Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Team gamerules round timer
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "teamplay_round_timer.h"
#include "teamplayroundbased_gamerules.h"
#ifdef CLIENT_DLL
#include "iclientmode.h"
#include "vgui_controls/AnimationController.h"
#include "c_playerresource.h"
#include "c_team_objectiveresource.h"
#if defined( TF_CLIENT_DLL )
#include "tf_gamerules.h"
#include "c_tf_player.h"
#endif // TF_CLIENT_DLL
#else
#include "team.h"
#include "team_objectiveresource.h"
#if defined( TF_DLL )
#include "tf_player.h"
#endif // TF_DLL
#endif
#define ROUND_TIMER_60SECS "Announcer.RoundEnds60seconds"
#define ROUND_TIMER_30SECS "Announcer.RoundEnds30seconds"
#define ROUND_TIMER_10SECS "Announcer.RoundEnds10seconds"
#define ROUND_TIMER_5SECS "Announcer.RoundEnds5seconds"
#define ROUND_TIMER_4SECS "Announcer.RoundEnds4seconds"
#define ROUND_TIMER_3SECS "Announcer.RoundEnds3seconds"
#define ROUND_TIMER_2SECS "Announcer.RoundEnds2seconds"
#define ROUND_TIMER_1SECS "Announcer.RoundEnds1seconds"
#define ROUND_SETUP_60SECS "Announcer.RoundBegins60Seconds"
#define ROUND_SETUP_30SECS "Announcer.RoundBegins30Seconds"
#define ROUND_SETUP_10SECS "Announcer.RoundBegins10Seconds"
#define ROUND_SETUP_5SECS "Announcer.RoundBegins5Seconds"
#define ROUND_SETUP_4SECS "Announcer.RoundBegins4Seconds"
#define ROUND_SETUP_3SECS "Announcer.RoundBegins3Seconds"
#define ROUND_SETUP_2SECS "Announcer.RoundBegins2Seconds"
#define ROUND_SETUP_1SECS "Announcer.RoundBegins1Seconds"
#ifdef TF_CLIENT_DLL
#define MERASMUS_SETUP_5SECS "Merasmus.RoundBegins5Seconds"
#define MERASMUS_SETUP_4SECS "Merasmus.RoundBegins4Seconds"
#define MERASMUS_SETUP_3SECS "Merasmus.RoundBegins3Seconds"
#define MERASMUS_SETUP_2SECS "Merasmus.RoundBegins2Seconds"
#define MERASMUS_SETUP_1SECS "Merasmus.RoundBegins1Seconds"
#endif
#define ROUND_START_BELL "Ambient.Siren"
#define ROUND_TIMER_TIME_ADDED "Announcer.TimeAdded"
#define ROUND_TIMER_TIME_ADDED_LOSER "Announcer.TimeAddedForEnemy"
#define ROUND_TIMER_TIME_ADDED_WINNER "Announcer.TimeAwardedForTeam"
enum
{
RT_THINK_SETUP,
RT_THINK_NORMAL,
};
enum
{
RT_WARNING_60SECS,
RT_WARNING_30SECS,
RT_WARNING_10SECS,
RT_WARNING_5SECS,
RT_WARNING_4SECS,
RT_WARNING_3SECS,
RT_WARNING_2SECS,
RT_WARNING_1SECS,
RT_WARNING_TIME_START,
};
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern bool IsInCommentaryMode();
#if defined( GAME_DLL ) && defined( TF_DLL )
ConVar tf_overtime_nag( "tf_overtime_nag", "0", FCVAR_NOTIFY, "Announcer overtime nag." );
#endif
#ifdef CLIENT_DLL
// Use this proxy to flash the round timer whenever the timer is restarted
// because trapping the round start event doesn't work ( the event also flushes
// all hud events and obliterates our TimerFlash event )
static void RecvProxy_TimerPaused( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CTeamRoundTimer *pTimer = (CTeamRoundTimer *) pStruct;
bool bTimerPaused = ( pData->m_Value.m_Int > 0 );
if ( bTimerPaused == false )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "TimerFlash" );
}
if ( pTimer )
{
pTimer->InternalSetPaused( bTimerPaused );
}
}
#endif
LINK_ENTITY_TO_CLASS( team_round_timer, CTeamRoundTimer );
PRECACHE_REGISTER( team_round_timer );
