nagger.SendFlags |= 1;
}
+// If the vote_caller is still here, return their name, otherwise vote_caller_name
+string OriginalCallerName()
+{
+ if (IS_REAL_CLIENT(vote_caller))
+ return vote_caller.netname;
+ return vote_caller_name;
+}
// =======================
// Game logic for voting
{
strunzone(vote_called_command);
strunzone(vote_called_display);
+ strunzone(vote_caller_name);
}
vote_called = VOTE_NULL;
vote_caller = world;
+ vote_caller_name = string_null;
vote_endtime = 0;
vote_called_command = string_null;
void VoteStop(entity stopper)
{
- bprint("\{1}^2* ^3", GetCallerName(stopper), "^2 stopped ^3", GetCallerName(vote_caller), "^2's vote\n");
+ bprint("\{1}^2* ^3", GetCallerName(stopper), "^2 stopped ^3", OriginalCallerName(), "^2's vote\n");
if(autocvar_sv_eventlog) { GameLogEcho(strcat(":vote:vstop:", ftos(stopper.playerid))); }
// Don't force them to wait for next vote, this way they can e.g. correct their vote.
void VoteAccept()
{
- bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2's vote for ^1", vote_called_display, "^2 was accepted\n");
+ bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ^1", vote_called_display, "^2 was accepted\n");
if((vote_called == VOTE_MASTER) && vote_caller)
vote_caller.vote_master = 1;
void VoteReject()
{
- bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2's vote for ", vote_called_display, "^2 was rejected\n");
+ bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ", vote_called_display, "^2 was rejected\n");
VoteReset();
Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_FAIL);
}
void VoteTimeout()
{
- bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2's vote for ", vote_called_display, "^2 timed out\n");
+ bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ", vote_called_display, "^2 timed out\n");
VoteReset();
Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_FAIL);
}
else // everything went okay, continue with calling the vote
{
vote_caller = caller; // remember who called the vote
+ vote_caller_name = strzone(GetCallerName(vote_caller));
vote_called = VOTE_NORMAL;
vote_called_command = strzone(vote_parsed_command);
vote_called_display = strzone(vote_parsed_display);
FOR_EACH_REALCLIENT(tmp_player) { ++tmp_playercount; }
if(tmp_playercount > 1) { Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_CALL); } // don't announce a "vote now" sound if player is alone
- bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2 calls a vote for ", vote_called_display, "\n");
+ bprint("\{1}^2* ^3", OriginalCallerName(), "^2 calls a vote for ", vote_called_display, "\n");
if(autocvar_sv_eventlog) { GameLogEcho(strcat(":vote:vcall:", ftos(vote_caller.playerid), ":", vote_called_display)); }
Nagger_VoteChanged();
VoteCount(true); // needed if you are the only one
else // everything went okay, continue with creating vote
{
vote_caller = caller;
+ vote_caller_name = strzone(GetCallerName(vote_caller));
vote_called = VOTE_MASTER;
vote_called_command = strzone("XXX");
vote_called_display = strzone("^3master");
caller.vote_selection = VOTE_SELECT_ACCEPT;
caller.vote_waittime = time + autocvar_sv_vote_wait;
- bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2 calls a vote to become ^3master^2.\n");
+ bprint("\{1}^2* ^3", OriginalCallerName(), "^2 calls a vote to become ^3master^2.\n");
if(autocvar_sv_eventlog) { GameLogEcho(strcat(":vote:vcall:", ftos(vote_caller.playerid), ":", vote_called_display)); }
Nagger_VoteChanged();
VoteCount(true); // needed if you are the only one
case CMD_REQUEST_COMMAND:
{
if(vote_called)
- print_to(caller, strcat("^7Vote for ", vote_called_display, "^7 called by ^7", GetCallerName(vote_caller), "^7."));
+ print_to(caller, strcat("^7Vote for ", vote_called_display, "^7 called by ^7", OriginalCallerName(), "^7."));
else
print_to(caller, "^1No vote called.");