void Announcer_Countdown()
{
float starttime = getstatf(STAT_GAMESTARTTIME);
+ float roundstarttime = getstatf(STAT_ROUNDSTARTTIME);
+ if(starttime <= time) // game start time has passed
+ announcer_5min = announcer_1min = FALSE; // reset maptime announcers now as well
+ if(roundstarttime == -1)
+ {
+ // stop countdown immediately
+ centerprint_generic(CPID_GAME_STARTING, "", 1, 0);
+ remove(self);
+ return;
+ }
+ if(roundstarttime >= starttime)
+ starttime = roundstarttime;
+
float countdown = (starttime - time);
float countdown_rounded = floor(0.5 + countdown);
-
+
if(countdown <= 0) // countdown has finished, starttime is now
{
if (!spectatee_status)
centerprint_generic(CPID_GAME_STARTING, _("^1Begin!"), 1, 0);
Announcer_Play("begin");
- announcer_5min = announcer_1min = FALSE; // reset maptime announcers now as well
remove(self);
return;
}
else // countdown is still going
{
if (!spectatee_status)
- centerprint_generic(CPID_GAME_STARTING, _("^1Game starts in %d seconds"), 1, countdown_rounded);
+ {
+ if(roundstarttime == starttime)
+ centerprint_generic(CPID_GAME_STARTING, _("^1Round starts in %d seconds"), 1, countdown_rounded);
+ else
+ centerprint_generic(CPID_GAME_STARTING, _("^1Game starts in %d seconds"), 1, countdown_rounded);
+ }
if(countdown_rounded <= 3 && countdown_rounded >= 1)
Announcer_Play(ftos(countdown_rounded));
void Announcer_Gamestart()
{
float startTime = getstatf(STAT_GAMESTARTTIME);
-
+ float roundstarttime = getstatf(STAT_ROUNDSTARTTIME);
+ if(roundstarttime > startTime)
+ startTime = roundstarttime;
+
if(previous_game_starttime != startTime)
{
if((time + 5.0) < startTime) // if connecting to server while restart was active don't always play prepareforbattle
Announcer_Play("prepareforbattle");
-
+
if(time < startTime)
{
entity e;
const float STAT_SECRETS_FOUND = 71;
const float STAT_RESPAWN_TIME = 72;
+const float STAT_ROUNDSTARTTIME = 73;
// mod stats (1xx)
const float STAT_REDALIVE = 100;
float CPID_MINSTA_FINDAMMO = 3;
float CPID_NIX_WPNCHANGE = 4;
float CPID_DISCONNECT_IDLING = 5;
-float CPID_ROUND_STARTING = 6;
+
float CPID_GAME_STARTING = 7;
float CPID_TIMEOUT_COUNTDOWN = 8;
float CPID_MOTD = 9;
WarpZone_PlayerPhysics_FixVAngle();
self.stat_game_starttime = game_starttime;
+ self.stat_round_starttime = round_starttime;
self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
self.stat_leadlimit = autocvar_leadlimit;
string cvar_purechanges;
float cvar_purechanges_count;
-float game_starttime; //point in time when the countdown is over
+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
.float stat_game_starttime;
+.float stat_round_starttime;
.float stat_sv_airaccel_qw;
.float stat_sv_airstrafeaccel_qw;
addstat(STAT_SWITCHWEAPON, AS_INT, switchweapon);
addstat(STAT_SWITCHINGWEAPON, AS_INT, switchingweapon);
addstat(STAT_GAMESTARTTIME, AS_FLOAT, stat_game_starttime);
+ addstat(STAT_ROUNDSTARTTIME, AS_FLOAT, stat_round_starttime);
addstat(STAT_ALLOW_OLDNEXBEAM, AS_INT, stat_allow_oldnexbeam);
Nagger_Init();
void round_handler_Think()
{
- entity e;
float f;
- if(time <= game_starttime)
+ if(time < game_starttime)
{
- round_handler_Reset(game_starttime + 1);
+ round_handler_Reset(game_starttime);
return;
}
reset_map(TRUE);
self.wait = FALSE;
self.cnt = self.count + 1; // init countdown
+ round_starttime = time + self.count;
}
if(self.cnt > 0) // countdown running
{
if(self.canRoundStart())
{
+ if(self.cnt == self.count + 1)
+ round_starttime = time + self.count;
f = self.cnt - 1;
- if(f == 5) Announce("prepareforbattle");
- else if(f == 3) Announce("3");
- else if(f == 2) Announce("2");
- else if(f == 1) Announce("1");
- else if(f == 0)
+ if(f == 0)
{
- Announce("begin");
- FOR_EACH_REALCLIENT(e)
- Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
self.cnt = 0;
self.round_endtime = time + self.round_timelimit;
self.nextthink = time;
self.roundStart();
return;
}
-
- FOR_EACH_REALCLIENT(e)
- Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
self.cnt = self.cnt - 1;
}
else
round_handler.wait = FALSE;
round_handler.cnt = round_handler.count + 1;
round_handler.round_timelimit = the_round_timelimit;
- round_handler.nextthink = max(time, game_starttime + 1);
+ // if round_handler spawns at time 1 gamestarttime isn't initialized yet
+ //round_handler.nextthink = max(time, game_starttime + 1);
+ round_handler.nextthink = time;
+ round_starttime = time + round_handler.count;
}
float round_handler_IsActive()
void round_handler_Reset(float next_think)
{
- entity e;
round_handler.wait = FALSE;
if(round_handler.count)
if(round_handler.cnt < round_handler.count + 1)
- {
- FOR_EACH_REALCLIENT(e)
- Send_CSQC_Centerprint_Generic_Expire(e, CPID_ROUND_STARTING);
round_handler.cnt = round_handler.count + 1;
- }
round_handler.nextthink = next_think;
+ round_starttime = (next_think) ? (next_think + round_handler.count) : -1;
}
void round_handler_Remove()