示例#1
0
void CHL2MPRules::RestartGame()
{
    // bounds check
    if ( mp_timelimit.GetInt() < 0 )
    {
        mp_timelimit.SetValue( 0 );
    }
    m_flGameStartTime = gpGlobals->curtime;
    if ( !IsFinite( m_flGameStartTime.Get() ) )
    {
        Warning( "Trying to set a NaN game start time\n" );
        m_flGameStartTime.GetForModify() = 0.0f;
    }

    CleanUpMap();

    // now respawn all players
    for (int i = 1; i <= gpGlobals->maxClients; i++ )
    {
        CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );

        if ( !pPlayer )
            continue;

        if ( pPlayer->GetActiveWeapon() )
        {
            pPlayer->GetActiveWeapon()->Holster();
        }
        pPlayer->RemoveAllItems( true );
        respawn( pPlayer, false );
        pPlayer->Reset();
    }

    // Respawn entities (glass, doors, etc..)

    CTeam *pRebels = GetGlobalTeam( TEAM_REBELS );
    CTeam *pCombine = GetGlobalTeam( TEAM_COMBINE );

    if ( pRebels )
    {
        pRebels->SetScore( 0 );
    }

    if ( pCombine )
    {
        pCombine->SetScore( 0 );
    }

    m_flIntermissionEndTime = 0;
    m_flRestartGameTime = 0.0;
    m_bCompleteReset = false;

    IGameEvent * event = gameeventmanager->CreateEvent( "round_start" );
    if ( event )
    {
        event->SetInt("fraglimit", 0 );
        event->SetInt( "priority", 6 ); // HLTV event priority, not transmitted

        event->SetString("objective","DEATHMATCH");

        gameeventmanager->FireEvent( event );
    }
}
void CHL2MPRules::RestartGame()
{
	// bounds check
	if ( mp_timelimit.GetInt() < 0 )
	{
		mp_timelimit.SetValue( 0 );
	}
	m_flGameStartTime = gpGlobals->curtime;
	if ( !IsFinite( m_flGameStartTime.Get() ) )
	{
		Warning( "Trying to set a NaN game start time\n" );
		m_flGameStartTime.GetForModify() = 0.0f;
	}

	// Pre Map Cleanup
	for (int i = 1; i <= gpGlobals->maxClients; i++ )
	{
		CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );

		if ( !pPlayer )
			continue;

		//Tony; if they aren't a spectator, make sure they get cleaned up before entities are removed!
		if ( pPlayer->GetTeamNumber() != TEAM_SPECTATOR )
		{
				// If they're in a vehicle, make sure they get out!
				if ( pPlayer->IsInAVehicle() )
					pPlayer->LeaveVehicle();

				QAngle angles = pPlayer->GetLocalAngles();

				angles.x = 0;
				angles.z = 0;

				pPlayer->SetLocalAngles( angles );
				CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pPlayer->GetActiveWeapon();
				if (pWeapon)
				{
					pPlayer->Weapon_Detach( pWeapon );
					UTIL_Remove( pWeapon );
				}
		}
		pPlayer->RemoveAllItems(true);
		pPlayer->ClearActiveWeapon();
		pPlayer->Reset();
	}

	CleanUpMap();
	
	// now that everything is cleaned up, respawn everyone.
	for (int i = 1; i <= gpGlobals->maxClients; i++ )
	{
		CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );

		if ( !pPlayer )
			continue;

		//Tony; if they aren't a spectator, respawn them.
		if ( pPlayer->GetTeamNumber() != TEAM_SPECTATOR )
			pPlayer->Spawn();
	}

	CTeam *pRebels = GetGlobalTeam( TEAM_REBELS );
	CTeam *pCombine = GetGlobalTeam( TEAM_COMBINE );

	if ( pRebels )
	{
		pRebels->SetRoundScore( 0 );
	}

	if ( pCombine )
	{
		pCombine->SetRoundScore( 0 );
	}

	m_flIntermissionEndTime = 0;
	m_flRestartGameTime = 0.0;		
	m_bCompleteReset = false;

	IGameEvent * event = gameeventmanager->CreateEvent( "round_start" );
	if ( event )
	{
		event->SetInt("fraglimit", 0 );
		event->SetInt( "priority", 6 ); // HLTV event priority, not transmitted

		event->SetString("objective","DEATHMATCH");

		gameeventmanager->FireEvent( event );
	}
}