MULTITEAM_CENTER(1, CENTER_TEAMCHANGE_, 4, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^BGChanging to ^TC^TT^BG in ^COUNT"), "") \
MSG_CENTER_NOTIF(1, CENTER_TEAMCHANGE_SPECTATE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^BGSpectating in ^COUNT"), "") \
MSG_CENTER_NOTIF(1, CENTER_TEAMCHANGE_AUTO, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^BGChanging team in ^COUNT"), "") \
- MSG_CENTER_NOTIF(1, CENTER_TEAMCHANGE_SUICIDE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Suicide in ^COUNT"), "")
+ MSG_CENTER_NOTIF(1, CENTER_TEAMCHANGE_SUICIDE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Suicide in ^COUNT"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_TIMEOUT_BEGINNING, 0, 1, "", CPID_TIMEOUT, "1 f1", _("^F4Timeout begins in ^COUNT"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_TIMEOUT_ENDING, 0, 1, "", CPID_TIMEOUT, "1 f1", _("^F4Timeout ends in ^COUNT"), "")
#define MSG_WEAPON_NOTIFICATIONS \
/*MSG_WEAPON_NOTIF(1, WEAPON_EMPTY, NO_MSG, NO_MSG)*/ \
// used by CommonCommand_timeout() and CommonCommand_timein() to handle game pausing and messaging and such.
void timeout_handler_reset()
{
- entity tmp_player;
-
timeout_caller = world;
timeout_time = 0;
timeout_leadtime = 0;
-
- FOR_EACH_REALPLAYER(tmp_player)
- Send_CSQC_Centerprint_Generic_Expire(tmp_player, CPID_TIMEOUT_COUNTDOWN);
remove(self);
}
{
if(timeout_time > 0) // countdown is still going
{
- FOR_EACH_REALPLAYER(tmp_player)
- Send_CSQC_Centerprint_Generic(tmp_player, CPID_TIMEOUT_COUNTDOWN, "Timeout ends in %d seconds!", 1, timeout_time);
+ Send_Notification(NOTIF_ANY, world, MSG_CENTER, CENTER_TIMEOUT_ENDING, timeout_time);
if(timeout_time == autocvar_sv_timeout_resumetime) // play a warning sound when only <sv_timeout_resumetime> seconds are left
Announce("prepareforbattle");
{
if(timeout_leadtime > 0) // countdown is still going
{
- // centerprint the information to every player
- FOR_EACH_REALPLAYER(tmp_player)
- Send_CSQC_Centerprint_Generic(tmp_player, CPID_TIMEOUT_COUNTDOWN, "Timeout begins in %d seconds!", 1, timeout_leadtime);
+ Send_Notification(NOTIF_ANY, world, MSG_CENTER, CENTER_TIMEOUT_BEGINNING, timeout_leadtime);
self.nextthink = time + 1; // think again in one second
timeout_leadtime -= 1; // decrease the time counter