3 float Nagger_SendEntity(entity to, float sendflags)
7 WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER);
28 WriteByte(MSG_ENTITY, nags);
33 WriteString(MSG_ENTITY, votecalledvote_display);
35 WriteString(MSG_ENTITY, "");
40 for(i = 1; i <= maxclients; i += 8)
42 for(f = 0, e = edict_num(i), b = 1; b < 256; b *= 2, e = nextent(e))
43 if(clienttype(e) != CLIENTTYPE_REAL || e.ready)
45 WriteByte(MSG_ENTITY, f);
53 Net_LinkEntity(nagger = spawn(), FALSE, 0, Nagger_SendEntity);
55 void Nagger_VoteChanged()
58 nagger.SendFlags |= 128;
60 void Nagger_VoteCountChanged()
63 nagger.SendFlags |= 1;
65 void Nagger_ReadyCounted()
68 nagger.SendFlags |= 1;
72 string MapVote_Suggest(string m);
74 entity GetPlayer(string name)
80 if(substring(name, 0, 1) == "#") {
81 num = stof(substring(name, 1, 999));
82 if(num >= 1 && num <= maxclients) {
83 for((e = world); num > 0; --num, (e = nextent(e)))
85 //if(clienttype(e) == CLIENTTYPE_REAL)
86 if(e.classname == "player")
90 ns = strdecolorize(name);
91 FOR_EACH_REALPLAYER(e) {
92 if(!strcasecmp(strdecolorize(e.netname), ns)) {
100 //float ctf_clientcommand();
101 float readyrestart_happened;
102 .float lms_spectate_warning;
103 void SV_ParseClientCommand(string s) {
105 float tokens, f, effectnum;
109 tokens = tokenize_console(s);
111 if(GameCommand_Vote(s, self)) {
113 } else if(GameCommand_MapVote(argv(0))) {
115 } else if(argv(0) == "autoswitch") {
116 // be backwards compatible with older clients (enabled)
117 self.autoswitch = ("0" != argv(1));
118 local string autoswitchmsg;
119 if (self.autoswitch) {
120 autoswitchmsg = "on";
122 autoswitchmsg = "off";
124 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
125 } else if(argv(0) == "clientversion") {
126 if not(self.flags & FL_CLIENT)
128 if (argv(1) == "$gameversion") {
129 //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
130 // either that or someone wants to be funny
133 self.version = stof(argv(1));
135 if(self.version != cvar("gameversion"))
137 self.classname = "observer";
138 self.version_mismatch = 1;
140 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
141 //JoinBestTeam(self, FALSE, TRUE);
142 } else if(teams_matter && !cvar("sv_spectate")) {
143 self.classname = "observer";
144 stuffcmd(self,"menu_showteamselect\n");
146 } else if(argv(0) == "reportcvar") { // old system
147 if(substring(argv(2), 0, 1) == "$") // undefined cvar: use the default value on the server then
149 s = strcat(substring(s, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\"");
150 tokens = tokenize_console(s);
153 } else if(argv(0) == "sentcvar") { // new system
154 if(tokens == 2) // undefined cvar: use the default value on the server then
156 s = strcat(substring(s, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\"");
157 tokens = tokenize_console(s);
160 } else if(argv(0) == "spectate") {
161 if not(self.flags & FL_CLIENT)
167 if(self.lms_spectate_warning)
169 // mark player as spectator
170 PlayerScore_Add(self, SP_LMS_RANK, 666 - PlayerScore_Add(self, SP_LMS_RANK, 0));
174 self.lms_spectate_warning = 1;
175 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");
179 if(self.classname == "player" && cvar("sv_spectate") == 1) {
181 DropFlag(self.flagcarried, world, world);
183 DropBall(self.ballcarried, self.origin, self.velocity);
184 kh_Key_DropAll(self, TRUE);
185 WaypointSprite_PlayerDead();
186 self.classname = "observer";
188 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"));
191 } else if(argv(0) == "join") {
192 if not(self.flags & FL_CLIENT)
195 if (self.classname != "player" && !lockteams)
197 if(isJoinAllowed()) {
198 self.classname = "player";
199 PlayerScore_Clear(self);
200 bprint ("^4", self.netname, "^4 is playing now\n");
204 //player may not join because of g_maxplayers is set
205 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
208 } else if( argv(0) == "selectteam" ) {
209 if not(self.flags & FL_CLIENT)
211 if( !teams_matter ) {
212 sprint( self, "selecteam can only be used in teamgames\n");
213 } else if(cvar("g_campaign")) {
214 //JoinBestTeam(self, 0);
215 } else if(lockteams) {
216 sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
217 } else if( argv(1) == "red" ) {
218 DoTeamChange(COLOR_TEAM1);
219 } else if( argv(1) == "blue" ) {
220 DoTeamChange(COLOR_TEAM2);
221 } else if( argv(1) == "yellow" ) {
222 DoTeamChange(COLOR_TEAM3);
223 } else if( argv(1) == "pink" ) {
224 DoTeamChange(COLOR_TEAM4);
225 } else if( argv(1) == "auto" ) {
228 sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
230 } else if(argv(0) == "ready") {
231 if not(self.flags & FL_CLIENT)
234 if((inWarmupStage && 0 >= g_warmup_limit) // with unlimited warmup players have to be able to restart
235 || cvar("sv_ready_restart"))
237 if(!readyrestart_happened || cvar("sv_ready_restart_repeatable"))
239 if (self.ready) // toggle
242 bprint(self.netname, "^2 is ^1NOT^2 ready\n");
247 bprint(self.netname, "^2 is ready\n");
250 // cannot reset the game while a timeout is active!
