Added fcs_fix_bombtimer for overriding weird/buggy CS 1.5 timer behaviour

This commit is contained in:
Marco Cawthorne 2018-12-23 09:12:12 +01:00
parent 8d2093353c
commit b1fa74a63a
2 changed files with 54 additions and 43 deletions

View file

@ -49,6 +49,7 @@ var int autocvar_fcs_penalty_pain = -150;
var int autocvar_fcs_penalty_kill = -1500;
var int autocvar_fcs_maxmoney = 16000;
var int autocvar_fcs_fillweapons = FALSE; // This will automatically get ammo for the weapon you buy
var int autocvar_fcs_fix_bombtimer = FALSE;
// Mapcycle features
var string autocvar_mapcyclefile = "mapcycle.txt";

View file

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