void round_handler_Think() { float f; if(time < game_starttime) { round_handler_Reset(game_starttime); return; } if(gameover) { round_handler_Reset(0); round_handler_Remove(); return; } if(self.wait) { self.wait = FALSE; self.cnt = self.count + 1; // init countdown round_starttime = time + self.count; reset_map(TRUE); } 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 == 0) { self.cnt = 0; self.round_endtime = (self.round_timelimit) ? time + self.round_timelimit : 0; self.nextthink = time; if(self.roundStart) self.roundStart(); return; } self.cnt = self.cnt - 1; } else { round_handler_Reset(0); } self.nextthink = time + 1; // canRoundStart every second } else { if(self.canRoundEnd()) { // schedule a new round self.wait = TRUE; self.nextthink = time + self.delay; } else { self.nextthink = time; // canRoundEnd every frame } } } void round_handler_Init(float the_delay, float the_count, float the_round_timelimit) { 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 = (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) { if(round_handler) { backtrace("Can't spawn round_handler again!"); return; } round_handler = spawn(); round_handler.classname = "round_handler"; 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); round_handler.nextthink = time; } void round_handler_Reset(float next_think) { round_handler.wait = FALSE; if(round_handler.count) if(round_handler.cnt < round_handler.count + 1) 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() { remove(round_handler); round_handler = world; }