}
bool prev_inround;
+float prev_starttime;
+float prev_roundstarttime;
void Announcer_Countdown(entity this)
{
float starttime = STAT(GAMESTARTTIME);
float countdown = (inround ? roundstarttime - time : starttime - time);
float countdown_rounded = floor(0.5 + countdown);
+ if (starttime != prev_starttime || roundstarttime != prev_roundstarttime || prev_inround != inround)
+ this.skin = 0; // restart centerprint countdown
+
if(countdown <= 0) // countdown has finished, starttime is now
{
Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_BEGIN);
if(inround)
{
if(!prev_inround) Announcer_ClearTitle(); // clear title if we just started the match
- Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTART, STAT(ROUNDS_PLAYED) + 1, countdown_rounded);
+ if (!this.skin) // first tic
+ Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTART, STAT(ROUNDS_PLAYED) + 1, countdown_rounded);
Notification annce_num = Announcer_PickNumber(CNT_ROUNDSTART, countdown_rounded);
if(annce_num != NULL)
Local_Notification(MSG_ANNCE, annce_num);
}
else
{
- Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_GAMESTART, countdown_rounded);
+ if (!this.skin) // first tic
+ Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_GAMESTART, countdown_rounded);
Notification annce_num = Announcer_PickNumber(CNT_GAMESTART, countdown_rounded);
if(!roundstarttime && annce_num != NULL) // Don't announce game start in round based modes
Local_Notification(MSG_ANNCE, annce_num);
this.nextthink = (starttime - (countdown - 1));
}
+ // Don't call centerprint countdown in the remaining tics, it will continue automatically.
+ // It's an optimization but also fixes ^COUNT shown in the last tic because of high slowmo values (15+).
+ // Hopefully it fixes ^COUNT occasionally shown in online servers, probably due to lags.
+ this.skin = 1; // recycled field
}
prev_inround = inround;
+ prev_starttime = starttime;
+ prev_roundstarttime = roundstarttime;
}
/**