54 gi.BroadcastPrintf(
PRINT_HUD,
_(
"4 minutes left until forced turn end."));
57 gi.BroadcastPrintf(
PRINT_HUD,
_(
"3 minutes left until forced turn end."));
60 gi.BroadcastPrintf(
PRINT_HUD,
_(
"2 minutes left until forced turn end."));
63 gi.BroadcastPrintf(
PRINT_HUD,
_(
"1 minute left until forced turn end."));
66 gi.BroadcastPrintf(
PRINT_HUD,
_(
"30 seconds left until forced turn end."));
69 gi.BroadcastPrintf(
PRINT_HUD,
_(
"15 seconds left until forced turn end."));
77 gi.BroadcastPrintf(
PRINT_HUD,
_(
"Current active team hit the max round time."));
84 if (p->getTeam() == activeTeam) {
99 Actor* actor =
nullptr;
121 Actor* actor =
nullptr;
123 const int stun = actor->
getStun();
141 Actor* actor =
nullptr;
152 Actor* actor =
nullptr;
171 const int team = (lastTeam +
i) % MAX_TEAMS;
205 if (!player.roundDone) {
206 player.roundDone =
true;
219 player.roundDone =
true;
227 Actor* actor =
nullptr;
235 Com_Printf(
"round end triggered by g_lastseen (player %i (team %i) last seen in round %i of %i rounds)\n",
293 p->roundDone =
false;
300 p->roundDone =
false;
int G_TouchTriggers(Edict *ent, const entity_type_t type)
Check the world against triggers for the current entity.
Player * G_PlayerGetNextActiveHuman(Player *lastPlayer)
Iterate through the list of players.
void G_MatchEndTrigger(int team, int timeGap)
Triggers the end of the game. Will be executed in the next server (or game) frame.
Actor * G_EdictsGetNextLivingActor(Actor *lastEnt)
Iterate through the living actor entities.
void G_ClientEndRound(Player &player)
Artificial Intelligence functions.
Misc utility functions for game module.
static void G_GetNextActiveTeam(void)
Get the next active team.
void G_CheckForceEndRound(void)
Check whether a forced turn end should be executed.
void G_EventEndRound(void)
End of turn event for the current active team.
void Com_Printf(const char *const fmt,...)
chrScoreMission_t * scoreMission
void G_MoraleBehaviour(int team)
Applies morale behaviour on actors.
static int G_PlayerSoldiersCount(const Player &player)
Counts the still living actors for a player.
bool G_MatchIsRunning(void)
Checks whether the game is running (active team and no intermission time)
Player * G_PlayerGetNextActiveAI(Player *lastPlayer)
Iterate through the list of players.
void G_EventEndRoundAnnounce(const Player &player)
Player * G_GetPlayerForTeam(int team)
Gets player for given team.
void G_ReactionFireOnEndTurn(void)
Called at the end of turn, all outstanding reaction fire is resolved.
int getWeight() const
Get the weight of the items in the given inventory (excluding those in temp containers).
byte num_alive[MAX_TEAMS]
void Com_DPrintf(int level, const char *fmt,...)
A Com_Printf that only shows up if the "developer" cvar is set.
void G_BleedWounds(const int team)
Deal damage to each wounded team member.
static void G_UpdateStunState(int team)
Regenerate the "STUN" value of each (partly) stunned team member.
int G_CheckVisTeamAll(const int team, const vischeckflags_t visFlags, const Edict *ent)
Do G_CheckVisTeam for all entities ent is the one that is looking at the others.
#define G_IsSinglePlayer()
void G_GiveTimeUnits(int team)
Network function to update the time units (TUs) for each team-member.
Actor * G_EdictsGetNextLivingActorOfTeam(Actor *lastEnt, const int team)
Iterate through the living actor entities of the given team.
cvar_t * sv_roundtimelimit
Actor * G_EdictsGetNextActor(Actor *lastEnt)
Iterate through the actor entities (even the dead!)
Local definitions for game module.
void AI_CheckRespawn(int team)
If the cvar g_endlessaliens is set we will endlessly respawn aliens.
void G_ActorCheckRevitalise(Actor *actor)
functions to handle the storage and lifecycle of all edicts in the game module.
static void G_UpdateCarriedWeight(int team)
Updates the weight carried for each team member.
int G_GetActiveTeam(void)
Returns the current active team to the server.
#define G_IsVisibleForTeam(ent, team)
static void G_RoundTouchTriggers(int team)
#define G_IsAIPlayer(player)
Interface for g_client.cpp.
void G_ReactionFireReset(int team)
Guess! Reset all "shaken" states on end of turn?