Added fcs_fix_bombtimer for overriding weird/buggy CS 1.5 timer behaviour
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2 changed files with 54 additions and 43 deletions
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@ -49,6 +49,7 @@ var int autocvar_fcs_penalty_pain = -150;
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var int autocvar_fcs_penalty_kill = -1500;
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var int autocvar_fcs_maxmoney = 16000;
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var int autocvar_fcs_fillweapons = FALSE; // This will automatically get ammo for the weapon you buy
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var int autocvar_fcs_fix_bombtimer = FALSE;
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// Mapcycle features
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var string autocvar_mapcyclefile = "mapcycle.txt";
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@ -31,16 +31,16 @@ Timer_Begin
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Initiates a new state timer
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=================
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*/
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void Timer_Begin( float fTime, float fMode) {
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if ( fMode == GAME_FREEZE ) {
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void Timer_Begin(float fTime, float fMode) {
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if (fMode == GAME_FREEZE) {
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fGameState = GAME_FREEZE;
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} else if ( fMode == GAME_ACTIVE ) {
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} else if (fMode == GAME_ACTIVE) {
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fGameState = GAME_ACTIVE;
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} else if ( fMode == GAME_END ) {
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} else if (fMode == GAME_END) {
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fGameState = GAME_END;
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} else if ( fMode == GAME_COMMENCING ) {
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} else if (fMode == GAME_COMMENCING) {
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fGameState = GAME_COMMENCING;
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} else if ( fMode == GAME_OVER ) {
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} else if (fMode == GAME_OVER) {
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fGameState = GAME_OVER;
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}
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@ -54,86 +54,96 @@ Timer_Update
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Called once every frame to check the status of things
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=================
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*/
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void Timer_Update( void ) {
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void Timer_Update(void) {
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static float fVoxTimer;
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// This map has been played enough we think
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if ( fGameState != GAME_OVER ) {
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if ( cvar( "mp_timelimit" ) > 0 ) {
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if ( autocvar_sv_voxannounce == TRUE ) {
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if ( fVoxTimer > time ) {
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if (fGameState != GAME_OVER) {
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if (cvar("mp_timelimit") > 0) {
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if (autocvar_sv_voxannounce == TRUE) {
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if (fVoxTimer > time) {
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return;
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}
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float fTimeLeft = ( cvar( "mp_timelimit" ) * 60 ) - time;
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for ( int i = 0; i <= 10; i++ ) {
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if ( rint( fTimeLeft ) == ( i * 60 ) ) {
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Vox_Broadcast( sprintf( "%s minutes remaining", Vox_TimeToString( fTimeLeft / 60 ) ) );
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float fTimeLeft = (cvar("mp_timelimit") * 60) - time;
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for (int i = 0; i <= 10; i++) {
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if (rint(fTimeLeft) == (i * 60)) {
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Vox_Broadcast(sprintf("%s minutes remaining", Vox_TimeToString(fTimeLeft / 60)));
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fVoxTimer = time + 10.0f;
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}
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}
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}
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if ( time >= ( cvar( "mp_timelimit" ) * 60 ) ) {
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Timer_Begin( 5, GAME_OVER );
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if (time >= (cvar("mp_timelimit") * 60)) {
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Timer_Begin(5, GAME_OVER);
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}
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}
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}
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if ( ( fGameState == GAME_OVER ) && ( fGameTime < 0 ) ) {
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for ( int i = 0; i < iMapCycleCount; i++ ) {
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if ( sMapCycle[ i ] == mapname ) {
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if ( ( i + 1 ) < iMapCycleCount ) {
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localcmd( sprintf( "changelevel %s\n", sMapCycle[ i + 1 ] ) );
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if ((fGameState == GAME_OVER) && (fGameTime < 0)) {
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for (int i = 0; i < iMapCycleCount; i++) {
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if (sMapCycle[i] == mapname) {
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if ((i + 1) < iMapCycleCount) {
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localcmd(sprintf("changelevel %s\n", sMapCycle[i + 1]));
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return;
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} else {
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localcmd( sprintf( "changelevel %s\n", sMapCycle[ 0 ] ) );
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localcmd(sprintf("changelevel %s\n", sMapCycle[0]));
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}
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}
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}
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}
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// Okay, this means that timelimit is not the only deciding factor
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if ( autocvar_mp_winlimit > 0 && fGameState != GAME_OVER ) {
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if (autocvar_mp_winlimit > 0 && fGameState != GAME_OVER) {
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// It really doesn't matter who won. Do some logging perhaps?
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if ( iWon_CT == autocvar_mp_winlimit ) {
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Timer_Begin( 5, GAME_OVER );
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} else if ( iWon_T == autocvar_mp_winlimit ) {
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Timer_Begin( 5, GAME_OVER );
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if (iWon_CT == autocvar_mp_winlimit) {
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Timer_Begin(5, GAME_OVER);
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} else if (iWon_T == autocvar_mp_winlimit) {
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Timer_Begin(5, GAME_OVER);
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}
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}
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if ( fGameState == GAME_INACTIVE ) {
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if (fGameState == GAME_INACTIVE) {
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return;
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}
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fGameTime -= frametime;
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if ( fGameState == GAME_COMMENCING || fGameState == GAME_END ) {
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if ( fGameTime <= 0 ) {
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if ( iWon_T == 0 && iWon_CT == 0 ) {
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if (fGameTime > 0) {
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fGameTime -= frametime;
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} else {
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fGameTime = 0;
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}
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if (fGameState == GAME_COMMENCING || fGameState == GAME_END) {
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if (fGameTime <= 0) {
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if (iWon_T == 0 && iWon_CT == 0) {
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Money_ResetTeamReward();
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Rules_Restart( TRUE );
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Rules_Restart(TRUE);
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} else {
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if ( autocvar_mp_halftime == TRUE && ( autocvar_mp_winlimit / 2 == iRounds ) ) {
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if (autocvar_mp_halftime == TRUE && (autocvar_mp_winlimit / 2 == iRounds)) {
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Money_ResetTeamReward();
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Rules_SwitchTeams();
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Rules_Restart( TRUE );
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Rules_Restart(TRUE);
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} else {
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Rules_Restart( FALSE );
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Rules_Restart(FALSE);
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}
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}
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}
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return;
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}
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if ( ( fGameState == GAME_ACTIVE ) || ( fGameState == GAME_FREEZE ) ) {
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if ( fGameTime <= 0 ) {
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if ( fGameState == GAME_ACTIVE ) {
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if ((fGameState == GAME_ACTIVE) || (fGameState == GAME_FREEZE)) {
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if (fGameTime <= 0) {
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if (fGameState == GAME_ACTIVE) {
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/* 1.5 will make the T's lose if time runs out no matter what */
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if (autocvar_fcs_fix_bombtimer == TRUE) {
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if (iBombZones > 0 && iBombPlanted == TRUE) {
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return;
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}
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}
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Rules_TimeOver();
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Timer_Begin( 5, GAME_END ); // Round is over, 5 seconds til a new round starts
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Timer_Begin(5, GAME_END); // Round is over, 5 seconds til a new round starts
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} else {
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Timer_Begin( autocvar_mp_roundtime * 60, GAME_ACTIVE ); // Unfreeze
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Timer_Begin(autocvar_mp_roundtime * 60, GAME_ACTIVE); // Unfreeze
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Radio_StartMessage();
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}
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}
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