string timer;
string subtimer = string_null;
string subtext = string_null;
- float timelimit, timeleft, overtimes;
- float round_timelimit, round_timeleft;
+ float timelimit, timeleft, round_timelimit, round_timeleft;
+ int overtimes;
vector timer_size, subtext_size, subtimer_size;
vector timer_color = '1 1 1';
vector subtimer_color = '1 1 1';
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
int autocvar_leadlimit;
-float checkrules_overtimesadded;
-float timeout_status; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
+int checkrules_overtimesadded;
+int timeout_status; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
// TODO: world.qh can't be included here due to circular includes!
#define autocvar_fraglimit cvar("fraglimit")
REGISTER_STAT(SECRETS_FOUND, int, secrets_found)
REGISTER_STAT(RESPAWN_TIME, float)
REGISTER_STAT(ROUNDSTARTTIME, float, round_starttime)
-REGISTER_STAT(OVERTIMESADDED, float, checkrules_overtimesadded)
-REGISTER_STAT(TIMEOUT_STATUS, float, timeout_status)
+REGISTER_STAT(OVERTIMESADDED, int, checkrules_overtimesadded)
+REGISTER_STAT(TIMEOUT_STATUS, int, timeout_status)
REGISTER_STAT(MONSTERS_TOTAL, int)
REGISTER_STAT(MONSTERS_KILLED, int)
REGISTER_STAT(NADE_BONUS, float)
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_RACE_FINISHLAP);
else
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_FRAG);
- checkrules_overtimesadded = 1;
+ checkrules_overtimesadded = 1; // Treat sudden death as an overtime
}
}
else
float checkrules_equality;
float checkrules_suddendeathwarning;
float checkrules_suddendeathend;
-//float checkrules_overtimesadded; //how many overtimes have been already added
// flag set on worldspawn so that the code knows if it is dedicated or not
bool server_is_dedicated;