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.
32 if(cvar("g_arena_warmup"))
33 warmup = time + cvar("g_arena_warmup");
35 lms_lowest_lives = 999;
36 lms_next_place = player_count;
40 for(self = world; (self = nextent(self)); )
41 if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
43 if(self.classname == STR_ITEM_KH_KEY)
45 kh_Key_AssignTo(self, world);
47 // kh_Key_DropAll(self.owner, TRUE);
50 else if(self.classname == "droppedweapon" // cleanup
51 || self.classname == "gib"
52 || self.classname == "body")
56 else if(self.items & (IT_KEY1 | IT_KEY2))
61 else if(self.classname == "rune")
64 if(self.owner.classname != "runematch_spawn_point")
65 DropAllRunes(self.owner);
68 else if(self.classname == "sprite_waypoint")
70 if(self.health | g_keyhunt)
71 WaypointSprite_Kill(self);
73 else if(self.classname == "dom_controlpoint")
75 dom_controlpoint_setup();
77 else if(self.flags & FL_ITEM) // reset items
79 self.model = self.mdl;
80 self.solid = SOLID_TRIGGER;
81 setorigin (self, self.origin);
82 self.think = SUB_Null;
85 else if(self.flags & FL_PROJECTILE) // remove any projectiles left
87 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
94 else if(self.classname == "onslaught_generator")
96 onslaught_generator_reset();
98 else if(self.classname == "onslaught_controlpoint")
100 onslaught_controlpoint_reset();
102 // TODO properly reset Assault
103 // General teambased game modes
104 else if(self.classname == "info_player_deathmatch")
106 self.team = self.team_saved;
110 // Moving the player reset code here since the player-reset depends
111 // on spawnpoint entities which have to be reset first --blub
112 FOR_EACH_CLIENT(self) {
113 if(self.flags & FL_CLIENT) // reset all players
120 PutObserverInServer();
125 only reset players if a restart countdown is active
126 this can either be due to cvar sv_ready_restart_after_countdown having set
127 restart_mapalreadyrestarted to 1 after the countdown ended or when
128 sv_ready_restart_after_countdown is not used and countdown is still running
130 if (restart_mapalreadyrestarted || (time < restart_countdown))
132 //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
133 if (self.classname == "player") {
134 PlayerScore_Clear(self);
136 PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
138 //stop the player from moving so that he stands still once he gets respawned
139 self.velocity = '0 0 0';
140 self.avelocity = '0 0 0';
141 self.movement = '0 0 0';
150 kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+RESTART_COUNTDOWN, "", kh_StartRound);
154 UpdateFrags(champion, +1);
159 void Spawnqueue_Insert(entity e)
163 dprint(strcat("Into queue: ", e.netname, "\n"));
164 e.spawnqueue_in = TRUE;
165 e.spawnqueue_prev = spawnqueue_last;
166 e.spawnqueue_next = world;
168 spawnqueue_last.spawnqueue_next = e;
170 if(!spawnqueue_first)
171 spawnqueue_first = e;
174 void Spawnqueue_Remove(entity e)
178 dprint(strcat("Out of queue: ", e.netname, "\n"));
179 e.spawnqueue_in = FALSE;
180 if(e == spawnqueue_first)
181 spawnqueue_first = e.spawnqueue_next;
182 if(e == spawnqueue_last)
183 spawnqueue_last = e.spawnqueue_prev;
184 if(e.spawnqueue_prev)
185 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
186 if(e.spawnqueue_next)
187 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
188 e.spawnqueue_next = world;
189 e.spawnqueue_prev = world;
192 void Spawnqueue_Unmark(entity e)
197 numspawned = numspawned - 1;
200 void Spawnqueue_Mark(entity e)
205 numspawned = numspawned + 1;
209 * If roundbased arena game mode is active, it centerprints the texts for the
210 * player when player is waiting for the countdown to finish.
211 * Blocks the players movement while countdown is active.
212 * Unblocks the player once the countdown is over.
214 * Called in PlayerPostThink()
221 if(!g_arena || !arena_roundbased || (time < restart_countdown))
224 f = rint(warmup - time);
227 if(time < warmup && self.spawned)
230 msg = strcat(msg, "The Champion is ", champion.netname, "^7\n\n\n");
233 msg = strcat(msg, "Round will start in ", ftos(f));
237 msg = strcat(msg, "^1Fight!");
240 centerprint(self, msg);
243 self.movetype = MOVETYPE_NONE;
245 self.velocity = '0 0 0';
246 self.avelocity = '0 0 0';
247 self.movement = '0 0 0';
248 //self.fixangle = TRUE;
250 else if(self.movetype == MOVETYPE_NONE)
252 self.movetype = MOVETYPE_WALK;
253 centerprint(self, "\n");
261 * This function finds out whether an arena round is over 1 player is left.
262 * It determines the last player who's still alive and saves it's entity reference
263 * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
265 * Gets called in StartFrame()
267 void Spawnqueue_Check()
269 if(time < warmup + 1)
272 //extend next_round if it isn't set yet and only 1 player is spawned
275 next_round = time + 3;
277 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
283 champion = find(world, classname, "player");
284 while(champion && champion.deadflag)
285 champion = find(champion, classname, "player");
289 while(numspawned < maxspawned && spawnqueue_first)
291 self = spawnqueue_first;
293 bprint ("^4", self.netname, "^4 is the next challenger\n");
295 Spawnqueue_Remove(self);
296 Spawnqueue_Mark(self);
298 self.classname = "player";