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-rw-r--r--game/server/vote_controller.cpp1342
1 files changed, 1342 insertions, 0 deletions
diff --git a/game/server/vote_controller.cpp b/game/server/vote_controller.cpp
new file mode 100644
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--- /dev/null
+++ b/game/server/vote_controller.cpp
@@ -0,0 +1,1342 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Base VoteController. Handles holding and voting on issues.
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "vote_controller.h"
+#include "shareddefs.h"
+#include "eiface.h"
+#include "team.h"
+#include "gameinterface.h"
+#include "fmtstr.h"
+
+#ifdef TF_DLL
+#include "tf/tf_gamerules.h"
+#include "tf/tf_voteissues.h"
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define MAX_VOTER_HISTORY 64
+
+// Datatable
+IMPLEMENT_SERVERCLASS_ST( CVoteController, DT_VoteController )
+ SendPropInt( SENDINFO( m_iActiveIssueIndex ) ),
+ SendPropInt( SENDINFO( m_iOnlyTeamToVote ) ),
+ SendPropArray3( SENDINFO_ARRAY3( m_nVoteOptionCount ), SendPropInt( SENDINFO_ARRAY( m_nVoteOptionCount ), 8, SPROP_UNSIGNED ) ),
+ SendPropInt( SENDINFO( m_nPotentialVotes ) ),
+ SendPropBool( SENDINFO( m_bIsYesNoVote ) )
+END_SEND_TABLE()
+
+BEGIN_DATADESC( CVoteController )
+ DEFINE_THINKFUNC( VoteControllerThink ),
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( vote_controller, CVoteController );
+
+CVoteController *g_voteController = NULL;
+
+ConVar sv_vote_timer_duration( "sv_vote_timer_duration", "15", FCVAR_DEVELOPMENTONLY, "How long to allow voting on an issue" );
+ConVar sv_vote_command_delay( "sv_vote_command_delay", "2", FCVAR_DEVELOPMENTONLY, "How long after a vote passes until the action happens", false, 0.f, true, 4.5f );
+
+ConVar sv_allow_votes( "sv_allow_votes", "1", FCVAR_NONE, "Allow voting?" );
+ConVar sv_vote_failure_timer( "sv_vote_failure_timer", "300", FCVAR_NONE, "A vote that fails cannot be re-submitted for this long" );
+#ifdef TF_DLL
+ConVar sv_vote_failure_timer_mvm( "sv_vote_failure_timer_mvm", "120", FCVAR_NONE, "A vote that fails in MvM cannot be re-submitted for this long" );
+#endif // TF_DLL
+ConVar sv_vote_creation_timer( "sv_vote_creation_timer", "150", FCVAR_NONE, "How long before a player can attempt to call another vote (in seconds)." );
+ConVar sv_vote_quorum_ratio( "sv_vote_quorum_ratio", "0.6", FCVAR_NOTIFY, "The minimum ratio of eligible players needed to pass a vote. Min 0.5, Max 1.0.", true, 0.1f, true, 1.0f );
+ConVar sv_vote_allow_spectators( "sv_vote_allow_spectators", "0", FCVAR_NONE, "Allow spectators to vote?" );
+ConVar sv_vote_ui_hide_disabled_issues( "sv_vote_ui_hide_disabled_issues", "1", FCVAR_NONE, "Suppress listing of disabled issues in the vote setup screen." );
+
+ConVar sv_vote_holder_may_vote_no( "sv_vote_holder_may_vote_no", "0", FCVAR_NONE, "1 = Vote caller is not forced to vote yes on yes/no votes." );
+
+static const int k_nKickWatchListMaxDuration = 300;
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CVoteControllerSystem : public CAutoGameSystemPerFrame
+{
+public:
+ CVoteControllerSystem( char const *name ) : CAutoGameSystemPerFrame( name )
+ {
+ SetDefLessFunc( m_mapKickWatchList );
+ SetDefLessFunc( m_mapNameLockedList );
+ m_flNextKickCheckTime = 0.f;
+ m_flNextNameLockCheckTime = 0.f;
+ }
+
+ virtual void LevelInitPreEntity()
+ {
+ m_flNextNameLockCheckTime = 0.f;
+ m_flNextKickCheckTime = 0.f;
+ }
+
+ virtual void FrameUpdatePostEntityThink( void )
+ {
+ // Executing the vote controller command needs to happen in the PostEntityThink as it can restart levels and
+ // blast entities, etc. If you're doing this during a regular think, this can cause entities thinking after
+ // you in Physics_RunThinkFunctions() to get grumpy and crash.
+ if ( g_voteController )
+ {
+ // Vote passed - execute the command
+ if ( g_voteController->m_executeCommandTimer.HasStarted() && g_voteController->m_executeCommandTimer.IsElapsed() )
+ {
+ g_voteController->m_executeCommandTimer.Invalidate();
+ g_voteController->m_potentialIssues[g_voteController->m_iActiveIssueIndex]->ExecuteCommand();
+ }
+
+ // Kick watch
+ if ( m_flNextKickCheckTime < gpGlobals->curtime )
+ {
+ FOR_EACH_MAP( m_mapKickWatchList, i )
+ {
+ if ( gpGlobals->curtime > m_mapKickWatchList[i] )
+ {
+ m_mapKickWatchList.RemoveAt( i );
+ break; // Constantly called code - resume on next pass
+ }
+
+ CBasePlayer *pTarget = UTIL_PlayerBySteamID( m_mapKickWatchList.Key( i ) );
+ if ( pTarget )
+ {
+ // Welcome back
+ engine->ServerCommand( CFmtStr( "kickid %d %s;", pTarget->GetUserID(), "Kicked by server." ) );
+ }
+ }
+
+ m_flNextKickCheckTime = gpGlobals->curtime + 0.2f;
+ }
+
+ // Name lock management
+ if ( m_flNextNameLockCheckTime < gpGlobals->curtime )
+ {
+ FOR_EACH_MAP( m_mapNameLockedList, i )
+ {
+ CBasePlayer *pPlayer = UTIL_PlayerBySteamID( m_mapNameLockedList.Key( i ) );
+
+ // Time up?
