if (!tournamentStarted && (roundPlayers >= autocvar_g_ctscup_minplayers))
{
PrintToChatAll(" \n");
- PrintToChatAll("^3W A R M U P started! \n");
+ PrintToChatAll("^5W A R M U P started! \n");
PrintToChatAll(" \n");
return true;
}
if (!tournamentStarted && (roundPlayers < autocvar_g_ctscup_minplayers))
{
PrintToChatAll(" \n");
- PrintToChatAll("^3Not enough players! W A R M U P restarted! \n");
+ PrintToChatAll("^5Not enough players! W A R M U P restarted! \n");
PrintToChatAll(" \n");
roundCounter = -1;
game_stopped = true;
if (everyoneHasAClearTime)
{
PrintToChatAll(" \n");
- PrintToChatAll("^3Everyone has a clear time! Ending warmup and starting the tournament! \n");
- //PrintToChatAll(" \n");
+ PrintToChatAll("^1Everyone has a clear time! Ending warmup and starting the tournament! \n");
roundCounter = -1;
game_stopped = true;
round_handler_Init(5, 1, autocvar_g_ctscup_maxroundlength);
void SaveSaveState(entity player)
{
- if (player.savestate)
+ if (player.savestate && !game_stopped)
{
// reset loads since last save counter
player.savestate.loadCounter = 0;
bool LoadSaveState(entity player)
{
- if (player.savestate)
+ if (player.savestate && !game_stopped)
{
// store a counterfor loads since last save
player.savestate.loadCounter++;
SetResource(player, RES_PLASMA, GetResource(player.savestate, RES_PLASMA));
SetResource(player, RES_SHELLS, GetResource(player.savestate, RES_SHELLS));
SetResource(player, RES_FUEL, GetResource(player.savestate, RES_FUEL));
- SetResource(player, RES_HEALTH, GetResource(player.savestate, RES_HEALTH));
+ SetResource(player, RES_HEALTH, max(1, GetResource(player.savestate, RES_HEALTH)));
SetResource(player, RES_ARMOR, GetResource(player.savestate, RES_ARMOR));
STAT(WEAPONS, player) = STAT(WEAPONS, player.savestate);
StatusEffects_copy(player.savestate, player.statuseffects, player.savestate.teleport_time);