254 sprint(self, "^1Game has already been restarted\n");
257 } else if(argv(0) == "maplist") {
258 sprint(self, maplist_reply);
259 } else if(argv(0) == "lsmaps") {
260 sprint(self, lsmaps_reply);
261 } else if(argv(0) == "records") {
262 sprint(self, records_reply);
263 } else if(argv(0) == "voice") {
265 VoiceMessage(argv(1), substring(s, argv_start_index(2), argv_end_index(-1) - argv_start_index(2)));
267 VoiceMessage(argv(1), "");
268 } else if(argv(0) == "say") {
270 Say(self, FALSE, world, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1);
271 //clientcommand(self, formatmessage(s));
272 } else if(argv(0) == "say_team") {
274 Say(self, TRUE, world, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1);
275 //clientcommand(self, formatmessage(s));
276 } else if(argv(0) == "tell") {
277 e = GetCommandPlayerSlotTargetFromTokenizedCommand(tokens, 1);
278 if(e && tokens > ParseCommandPlayerSlotTarget_firsttoken)
279 Say(self, FALSE, e, substring(s, argv_start_index(ParseCommandPlayerSlotTarget_firsttoken), argv_end_index(-1) - argv_start_index(ParseCommandPlayerSlotTarget_firsttoken)), 1);
281 sprint(self, "ERROR: usage: tell # playerid text...\n");
282 //clientcommand(self, formatmessage(s));
283 } else if(argv(0) == "info") {
284 cmd = cvar_string(strcat("sv_info_", argv(1)));
286 sprint(self, "ERROR: unsupported info command\n");
288 wordwrap_sprint(cmd, 1111);
289 } else if(argv(0) == "suggestmap") {
290 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
291 } else if(argv(0) == "timeout") {
292 if not(self.flags & FL_CLIENT)
294 if(cvar("sv_timeout")) {
295 if(self.classname == "player") {
297 sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
302 sprint(self, "^7Error: only players can call a timeout!\n");
304 } else if(argv(0) == "timein") {
305 if not(self.flags & FL_CLIENT)
307 if(cvar("sv_timeout")) {
310 } else if(argv(0) == "teamstatus") {
311 Score_NicePrint(self);
312 } else if(argv(0) == "cvar_changes") {
313 sprint(self, cvar_changes);
314 } else if(argv(0) == "pointparticles") {
315 if(sv_cheats && tokens == 5)
319 // origin (0..1, on crosshair line)
322 effectnum = particleeffectnum(argv(1));
324 start = (1-f) * self.origin + f * self.cursor_trace_endpos;
327 pointparticles(effectnum, start, end, f);
330 sprint(self, "Usage: sv_cheats 1; restart; cmd pointparticles effectname position(0..1) velocityvector multiplier\n");
331 } else if(argv(0) == "trailparticles") {
332 if(sv_cheats && tokens == 2)
336 effectnum = particleeffectnum(argv(1));
337 W_SetupShot(self, FALSE, FALSE, "");
338 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
339 trailparticles(self, effectnum, w_shotorg, trace_endpos);
342 sprint(self, "Usage: sv_cheats 1; restart; cmd trailparticles effectname\n");
344 //if(ctf_clientcommand())
347 // grep for Cmd_AddCommand_WithClientCommand to find them all
355 if(cmd != "notarget")
359 //if(cmd != "say") // handled above
360 //if(cmd != "say_team") // handled above
369 if(cmd != "playermodel")
370 if(cmd != "playerskin")
371 if(cmd != "prespawn")
375 if(cmd != "sv_startdownload")
376 if(cmd != "download")
378 print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
382 if(self.jointime > 0 && time > self.jointime + 10 && time > self.nickspamtime) // allow any changes in the first 10 seconds since joining
383 if(cmd == "name" || cmd == "playermodel") // TODO also playerskin and color?