+ if ( gpGlobals->curtime > m_mapNameLockedList[i] )
+ {
+ // Disable the lock if they're still here
+ if ( pPlayer )
+ {
+ engine->ServerCommand( UTIL_VarArgs( "namelockid %d %d\n", pPlayer->GetUserID(), 0 ) );
+ }
+
+ // Remove and break - this will re-run in 1 second
+ m_mapNameLockedList.RemoveAt( i );
+ break;
+ }
+ // See if they reconnected
+ else if ( pPlayer && !engine->IsPlayerNameLocked( pPlayer->edict() ) )
+ {
+ engine->ServerCommand( UTIL_VarArgs( "namelockid %d %d\n", pPlayer->GetUserID(), 1 ) );
+ }
+ }
+
+ m_flNextNameLockCheckTime = gpGlobals->curtime + 1.f;
+ }
+ }
+ }
+
+ void AddPlayerToKickWatchList( CSteamID steamID, float flDuration )
+ {
+ if ( !steamID.IsValid() || !steamID.BIndividualAccount() )
+ return;
+
+ flDuration = clamp( flDuration, 1.f, (float)k_nKickWatchListMaxDuration );
+ if ( m_mapKickWatchList.Find( steamID ) == m_mapKickWatchList.InvalidIndex() )
+ {
+ m_mapKickWatchList.Insert( steamID, ( gpGlobals->curtime + flDuration ) );
+ }
+ }
+
+ void AddPlayerToNameLockedList( CSteamID steamID, float flDuration )
+ {
+ if ( !steamID.IsValid() || !steamID.BIndividualAccount() )
+ return;
+
+ flDuration = clamp( flDuration, 1.f, (float)k_nKickWatchListMaxDuration );
+ if ( m_mapNameLockedList.Find( steamID ) == m_mapNameLockedList.InvalidIndex() )
+ {
+ m_mapNameLockedList.Insert( steamID, ( gpGlobals->curtime + flDuration ) );
+ }
+ }
+
+private:
+
+ CUtlMap< CSteamID, float > m_mapKickWatchList;
+ CUtlMap< CSteamID, float > m_mapNameLockedList;
+ float m_flNextKickCheckTime;
+ float m_flNextNameLockCheckTime;
+};
+
+CVoteControllerSystem VoteControllerSystem( "CVoteControllerSystem" );
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CommandListIssues( void )
+{
+ CBasePlayer *commandIssuer = UTIL_GetCommandClient();
+
+ if ( g_voteController && commandIssuer )
+ {
+ g_voteController->ListIssues(commandIssuer);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+ConCommand ListIssues("listissues", CommandListIssues, "List all the issues that can be voted on.", 0);
+
+//-----------------------------------------------------------------------------
+// Purpose: This should eventually ask the player what team they are voting on
+// to take into account different idle / spectator rules.
+//-----------------------------------------------------------------------------
+
+int GetVoterTeam( CBaseEntity *pEntity )
+{
+ if ( !pEntity )
+ return TEAM_UNASSIGNED;
+
+ int iTeam = pEntity->GetTeamNumber();
+
+ return iTeam;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CON_COMMAND( callvote, "Start a vote on an issue." )
+{
+ if ( !g_voteController )
+ {
+ DevMsg( "Vote Controller Not Found!\n" );
+ return;
+ }
+
+ CBasePlayer *pVoteCaller = UTIL_GetCommandClient();
+ if ( !pVoteCaller )
+ return;
+
+ if ( !sv_vote_allow_spectators.GetBool() )
+ {
+ if ( pVoteCaller->GetTeamNumber() == TEAM_SPECTATOR )
+ {
+ g_voteController->SendVoteCreationFailedMessage( VOTE_FAILED_SPECTATOR, pVoteCaller );
+ return;
+ }
+ }
+
+ if ( g_voteController->IsVoteActive() )
+ {
+ ClientPrint( pVoteCaller, HUD_PRINTCENTER, "#GameUI_vote_failed_vote_in_progress" );
+ return;
+ }
+
+ // Ask the controller if this is allowed
+ int nCooldown = 0;
+ vote_create_failed_t nError = VOTE_FAILED_GENERIC;
+
+ if ( !g_voteController->CanEntityCallVote( pVoteCaller, nCooldown, nError ) )
+ {
+ g_voteController->SendVoteCreationFailedMessage( nError, pVoteCaller, nCooldown );
+ return;
+ }
+
+ // Parameters
+ char szEmptyDetails[MAX_VOTE_DETAILS_LENGTH];
+ szEmptyDetails[0] = '\0';
+ const char *arg2 = args[1];
+ const char *arg3 = args.ArgC() >= 3 ? args[2] : szEmptyDetails;
+
+ // If we don't have any arguments, invoke VoteSetup UI
+ if ( args.ArgC() < 2 )
+ {
+ g_voteController->SetupVote( pVoteCaller->entindex() );
+ return;
+ }
+
+ g_voteController->CreateVote( pVoteCaller->entindex(), arg2, arg3 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CVoteController::~CVoteController()
+{
+ g_voteController = NULL;
+
+ for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex )
+ {
+ delete m_potentialIssues[issueIndex];
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVoteController::ResetData( void )
+{
+ m_iActiveIssueIndex = INVALID_ISSUE;
+
+ for ( int index = 0; index < m_nVoteOptionCount.Count(); index++ )
+ {
+ m_nVoteOptionCount.Set( index, 0 );
+ }
+
+ m_nPotentialVotes = 0;
+ m_acceptingVotesTimer.Invalidate();
+ m_executeCommandTimer.Invalidate();
+ m_waitingForGCResponseTimer.Invalidate();
+ m_iEntityHoldingVote = -1;
+ m_iOnlyTeamToVote = TEAM_UNASSIGNED;
+ m_bIsYesNoVote = true;
+
+ for( int voteIndex = 0; voteIndex < ARRAYSIZE( m_nVotesCast ); ++voteIndex )
+ {
+ m_nVotesCast[voteIndex] = VOTE_UNCAST;
+ }
+
+ m_pendingVoteParams.Reset();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVoteController::Spawn( void )
+{
+ ResetData();
+
+ BaseClass::Spawn();
+
+ SetThink( &CVoteController::VoteControllerThink );
+ SetNextThink( gpGlobals->curtime );
+
+ SetDefLessFunc( m_VoteCallers );
+
+ g_voteController = this;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CVoteController::UpdateTransmitState( void )
+{
+ // ALWAYS transmit to all clients.
