void round_handler_Think()
{
- entity e;
float f;
if(time < game_starttime)
{
- self.wait = FALSE;
- round_handler_ResetCountdown();
- self.nextthink = game_starttime + 1;
+ round_handler_Reset(game_starttime);
return;
}
if(gameover)
{
- round_handler_ResetCountdown();
+ round_handler_Reset(0);
round_handler_Remove();
return;
}
reset_map(TRUE);
self.wait = FALSE;
self.cnt = self.count + 1; // init countdown
+ round_starttime = time + self.count;
}
if(self.cnt > 0) // countdown running
{
if(self.canRoundStart())
{
+ if(self.cnt == self.count + 1)
+ round_starttime = time + self.count;
f = self.cnt - 1;
- if(f == 5) Announce("prepareforbattle");
- else if(f == 3) Announce("3");
- else if(f == 2) Announce("2");
- else if(f == 1) Announce("1");
- else if(f == 0)
+ if(f == 0)
{
- Announce("begin");
- FOR_EACH_REALCLIENT(e)
- Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
self.cnt = 0;
+ self.round_endtime = time + self.round_timelimit;
self.nextthink = time;
+ if(self.roundStart)
+ self.roundStart();
return;
}
-
- FOR_EACH_REALCLIENT(e)
- Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
self.cnt = self.cnt - 1;
}
else
{
- round_handler_ResetCountdown();
+ round_handler_Reset(0);
}
self.nextthink = time + 1; // canRoundStart every second
}
}
}
-void round_handler_Spawn(float() canRoundStart_func, float() canRoundEnd_func, float the_delay, float the_count)
+void round_handler_Spawn(float() canRoundStart_func, float() canRoundEnd_func, void() roundStart_func, float the_delay, float the_count, float the_round_timelimit)
{
if(round_handler)
{
round_handler.think = round_handler_Think;
round_handler.canRoundStart = canRoundStart_func;
round_handler.canRoundEnd = canRoundEnd_func;
+ round_handler.roundStart = roundStart_func;
round_handler.delay = (the_delay > 0) ? the_delay : 0;
round_handler.count = fabs(floor(the_count));
round_handler.wait = FALSE;
round_handler.cnt = round_handler.count + 1;
+ round_handler.round_timelimit = the_round_timelimit;
+ // if round_handler spawns at time 1 gamestarttime isn't initialized yet
+ //round_handler.nextthink = max(time, game_starttime + 1);
round_handler.nextthink = time;
+ round_starttime = time + round_handler.count;
}
float round_handler_IsActive()
{
- return (round_handler && time > game_starttime);
+ return (round_handler != world);
}
float round_handler_AwaitingNextRound()
return (!round_handler.wait && !round_handler.cnt);
}
-void round_handler_ResetCountdown()
+float round_handler_GetTimeLeft()
+{
+ return (round_handler.round_endtime - time);
+}
+
+void round_handler_Reset(float next_think)
{
- entity e;
+ round_handler.wait = FALSE;
if(round_handler.count)
if(round_handler.cnt < round_handler.count + 1)
- {
- FOR_EACH_REALCLIENT(e)
- Send_CSQC_Centerprint_Generic_Expire(e, CPID_ROUND_STARTING);
round_handler.cnt = round_handler.count + 1;
- }
+ round_handler.nextthink = next_think;
+ round_starttime = (next_think) ? (next_think + round_handler.count) : -1;
}
void round_handler_Remove()