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Fix bug #4118
CTB match end time should respect the matchmode setting. All games will have their level start time set after the first LCA goes off rather then at map load.
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8fb3170747
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2 changed files with 16 additions and 2 deletions
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@ -1340,7 +1340,7 @@ void G_InitGame(int levelTime, int randomSeed, int restart)
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// set some level globals
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// set some level globals
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memset(&level, 0, sizeof(level));
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memset(&level, 0, sizeof(level));
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level.time = levelTime;
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level.time = levelTime;
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level.startTime = levelTime;
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level.startTime = 0; // Our start time will be set when we finish "Action" the first time
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level.snd_fry = G_SoundIndex("sound/player/fry.wav"); // FIXME standing in lava / slime
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level.snd_fry = G_SoundIndex("sound/player/fry.wav"); // FIXME standing in lava / slime
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@ -675,7 +675,18 @@ void CheckTeamRules()
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}
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}
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if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_TEAM) {
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if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_TEAM) {
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if (level.time - level.startTime >= g_timelimit.integer * 60000) {
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qboolean matchOver = qfalse;
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if ( g_RQ3_matchmode.integer && g_RQ3_roundtimelimit.integer &&
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(level.current_round_length > g_RQ3_roundtimelimit.integer * 60 * level.fps))
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{
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matchOver = qtrue;
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} else if ( !g_RQ3_matchmode.integer && level.time - level.startTime >= g_timelimit.integer * 60000)
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{
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matchOver = qtrue;
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}
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if ( matchOver )
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{
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trap_SendServerCommand(-1, "print \"^1Timelimit hit.\n\"");
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trap_SendServerCommand(-1, "print \"^1Timelimit hit.\n\"");
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trap_SendServerCommand(-1, va("print \"^6Scores:^7 %s [^3%d^7] - %s [^3%d^7]\n\"",
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trap_SendServerCommand(-1, va("print \"^6Scores:^7 %s [^3%d^7] - %s [^3%d^7]\n\"",
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g_RQ3_team1name.string, level.teamScores[TEAM_RED],
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g_RQ3_team1name.string, level.teamScores[TEAM_RED],
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@ -734,6 +745,9 @@ void ContinueLCA()
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trap_Cvar_Set("g_RQ3_lca", "0");
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trap_Cvar_Set("g_RQ3_lca", "0");
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level.team_round_going = 1;
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level.team_round_going = 1;
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level.current_round_length = 0;
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level.current_round_length = 0;
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if ( level.startTime == 0 ) {
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level.startTime = level.time;
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}
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}
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}
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level.lights_camera_action--;
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level.lights_camera_action--;
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}
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}
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