+ return SetTransmitState( FL_EDICT_ALWAYS );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CVoteController::IsVoteSystemEnabled( void )
+{
+ return sv_allow_votes.GetBool();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CVoteController::CanTeamCastVote( int iTeam ) const
+{
+ if ( m_iOnlyTeamToVote == TEAM_UNASSIGNED )
+ return true;
+
+ return iTeam == m_iOnlyTeamToVote;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Handles menu-driven setup of Voting
+//-----------------------------------------------------------------------------
+bool CVoteController::SetupVote( int iEntIndex )
+{
+ CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex );
+ if( !pVoteCaller )
+ return false;
+
+ int nIssueCount = 0;
+
+ // Passing an nIssueCount of 0 triggers a "Voting disabled on server" message in the setup UI
+ if ( IsVoteSystemEnabled() )
+ {
+ for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex )
+ {
+ // Hide disabled issues?
+ CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex];
+ if ( pCurrentIssue )
+ {
+ if ( !pCurrentIssue->IsEnabled() && sv_vote_ui_hide_disabled_issues.GetBool() )
+ continue;
+
+ nIssueCount++;
+ }
+ }
+ }
+
+ CSingleUserRecipientFilter filter( pVoteCaller );
+ filter.MakeReliable();
+ UserMessageBegin( filter, "VoteSetup" );
+ WRITE_BYTE( nIssueCount );
+ int nMsgSize = 0;
+
+ for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex )
+ {
+ CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex];
+ if ( pCurrentIssue )
+ {
+ // Don't send/display disabled issues when set
+ if ( !pCurrentIssue->IsEnabled() && sv_vote_ui_hide_disabled_issues.GetBool() )
+ continue;
+
+ // Don't exceed MAX_USER_MSG_DATA (hack)
+ nMsgSize += ( V_strlen( pCurrentIssue->GetTypeString() ) + 1 );
+ nMsgSize += ( V_strlen( pCurrentIssue->GetTypeStringLocalized() ) + 1 );
+ ++nMsgSize;
+ Assert( nMsgSize <= MAX_USER_MSG_DATA );
+ if ( nMsgSize > MAX_USER_MSG_DATA )
+ continue;
+
+ WRITE_STRING( pCurrentIssue->GetTypeString() );
+ WRITE_STRING( pCurrentIssue->GetTypeStringLocalized() );
+ WRITE_BYTE( pCurrentIssue->IsEnabled() );
+ }
+ }
+
+ MessageEnd();
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: The purpose of this is to call again the same vote after waiting for the GC's response
+//-----------------------------------------------------------------------------
+bool CVoteController::SubmitPendingVote( VoteParams_t params )
+{
+ return CreateVote( params.m_iEntIndex, params.m_szTypeString, params.m_szDetailString );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Handles console-driven setup of Voting
+//-----------------------------------------------------------------------------
+bool CVoteController::CreateVote( int iEntIndex, const char *pszTypeString, const char *pszDetailString )
+{
+ // Terrible Hack: Dedicated servers pass 99 as the EntIndex
+ bool bDedicatedServer = ( iEntIndex == DEDICATED_SERVER ) ? true : false;
+
+ if ( !IsVoteSystemEnabled() )
+ return false;
+
+ // Already running a vote?
+ if ( IsVoteActive() )
+ return false;
+
+ CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex );
+ if ( !pVoteCaller && !bDedicatedServer )
+ return false;
+
+ // Find the issue the user is asking for
+ for ( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex )
+ {
+ CBaseIssue *pCurrentIssue = m_potentialIssues[issueIndex];
+ if ( !pCurrentIssue )
+ return false;
+
+ if ( FStrEq( pszTypeString, pCurrentIssue->GetTypeString() ) )
+ {
+ vote_create_failed_t nErrorCode = VOTE_FAILED_GENERIC;
+ int nTime = 0;
+ if ( pCurrentIssue->CanCallVote( iEntIndex, pszDetailString, nErrorCode, nTime ) )
+ {
+ // Does the GC need to approve now? If so, this function will send the message.
+ if ( pCurrentIssue->NeedsPermissionFromGC() )
+ {
+ m_pendingVoteParams.m_iIssueIndex = issueIndex;
+ m_pendingVoteParams.m_iEntIndex = iEntIndex;
+ V_strcpy_safe( m_pendingVoteParams.m_szTypeString, pszTypeString );
+ V_strcpy_safe( m_pendingVoteParams.m_szDetailString, pszDetailString );
+
+ // Put the vote in limbo and wait for a time-out, or answer.
