1 #include "announcer.qh"
3 #include "mutators/events.qh"
5 #include "../common/notifications.qh"
6 #include "../common/stats.qh"
10 string AnnouncerOption()
12 string ret = autocvar_cl_announcer;
13 MUTATOR_CALLHOOK(AnnouncerOption, ret);
18 entity announcer_countdown;
20 void Announcer_Countdown()
23 float starttime = STAT(GAMESTARTTIME);
24 float roundstarttime = getstatf(STAT_ROUNDSTARTTIME);
25 if(roundstarttime == -1)
27 Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTOP);
29 announcer_countdown = NULL;
32 if(roundstarttime >= starttime)
33 starttime = roundstarttime;
34 if(starttime <= time && roundstarttime != starttime) // game start time has passed
35 announcer_5min = announcer_1min = false; // reset maptime announcers now as well
37 float countdown = (starttime - time);
38 float countdown_rounded = floor(0.5 + countdown);
40 if(countdown <= 0) // countdown has finished, starttime is now
42 Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_BEGIN);
43 Local_Notification(MSG_MULTI, MULTI_COUNTDOWN_BEGIN);
45 announcer_countdown = NULL;
48 else // countdown is still going
50 // if concomitant countdown to round start overrides countdown to game start
51 if(roundstarttime == starttime)
53 Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTART, countdown_rounded);
54 Local_Notification(MSG_ANNCE, Announcer_PickNumber(CNT_ROUNDSTART, countdown_rounded));
58 Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_GAMESTART, countdown_rounded);
59 Local_Notification(MSG_ANNCE, Announcer_PickNumber(CNT_GAMESTART, countdown_rounded));
62 this.nextthink = (starttime - (countdown - 1));
67 * Checks whether the server initiated a map restart (stat_game_starttime changed)
69 * TODO: Use a better solution where a common shared entitiy is used that contains
70 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
71 * and STAT_FRAGLIMIT to be auto-sent)
73 float previous_game_starttime;
74 void Announcer_Gamestart()
76 float startTime = STAT(GAMESTARTTIME);
77 float roundstarttime = getstatf(STAT_ROUNDSTARTTIME);
78 if(roundstarttime > startTime)
79 startTime = roundstarttime;
81 if(previous_game_starttime != startTime)
85 if (!announcer_countdown)
87 announcer_countdown = new(announcer_countdown);
88 announcer_countdown.think = Announcer_Countdown;
91 if(time + 5.0 < startTime) // if connecting to server while restart was active don't always play prepareforbattle
92 if(time > announcer_countdown.nextthink) // don't play it again if countdown was already going
93 Local_Notification(MSG_ANNCE, ANNCE_PREPARE);
95 announcer_countdown.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
99 previous_game_starttime = startTime;
103 // Plays the 1 minute or 5 minutes (of maptime) remaining sound, if client wants it
104 void Announcer_Time()
106 float timelimit = getstatf(STAT_TIMELIMIT);
107 float timeleft = max(0, timelimit * 60 + STAT(GAMESTARTTIME) - time);
108 float warmup_timeleft = 0;
111 if(autocvar_g_warmup_limit > 0)
112 warmup_timeleft = max(0, autocvar_g_warmup_limit + STAT(GAMESTARTTIME) - time);
115 if(autocvar_cl_announcer_maptime >= 2)
117 // make sure that after connect (and e.g. 4 minutes left) we will not get a wrong sound
120 if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timeleft > 300)
121 || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft > 300))
122 announcer_5min = false;
126 if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timelimit > 0 && timeleft < 300 && timeleft > 299)
127 || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft < 300 && warmup_timeleft > 299))
129 //if we're in warmup mode, check whether there's a warmup timelimit
130 if(!(autocvar_g_warmup_limit == -1 && warmup_stage))
132 announcer_5min = true;
133 Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_5);
140 if((autocvar_cl_announcer_maptime == 1) || (autocvar_cl_announcer_maptime == 3))
144 if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timeleft > 60)
145 || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft > 60))
146 announcer_1min = false;
148 else if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timelimit > 0 && timeleft < 60)
149 || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft < 60))
151 // if we're in warmup mode, check whether there's a warmup timelimit
152 if(!(autocvar_g_warmup_limit == -1 && warmup_stage))
154 announcer_1min = true;
155 Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_1);
163 Announcer_Gamestart();