}
if(!game_stopped)
- if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
+ if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
if(!this.buff_activetime_updated)
{
buff_SetCooldown(this, this.buff_activetime);
if(this.buff_activetime)
if(!game_stopped)
- if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
+ if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
{
this.buff_activetime = max(0, this.buff_activetime - frametime);