IMPLEMENT_NETWORKCLASS_ALIASED( TeamRoundTimer, DT_TeamRoundTimer )
BEGIN_NETWORK_TABLE_NOBASE( CTeamRoundTimer, DT_TeamRoundTimer )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_bTimerPaused ), 0, RecvProxy_TimerPaused ),
RecvPropTime( RECVINFO( m_flTimeRemaining ) ),
RecvPropTime( RECVINFO( m_flTimerEndTime ) ),
RecvPropInt( RECVINFO( m_nTimerMaxLength ) ),
RecvPropBool( RECVINFO( m_bIsDisabled ) ),
RecvPropBool( RECVINFO( m_bShowInHUD ) ),
RecvPropInt( RECVINFO( m_nTimerLength ) ),
RecvPropInt( RECVINFO( m_nTimerInitialLength ) ),
RecvPropBool( RECVINFO( m_bAutoCountdown ) ),
RecvPropInt( RECVINFO( m_nSetupTimeLength ) ),
RecvPropInt( RECVINFO( m_nState ) ),
RecvPropBool( RECVINFO( m_bStartPaused ) ),
RecvPropBool( RECVINFO( m_bShowTimeRemaining ) ),
RecvPropBool( RECVINFO( m_bInCaptureWatchState ) ),
RecvPropBool( RECVINFO( m_bStopWatchTimer ) ),
RecvPropTime( RECVINFO( m_flTotalTime ) ),
#else
SendPropBool( SENDINFO( m_bTimerPaused ) ),
SendPropTime( SENDINFO( m_flTimeRemaining ) ),
SendPropTime( SENDINFO( m_flTimerEndTime ) ),
SendPropInt( SENDINFO( m_nTimerMaxLength ) ),
SendPropBool( SENDINFO( m_bIsDisabled ) ),
SendPropBool( SENDINFO( m_bShowInHUD ) ),
SendPropInt( SENDINFO( m_nTimerLength ) ),
SendPropInt( SENDINFO( m_nTimerInitialLength ) ),
SendPropBool( SENDINFO( m_bAutoCountdown ) ),
SendPropInt( SENDINFO( m_nSetupTimeLength ) ),
SendPropInt( SENDINFO( m_nState ) ),
SendPropBool( SENDINFO( m_bStartPaused ) ),
SendPropBool( SENDINFO( m_bShowTimeRemaining ) ),
SendPropBool( SENDINFO( m_bStopWatchTimer ) ),
SendPropBool( SENDINFO( m_bInCaptureWatchState ) ),
SendPropTime( SENDINFO( m_flTotalTime ) ),
#endif
END_NETWORK_TABLE()
#ifndef CLIENT_DLL
BEGIN_DATADESC(CTeamRoundTimer)
DEFINE_KEYFIELD( m_nTimerInitialLength, FIELD_INTEGER, "timer_length" ),
DEFINE_KEYFIELD( m_nTimerMaxLength, FIELD_INTEGER, "max_length" ),
DEFINE_KEYFIELD( m_bShowInHUD, FIELD_BOOLEAN, "show_in_hud" ),
DEFINE_KEYFIELD( m_bIsDisabled, FIELD_BOOLEAN, "StartDisabled" ),
DEFINE_KEYFIELD( m_bAutoCountdown, FIELD_BOOLEAN, "auto_countdown" ),
DEFINE_KEYFIELD( m_nSetupTimeLength, FIELD_INTEGER, "setup_length" ),
DEFINE_KEYFIELD( m_bResetTimeOnRoundStart, FIELD_BOOLEAN, "reset_time" ),
DEFINE_KEYFIELD( m_bStartPaused, FIELD_BOOLEAN, "start_paused" ),
DEFINE_KEYFIELD( m_bShowTimeRemaining, FIELD_BOOLEAN, "show_time_remaining" ),
DEFINE_FUNCTION( RoundTimerSetupThink ),
DEFINE_FUNCTION( RoundTimerThink ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Pause", InputPause ),
DEFINE_INPUTFUNC( FIELD_VOID, "Resume", InputResume ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetTime", InputSetTime ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "AddTime", InputAddTime ),
DEFINE_INPUTFUNC( FIELD_VOID, "Restart", InputRestart ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "ShowInHUD", InputShowInHUD ),
DEFINE_INPUTFUNC( FIELD_VOID, "RoundSpawn", InputRoundSpawn ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxTime", InputSetMaxTime ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "AutoCountdown", InputAutoCountdown ),
DEFINE_INPUTFUNC( FIELD_STRING, "AddTeamTime", InputAddTeamTime ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetSetupTime", InputSetSetupTime ),
