+#pragma once
+
entity round_handler;
.float delay; // stores delay from round end to countdown start
.float count; // stores initial number of the countdown
-.float wait; // it's set to TRUE when round ends, to FALSE when countdown starts
+.float wait; // it's set to true when round ends, to false when countdown starts
.float cnt; // its initial value is .count + 1, then decreased while counting down
// reaches 0 when the round starts
.float round_timelimit;
void round_handler_Reset(float next_think);
void round_handler_Remove();
-#define round_handler_IsActive() (round_handler != world)
+#define round_handler_IsActive() (round_handler != NULL)
#define round_handler_AwaitingNextRound() (round_handler.wait)
#define round_handler_CountdownRunning() (!round_handler.wait && round_handler.cnt)
#define round_handler_IsRoundStarted() (!round_handler.wait && !round_handler.cnt)
#define round_handler_GetEndTime() (round_handler.round_endtime)
-