timer = seconds_tostring(HUD_Timer_TimeElapsed(curtime, STAT(GAMESTARTTIME)));
else
timer = seconds_tostring(timeleft);
-
+
// Secondary timer for round-based game modes
if(STAT(ROUNDSTARTTIME) && autocvar_hud_panel_timer_secondary)
{
if(warmup_stage || autocvar__hud_configure)
subtext = _("Warmup");
- else if(STAT(TIMEOUT_STATUS))
+ else if(STAT(TIMEOUT_STATUS) == 2)
subtext = _("Timeout");
else if (overtimes == -1)
subtext = _("Sudden Death");
subtext_size = vec2(mySize.x, mySize.y / 3);
timer_size = vec2(mySize.x, mySize.y - subtext_size.y);
subtimer_size = vec2(mySize.x / 3, mySize.y - subtext_size.y);
-
+
panel_size.y -= subtext_size.y;
HUD_Panel_DrawBg();
-
+
if(subtimer) {
float subtimer_padding = subtimer_size.y / 5;
timer_size.x -= subtimer_size.x;
drawstring_aspect(pos + eX * timer_size.x + eY * subtimer_padding, (swap ? timer : subtimer), subtimer_size - eY * subtimer_padding * 2, (swap ? timer_color : subtimer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
}
-
+
drawstring_aspect(pos, (swap ? subtimer : timer), timer_size, (swap ? subtimer_color : timer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
-
+
if(subtext)
drawstring_aspect(pos + eY * timer_size.y, subtext, subtext_size, '0 1 0', panel_fg_alpha, DRAWFLAG_NORMAL);