HUD_Scale_Enable();
else
HUD_Scale_Disable();
- HUD_Panel_DrawBg();
if(panel_bg_padding)
{
pos += '1 1 0' * panel_bg_padding;
mySize -= '2 2 0' * panel_bg_padding;
}
- string timer;
- float timelimit, timeleft, minutesLeft;
-
- timelimit = STAT(TIMELIMIT);
-
- timeleft = bound(0, timelimit * 60 + STAT(GAMESTARTTIME) - time, timelimit * 60);
- timeleft = ceil(timeleft);
-
- minutesLeft = floor(timeleft / 60);
+ string timer, subtimer, subtext;
+ float timelimit, timeleft, minutesLeft, overtimes;
+ float round_timelimit, round_timeleft;
- float warmup_timeleft = 0;
+ // Calculate timelimit
if(warmup_stage)
{
- float warmup_timelimit = STAT(WARMUP_TIMELIMIT);
- if(warmup_timelimit > 0)
- warmup_timeleft = max(0, warmup_timelimit - time + STAT(GAMESTARTTIME));
- else if(warmup_timelimit == 0)
- warmup_timeleft = timeleft;
- warmup_timeleft = ceil(warmup_timeleft);
+ timelimit = STAT(WARMUP_TIMELIMIT);
+ if(timelimit == 0)
+ timelimit = STAT(TIMELIMIT) * 60;
+ else if(timelimit == -1)
+ timelimit = 0;
}
+ else
+ {
+ timelimit = STAT(TIMELIMIT) * 60;
+ }
+
+ // Calculate time left
+ timeleft = bound(0, timelimit + STAT(GAMESTARTTIME) - time, timelimit);
+ timeleft = ceil(timeleft);
+ minutesLeft = floor(timeleft / 60);
+
+ // Timer color
vector timer_color;
if(intermission_time || minutesLeft >= 5 || warmup_stage || timelimit == 0)
timer_color = '1 1 1'; //white
else
timer_color = '1 0 0'; //red
+ // Timer text
if (intermission_time) {
timer = seconds_tostring(max(0, floor(intermission_time - STAT(GAMESTARTTIME))));
- } else if (warmup_stage && warmup_timeleft >= 60) {
- timer = _("WARMUP");
- } else if (autocvar_hud_panel_timer_increment || (!warmup_stage && timelimit == 0) || (warmup_stage && warmup_timeleft <= 0)) {
- if (time < STAT(GAMESTARTTIME))
- timer = seconds_tostring(0); //while restart is still active, show 00:00
- else
- timer = seconds_tostring(floor(time - STAT(GAMESTARTTIME)));
+ } else if (autocvar_hud_panel_timer_increment || timelimit == 0) {
+ float time_elapsed = floor(time - STAT(GAMESTARTTIME));
+ timer = seconds_tostring(max(0, time_elapsed));
} else {
- if(warmup_stage)
- timer = seconds_tostring(warmup_timeleft);
- else
- timer = seconds_tostring(timeleft);
+ timer = seconds_tostring(timeleft);
}
+
+ // Subtimer text
+ if(STAT(ROUNDSTARTTIME))
+ {
+ round_timelimit = STAT(ROUND_TIMELIMIT);
+
+ if (autocvar_hud_panel_timer_increment || round_timelimit <= 0) {
+ float round_time_elapsed = floor(time - STAT(ROUNDSTARTTIME));
+ subtimer = seconds_tostring(max(0, round_time_elapsed));
+ } else {
+ round_timeleft = bound(0, round_timelimit + STAT(ROUNDSTARTTIME) - time, round_timelimit);
+ round_timeleft = ceil(round_timeleft);
+
+ subtimer = seconds_tostring(round_timeleft);
+ }
+ }
+ else
+ subtimer = string_null;
- drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
+ // Subtext
+ overtimes = STAT(OVERTIMESADDED);
+
+ if(warmup_stage)
+ subtext = "Warmup";
+ else if(overtimes == 1)
+ subtext = "Overtime";
+ else if (overtimes > 1)
+ subtext = sprintf("Overtime #%d", overtimes);
+ else
+ subtext = string_null;
+
+ vector timer_size, subtext_size, subtimer_size;
+
+ subtext_size = vec2(mySize.x, mySize.y / 3);
+ timer_size = vec2(mySize.x, mySize.y - subtext_size.y);
+ subtimer_size = vec2(mySize.x / 3, mySize.y - subtext_size.y);
+
+ panel_size.y -= subtext_size.y;
+ HUD_Panel_DrawBg();
+
+ if(subtimer) {
+ timer_size.x -= subtimer_size.x;
+ drawstring_aspect(pos + eX * timer_size.x, subtimer, subtimer_size, '1 1 0', panel_fg_alpha, DRAWFLAG_NORMAL);
+ }
+
+ drawstring_aspect(pos, timer, timer_size, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
+
+ if(subtext)
+ drawstring_aspect(pos + eY * timer_size.y, subtext, subtext_size, '1 0 0', panel_fg_alpha, DRAWFLAG_NORMAL);
draw_endBoldFont();
}
float game_starttime; //point in time when the countdown to game start is over
float round_starttime; //point in time when the countdown to round start is over
int autocvar_leadlimit;
+float checkrules_overtimesadded;
+
// TODO: world.qh can't be included here due to circular includes!
#define autocvar_fraglimit cvar("fraglimit")
#define autocvar_fraglimit_override cvar("fraglimit_override")
REGISTER_STAT(SECRETS_FOUND, int, secrets_found)
REGISTER_STAT(RESPAWN_TIME, float)
REGISTER_STAT(ROUNDSTARTTIME, float, round_starttime)
+REGISTER_STAT(OVERTIMESADDED, float, checkrules_overtimesadded)
REGISTER_STAT(MONSTERS_TOTAL, int)
REGISTER_STAT(MONSTERS_KILLED, int)
REGISTER_STAT(NADE_BONUS, float)
#ifdef SVQC
#include "physics/movetypes/movetypes.qh"
float warmup_limit;
+float round_limit;
#endif
#ifdef SVQC
REGISTER_STAT(FRAGLIMIT, float, autocvar_fraglimit)
REGISTER_STAT(TIMELIMIT, float, autocvar_timelimit)
REGISTER_STAT(WARMUP_TIMELIMIT, float, warmup_limit)
+REGISTER_STAT(ROUND_TIMELIMIT, float, round_limit)
#ifdef SVQC
float autocvar_sv_wallfriction;
#define autocvar_sv_gravity cvar("sv_gravity")