float next_round;
float stopalivecheck;
+float redalive, bluealive;
+.float redalive_stat, bluealive_stat;
/**
* This function finds out whether an arena round is over 1 player is left.
* It determines the last player who's still alive and saves it's entity reference
*/
void Spawnqueue_Check()
{
+ if(g_ca) // we want to perform this before the return block below...
+ {
+ // this is STUPID to perform again, but has to be done so that we can give instant feedback when a round ends
+ // and so the code won't start searching for a champion using find() before all players are actually REMOVED
+ redalive = 0; bluealive = 0;
+ FOR_EACH_PLAYER(self) {
+ if (self.team == COLOR_TEAM1 && self.health >= 1) redalive += 1;
+ else if (self.team == COLOR_TEAM2 && self.health >= 1) bluealive += 1;
+ }
+ // as if the above stuff wasn't stupid enough, let's run it a third time! :D
+ // (so that we can send redalive/bluealive as a stat)
+ FOR_EACH_PLAYER(self) {
+ self.redalive_stat = redalive;
+ self.bluealive_stat = bluealive;
+ }
+ }
if(time < warmup + 1 || inWarmupStage)
return;
if (self.team == COLOR_TEAM1) redspawned += 1;
else if (self.team == COLOR_TEAM2) bluespawned += 1;
}
- // this is STUPID to perform again, but has to be done so that we can give instant feedback when a round ends
- // and so the code won't start searching for a champion using find() before all players are actually REMOVED
- float redalive, bluealive;
- FOR_EACH_PLAYER(self) {
- if (self.team == COLOR_TEAM1 && self.health >= 1) redalive += 1;
- else if (self.team == COLOR_TEAM2 && self.health >= 1) bluealive += 1;
- }
required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));