#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)
{
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(!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)
+ 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 = timeleft;
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);
int overtimes = STAT(OVERTIMES);
if(warmup_stage || autocvar__hud_configure)
- {
- if (STAT(WARMUP_TIMELIMIT) > 0)
- subtext = _("Warmup");
- else
- subtext = srv_minplayers ? _("Warmup: too few players") : _("Warmup: no time limit");
- }
+ 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);