#include "round_handler.qh"
-#include "campaign.qh"
-#include "command/vote.qh"
-#include "../common/util.qh"
+#include <common/mapobjects/triggers.qh>
+#include <common/util.qh>
+#include <server/campaign.qh>
+#include <server/command/vote.qh>
+#include <server/world.qh>
void round_handler_Think(entity this)
{
// schedule a new round
this.wait = true;
this.nextthink = time + this.delay;
- game_stopped = true;
}
else
{
}
// NOTE: this is only needed because if round_handler spawns at time 1
-// gamestarttime isn't initialized yet
+// game_starttime isn't initialized yet
void round_handler_FirstThink(entity this)
{
round_starttime = max(time, game_starttime) + this.count;
this.nextthink = max(time, game_starttime);
}
-void round_handler_Spawn(float() canRoundStart_func, float() canRoundEnd_func, void() roundStart_func)
+void round_handler_Spawn(bool() canRoundStart_func, bool() canRoundEnd_func, void() roundStart_func)
{
if (round_handler)
{
backtrace("Can't spawn round_handler again!");
return;
}
- entity this = round_handler = new(round_handler);
+ entity this = round_handler = new_pure(round_handler);
setthink(this, round_handler_FirstThink);
this.canRoundStart = canRoundStart_func;