#include "timer.qh"
+#include "scoreboard.qh"
#include <client/draw.qh>
#include <client/view.qh>
// Timer (#5)
+float last_timeleft;
+int autocvar_cl_timer_countdown = 3; // 0 = disabled, 1 = always on, 2 = only spec, 3 = as dictated by server
void HUD_Timer_Export(int fh)
{
mySize -= '2 2 0' * panel_bg_padding;
}
- string timer;
- string subtimer = string_null;
+ string timer_str = string_null;
+ string subtimer_str = string_null;
string subtext = string_null;
float curtime, timelimit, timeleft;
vector timer_size, subtext_size, subtimer_size;
vector timer_color = '1 1 1';
vector subtimer_color = '1 1 1';
bool swap = (autocvar_hud_panel_timer_secondary == 2 && STAT(ROUNDSTARTTIME));
+ float timeout_last = STAT(TIMEOUT_LAST);
// Use real or frozen time and get the time limit
curtime = (intermission_time ? intermission_time : time);
- if(warmup_stage)
- {
- timelimit = STAT(WARMUP_TIMELIMIT);
- if(timelimit == 0)
- timelimit = STAT(TIMELIMIT) * 60;
- }
- else
- {
- timelimit = STAT(TIMELIMIT) * 60;
- }
+ timelimit = (warmup_stage ? STAT(WARMUP_TIMELIMIT) : STAT(TIMELIMIT) * 60);
// Calculate time left
timeleft = HUD_Timer_TimeLeft(curtime, STAT(GAMESTARTTIME), timelimit);
if(!intermission_time && !warmup_stage && timelimit > 0)
timer_color = HUD_Timer_Color(timeleft);
+ // countdown sound
+ // if 3 use server dictated option, otherwise the client's
+ int countdown_type;
+ if(autocvar_cl_timer_countdown == 3)
+ countdown_type = sv_timer_countdown;
+ else
+ countdown_type = autocvar_cl_timer_countdown;
+
+ if(countdown_type && !warmup_stage && timeleft > 0 && timeleft != last_timeleft && timeleft <= 10 && !intermission_time)
+ {
+ if(countdown_type == 1 || (countdown_type == 2 && spectatee_status))
+ sound(NULL, CH_INFO, SND_ENDCOUNT, VOL_BASE, ATTN_NONE);
+
+ last_timeleft = timeleft;
+ }
+
// Timer text
- if (autocvar_hud_panel_timer_increment || timelimit <= 0)
- timer = seconds_tostring(HUD_Timer_TimeElapsed(curtime, STAT(GAMESTARTTIME)));
+ if (timelimit == -1)
+ timer = (autocvar_hud_panel_timer_increment ? 0 : STAT(TIMELIMIT) * 60);
+ else if (autocvar_hud_panel_timer_increment || timelimit <= 0)
+ timer = HUD_Timer_TimeElapsed(curtime, STAT(GAMESTARTTIME));
else
- timer = seconds_tostring(timeleft);
+ timer = timeleft;
// Secondary timer for round-based game modes
if(STAT(ROUNDSTARTTIME) && autocvar_hud_panel_timer_secondary)
{
if(STAT(ROUNDSTARTTIME) == -1) {
// Round can't start
- subtimer = "--:--";
+ subtimer_str = "--:--";
subtimer_color = '1 0 0';
} else {
- float round_curtime, round_timelimit, round_timeleft;
+ float round_curtime, round_endtime, round_timelimit, round_timeleft;
// Use real or frozen time and get the time limit
- round_curtime = (game_stopped_time ? game_stopped_time : time);
+ round_endtime = STAT(ROUNDENDTIME);
round_timelimit = STAT(ROUND_TIMELIMIT);
+ if(round_endtime)
+ round_curtime = round_endtime;
+ else if(timeout_last)
+ round_curtime = timeout_last;
+ else
+ round_curtime = time;
+
// Calculate time left
round_timeleft = HUD_Timer_TimeLeft(round_curtime, STAT(ROUNDSTARTTIME), round_timelimit);
// Subtimer text
if (autocvar_hud_panel_timer_increment || round_timelimit <= 0)
- subtimer = seconds_tostring(HUD_Timer_TimeElapsed(round_curtime, STAT(ROUNDSTARTTIME)));
+ subtimer_str = seconds_tostring(HUD_Timer_TimeElapsed(round_curtime, STAT(ROUNDSTARTTIME)));
else
- subtimer = seconds_tostring(round_timeleft);
+ subtimer_str = seconds_tostring(round_timeleft);
}
}
subtext = _("Warmup");
else if(STAT(TIMEOUT_STATUS) == 2)
subtext = _("Timeout");
- else if (overtimes == -1)
- subtext = _("Sudden Death");
- else if(overtimes == 1)
- subtext = _("Overtime");
- else if (overtimes >= 2)
+ else if(overtimes >= 2)
subtext = sprintf(_("Overtime #%d"), overtimes);
+ else if(overtimes != 0)
+ subtext = _("Overtime");
subtext_size = vec2(mySize.x, mySize.y / 3);
timer_size = vec2(mySize.x, mySize.y - subtext_size.y);
subtimer_size = vec2(mySize.x / 3, mySize.y - subtext_size.y);
+ timer_str = seconds_tostring(timer);
panel_size.y -= subtext_size.y;
HUD_Panel_DrawBg();
- if(subtimer) {
+ if(subtimer_str) {
float subtimer_padding = subtimer_size.y / 5;
timer_size.x -= subtimer_size.x;
- drawstring_aspect(pos + eX * timer_size.x + eY * subtimer_padding, (swap ? timer : subtimer), subtimer_size - eY * subtimer_padding * 2, (swap ? timer_color : subtimer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring_aspect(pos + eX * timer_size.x + eY * subtimer_padding, (swap ? timer_str : subtimer_str), subtimer_size - eY * subtimer_padding * 2, (swap ? timer_color : subtimer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
}
- drawstring_aspect(pos, (swap ? subtimer : timer), timer_size, (swap ? subtimer_color : timer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring_aspect(pos, (swap ? subtimer_str : timer_str), timer_size, (swap ? subtimer_color : timer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
if(subtext)
drawstring_aspect(pos + eY * timer_size.y, subtext, subtext_size, '0 1 0', panel_fg_alpha, DRAWFLAG_NORMAL);