#include "announcer.qh"
+#include <client/draw.qh>
#include <client/hud/panel/centerprint.qh>
+#include <client/hud/panel/scoreboard.qh>
#include <client/mutators/_mod.qh>
#include <common/notifications/all.qh>
#include <common/stats.qh>
#include <common/mapinfo.qh>
+#include <common/ent_cs.qh>
bool announcer_1min;
bool announcer_5min;
entity announcer_countdown;
+/**
+ * Displays duel title; updates it if the players in-game have changed.
+ */
+string prev_pl1_name;
+string prev_pl2_name;
+void Announcer_Duel()
+{
+ Scoreboard_UpdatePlayerTeams();
+
+ entity pl1 = players.sort_next;
+ entity pl2 = pl1.sort_next;
+ string pl1_name = (pl1 && pl1.team != NUM_SPECTATOR ? entcs_GetName(pl1.sv_entnum) : "???");
+ string pl2_name = (pl2 && pl2.team != NUM_SPECTATOR ? entcs_GetName(pl2.sv_entnum) : "???");
+
+ if(pl1_name == prev_pl1_name && pl2_name == prev_pl2_name)
+ return; // Players haven't changed, stop here
+
+ strcpy(prev_pl1_name, pl1_name);
+ strcpy(prev_pl2_name, pl2_name);
+
+ // There are new duelers, update title
+ centerprint_SetDuelTitle(pl1_name, pl2_name);
+}
+
+void Announcer_ClearTitle()
+{
+ strfree(prev_pl1_name);
+ strfree(prev_pl2_name);
+ centerprint_ClearTitle();
+}
+
+bool prev_inround;
+float prev_starttime;
+float prev_roundstarttime;
void Announcer_Countdown(entity this)
{
float starttime = STAT(GAMESTARTTIME);
Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTOP);
delete(this);
announcer_countdown = NULL;
- centerprint_ClearTitle();
+ Announcer_ClearTitle();
return;
}
float countdown = (inround ? roundstarttime - time : starttime - time);
float countdown_rounded = floor(0.5 + countdown);
- if(time >= starttime) centerprint_ClearTitle();
+ if (starttime != prev_starttime || roundstarttime != prev_roundstarttime || prev_inround != inround)
+ this.skin = 0; // restart centerprint countdown
if(countdown <= 0) // countdown has finished, starttime is now
{
Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_BEGIN);
- Local_Notification(MSG_MULTI, MULTI_COUNTDOWN_BEGIN);
+ Local_Notification(MSG_MULTI, COUNTDOWN_BEGIN);
delete(this);
announcer_countdown = NULL;
- centerprint_ClearTitle();
+ Announcer_ClearTitle();
return;
}
else // countdown is still going
{
if(inround)
{
- Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTART, STAT(ROUNDS_PLAYED) + 1, countdown_rounded);
+ if(!prev_inround) Announcer_ClearTitle(); // clear title if we just started the match
+ if (!this.skin) // first tic
+ Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTART, STAT(ROUNDS_PLAYED) + 1, countdown_rounded);
Notification annce_num = Announcer_PickNumber(CNT_ROUNDSTART, countdown_rounded);
if(annce_num != NULL)
Local_Notification(MSG_ANNCE, annce_num);
}
else
{
- Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_GAMESTART, countdown_rounded);
+ if (!this.skin) // first tic
+ Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_GAMESTART, countdown_rounded);
Notification annce_num = Announcer_PickNumber(CNT_GAMESTART, countdown_rounded);
if(!roundstarttime && annce_num != NULL) // Don't announce game start in round based modes
Local_Notification(MSG_ANNCE, annce_num);
this.nextthink = (starttime - (countdown - 1));
}
+ // Don't call centerprint countdown in the remaining tics, it will continue automatically.
+ // It's an optimization but also fixes ^COUNT shown in the last tic because of high slowmo values (15+).
+ // Hopefully it fixes ^COUNT occasionally shown in online servers, probably due to lags.
+ this.skin = 1; // recycled field
}
+
+ prev_inround = inround;
+ prev_starttime = starttime;
+ prev_roundstarttime = roundstarttime;
}
/**
float roundstarttime = STAT(ROUNDSTARTTIME);
if(roundstarttime > startTime)
startTime = roundstarttime;
- if(intermission)
+ if(intermission || warmup_stage)
{
+ Announcer_ClearTitle();
if(announcer_countdown)
{
centerprint_Kill(ORDINAL(CPID_ROUND));
return;
}
+ if(announcer_countdown && gametype.m_1v1)
+ Announcer_Duel();
+
if(previous_game_starttime != startTime)
{
if(time < startTime)
if(!warmup_stage && time < STAT(GAMESTARTTIME))
{
- centerprint_SetTitle(strcat("^BG", MapInfo_Type_ToText(gametype))); // Set centerprint title
+ if (gametype.m_1v1)
+ Announcer_Duel();
+ else
+ centerprint_SetTitle(strcat("^BG", MapInfo_Type_ToText(gametype))); // Show game type as title
+
if(time + 5.0 < startTime) // if connecting to server while restart was active don't always play prepareforbattle
Local_Notification(MSG_ANNCE, ANNCE_PREPARE);
}
{
float warmup_timelimit = STAT(WARMUP_TIMELIMIT);
if(warmup_timelimit > 0)
- timeleft = max(0, warmup_timelimit - time);
+ timeleft = max(0, warmup_timelimit + starttime - time);
else
timeleft = 0;
}
void Announcer()
{
+ // announcer code sets gametype name as centerprint title
+ if(!gametype)
+ return;
Announcer_Gamestart();
Announcer_Time();
}