// Use real or frozen time and get the time limit
curtime = (intermission_time ? intermission_time : time);
if(warmup_stage)
- {
timelimit = STAT(WARMUP_TIMELIMIT);
- if(timelimit == 0)
- timelimit = STAT(TIMELIMIT) * 60;
- }
else
- {
timelimit = STAT(TIMELIMIT) * 60;
- }
// Calculate time left
timeleft = HUD_Timer_TimeLeft(curtime, STAT(GAMESTARTTIME), timelimit);
}
strcpy(hostname, ReadString());
-
string hostversion = ReadString();
bool version_mismatch = ReadByte();
bool version_check = ReadByte();
- string ver = GetVersionMessage(hostversion, version_mismatch, version_check);
-
string modifications = translate_modifications(ReadString());
string weaponarena_list = translate_weaponarena(ReadString());
string cache_mutatormsg = ReadString();
string motd = ReadString();
- string msg = "";
- msg = strcat(msg, ver);
+ string msg = GetVersionMessage(hostversion, version_mismatch, version_check);
+
msg = strcat(msg, "^8\n\n", strcat(_("Gametype:"), " ^1", MapInfo_Type_ToText(gametype)), "^8\n");
modifications = cons_mid(modifications, ", ", weaponarena_list);
void ReadyCount()
{
float ready_needed_factor, ready_needed_count;
- float t_ready = 0, t_players = 0;
+ float t_players = 0;
+ readycount = 0;
FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME_JOINED(it)), {
++t_players;
- if (it.ready) ++t_ready;
+ if (it.ready) ++readycount;
});
- readycount = t_ready;
-
Nagger_ReadyCounted();
ready_needed_factor = bound(0.5, cvar("g_warmup_majority_factor"), 0.999);
// warmup and nagger stuff
const float RESTART_COUNTDOWN = 10;
entity nagger;
-float readycount; // amount of players who are ready
+int readycount; // amount of players who are ready
.float ready; // flag for if a player is ready
.float last_ready; // last ready time for anti-spam
.int team_saved; // team number to restore upon map reset
-.void(entity this) reset; // if set, an entity is reset using this
+.void(entity this) reset; // if set, an entity is reset using this
.void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
void reset_map(float dorespawn, bool is_fake_round_start);
void ReadyCount();
BADCVAR("g_start_delay");
BADCVAR("g_superspectate");
BADCVAR("g_tdm_teams_override");
- BADCVAR("g_warmup");
BADCVAR("g_weapon_stay"); BADPRESUFFIX("g_", "_weapon_stay");
BADCVAR("hostname");
BADCVAR("log_file");
BADVALUE("sys_ticrate", "0.0333333");
BADCVAR("teamplay_mode");
BADCVAR("timelimit_override");
- BADPREFIX("g_warmup_");
+ BADPREFIX("g_warmup");
BADPREFIX("sv_info_");
BADPREFIX("sv_ready_restart_");
GameRules_limit_fallbacks();
if(warmup_limit == 0)
- warmup_limit = (autocvar_timelimit > 0) ? autocvar_timelimit * 60 : autocvar_timelimit;
+ warmup_limit = autocvar_timelimit * 60;
player_count = 0;
bot_waypoints_for_items = autocvar_g_waypoints_for_items;