.classname = "observer";
175 stuffcmd(self,"menu_showteamselect\n");
177 } else if(cmd == "reportcvar") { // old system
178 if(substring(argv(2), 0, 1) == "$") // undefined cvar: use the default value on the server then
180 s = strcat(substring(s, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\"");
181 tokens = tokenize_console(s);
185 } else if(cmd == "uid") {
188 self.uid = strzone(argv(1));
189 self.uid_kicktime = 0;
190 print("Client ", etos(self), " has UID ", self.uid, "\n");
191 Ban_MaybeEnforceBan(self);
194 } else if(cmd == "sentcvar") { // new system
195 if(tokens == 2) // undefined cvar: use the default value on the server then
197 s = strcat(substring(s, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\"");
198 tokens = tokenize_console(s);
201 } else if(cmd == "spectate") {
204 if not(self.flags & FL_CLIENT)
210 if(self.lms_spectate_warning)
212 // mark player as spectator
213 PlayerScore_Add(self, SP_LMS_RANK, 666 - PlayerScore_Add(self, SP_LMS_RANK, 0));
217 self.lms_spectate_warning = 1;
218 sprint(self, "WARNING: you won't be able to enter the game again after spectating in LMS. Use the same command again to spectate anyway.\n");
222 if(self.classname == "player" && cvar("sv_spectate") == 1) {
224 DropFlag(self.flagcarried, world, world);
226 DropBall(self.ballcarried, self.origin, self.velocity);
227 kh_Key_DropAll(self, TRUE);
228 WaypointSprite_PlayerDead();
229 self.classname = "observer";
233 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
236 } else if(cmd == "join") {
237 if not(self.flags & FL_CLIENT)
240 if (self.classname != "player" && !lockteams)
242 if(isJoinAllowed()) {
243 self.classname = "player";
246 PlayerScore_Clear(self);
247 bprint ("^4", self.netname, "^4 is playing now\n");
248 self.stat_count = WEP_LAST;
250 if(cvar("g_campaign"))
251 campaign_bots_may_start = 1;
254 //player may not join because of g_maxplayers is set
255 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
258 } else if( cmd == "selectteam" ) {
259 if not(self.flags & FL_CLIENT)
261 if( !teams_matter ) {
262 sprint( self, "selecteam can only be used in teamgames\n");
263 } else if(cvar("g_campaign")) {
264 //JoinBestTeam(self, 0);
265 } else if(lockteams) {
266 sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
267 } else if( argv(1) == "red" ) {
268 DoTeamChange(COLOR_TEAM1);
269 } else if( argv(1) == "blue" ) {
270 DoTeamChange(COLOR_TEAM2);
271 } else if( argv(1) == "yellow" ) {
272 DoTeamChange(COLOR_TEAM3);
273 } else if( argv(1) == "pink" ) {
274 DoTeamChange(COLOR_TEAM4);
275 } else if( argv(1) == "auto" ) {
278 sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
280 } else if(cmd == "ready") {
281 if not(self.flags & FL_CLIENT)
284 if((inWarmupStage && 0 >= g_warmup_limit) // with unlimited warmup players have to be able to restart
285 || cvar("sv_ready_restart") || g_race_qualifying == 2)
287 if(!readyrestart_happened || cvar("sv_ready_restart_repeatable"))
289 if (self.ready) // toggle
292 bprint(self.netname, "^2 is ^1NOT^2 ready\n");
297 bprint(self.netname, "^2 is ready\n");
300 // cannot reset the game while a timeout is active!