DEFINE_OUTPUT( m_OnRoundStart, "OnRoundStart" ),
DEFINE_OUTPUT( m_OnFinished, "OnFinished" ),
DEFINE_OUTPUT( m_On5MinRemain, "On5MinRemain" ),
DEFINE_OUTPUT( m_On4MinRemain, "On4MinRemain" ),
DEFINE_OUTPUT( m_On3MinRemain, "On3MinRemain" ),
DEFINE_OUTPUT( m_On2MinRemain, "On2MinRemain" ),
DEFINE_OUTPUT( m_On1MinRemain, "On1MinRemain" ),
DEFINE_OUTPUT( m_On30SecRemain, "On30SecRemain" ),
DEFINE_OUTPUT( m_On10SecRemain, "On10SecRemain" ),
DEFINE_OUTPUT( m_On5SecRemain, "On5SecRemain" ),
DEFINE_OUTPUT( m_On4SecRemain, "On4SecRemain" ),
DEFINE_OUTPUT( m_On3SecRemain, "On3SecRemain" ),
DEFINE_OUTPUT( m_On2SecRemain, "On2SecRemain" ),
DEFINE_OUTPUT( m_On1SecRemain, "On1SecRemain" ),
DEFINE_OUTPUT( m_OnSetupStart, "OnSetupStart" ),
DEFINE_OUTPUT( m_OnSetupFinished, "OnSetupFinished" ),
END_DATADESC();
#endif
#ifndef CLIENT_DLL
#define ROUND_TIMER_THINK "CTeamplayRoundTimerThink"
#define ROUND_TIMER_SETUP_THINK "CTeamplayRoundTimerSetupThink"
#endif
//-----------------------------------------------------------------------------
// Purpose: constructor
//-----------------------------------------------------------------------------
CTeamRoundTimer::CTeamRoundTimer( void )
{
m_bTimerPaused = false;
m_flTimeRemaining = 0;
m_nTimerLength = 0;
m_nTimerInitialLength = 0;
m_nTimerMaxLength = 0;
m_flTimerEndTime = 0;
m_bIsDisabled = false;
m_bAutoCountdown = true;
m_nState.Set( RT_STATE_NORMAL ); // we'll assume no setup time for now
m_bStartPaused = true;
m_bShowTimeRemaining = true;
m_bFireFinished = true;
m_bFire5MinRemain = true;
m_bFire4MinRemain = true;
m_bFire3MinRemain = true;
m_bFire2MinRemain = true;
m_bFire1MinRemain = true;
m_bFire30SecRemain = true;
m_bFire10SecRemain = true;
m_bFire5SecRemain = true;
m_bFire4SecRemain = true;
m_bFire3SecRemain = true;
m_bFire2SecRemain = true;
m_bFire1SecRemain = true;
m_bStopWatchTimer = false;
m_flTotalTime = 0.0f;
m_nSetupTimeLength = 0;
#ifndef CLIENT_DLL
m_bPauseDueToWin = false;
m_bResetTimeOnRoundStart = false;
m_nTimeToUseAfterSetupFinished = 0;
m_flNextOvertimeNag = 0;
m_flLastTime = 0.f;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: destructor
//-----------------------------------------------------------------------------
CTeamRoundTimer::~CTeamRoundTimer( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: destructor
//-----------------------------------------------------------------------------
void CTeamRoundTimer::Precache( void )
{
#if defined( TF_DLL ) || defined( TF_CLIENT_DLL )
PrecacheScriptSound( ROUND_TIMER_60SECS );
PrecacheScriptSound( ROUND_TIMER_30SECS );
PrecacheScriptSound( ROUND_TIMER_10SECS );
PrecacheScriptSound( ROUND_TIMER_5SECS );
PrecacheScriptSound( ROUND_TIMER_4SECS );
PrecacheScriptSound( ROUND_TIMER_3SECS );
PrecacheScriptSound( ROUND_TIMER_2SECS );
PrecacheScriptSound( ROUND_TIMER_1SECS );
PrecacheScriptSound( ROUND_SETUP_60SECS );
PrecacheScriptSound( ROUND_SETUP_30SECS );
PrecacheScriptSound( ROUND_SETUP_10SECS );
PrecacheScriptSound( ROUND_SETUP_5SECS );
PrecacheScriptSound( ROUND_SETUP_4SECS );
PrecacheScriptSound( ROUND_SETUP_3SECS );
PrecacheScriptSound( ROUND_SETUP_2SECS );
PrecacheScriptSound( ROUND_SETUP_1SECS );