+ m_waitingForGCResponseTimer.Start( 3.f );
+ return false;
+ }
+
+ // Establish a bunch of data on this particular issue
+ pCurrentIssue->SetIssueDetails( pszDetailString );
+ m_bIsYesNoVote = pCurrentIssue->IsYesNoVote();
+ m_iActiveIssueIndex = issueIndex;
+ m_iEntityHoldingVote = iEntIndex;
+ if ( !bDedicatedServer )
+ {
+ m_iOnlyTeamToVote = ( pCurrentIssue->IsTeamRestrictedVote() ) ? GetVoterTeam( pVoteCaller ) : TEAM_UNASSIGNED;
+ }
+
+ // Now get our choices
+ m_VoteOptions.RemoveAll();
+ pCurrentIssue->GetVoteOptions( m_VoteOptions );
+ int nNumVoteOptions = m_VoteOptions.Count();
+ if ( nNumVoteOptions >= 2 )
+ {
+ IGameEvent *event = gameeventmanager->CreateEvent( "vote_options" );
+ if ( event )
+ {
+ event->SetInt( "count", nNumVoteOptions );
+ for ( int iIndex = 0; iIndex < nNumVoteOptions; iIndex++ )
+ {
+ char szNumber[2];
+ Q_snprintf( szNumber, sizeof( szNumber ), "%i", iIndex + 1 );
+
+ char szOptionName[8] = "option";
+ Q_strncat( szOptionName, szNumber, sizeof( szOptionName ), COPY_ALL_CHARACTERS );
+
+ event->SetString( szOptionName, m_VoteOptions[iIndex] );
+ }
+ gameeventmanager->FireEvent( event );
+ }
+ }
+ else
+ {
+ Assert( nNumVoteOptions >= 2 );
+ }
+
+ // Have the issue start working on it
+ pCurrentIssue->OnVoteStarted();
+
+ // Now the vote handling and UI
+ m_nPotentialVotes = pCurrentIssue->CountPotentialVoters();
+ m_acceptingVotesTimer.Start( sv_vote_timer_duration.GetFloat() + random->RandomFloat( -1.f, 1.f ) );
+
+#ifndef _DEBUG
+ // Force the vote holder to agree with a Yes/No vote
+ if ( pCurrentIssue->IsYesNoVote() && !bDedicatedServer && !sv_vote_holder_may_vote_no.GetBool() )
+ {
+ TryCastVote( iEntIndex, "Option1" );
+ }
+#endif
+
+ // Get the data out to the client
+ CBroadcastRecipientFilter filter;
+ filter.MakeReliable();
+ UserMessageBegin( filter, "VoteStart" );
+ WRITE_BYTE( m_iOnlyTeamToVote ); // move into the filter
+ WRITE_BYTE( m_iEntityHoldingVote );
+ WRITE_STRING( pCurrentIssue->GetDisplayString() );
+ WRITE_STRING( pCurrentIssue->GetDetailsString() );
+ WRITE_BOOL( pCurrentIssue->IsYesNoVote() );
+ WRITE_BYTE( ( pCurrentIssue->m_hPlayerTarget ) ? pCurrentIssue->m_hPlayerTarget->entindex() : 0 );
+ MessageEnd();
+
+ if ( !bDedicatedServer )
+ {
+ TrackVoteCaller( pVoteCaller );
+ }
+
+ m_pendingVoteParams.Reset();
+
+ return true;
+ }
+ else
+ {
+ if ( !bDedicatedServer )
+ {
+ SendVoteCreationFailedMessage( nErrorCode, pVoteCaller, nTime );
+ }
+
+ m_pendingVoteParams.Reset();
+ }
+ }
+ }
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: The vote failed to start - let the caller know why
+//-----------------------------------------------------------------------------
+void CVoteController::SendVoteCreationFailedMessage( vote_create_failed_t nReason, CBasePlayer *pVoteCaller, int nTime /*= -1*/ )
+{
+ Assert( pVoteCaller );
+ if ( !pVoteCaller )
+ return;
+
+ CSingleUserRecipientFilter user( pVoteCaller );
+ user.MakeReliable();
+
+ UserMessageBegin( user, "CallVoteFailed" );
+ WRITE_BYTE( nReason );
+ WRITE_SHORT( nTime );
+ MessageEnd();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: The vote was called, but failed to pass - let everyone know why
+//-----------------------------------------------------------------------------
+void CVoteController::SendVoteFailedToPassMessage( vote_create_failed_t nReason )
+{
+ Assert( m_potentialIssues[m_iActiveIssueIndex] );
+
+ UTIL_LogPrintf( "Vote failed \"%s %s\" with code %i\n", m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(), m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString(), (int)nReason );
+
+ CBroadcastRecipientFilter filter;
+ filter.MakeReliable();
+
+ UserMessageBegin( filter, "VoteFailed" );
+ WRITE_BYTE( m_iOnlyTeamToVote );
+ WRITE_BYTE( nReason );
+ MessageEnd();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Player generated a vote command. i.e. /vote option1
+//-----------------------------------------------------------------------------
+CVoteController::TryCastVoteResult CVoteController::TryCastVote( int iEntIndex, const char *pszVoteString )
+{
+ if ( !IsVoteSystemEnabled() )
+ return CAST_FAIL_SERVER_DISABLE;
+
+ if ( iEntIndex >= ARRAYSIZE( m_nVotesCast ) )
+ return CAST_FAIL_SYSTEM_ERROR;
+
+ if ( !IsVoteActive() )
+ return CAST_FAIL_NO_ACTIVE_ISSUE;
+
+ if ( m_executeCommandTimer.HasStarted() )
+ return CAST_FAIL_VOTE_CLOSED;
+
+ if ( m_potentialIssues[m_iActiveIssueIndex] && m_potentialIssues[m_iActiveIssueIndex]->IsTeamRestrictedVote() )
+ {
+ CBaseEntity *pVoteHolder = UTIL_EntityByIndex( m_iEntityHoldingVote );
+ CBaseEntity *pVoter = UTIL_EntityByIndex( iEntIndex );
+
+ if ( ( pVoteHolder == NULL ) || ( pVoter == NULL ) || ( GetVoterTeam( pVoteHolder ) != GetVoterTeam( pVoter ) ) )
+ {
+ return CAST_FAIL_TEAM_RESTRICTED;
+ }
+ }
+
+ // Look for a previous vote
+ int nOldVote = m_nVotesCast[iEntIndex];
+#ifndef DEBUG
+ if ( nOldVote != VOTE_UNCAST )
+ {
+ return CAST_FAIL_NO_CHANGES;
+ }
+#endif // !DEBUG
+
+ // Which option are they voting for?