304 sprint(self, "^1Game has already been restarted\n");
307 } else if(cmd == "maplist") {
308 sprint(self, maplist_reply);
309 } else if(cmd == "lsmaps") {
310 sprint(self, lsmaps_reply);
311 } else if(cmd == "records") {
312 sprint(self, records_reply);
313 } else if(cmd == "rankings") {
314 sprint(self, rankings_reply);
315 } else if(cmd == "voice") {
317 VoiceMessage(argv(1), substring(s, argv_start_index(2), argv_end_index(-1) - argv_start_index(2)));
319 VoiceMessage(argv(1), "");
320 } else if(cmd == "say") {
322 Say(self, FALSE, world, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1);
323 //clientcommand(self, formatmessage(s));
324 } else if(cmd == "say_team") {
326 Say(self, TRUE, world, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1);
327 //clientcommand(self, formatmessage(s));
328 } else if(cmd == "tell") {
329 e = GetCommandPlayerSlotTargetFromTokenizedCommand(tokens, 1);
330 if(e && tokens > ParseCommandPlayerSlotTarget_firsttoken)
332 Say(self, FALSE, e, substring(s, argv_start_index(ParseCommandPlayerSlotTarget_firsttoken), argv_end_index(-1) - argv_start_index(ParseCommandPlayerSlotTarget_firsttoken)), TRUE);
336 if(tokens > ParseCommandPlayerSlotTarget_firsttoken)
337 trigger_magicear_processmessage_forallears(self, -1, world, substring(s, argv_start_index(ParseCommandPlayerSlotTarget_firsttoken), argv_end_index(-1) - argv_start_index(ParseCommandPlayerSlotTarget_firsttoken)));
338 sprint(self, "ERROR: usage: tell # playerid text...\n");
340 //clientcommand(self, formatmessage(s));
341 } else if(cmd == "info") {
342 cmd = cvar_string_builtin(strcat("sv_info_", argv(1))); // This needed fixed for the cvar check
344 sprint(self, "ERROR: unsupported info command\n");
346 wordwrap_sprint(cmd, 1111);
347 } else if(cmd == "suggestmap") {
348 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
349 } else if(cmd == "timeout") {
350 if not(self.flags & FL_CLIENT)
352 if(cvar("sv_timeout")) {
353 if(self.classname == "player") {
355 sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
360 sprint(self, "^7Error: only players can call a timeout!\n");
362 } else if(cmd == "timein") {
363 if not(self.flags & FL_CLIENT)
365 if(cvar("sv_timeout")) {
368 } else if(cmd == "teamstatus") {
369 Score_NicePrint(self);
370 } else if(cmd == "cvar_changes") {
371 sprint(self, cvar_changes);
372 } else if(CheatCommand(tokens)) {
374 //if(ctf_clientcommand())
376 // grep for Cmd_AddCommand_WithClientCommand to find them all
378 //if(cmd != "say") // handled above
379 //if(cmd != "say_team") // handled above
387 if(cmd != "playermodel")
388 if(cmd != "playerskin")
389 if(cmd != "prespawn")
393 if(cmd != "sv_startdownload")
394 if(cmd != "download")
396 print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
400 if(self.jointime > 0 && time > self.jointime + 10 && time > self.nickspamtime) // allow any changes in the first 10 seconds since joining
401 if(cmd == "name" || cmd == "playermodel") // TODO also playerskin and color?
403 if(self.nickspamtime == 0 || time > self.nickspamtime + cvar("g_nick_flood_timeout"))
404 // good, no serious flood
405 self.nickspamcount = 1;
407 self.nickspamcount += 1;
408 self.nickspamtime = time + cvar("g_nick_flood_penalty");
410 if (timeoutStatus == 2) //when game is paused, no flood protection
411 self.nickspamcount = self.nickspamtime = 0;
414 clientcommand(self,s);
418 void ReadyRestartForce()
422 bprint("^1Server is restarting...\n");
427 if (checkrules_overtimesadded > 0 && g_race_qualifying != 2) {
428 //we have to decrease timelimit to its original value again!!
430 newTL = cvar("timelimit");
431 newTL -= checkrules_overtimesadded * cvar("timelimit_overtime");
432 cvar_set("timelimit", ftos(newTL));
435 checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0;
438 readyrestart_happened = 1;
439 game_starttime = time;
441 game_starttime += RESTART_COUNTDOWN;
442 restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
444 inWarmupStage = 0; //once the game is restarted the game is in match stage
446 //reset the .ready status of all players (also spectators)
447 FOR_EACH_CLIENTSLOT(e)
450 Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
452 if(cvar("teamplay_lockonrestart") && teams_matter) {
454 bprint("^1The teams are now locked.\n");
457 //initiate the restart-countdown-announcer entity
458 if(cvar("sv_ready_restart_after_countdown"))
460 restartTimer = spawn();
461 restartTimer.think = restartTimer_Think;
462 restartTimer.nextthink = game_starttime;
465 //after a restart every players number of allowed timeouts gets reset, too
466 if(cvar("sv_timeout"))
468 FOR_EACH_REALPLAYER(e)
469 e.allowedTimeouts = cvar("sv_timeout_number");
472 //reset map immediately if this cvar is not set
473 if (!cvar("sv_ready_restart_after_countdown"))
476 if(cvar("sv_eventlog"))
477 GameLogEcho(":restart");
482 // no arena, assault support yet...
