float announcer_1min;
float announcer_5min;
-void Announcer_Countdown()
+void Announcer_Countdown()
{
float starttime = getstatf(STAT_GAMESTARTTIME);
float roundstarttime = getstatf(STAT_ROUNDSTARTTIME);
if(countdown <= 0) // countdown has finished, starttime is now
{
- Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_BEGIN);
- Local_Notification(MSG_MULTI, MULTI_COUNTDOWN_BEGIN);
+ Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_BEGIN);
+ Local_Notification(MSG_MULTI, MULTI_COUNTDOWN_BEGIN);
remove(self);
return;
}
else // countdown is still going
{
if(roundstarttime == starttime)
+ {
Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTART, countdown_rounded);
+ Local_Notification(MSG_ANNCE, Announcer_PickNumber(CNT_ROUNDSTART, countdown_rounded));
+ }
else
- Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_GAMESTART, countdown_rounded);
-
- switch(countdown_rounded)
{
- case 1: Local_Notification(MSG_ANNCE, ANNCE_NUM_1); break;
- case 2: Local_Notification(MSG_ANNCE, ANNCE_NUM_2); break;
- case 3: Local_Notification(MSG_ANNCE, ANNCE_NUM_3); break;
+ Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_GAMESTART, countdown_rounded);
+ Local_Notification(MSG_ANNCE, Announcer_PickNumber(CNT_GAMESTART, countdown_rounded));
}
self.nextthink = (starttime - (countdown - 1));
* and STAT_FRAGLIMIT to be auto-sent)
*/
float previous_game_starttime;
-void Announcer_Gamestart()
+void Announcer_Gamestart()
{
float startTime = getstatf(STAT_GAMESTARTTIME);
float roundstarttime = getstatf(STAT_ROUNDSTARTTIME);
if(roundstarttime > startTime)
startTime = roundstarttime;
- if(previous_game_starttime != startTime)
+ if(previous_game_starttime != startTime)
{
if((time + 5.0) < startTime) // if connecting to server while restart was active don't always play prepareforbattle
Local_Notification(MSG_ANNCE, ANNCE_PREPARE);
- if(time < startTime)
+ if(time < startTime)
{
entity e = find(world, classname, "announcer_countdown");
- if not(e)
+ if (!e)
{
e = spawn();
e.classname = "announcer_countdown";
e.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
}
}
-
+
previous_game_starttime = startTime;
}
// Plays the 1 minute or 5 minutes (of maptime) remaining sound, if client wants it
-void Announcer_Time()
+void Announcer_Time()
{
float timelimit = getstatf(STAT_TIMELIMIT);
float timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
float warmup_timeleft = 0;
-
- if(warmup_stage)
+
+ if(warmup_stage)
if(autocvar_g_warmup_limit > 0)
- warmup_timeleft = max(0, autocvar_g_warmup_limit + getstatf(STAT_GAMESTARTTIME) - time);
+ warmup_timeleft = max(0, autocvar_g_warmup_limit + getstatf(STAT_GAMESTARTTIME) - time);
// 5 minute check
- if(autocvar_cl_announcer_maptime >= 2)
+ 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(((!warmup_stage || autocvar_g_warmup_limit == 0) && timeleft > 300)
+ if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timeleft > 300)
|| (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft > 300))
announcer_5min = FALSE;
}
- else
+ else
{
- if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timelimit > 0 && timeleft < 300 && timeleft > 299)
+ if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timelimit > 0 && timeleft < 300 && timeleft > 299)
|| (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft < 300 && warmup_timeleft > 299))
{
//if we're in warmup mode, check whether there's a warmup timelimit
- if not(autocvar_g_warmup_limit == -1 && warmup_stage)
+ if(!(autocvar_g_warmup_limit == -1 && warmup_stage))
{
announcer_5min = TRUE;
Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_5);
{
if (announcer_1min)
{
- if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timeleft > 60)
+ if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timeleft > 60)
|| (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft > 60))
announcer_1min = FALSE;
}
- else if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timelimit > 0 && timeleft < 60)
+ else if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timelimit > 0 && timeleft < 60)
|| (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft < 60))
{
// if we're in warmup mode, check whether there's a warmup timelimit
- if not(autocvar_g_warmup_limit == -1 && warmup_stage)
+ if(!(autocvar_g_warmup_limit == -1 && warmup_stage))
{
announcer_1min = TRUE;
Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_1);