+ int nCurrentVote = VOTE_UNCAST;
+ if ( Q_strnicmp( pszVoteString, "Option", 6 ) != 0 )
+ return CAST_FAIL_SYSTEM_ERROR;
+
+ nCurrentVote = (CastVote)( atoi( pszVoteString + 6 ) - 1 );
+
+ if ( nCurrentVote < VOTE_OPTION1 || nCurrentVote > VOTE_OPTION5 )
+ return CAST_FAIL_SYSTEM_ERROR;
+
+ // They're changing their vote
+#ifdef DEBUG
+ if ( nOldVote != VOTE_UNCAST )
+ {
+ if( nOldVote == nCurrentVote )
+ {
+ return CAST_FAIL_DUPLICATE;
+ }
+ VoteChoice_Decrement( nOldVote );
+ }
+#endif // DEBUG
+
+ // With a Yes/No vote, slam anything past "No" to No
+ if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() )
+ {
+ if ( nCurrentVote > VOTE_OPTION2 )
+ nCurrentVote = VOTE_OPTION2;
+ }
+
+ // Register and track this vote
+ VoteChoice_Increment( nCurrentVote );
+ m_nVotesCast[iEntIndex] = nCurrentVote;
+
+ // Tell the client-side UI
+ IGameEvent *event = gameeventmanager->CreateEvent( "vote_cast" );
+ if ( event )
+ {
+ event->SetInt( "vote_option", nCurrentVote );
+ event->SetInt( "team", m_iOnlyTeamToVote );
+ event->SetInt( "entityid", iEntIndex );
+ gameeventmanager->FireEvent( event );
+ }
+
+ CheckForEarlyVoteClose();
+
+ return CAST_OK;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Increments the vote count for a particular vote option
+// i.e. nVoteChoice = 0 might mean a Yes vote
+//-----------------------------------------------------------------------------
+void CVoteController::VoteChoice_Increment( int nVoteChoice )
+{
+ if ( nVoteChoice < VOTE_OPTION1 || nVoteChoice > VOTE_OPTION5 )
+ return;
+
+ int nValue = m_nVoteOptionCount.Get( nVoteChoice );
+ m_nVoteOptionCount.Set( nVoteChoice, ++nValue );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVoteController::VoteChoice_Decrement( int nVoteChoice )
+{
+ if ( nVoteChoice < VOTE_OPTION1 || nVoteChoice > VOTE_OPTION5 )
+ return;
+
+ int nValue = m_nVoteOptionCount.Get( nVoteChoice );
+ m_nVoteOptionCount.Set( nVoteChoice, --nValue );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVoteController::VoteControllerThink( void )
+{
+ // This will stall all voting until the GC answers, or we time-out. Only Kick does this (sometimes).
+ if ( m_waitingForGCResponseTimer.HasStarted() )
+ {
+ if ( m_waitingForGCResponseTimer.IsElapsed() )
+ {
+ m_waitingForGCResponseTimer.Invalidate();
+
+ // Retry the vote
+ SubmitPendingVote( m_pendingVoteParams );
+ }
+
+ SetNextThink( gpGlobals->curtime + 0.1f );
+ return;
+ }
+
+
+ if ( !m_potentialIssues.IsValidIndex( m_iActiveIssueIndex ) )
+ {
+ SetNextThink( gpGlobals->curtime + 0.5f );
+
+ return;
+ }
+
+ // Vote time is up - process the result
+ if ( m_acceptingVotesTimer.HasStarted() && m_acceptingVotesTimer.IsElapsed() )
+ {
+ m_acceptingVotesTimer.Invalidate();
+
+ // For GC record-keeping
+ if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() )
+ {
+ m_potentialIssues[m_iActiveIssueIndex]->SetYesNoVoteCount( m_nVoteOptionCount[VOTE_OPTION1], m_nVoteOptionCount[VOTE_OPTION2], m_nPotentialVotes );
+ }
+
+ bool bVotePassed = false;
+
+ if ( GetNumVotesCast() >= ( m_nPotentialVotes * m_potentialIssues[m_iActiveIssueIndex]->GetQuorumRatio() ) )
+ {
+ int nPassingVoteOptionIndex = GetVoteIssueIndexWithHighestCount();
+ if ( nPassingVoteOptionIndex >= 0 && nPassingVoteOptionIndex < MAX_VOTE_OPTIONS )
+ {
+ // YES/NO VOTES - hard-wired to VOTE_OPTION1 (Yes)
+ if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() )
+ {
+ if ( nPassingVoteOptionIndex == VOTE_OPTION1 )
+ {
+ bVotePassed = true;
+ }
+ }
+ // GENERAL VOTES - as long as there's a quorum, go with the most popular choice
+ else
+ {
+ bVotePassed = true;
+
+ // We set the details string after the vote, since that's when
+ // we finally have a parameter to pass along and execute
+ m_potentialIssues[m_iActiveIssueIndex]->SetIssueDetails( m_VoteOptions[nPassingVoteOptionIndex] );
+ }
+ }
+ }
+
+ if ( bVotePassed )
+ {
+ float flDelay = sv_vote_command_delay.GetFloat();
+#ifdef TF_DLL
+ if ( dynamic_cast< CKickIssue* >( m_potentialIssues[m_iActiveIssueIndex] ) )
+ {
+ // Don't delay successful kick votes
