// used by CommonCommand_timeout() and CommonCommand_timein() to handle game pausing and messaging and such.
void timeout_handler_reset()
{
- entity tmp_player;
-
timeout_caller = world;
timeout_time = 0;
timeout_leadtime = 0;
-
- FOR_EACH_REALPLAYER(tmp_player)
- Send_CSQC_Centerprint_Generic_Expire(tmp_player, CPID_TIMEOUT_COUNTDOWN);
remove(self);
}
{
if(timeout_time > 0) // countdown is still going
{
- FOR_EACH_REALPLAYER(tmp_player)
- Send_CSQC_Centerprint_Generic(tmp_player, CPID_TIMEOUT_COUNTDOWN, "Timeout ends in %d seconds!", 1, timeout_time);
+ Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_TIMEOUT_ENDING, timeout_time);
if(timeout_time == autocvar_sv_timeout_resumetime) // play a warning sound when only <sv_timeout_resumetime> seconds are left
- Announce("prepareforbattle");
+ Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_PREPARE);
self.nextthink = time + TIMEOUT_SLOWMO_VALUE; // think again in one second
timeout_time -= 1; // decrease the time counter
{
if(timeout_leadtime > 0) // countdown is still going
{
- // centerprint the information to every player
- FOR_EACH_REALPLAYER(tmp_player)
- Send_CSQC_Centerprint_Generic(tmp_player, CPID_TIMEOUT_COUNTDOWN, "Timeout begins in %d seconds!", 1, timeout_leadtime);
+ Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_TIMEOUT_BEGINNING, timeout_leadtime);
self.nextthink = time + 1; // think again in one second
timeout_leadtime -= 1; // decrease the time counter
timeout_handler.think = timeout_handler_think;
timeout_handler.nextthink = time; // always let the entity think asap
- Announce("timeoutcalled");
+ Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_TIMEOUT);
}
}
else { print_to(caller, "^1Timeouts are not allowed to be called, enable them with sv_timeout 1.\n"); }
tmp_player.netname,
tmp_player.ping,
tmp_player.ping_packetloss,
- process_time("%02d:%02d:%02d", time - tmp_player.jointime),
+ process_time(1, time - tmp_player.jointime),
tmp_netaddress,
tmp_crypto_idfp));