.float spectatortime; //point in time since the client is spectating or observing
void checkSpectatorBlock(entity this);
-float game_completion_ratio; // 0 at start, 1 near end
.float winning;
.float jointime; // time of connecting
.float startplaytime; // time of switching from spectator to player
limitreached = (limitreached || leadlimitreached);
}
- if(limit)
- game_completion_ratio = max(game_completion_ratio, bound(0, WinningConditionHelper_topscore / limit, 1));
-
return GetWinningCode(
WinningConditionHelper_topscore && limitreached,
WinningConditionHelper_equality
float wantovertime;
wantovertime = 0;
- if(timelimit > game_starttime)
- game_completion_ratio = (time - game_starttime) / (timelimit - game_starttime);
- else
- game_completion_ratio = 0;
-
if(checkrules_suddendeathend)
{
if(!checkrules_suddendeathwarning)