+ flDelay = 0.f;
+ }
+#endif
+ m_executeCommandTimer.Start( flDelay );
+ m_resetVoteTimer.Start( 5.f );
+
+ UTIL_LogPrintf( "Vote succeeded \"%s %s\"\n", m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(), m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() );
+
+ CBroadcastRecipientFilter filter;
+ filter.MakeReliable();
+
+ UserMessageBegin( filter, "VotePass" );
+ WRITE_BYTE( m_iOnlyTeamToVote );
+ WRITE_STRING( m_potentialIssues[m_iActiveIssueIndex]->GetVotePassedString() );
+ WRITE_STRING( m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() );
+ MessageEnd();
+ }
+ else
+ {
+ vote_create_failed_t nReason = m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ? VOTE_FAILED_YES_MUST_EXCEED_NO : VOTE_FAILED_QUORUM_FAILURE;
+ SendVoteFailedToPassMessage( nReason );
+ m_potentialIssues[m_iActiveIssueIndex]->OnVoteFailed( m_iEntityHoldingVote );
+ m_resetVoteTimer.Start( 5.f );
+ }
+ }
+
+ // Vote passed check moved down to FrameUpdatePostEntityThink at bottom of this file...
+
+ if ( m_resetVoteTimer.HasStarted() && m_resetVoteTimer.IsElapsed() )
+ {
+ ResetData();
+ m_resetVoteTimer.Invalidate();
+ }
+
+ // Size maintenance on m_VoteCallers
+ if ( m_VoteCallers.Count() >= MAX_VOTER_HISTORY )
+ {
+ // Remove older entries
+ for ( int iIdx = m_VoteCallers.FirstInorder(); iIdx != m_VoteCallers.InvalidIndex(); iIdx = m_VoteCallers.NextInorder( iIdx ) )
+ {
+ if ( m_VoteCallers[ iIdx ] - gpGlobals->curtime <= 0 )
+ {
+ m_VoteCallers.Remove( iIdx );
+ }
+ }
+ }
+
+ SetNextThink( gpGlobals->curtime + 0.5f );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: End the vote early if everyone's voted
+//-----------------------------------------------------------------------------
+void CVoteController::CheckForEarlyVoteClose( void )
+{
+ int nVoteTally = 0;
+ for ( int index = 0; index < MAX_VOTE_OPTIONS; index++ )
+ {
+ nVoteTally += m_nVoteOptionCount.Get( index );
+ }
+
+ if( nVoteTally >= m_nPotentialVotes )
+ {
+ m_acceptingVotesTimer.Start( 0 ); // Run the timer out right now
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CVoteController::IsValidVoter( CBasePlayer *pWhom )
+{
+ if ( !pWhom )
+ return false;
+
+ if ( !pWhom->IsConnected() )
+ return false;
+
+ if ( pWhom->GetTeamNumber() == TEAM_UNASSIGNED )
+ return false;
+
+ if ( !sv_vote_allow_spectators.GetBool() )
+ {
+ if ( pWhom->GetTeamNumber() == TEAM_SPECTATOR )
+ return false;
+ }
+
+#ifndef DEBUG // Don't want to do this check for debug builds (so we can test with bots)
+ if ( pWhom->IsBot() )
+ return false;
+
+ if ( pWhom->IsFakeClient() )
+ return false;
+#endif // DEBUG
+
+ if ( pWhom->IsHLTV() )
+ return false;
+
+ if ( pWhom->IsReplay() )
+ return false;
+
+#ifdef TF_DLL
+ if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
+ {
+ if ( pWhom->GetTeamNumber() != TF_TEAM_PVE_DEFENDERS )
+ return false;
+ }
+#endif // TF_DLL
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVoteController::RegisterIssue( CBaseIssue *pszNewIssue )
+{
+ m_potentialIssues.AddToTail( pszNewIssue );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVoteController::ListIssues( CBasePlayer *pForWhom )
+{
+ if ( !IsVoteSystemEnabled() )
+ return;
+
+ ClientPrint( pForWhom, HUD_PRINTCONSOLE, "---Vote commands---\n" );
+
+ for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex )
+ {
+ CBaseIssue *pCurrentIssue = m_potentialIssues[issueIndex];
+ pCurrentIssue->ListIssueDetails( pForWhom );
+ }
+ ClientPrint( pForWhom, HUD_PRINTCONSOLE, "--- End Vote commands---\n" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: -1 when invalid
+//-----------------------------------------------------------------------------
+int CVoteController::GetVoteIssueIndexWithHighestCount( void )
+{
+ int nMaxIndex = -1;
+
+ // Legacy Yes/No system
+ if ( m_iActiveIssueIndex != INVALID_ISSUE && m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() )
+ {
+ return ( m_nVoteOptionCount[VOTE_OPTION1] > m_nVoteOptionCount[VOTE_OPTION2] ) ? VOTE_OPTION1 : VOTE_OPTION2;
+ }
+ // Which option had the most votes?
