previous_game_starttime = startTime;
}
+#define ANNOUNCER_CHECKMINUTE(minute) MACRO_BEGIN { \
+ if(announcer_##minute##min) { \
+ if(timeleft > minute * 60) \
+ announcer_##minute##min = false; \
+ } else { \
+ if(timeleft < minute * 60 && timeleft > minute * 60 - 1) { \
+ announcer_##minute##min = true; \
+ Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_##minute); \
+ } \
+ } \
+} MACRO_END
-// Plays the 1 minute or 5 minutes (of maptime) remaining sound, if client wants it
void Announcer_Time()
{
- float timelimit = STAT(TIMELIMIT);
- float timeleft = max(0, timelimit * 60 + STAT(GAMESTARTTIME) - time);
-
+ float timeleft;
if(warmup_stage)
{
float warmup_timelimit = STAT(WARMUP_TIMELIMIT);
else
timeleft = 0;
}
+ else
+ timeleft = max(0, STAT(TIMELIMIT) * 60 + STAT(GAMESTARTTIME) - time);
- // 5 minute check
if(autocvar_cl_announcer_maptime >= 2)
- {
- // make sure that after connect (and e.g. 4 minutes left) we will not get a wrong sound
- if(announcer_5min)
- {
- if(timeleft > 300)
- announcer_5min = false;
- }
- else
- {
- if(timeleft < 300 && timeleft > 299)
- {
- announcer_5min = true;
- Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_5);
- }
- }
- }
+ ANNOUNCER_CHECKMINUTE(5);
- // 1 minute check
if((autocvar_cl_announcer_maptime == 1) || (autocvar_cl_announcer_maptime == 3))
- {
- if(announcer_1min)
- {
- if(timeleft > 60)
- announcer_1min = false;
- }
- else
- {
- if(timeleft < 60 && timeleft > 59)
- {
- announcer_1min = true;
- Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_1);
- }
- }
- }
+ ANNOUNCER_CHECKMINUTE(1);
}
void Announcer()