if(f == 0)
{
self.cnt = 0;
- self.round_endtime = time + self.round_timelimit;
+ self.round_endtime = (self.round_timelimit) ? time + self.round_timelimit : 0;
self.nextthink = time;
if(self.roundStart)
self.roundStart();
round_handler.delay = (the_delay > 0) ? the_delay : 0;
round_handler.count = fabs(floor(the_count));
round_handler.cnt = round_handler.count + 1;
- round_handler.round_timelimit = max(10, the_round_timelimit);
+ round_handler.round_timelimit = (the_round_timelimit > 0) ? the_round_timelimit : 0;
+}
+
+// NOTE: this is only needed because if round_handler spawns at time 1
+// gamestarttime isn't initialized yet
+void round_handler_FirstThink()
+{
+ round_starttime = max(time, game_starttime) + round_handler.count;
+ round_handler.think = round_handler_Think;
+ round_handler.nextthink = max(time, game_starttime);
}
void round_handler_Spawn(float() canRoundStart_func, float() canRoundEnd_func, void() roundStart_func)
round_handler = spawn();
round_handler.classname = "round_handler";
- round_handler.think = round_handler_Think;
+ round_handler.think = round_handler_FirstThink;
round_handler.canRoundStart = canRoundStart_func;
round_handler.canRoundEnd = canRoundEnd_func;
round_handler.roundStart = roundStart_func;
round_handler.wait = FALSE;
round_handler_Init(5, 5, 180);
- // 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;
}
void round_handler_Reset(float next_think)