+ else
+ {
+ int nMaxCount = 0;
+
+ // TODO: Handle ties
+ for ( int iIndex = 0; iIndex < m_nVoteOptionCount.Count(); iIndex ++ )
+ {
+ if ( m_nVoteOptionCount[iIndex] && m_nVoteOptionCount[iIndex] > nMaxCount )
+ {
+ nMaxCount = m_nVoteOptionCount[iIndex];
+ nMaxIndex = iIndex;
+ }
+ }
+ }
+
+ return nMaxIndex;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Store steamIDs for every player that calls a vote
+//-----------------------------------------------------------------------------
+void CVoteController::TrackVoteCaller( CBasePlayer *pPlayer )
+{
+ if ( !pPlayer )
+ return;
+
+ CSteamID steamID;
+ pPlayer->GetSteamID( &steamID );
+
+ int iIdx = m_VoteCallers.Find( steamID.ConvertToUint64() );
+ if ( iIdx != m_VoteCallers.InvalidIndex() )
+ {
+ // Already being tracked - update timer
+ m_VoteCallers[ iIdx ] = gpGlobals->curtime + sv_vote_creation_timer.GetInt();
+ return;
+ }
+
+ m_VoteCallers.Insert( steamID.ConvertToUint64(), gpGlobals->curtime + sv_vote_creation_timer.GetInt() );
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Check the history of steamIDs that called votes and test against a timer
+//-----------------------------------------------------------------------------
+bool CVoteController::CanEntityCallVote( CBasePlayer *pPlayer, int &nCooldown, vote_create_failed_t &nErrorCode )
+{
+ if ( !pPlayer )
+ return false;
+
+#ifndef _DEBUG
+ CSteamID steamID;
+ pPlayer->GetSteamID( &steamID );
+
+ // Has this SteamID tried to call a vote recently?
+ int iIdx = m_VoteCallers.Find( steamID.ConvertToUint64() );
+ if ( iIdx != m_VoteCallers.InvalidIndex() )
+ {
+ // Timer elapsed?
+ nCooldown = (int)( m_VoteCallers[ iIdx ] - gpGlobals->curtime );
+ if ( nCooldown > 0 )
+ {
+ nErrorCode = VOTE_FAILED_RATE_EXCEEDED;
+ return false;
+ }
+
+ // Expired
+ m_VoteCallers.Remove( iIdx );
+ }
+#endif
+
+ return true;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CVoteController::GetNumVotesCast( void )
+{
+ int nVoteTally = 0;
+
+ for ( int index = 0; index < MAX_VOTE_OPTIONS; index++ )
+ {
+ nVoteTally += m_nVoteOptionCount.Get( index );
+ }
+
+ return nVoteTally;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVoteController::AddPlayerToKickWatchList( CSteamID steamID, float flDuration )
+{
+ VoteControllerSystem.AddPlayerToKickWatchList( steamID, flDuration );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVoteController::AddPlayerToNameLockedList( CSteamID steamID, float flDuration, int nUserID )
+{
+ engine->ServerCommand( UTIL_VarArgs( "namelockid %d %d\n", nUserID, 1 ) );
+
+ VoteControllerSystem.AddPlayerToNameLockedList( steamID, flDuration );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CVoteController::IsPlayerBeingKicked( CBasePlayer *pPlayer )
+{
+#ifdef TF_DLL
+ if ( pPlayer && m_iActiveIssueIndex != INVALID_ISSUE )
+ {
+ CKickIssue *pKickIssue = dynamic_cast< CKickIssue* >( m_potentialIssues[m_iActiveIssueIndex] );
+ if ( pKickIssue )
+ {
+ return pKickIssue->m_hPlayerTarget == pPlayer;
+ }
+ }
+#endif // TF_DLL
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVoteController::GCResponseReceived( bool bVerdict )
+{
+ m_waitingForGCResponseTimer.Invalidate();
+
+ if ( m_pendingVoteParams.m_iIssueIndex == INVALID_ISSUE )
+ return;
+
+ // Retry the current vote now that we have our answer
+ m_potentialIssues[m_pendingVoteParams.m_iIssueIndex]->GCResponseReceived( bVerdict );
+ SubmitPendingVote( m_pendingVoteParams );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: BaseIssue
+//-----------------------------------------------------------------------------
+CBaseIssue::CBaseIssue( const char *pszTypeString )
+{
+ V_strcpy_safe( m_szTypeString, pszTypeString );
+
+ m_iNumYesVotes = 0;
+ m_iNumNoVotes = 0;
+ m_iNumPotentialVotes = 0;
+ m_flNextCallTime = -1.f;
+ m_bGCNotified = false;
+ m_bGCApproved = false;
+ m_bGCResponded = false;
+
+ ASSERT( g_voteController );
+ g_voteController->RegisterIssue( this );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CBaseIssue::~CBaseIssue()
+{
+ for ( int index = 0; index < m_FailedVotes.Count(); index++ )
+ {
+ FailedVote *pFailedVote = m_FailedVotes[index];
+ delete pFailedVote;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+const char *CBaseIssue::GetTypeString( void )
+{
+ return m_szTypeString;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+const char *CBaseIssue::GetDetailsString( void )
+{
+ return m_szDetailsString;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CBaseIssue::SetIssueDetails( const char *pszDetails )
+{
+ V_strcpy_safe( m_szDetailsString, pszDetails );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CBaseIssue::IsTeamRestrictedVote( void )
+{
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+const char *CBaseIssue::GetVotePassedString( void )
+{
+ return "Unknown vote passed.";
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Store failures to prevent vote spam
+//-----------------------------------------------------------------------------
+void CBaseIssue::OnVoteFailed( int iEntityHoldingVote )
+{
+ // Don't track failed dedicated server votes
+ if ( BRecordVoteFailureEventForEntity( iEntityHoldingVote ) )
+ {
+ // Check for an existing match
+ for ( int index = 0; index < m_FailedVotes.Count(); index++ )
+ {
+ FailedVote *pFailedVote = m_FailedVotes[index];
+ if ( Q_strcmp( pFailedVote->szFailedVoteParameter, GetDetailsString() ) == 0 )
+ {
+ int nTime = sv_vote_failure_timer.GetInt();
+
+#ifdef TF_DLL
+ if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
+ {
+ nTime = sv_vote_failure_timer_mvm.GetInt();
+ }
+#endif // TF_DLL
+
+ pFailedVote->flLockoutTime = gpGlobals->curtime + nTime;
+
+ return;
+ }
+ }
+
+ // Need to create a new one
+ FailedVote *pNewFailedVote = new FailedVote;
+ int iIndex = m_FailedVotes.AddToTail( pNewFailedVote );
+ V_strcpy_safe( m_FailedVotes[iIndex]->szFailedVoteParameter, GetDetailsString() );
+ m_FailedVotes[iIndex]->flLockoutTime = gpGlobals->curtime + sv_vote_failure_timer.GetFloat();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CBaseIssue::CanTeamCallVote( int iTeam ) const
+{
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CBaseIssue::CanCallVote( int iEntIndex, const char *pszDetails, vote_create_failed_t &nFailCode, int &nTime )
+{
+ // Automated server vote - don't bother testing against it
+ if ( !BRecordVoteFailureEventForEntity( iEntIndex ) )
+ return true;
+
+ // Bogus player
+ if ( iEntIndex == -1 )
+ return false;
+
+ // Note: Issue timers reset on level change because the class is created/destroyed during transitions.
