#include "round_handler.qh"
-#include "campaign.qh"
-#include "command/vote.qh"
-#include "../common/util.qh"
+#include <common/mapobjects/triggers.qh>
+#include <common/util.qh>
+#include <server/campaign.qh>
+#include <server/command/vote.qh>
+#include <server/world.qh>
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)
- gameover = false;
-
- if (intermission_running)
+ 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;
this.cnt = this.count + 1; // init countdown
round_starttime = time + this.count;
- reset_map(true);
+ reset_map(true, false);
}
if (this.cnt > 0) // countdown running
else
{
round_handler_Reset(0);
+ round_starttime = -1; // can't start
}
this.nextthink = time + 1; // canRoundStart every second
}
// schedule a new round
this.wait = true;
this.nextthink = time + this.delay;
- gameover = true;
}
else
{
this.count = fabs(floor(the_count));
this.cnt = this.count + 1;
this.round_timelimit = (the_round_timelimit > 0) ? the_round_timelimit : 0;
+ round_limit = the_round_timelimit;
}
// 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;
this.nextthink = max(time, game_starttime);
}
-void round_handler_Spawn(float() canRoundStart_func, float() canRoundEnd_func, void() roundStart_func)
+void round_handler_Spawn(bool() canRoundStart_func, bool() canRoundEnd_func, void() roundStart_func)
{
if (round_handler)
{
backtrace("Can't spawn round_handler again!");
return;
}
- entity this = round_handler = new(round_handler);
+ entity this = round_handler = new_pure(round_handler);
setthink(this, round_handler_FirstThink);
this.canRoundStart = canRoundStart_func;
if (this.count)
if (this.cnt < this.count + 1) this.cnt = this.count + 1;
this.nextthink = next_think;
- round_starttime = (next_think) ? (next_think + this.count) : -1;
+ if (next_think)
+ round_starttime = next_think + this.count;
}
void round_handler_Remove()