entity champion;
float warmup;
float allowed_to_spawn;
-float player_cnt;
+float ca_players;
float required_ca_players;
.float caplayer;
kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound);
if(g_arena || g_ca)
- if(champion && champion.classname == "player" && player_cnt > 1)
+ if(champion && champion.classname == "player" && player_count > 1)
UpdateFrags(champion, +1);
self = oldself;
* player when player is waiting for the countdown to finish.
* Blocks the players movement while countdown is active.
* Unblocks the player once the countdown is over.
- *
+ *
* Called in PlayerPostThink()
*/
float roundStartTime_prev; // prevent networkspam
allowed_to_spawn = 0;
- if(g_ca && (player_cnt < required_ca_players || inWarmupStage))
+ if(g_ca && (ca_players < required_ca_players || inWarmupStage))
allowed_to_spawn = 1;
msg = NEWLINES;
{
roundStartTime_prev = f;
Announce("begin");
- centerprint(self, "^1Begin!\n");
+ centerprint(self, "^1Begin!\n");
if(g_ca) {
- player_cnt = 0;
+ ca_players = 0;
- FOR_EACH_CLIENT(self) {
- if (self.classname == "player")
- player_cnt += 1;
- }
+ FOR_EACH_PLAYER(self)
+ ca_players += 1;
}
}
* This function finds out whether an arena round is over 1 player is left.
* It determines the last player who's still alive and saves it's entity reference
* in the global variable 'champion'. Then the new enemy/enemies are put into the server.
- *
+ *
* Gets called in StartFrame()
*/
void Spawnqueue_Check()
if(g_ca) {
// check the amount of spawned players in each team
float redspawned, bluespawned;
- FOR_EACH_CLIENT(self) {
- if (self.classname == "player") {
- if (self.team == COLOR_TEAM1) redspawned += 1;
- else if (self.team == COLOR_TEAM2) bluespawned += 1;
- }
+ FOR_EACH_PLAYER(self) {
+ if (self.team == COLOR_TEAM1) redspawned += 1;
+ else if (self.team == COLOR_TEAM2) bluespawned += 1;
}
required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
- if(player_cnt < required_ca_players && (redspawned && bluespawned)) {
+ if(ca_players < required_ca_players && (redspawned && bluespawned)) {
reset_map(TRUE);
}
- else if(player_cnt < required_ca_players) {
- FOR_EACH_CLIENT(self)
- if(self.classname == "player")
+ else if(ca_players < required_ca_players) {
+ FOR_EACH_PLAYER(self)
centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n"));
allowed_to_spawn = 1;