return ret;
}
+entity announcer_countdown;
+
void Announcer_Countdown()
{
SELFPARAM();
- float starttime = getstatf(STAT_GAMESTARTTIME);
+ float starttime = STAT(GAMESTARTTIME);
float roundstarttime = getstatf(STAT_ROUNDSTARTTIME);
if(roundstarttime == -1)
{
Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTOP);
remove(this);
+ announcer_countdown = NULL;
return;
}
if(roundstarttime >= starttime)
Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_BEGIN);
Local_Notification(MSG_MULTI, MULTI_COUNTDOWN_BEGIN);
remove(this);
+ announcer_countdown = NULL;
return;
}
else // countdown is still going
float previous_game_starttime;
void Announcer_Gamestart()
{
- float startTime = getstatf(STAT_GAMESTARTTIME);
+ float startTime = STAT(GAMESTARTTIME);
float roundstarttime = getstatf(STAT_ROUNDSTARTTIME);
if(roundstarttime > startTime)
startTime = roundstarttime;
{
if(time < startTime)
{
- entity e = find(world, classname, "announcer_countdown");
- if (!e)
+ if (!announcer_countdown)
{
- e = spawn();
- e.classname = "announcer_countdown";
- e.think = Announcer_Countdown;
+ announcer_countdown = new(announcer_countdown);
+ announcer_countdown.think = Announcer_Countdown;
}
if(time + 5.0 < startTime) // if connecting to server while restart was active don't always play prepareforbattle
- if(time > e.nextthink) // don't play it again if countdown was already going
+ if(time > announcer_countdown.nextthink) // don't play it again if countdown was already going
Local_Notification(MSG_ANNCE, ANNCE_PREPARE);
- e.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
+ announcer_countdown.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
}
}
void Announcer_Time()
{
float timelimit = getstatf(STAT_TIMELIMIT);
- float timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
+ float timeleft = max(0, timelimit * 60 + 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);
+ warmup_timeleft = max(0, autocvar_g_warmup_limit + STAT(GAMESTARTTIME) - time);
// 5 minute check
if(autocvar_cl_announcer_maptime >= 2)