void Announcer_Play(string announcement) { /*if((announcement != previous_announcement) || (time >= (previous_announcement_time + autocvar_cl_announcer_antispam))) { sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/", announcement, ".wav"), VOL_BASEVOICE, ATTN_NONE); if(previous_announcement) { strunzone(previous_announcement); } previous_announcement = strzone(announcement); previous_announcement_time = time; }*/ } float announcer_1min; float announcer_5min; void Announcer_Countdown() { float starttime = getstatf(STAT_GAMESTARTTIME); float roundstarttime = getstatf(STAT_ROUNDSTARTTIME); if(roundstarttime == -1) { Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTOP); remove(self); return; } if(roundstarttime >= starttime) starttime = roundstarttime; if(starttime <= time && roundstarttime != starttime) // game start time has passed announcer_5min = announcer_1min = FALSE; // reset maptime announcers now as well float countdown = (starttime - time); float countdown_rounded = floor(0.5 + countdown); if(countdown <= 0) // countdown has finished, starttime is now { 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); 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; } self.nextthink = (starttime - (countdown - 1)); } } /** * Checks whether the server initiated a map restart (stat_game_starttime changed) * * TODO: Use a better solution where a common shared entitiy is used that contains * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT * and STAT_FRAGLIMIT to be auto-sent) */ float previous_game_starttime; void Announcer_Gamestart() { float startTime = getstatf(STAT_GAMESTARTTIME); float roundstarttime = getstatf(STAT_ROUNDSTARTTIME); if(roundstarttime > startTime) startTime = roundstarttime; 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) { entity e = find(world, classname, "announcer_countdown"); if not(e) { e = spawn(); e.classname = "announcer_countdown"; e.think = 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() { float timelimit = getstatf(STAT_TIMELIMIT); float timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time); float warmup_timeleft = 0; if(warmup_stage) if(autocvar_g_warmup_limit > 0) warmup_timeleft = max(0, autocvar_g_warmup_limit + getstatf(STAT_GAMESTARTTIME) - time); // 5 minute check 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) || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft > 300)) announcer_5min = FALSE; } else { 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) { announcer_5min = TRUE; Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_5); } } } } // 1 minute check if((autocvar_cl_announcer_maptime == 1) || (autocvar_cl_announcer_maptime == 3)) { if (announcer_1min) { 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) || (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) { announcer_1min = TRUE; Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_1); } } } } void Announcer() { Announcer_Gamestart(); Announcer_Time(); }