subtimer = "--:--";
subtimer_color = '1 0 0';
} else {
- float round_curtime, round_timelimit, round_timeleft;
+ float round_curtime, round_endtime, round_timelimit, round_timeleft;
// Use real or frozen time and get the time limit
- round_curtime = (game_stopped_time ? game_stopped_time : time);
+ round_endtime = STAT(ROUNDENDTIME);
round_timelimit = STAT(ROUND_TIMELIMIT);
+ round_curtime = (round_endtime ? round_endtime : time);
// Calculate time left
round_timeleft = HUD_Timer_TimeLeft(round_curtime, STAT(ROUNDSTARTTIME), round_timelimit);
float game_stopped;
float game_starttime; //point in time when the countdown to game start is over
float round_starttime; //point in time when the countdown to round start is over
+float round_delaytime;
float overtime_starttime; // z411 point in time where first overtime started
float timeout_last;
REGISTER_STAT(NADE_TIMER, float)
REGISTER_STAT(RESPAWN_TIME, float)
REGISTER_STAT(ROUNDSTARTTIME, float, round_starttime)
+REGISTER_STAT(ROUNDENDTIME, float, round_delaytime)
REGISTER_STAT(OVERTIMES, int, overtimes)
REGISTER_STAT(TIMEOUT_STATUS, int, timeout_status)
REGISTER_STAT(NADE_BONUS, float)
if (this.canRoundEnd())
{
// schedule a new round
+ round_delaytime = time;
this.wait = true;
this.nextthink = time + this.delay;
}
{
if (next_think <= game_starttime) rounds_played = 0;
round_starttime = next_think + this.count;
+ round_delaytime = 0;
}
}