respawn countdown reorganization
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2 changed files with 24 additions and 32 deletions
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@ -440,38 +440,6 @@ void PreSpawn_Input(void){
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}
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// show a printout of how long until the player can click to spawn.
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// TODO - use our own system instead to use a larger font, and the same one
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// used for the buymenu buttons, most things seem to do that.
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// Also, any 'Using New Config' centerprint will be overwritten by this instantly,
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// so there should probably be a check to let that one appear independently of this
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// countdown and below if both need to be shown.
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if(pl.iState == PLAYER_STATE::NOCLIP && pl.displayMinimumRespawnTimeCountdown){
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int roundedMinimumRespawnTime = (int)ceil(getstatf(STAT_MINIMUMRESPAWNTIME));
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if(roundedMinimumRespawnTime != 0){
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CSQC_Parse_CenterPrint(sprintf("%i", roundedMinimumRespawnTime));
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}else{
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// last one.
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pl.displayMinimumRespawnTimeCountdown = FALSE;
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CSQC_Parse_CenterPrint("Press fire to play!");
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}
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}
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/*
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if(
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((input_buttons & INPUT_BUTTON0) && pSeatLocal->m_flBlockSpawnInputTime > time) ||
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pSeat->m_flInputBlockTime > time
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)
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{
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pSeatLocal->m_flBlockSpawnInputTime = time + 0.20f;
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pl.gflags |= GF_SEMI_TOGGLED;
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return;
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}
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*/
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}//PreSpawn_Input
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@ -1829,6 +1829,30 @@ player::preThink(void){
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}// inventoryEquippedIndex
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}// w_freeze_idle_next check
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// show a printout of how long until the player can click to spawn.
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// TODO - use our own system instead to use a larger font, and the same one
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// used for the buymenu buttons, most things seem to do that.
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// Also, any 'Using New Config' centerprint will be overwritten by this instantly,
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// so there should probably be a check to let that one appear independently of this
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// countdown and below if both need to be shown.
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// ALSO, making the "iState == PLAYER_STATE::NOCLIP" check less strict.
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// It is possible to stop this slightly early, but may as well send the
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// "Press fire to play" anyway, not much earlier is allowed.
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if(iState != PLAYER_STATE::DEAD_RECENT && displayMinimumRespawnTimeCountdown){
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int roundedMinimumRespawnTime = (int)ceil(getstatf(STAT_MINIMUMRESPAWNTIME));
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if(roundedMinimumRespawnTime != 0){
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CSQC_Parse_CenterPrint(sprintf("%i", roundedMinimumRespawnTime));
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}else{
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// last one.
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displayMinimumRespawnTimeCountdown = FALSE;
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CSQC_Parse_CenterPrint("Press fire to play!");
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}
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}
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preThinkShared();
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}//preThink
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