PrecacheScriptSound( ROUND_TIMER_TIME_ADDED );
PrecacheScriptSound( ROUND_TIMER_TIME_ADDED_LOSER );
PrecacheScriptSound( ROUND_TIMER_TIME_ADDED_WINNER );
PrecacheScriptSound( ROUND_START_BELL );
#ifdef TF_CLIENT_DLL
PrecacheScriptSound( MERASMUS_SETUP_5SECS );
PrecacheScriptSound( MERASMUS_SETUP_4SECS );
PrecacheScriptSound( MERASMUS_SETUP_3SECS );
PrecacheScriptSound( MERASMUS_SETUP_2SECS );
PrecacheScriptSound( MERASMUS_SETUP_1SECS );
#endif // TF_CLIENT_DLL
#endif // TF_DLL || TF_CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::Activate( void )
{
BaseClass::Activate();
#ifndef CLIENT_DLL
if ( m_bShowInHUD )
{
SetActiveTimer( this );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::Spawn( void )
{
Precache();
#ifdef CLIENT_DLL
SetNextClientThink( CLIENT_THINK_ALWAYS );
#else
int nTimerTime = 0;
// do we have a setup time?
if ( m_nSetupTimeLength > 0 )
{
nTimerTime = m_nSetupTimeLength;
SetState( RT_STATE_SETUP );
}
else
{
nTimerTime = m_nTimerInitialLength;
SetState( RT_STATE_NORMAL );
}
m_nTimeToUseAfterSetupFinished = m_nTimerInitialLength;
if ( IsDisabled() ) // we need to get the data initialized before actually become disabled
{
m_bIsDisabled = false;
PauseTimer(); // start paused
SetTimeRemaining( nTimerTime );
m_bIsDisabled = true;
}
else
{
PauseTimer(); // start paused
SetTimeRemaining( nTimerTime );
}
m_nTimerLength = nTimerTime;
BaseClass::Spawn();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamRoundTimer::ShowInHud( void )
{
return m_bShowInHUD;
}
//-----------------------------------------------------------------------------
// Purpose: Gets the seconds left on the timer, paused or not.
//-----------------------------------------------------------------------------
float CTeamRoundTimer::GetTimeRemaining( void )
{
float flSecondsRemaining;
if ( IsStopWatchTimer() == true && m_bInCaptureWatchState == true )
{
flSecondsRemaining = m_flTotalTime;
}
else
{
if ( m_bTimerPaused )
{
flSecondsRemaining = m_flTimeRemaining;
}
else
{
flSecondsRemaining = m_flTimerEndTime - gpGlobals->curtime;
}
}
if ( flSecondsRemaining < 0 )
{
flSecondsRemaining = 0.0f;
}
return flSecondsRemaining;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::SetCaptureWatchState( bool bCaptureWatch )
{
m_bInCaptureWatchState = bCaptureWatch;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTeamRoundTimer::GetTimerMaxLength( void )
{
if ( m_nState == RT_STATE_SETUP )
{
return m_nSetupTimeLength;
}
else
{
if ( m_nTimerMaxLength )
return m_nTimerMaxLength;
return m_nTimerLength;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::CalculateOutputMessages( void )
{
float flTime = GetTimeRemaining();
#ifndef GAME_DLL
// We need to add a couple seconds to the time remaining because we've probably lost ~0.5 seconds from the timer while
// waiting for the update to arrive from the server and we don't want to miss any critical countdown messages. If the time
// remaining is over 10 seconds...adding 2 seconds to the total when calculating our output messages won't affect anything
if ( flTime > 10.0f )
{
flTime += 2.0f;
}
#endif
m_bFireFinished = ( flTime > 0.0f );
m_bFire5MinRemain = ( flTime >= 300.0f );
m_bFire4MinRemain = ( flTime >= 240.0f );
m_bFire3MinRemain = ( flTime >= 180.0f );
