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Add ready up mechanic to start a match, allow non-auto-intermission #680
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Functionality wise it's quite different at the moment even if it serves similar purpose. |
@nullsystem conflicts |
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Definitely wanna adjust chat commands a little but that can be a separate PR.
* A (not enabled by default) ready up mechanic that will only start a game if the players ready match the defined threshold (default to 5v5) * Allows to override the limit if desired, although for either scenarios will still require equal amount of players between Jinrai and NSF * New native player commands to set/unset ready state, configure override limit, and check players not ready * The override limit will reset to false when players drops below threshold * Automatic intermission can be turned off with the ready-up feature on * HUD round state fixed to just directly take the const wchar_t strings and therefore no need for ANSI->WCHAR conversions * Make sure round wins and XPs are resetting on non-intermission to ready * Only functional during idle state, other state shouldn't be able to interact or/and activate ready-up feature * Player commands * !ready - For the player to signal they're ready to play * !unready - For the player to signal they're not ready to play * !overridelimit - A player to signal in behalf of everyone that they'll be playing over the stated limit * !playersnotready - Prints the players that are not ready and give info on why it's not starting * ConVars * neo_sv_readyup_lobby - 0 by default, toggles the ready-up feature * neo_sv_readyup_teamplayersthres - 5 by default, the exact amount of players to ready-up and participate to start a game * neo_sv_readyup_skipwarmup - 1 by default, if ready-up feature is on and this is enabled, skip warmup state * neo_sv_readyup_autointermission - 0 by default, if disabled will not automatically enter intermission when the match ends * fixes NeotokyoRebuild#218
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