+ // It'd be nice to refactor the basic framework of the system to get rid of side-effects like this.
+ if ( m_flNextCallTime != -1.f && gpGlobals->curtime < m_flNextCallTime )
+ {
+ nFailCode = VOTE_FAILED_ON_COOLDOWN;
+ nTime = m_flNextCallTime - gpGlobals->curtime;
+ return false;
+ }
+
+#ifdef TF_DLL
+ if ( TFGameRules() && TFGameRules()->IsInWaitingForPlayers() && !TFGameRules()->IsInTournamentMode() )
+ {
+ nFailCode = VOTE_FAILED_WAITINGFORPLAYERS;
+ return false;
+ }
+#endif // TF_DLL
+
+ CBaseEntity *pVoteCaller = UTIL_EntityByIndex( iEntIndex );
+ if ( pVoteCaller && !CanTeamCallVote( GetVoterTeam( pVoteCaller ) ) )
+ {
+ nFailCode = VOTE_FAILED_TEAM_CANT_CALL;
+ return false;
+ }
+
+ // Did this fail recently?
+ for ( int iIndex = 0; iIndex < m_FailedVotes.Count(); iIndex++ )
+ {
+ FailedVote *pCurrentFailure = m_FailedVotes[iIndex];
+ int nTimeRemaining = pCurrentFailure->flLockoutTime - gpGlobals->curtime;
+ bool bFailed = false;
+
+ // If this issue requires a parameter, see if we're voting for the same one again (i.e. changelevel ctf_2fort)
+ if ( Q_strlen( pCurrentFailure->szFailedVoteParameter ) > 0 )
+ {
+ if( nTimeRemaining > 1 && FStrEq( pCurrentFailure->szFailedVoteParameter, pszDetails ) )
+ {
+ bFailed = true;
+ }
+ }
+ // Otherwise we have a parameter-less vote, so just check the lockout timer (i.e. restartgame)
+ else
+ {
+ if( nTimeRemaining > 1 )
+ {
+ bFailed = true;
+
+ }
+ }
+
+ if ( bFailed )
+ {
+ nFailCode = VOTE_FAILED_ON_COOLDOWN;
+ nTime = nTimeRemaining;
+ return false;
+ }
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CBaseIssue::CountPotentialVoters( void )
+{
+ int nTotalPlayers = 0;
+
+ for( int playerIndex = 1; playerIndex <= MAX_PLAYERS; ++playerIndex )
+ {
+ CBasePlayer *pPlayer = UTIL_PlayerByIndex( playerIndex );
+ if( g_voteController->IsValidVoter( pPlayer ) )
+ {
+ if ( g_voteController->CanTeamCastVote( GetVoterTeam( pPlayer ) ) )
+ {
+ nTotalPlayers++;
+ }
+ }
+ }
+
+ return nTotalPlayers;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CBaseIssue::GetNumberVoteOptions( void )
+{
+ return 2; // The default issue is Yes/No (so 2), but it can be anywhere between 1 and MAX_VOTE_COUNT
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CBaseIssue::IsYesNoVote( void )
+{
+ return true; // Default
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CBaseIssue::SetYesNoVoteCount( int iNumYesVotes, int iNumNoVotes, int iNumPotentialVotes )
+{
+ m_iNumYesVotes = iNumYesVotes;
+ m_iNumNoVotes = iNumNoVotes;
+ m_iNumPotentialVotes = iNumPotentialVotes;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CBaseIssue::ListStandardNoArgCommand( CBasePlayer *forWhom, const char *issueString )
+{
+ ClientPrint( forWhom, HUD_PRINTCONSOLE, "callvote %s1\n", issueString );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CBaseIssue::GetVoteOptions( CUtlVector <const char*> &vecNames )
+{
+ // The default vote issue is a Yes/No vote
+ vecNames.AddToHead( "Yes" );
+ vecNames.AddToTail( "No" );
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+float CBaseIssue::GetQuorumRatio( void )
+{
+ return sv_vote_quorum_ratio.GetFloat();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CBaseIssue::GCResponseReceived( bool bApproved )
+{
+ m_bGCResponded = true;
+ m_bGCApproved = bApproved;
+}
+