385 if(self.nickspamtime == 0 || time > self.nickspamtime + cvar("g_nick_flood_timeout"))
386 // good, no serious flood
387 self.nickspamcount = 1;
389 self.nickspamcount += 1;
390 self.nickspamtime = time + cvar("g_nick_flood_penalty");
392 if (timeoutStatus == 2) //when game is paused, no flood protection
393 self.nickspamcount = self.nickspamtime = 0;
396 clientcommand(self,s);
400 void ReadyRestartForce()
404 bprint("^1Server is restarting...\n");
409 if (checkrules_overtimesadded > 0) {
410 //we have to decrease timelimit to its original value again!!
412 newTL = cvar("timelimit");
413 newTL -= checkrules_overtimesadded * cvar("timelimit_overtime");
414 cvar_set("timelimit", ftos(newTL));
417 checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0;
420 readyrestart_happened = 1;
421 game_starttime = time + RESTART_COUNTDOWN;
422 restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
424 inWarmupStage = 0; //once the game is restarted the game is in match stage
426 //reset the .ready status of all players (also spectators)
427 FOR_EACH_CLIENTSLOT(e)
430 Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
432 if(cvar("teamplay_lockonrestart") && teams_matter) {
434 bprint("^1The teams are now locked.\n");
437 //initiate the restart-countdown-announcer entity
438 if(cvar("sv_ready_restart_after_countdown"))
440 restartTimer = spawn();
441 restartTimer.think = restartTimer_Think;
442 restartTimer.nextthink = game_starttime;
445 //after a restart every players number of allowed timeouts gets reset, too
446 if(cvar("sv_timeout"))
448 FOR_EACH_REALPLAYER(e)
449 e.allowedTimeouts = cvar("sv_timeout_number");
452 //reset map immediately if this cvar is not set
453 if (!cvar("sv_ready_restart_after_countdown"))
456 if(cvar("sv_eventlog"))
457 GameLogEcho(":restart");
462 // no arena, assault support yet...
463 if(g_arena | g_assault | gameover | intermission_running | race_completing)
464 localcmd("restart\n");
466 // reset ALL scores, but only do that at the beginning
467 //of the countdown if sv_ready_restart_after_countdown is off!
468 //Otherwise scores could be manipulated during the countdown!
469 if (!cvar("sv_ready_restart_after_countdown"))
476 * Counts how many players are ready. If not enough players are ready, the function
477 * does nothing. If all players are ready, the timelimit will be extended and the
478 * restart_countdown variable is set to allow other functions like PlayerPostThink
479 * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
480 * is not set the map will be resetted.
482 * Function is called after the server receives a 'ready' sign from a player.
491 FOR_EACH_REALPLAYER(e)
500 Nagger_ReadyCounted();
502 if(r) // at least one is ready
503 if(r == p) // and, everyone is ready
508 * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
511 void restartTimer_Think() {
512 restart_mapalreadyrestarted = 1;
520 * Checks whether the player who calls the timeout is allowed to do so.
521 * If so, it initializes the timeout countdown. It also checks whether another
522 * timeout was already running at this time and reacts correspondingly.
524 * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
525 * timeoutInitiator, timeoutStatus, timeoutHandler
527 * This function is called when a player issues the calltimeout command.
529 void evaluateTimeout() {
530 if (inWarmupStage && !g_warmup_allow_timeout)
531 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
532 if (time < game_starttime )
533 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
534 if (timeoutStatus != 2) {
535 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
536 if (cvar("timelimit")) {
537 //a timelimit was used
539 myTl = cvar("timelimit");
541 local float lastPossibleTimeout;
542 lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
544 if (lastPossibleTimeout < time - game_starttime)
545 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
548 //player may not call a timeout if he has no calls left
549 if (self.allowedTimeouts < 1)
550 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
551 //now all required checks are passed
552 self.allowedTimeouts -= 1;
553 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)
554 remainingTimeoutTime = cvar("sv_timeout_length");
555 remainingLeadTime = cvar("sv_timeout_leadtime");
556 timeoutInitiator = self;
557 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
559 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
560 timeoutHandler = spawn();
561 timeoutHandler.think = timeoutHandler_Think;
563 timeoutHandler.nextthink = time; //always let the entity think asap
565 //inform all connected clients about the timeout call
566 play2all("announcer/robotic/timeoutcalled.wav");
570 * Checks whether a player is allowed to resume the game. If he is allowed to do it,
571 * and the lead time for the timeout is still active, this countdown just will be aborted (the
572 * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
573 * value of the cvar sv_timeout_resumetime.
575 * This function is called when a player issues the resumegame command.
577 void evaluateTimein() {
579 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
580 if (self != timeoutInitiator)
581 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
582 if (timeoutStatus == 1) {
583 remainingTimeoutTime = timeoutStatus = 0;
584 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
585 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
587 else if (timeoutStatus == 2) {
588 //only shorten the remainingTimeoutTime if it makes sense
589 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
590 bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
591 remainingTimeoutTime = cvar("sv_timeout_resumetime");
592 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
595 sprint(self, "^7Error: Your resumegame call was discarded!\n");