3 float arena_roundbased;
5 .entity spawnqueue_next;
6 .entity spawnqueue_prev;
8 entity spawnqueue_first;
9 entity spawnqueue_last;
11 .float arena_warmup_end;
13 void PutObserverInServer();
14 void PutClientInServer();
15 void(entity e) DropFlag;
16 void(entity e) ReturnFlag;
17 void(entity e) removedecor;
24 self = nextent(world);
26 warmup = cvar("g_arena_warmup");
30 if(self.classname == "droppedweapon" // cleanup
31 || self.classname == "gib"
32 || self.classname == "body")
36 else if(self.flags & FL_ITEM) // reset items
38 self.model = self.mdl;
39 self.solid = SOLID_TRIGGER;
40 setorigin (self, self.origin);
41 self.think = SUB_Null;
43 self.effects = self.effects - (self.effects & EF_STARDUST);
45 else if(self.flags & FL_PROJECTILE) // remove any projectiles left
47 sound(self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
54 else if(self.flags & FL_CLIENT) // reset all players
58 if(self.classname == "player" && !self.deadflag)
61 self.classname = "player";
64 self.arena_warmup_end = time + warmup;
68 self.classname = "observer";
80 void Spawnqueue_Insert(entity e)
84 dprint(strcat("Into queue: ", e.netname, "\n"));
85 e.spawnqueue_in = TRUE;
86 e.spawnqueue_prev = spawnqueue_last;
87 e.spawnqueue_next = world;
89 spawnqueue_last.spawnqueue_next = e;
95 void Spawnqueue_Remove(entity e)
99 dprint(strcat("Out of queue: ", e.netname, "\n"));
100 e.spawnqueue_in = FALSE;
101 if(e == spawnqueue_first)
102 spawnqueue_first = e.spawnqueue_next;
103 if(e == spawnqueue_last)
104 spawnqueue_last = e.spawnqueue_prev;
105 if(e.spawnqueue_prev)
106 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
107 if(e.spawnqueue_next)
108 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
109 e.spawnqueue_next = world;
110 e.spawnqueue_prev = world;
113 void Spawnqueue_Unmark(entity e)
118 numspawned = numspawned - 1;
121 void Spawnqueue_Mark(entity e)
126 numspawned = numspawned + 1;
133 if(!arena_roundbased)
137 if(time < self.arena_warmup_end)
140 f = rint(self.arena_warmup_end - time);
143 msg = strcat(msg, "The Champion is ", champion.netname, "^7\n\n\n");
146 msg = strcat(msg, "Round will start in ", ftos(rint(self.arena_warmup_end - time)));
150 msg = strcat(msg, "^1Fight!");
153 centerprint(self, msg);
156 self.movetype = MOVETYPE_NONE;
158 else if(self.movetype == MOVETYPE_NONE)
160 self.movetype = MOVETYPE_WALK;
161 centerprint(self, "\n");
167 void Spawnqueue_Check()
171 next_round = time + 3;
173 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
176 while(numspawned < maxspawned && spawnqueue_first)
178 self = spawnqueue_first;
180 bprint (strcat("^4", self.netname, "^4 is the next challenger\n"));
182 Spawnqueue_Remove(self);
183 Spawnqueue_Mark(self);
184 if(!arena_roundbased)
186 self.classname = "player";