void round_handler_Think(entity this)
{
- if (time < game_starttime)
+ if (intermission_running)
{
- round_handler_Reset(game_starttime);
+ round_handler_Reset(0);
+ round_handler_Remove();
return;
}
- if (gameover)
+ if (time < game_starttime)
{
- round_handler_Reset(0);
- round_handler_Remove();
+ round_handler_Reset(game_starttime);
return;
}
+ game_stopped = false;
+
if (this.wait)
{
this.wait = false;
}
// NOTE: this is only needed because if round_handler spawns at time 1
-// gamestarttime isn't initialized yet
+// game_starttime isn't initialized yet
void round_handler_FirstThink(entity this)
{
round_starttime = max(time, game_starttime) + this.count;