// set the slowmo value to the timeout default slowmo value
cvar_set("slowmo", ftos(TIMEOUT_SLOWMO_VALUE));
+ sound(NULL, CH_INFO, SND_TIMEOUT, VOL_BASE, ATTN_NONE);
// reset all the flood variables
FOREACH_CLIENT(true, {
{
timeout_time = autocvar_sv_timeout_resumetime;
timeout_handler.nextthink = time; // timeout_handler has to take care of it immediately
- bprint(strcat("^1Attention: ^7", GetCallerName(caller), " resumed the game! Prepare for battle!\n"));
+ bprint(strcat("\{1}^1Attention: ^7", GetCallerName(caller), " resumed the game! Prepare for battle!\n"));
return;
}
{
if (caller) CS(caller).allowed_timeouts -= 1;
// write a bprint who started the timeout (and how many they have left)
- bprint(GetCallerName(caller), " ^7called a timeout", (caller ? strcat(" (", ftos(CS(caller).allowed_timeouts), " timeout(s) left)") : ""), "!\n");
+ bprint("\{1}", GetCallerName(caller), " ^7called a timeout", (caller ? strcat(" (", ftos(CS(caller).allowed_timeouts), " timeout(s) left)") : ""), "!\n");
timeout_status = TIMEOUT_LEADTIME;
timeout_caller = caller;
timeout_handler = spawn();
setthink(timeout_handler, timeout_handler_think);
timeout_handler.nextthink = time; // always let the entity think asap
-
- sound(NULL, CH_INFO, SND_TIMEOUT, VOL_BASE, ATTN_NONE);
+
Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_TIMEOUT);
}
}