MSG_CENTER_NOTIF(MISSING_TEAMS, N_ENABLE, 0, 1, "missing_teams", CPID_MISSING_TEAMS, "-1 0", _("^BGWaiting for players to join...\nNeed active players for: %s"), "")
MSG_CENTER_NOTIF(MISSING_PLAYERS, N_ENABLE, 0, 1, "f1", CPID_MISSING_PLAYERS, "-1 0", _("^BGWaiting for %s player(s) to join..."), "")
+ MSG_CENTER_NOTIF(MISSING_READY, N_ENABLE, 0, 0, "", CPID_MISSING_READY, "-1 0", _("^BGThe match will begin\nwhen more players are ready.\n\nPress ^F2F4^BG to get ready"), "")
MSG_CENTER_NOTIF(INSTAGIB_DOWNGRADE, N_ENABLE, 0, 0, "", CPID_INSTAGIB_FINDAMMO, "5 0", _("^BGYour weapon has been downgraded until you find some ammo!"), "")
MSG_CENTER_NOTIF(INSTAGIB_FINDAMMO, N_ENABLE, 0, 0, "", CPID_INSTAGIB_FINDAMMO, "1 9", _("^F4^COUNT^BG left to find some ammo!"), "")
CASE(CPID, LMS)
CASE(CPID, MISSING_TEAMS)
CASE(CPID, MISSING_PLAYERS)
+ CASE(CPID, MISSING_READY)
CASE(CPID, INSTAGIB_FINDAMMO)
CASE(CPID, CAMPAIGN_MESSAGE)
CASE(CPID, MOTD)
else
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
this.team_selected = false;
+
+ // z411
+ if(warmup_stage)
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MISSING_READY);
}
int GetPlayerLimit()
warmup_stage = 0; // once the game is restarted the game is in match stage
// reset the .ready status of all players (also spectators)
- FOREACH_CLIENT(IS_REAL_CLIENT(it), { it.ready = false; });
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
+ it.ready = false;
+ Kill_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CPID_MISSING_READY);
+ });
readycount = 0;
Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client