483 if(g_arena | g_assault | gameover | intermission_running | race_completing)
484 localcmd("restart\n");
486 localcmd("\nsv_hook_gamerestart;");
490 // reset ALL scores, but only do that at the beginning
491 //of the countdown if sv_ready_restart_after_countdown is off!
492 //Otherwise scores could be manipulated during the countdown!
493 if (!cvar("sv_ready_restart_after_countdown"))
498 * Counts how many players are ready. If not enough players are ready, the function
499 * does nothing. If all players are ready, the timelimit will be extended and the
500 * restart_countdown variable is set to allow other functions like PlayerPostThink
501 * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
502 * is not set the map will be resetted.
504 * Function is called after the server receives a 'ready' sign from a player.
513 FOR_EACH_REALPLAYER(e)
522 Nagger_ReadyCounted();
524 if(r) // at least one is ready
525 if(r == p) // and, everyone is ready
530 * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
533 void restartTimer_Think() {
534 restart_mapalreadyrestarted = 1;
542 * Checks whether the player who calls the timeout is allowed to do so.
543 * If so, it initializes the timeout countdown. It also checks whether another
544 * timeout was already running at this time and reacts correspondingly.
546 * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
547 * timeoutInitiator, timeoutStatus, timeoutHandler
549 * This function is called when a player issues the calltimeout command.
551 void evaluateTimeout() {
552 if (inWarmupStage && !g_warmup_allow_timeout)
553 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
554 if (time < game_starttime )
555 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
556 if (timeoutStatus != 2) {
557 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
558 if (cvar("timelimit")) {
559 //a timelimit was used
561 myTl = cvar("timelimit");
563 local float lastPossibleTimeout;
564 lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
566 if (lastPossibleTimeout < time - game_starttime)
567 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
570 //player may not call a timeout if he has no calls left
571 if (self.allowedTimeouts < 1)
572 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
573 //now all required checks are passed
574 self.allowedTimeouts -= 1;
575 bprint(self.netname, " ^7called a timeout (", ftos(self.allowedTimeouts), " timeouts left)!\n"); //write a bprint who started the timeout (and how many he has left)
576 remainingTimeoutTime = cvar("sv_timeout_length");
577 remainingLeadTime = cvar("sv_timeout_leadtime");
578 timeoutInitiator = self;
579 if (timeoutStatus == 0) { //if another timeout was already active, don't change its status (which was 1 or 2) to 1, only change it to 1 if no timeout was active yet
581 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
582 timeoutHandler = spawn();
583 timeoutHandler.think = timeoutHandler_Think;
585 timeoutHandler.nextthink = time; //always let the entity think asap
587 //inform all connected clients about the timeout call
588 play2all("announcer/robotic/timeoutcalled.wav");
592 * Checks whether a player is allowed to resume the game. If he is allowed to do it,
593 * and the lead time for the timeout is still active, this countdown just will be aborted (the
594 * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
595 * value of the cvar sv_timeout_resumetime.
597 * This function is called when a player issues the resumegame command.
599 void evaluateTimein() {
601 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
602 if (self != timeoutInitiator)
603 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
604 if (timeoutStatus == 1) {
605 remainingTimeoutTime = timeoutStatus = 0;
606 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
607 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
609 else if (timeoutStatus == 2) {
610 //only shorten the remainingTimeoutTime if it makes sense
611 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
612 bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
613 remainingTimeoutTime = cvar("sv_timeout_resumetime");
614 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
617 sprint(self, "^7Error: Your resumegame call was discarded!\n");