m_bFire2MinRemain = ( flTime >= 120.0f );
m_bFire1MinRemain = ( flTime >= 60.0f );
m_bFire30SecRemain = ( flTime >= 30.0f );
m_bFire10SecRemain = ( flTime >= 10.0f );
m_bFire5SecRemain = ( flTime >= 5.0f );
m_bFire4SecRemain = ( flTime >= 4.0f );
m_bFire3SecRemain = ( flTime >= 3.0f );
m_bFire2SecRemain = ( flTime >= 2.0f );
m_bFire1SecRemain = ( flTime >= 1.0f );
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::ClientThink()
{
if ( IsDisabled() || m_bTimerPaused || IsInCommentaryMode() )
return;
if ( IsStopWatchTimer() == true && IsWatchingTimeStamps() == true )
return;
float flTime = GetTimeRemaining();
if ( flTime <= 61.0 && m_bFire1MinRemain )
{
m_bFire1MinRemain = false;
SendTimeWarning( RT_WARNING_60SECS );
}
else if ( flTime <= 31.0 && m_bFire30SecRemain )
{
m_bFire30SecRemain = false;
SendTimeWarning( RT_WARNING_30SECS );
}
else if ( flTime <= 11.0 && m_bFire10SecRemain )
{
m_bFire10SecRemain = false;
SendTimeWarning( RT_WARNING_10SECS );
}
else if ( flTime <= 6.0 && m_bFire5SecRemain )
{
m_bFire5SecRemain = false;
SendTimeWarning( RT_WARNING_5SECS );
}
else if ( flTime <= 5.0 && m_bFire4SecRemain )
{
m_bFire4SecRemain = false;
SendTimeWarning( RT_WARNING_4SECS );
}
else if ( flTime <= 4.0 && m_bFire3SecRemain )
{
m_bFire3SecRemain = false;
SendTimeWarning( RT_WARNING_3SECS );
}
else if ( flTime <= 3.0 && m_bFire2SecRemain )
{
m_bFire2SecRemain = false;
SendTimeWarning( RT_WARNING_2SECS );
}
else if ( flTime <= 2.0 && m_bFire1SecRemain )
{
m_bFire1SecRemain = false;
SendTimeWarning( RT_WARNING_1SECS );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::OnPreDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnPreDataChanged( updateType );
m_nOldTimerLength = m_nTimerLength;
m_nOldTimerState = m_nState;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( m_nOldTimerLength != m_nTimerLength )
{
// recalculate our output messages because the timer length has changed
CalculateOutputMessages();
}
// if we were in state_setup and now we're in state_normal, play the bell sound
if ( ( m_nOldTimerState == RT_STATE_SETUP ) && ( m_nState == RT_STATE_NORMAL ) )
{
SendTimeWarning( RT_WARNING_TIME_START );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTeamRoundTimer::GetTimeWarningSound( int nWarning )
{
const char *pszRetVal;
switch( nWarning )
{
case RT_WARNING_60SECS:
if ( m_nState == RT_STATE_SETUP )
{
pszRetVal = ROUND_SETUP_60SECS;
}
else
{
pszRetVal = ROUND_TIMER_60SECS;
}
break;
case RT_WARNING_30SECS:
if ( m_nState == RT_STATE_SETUP )
{
pszRetVal = ROUND_SETUP_30SECS;
}
else
{
pszRetVal = ROUND_TIMER_30SECS;
}
break;
case RT_WARNING_10SECS:
if ( m_nState == RT_STATE_SETUP )
{
pszRetVal = ROUND_SETUP_10SECS;
}
else
{
pszRetVal = ROUND_TIMER_10SECS;
}
break;
case RT_WARNING_5SECS:
if ( m_nState == RT_STATE_SETUP )
{
#ifdef TF_CLIENT_DLL
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
pszRetVal = MERASMUS_SETUP_5SECS;
}
else
#endif
{
pszRetVal = ROUND_SETUP_5SECS;
}
}
else
{
pszRetVal = ROUND_TIMER_5SECS;
}
break;
case RT_WARNING_4SECS:
if ( m_nState == RT_STATE_SETUP )
{
#ifdef TF_CLIENT_DLL
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
pszRetVal = MERASMUS_SETUP_4SECS;
}
else
#endif
{
pszRetVal = ROUND_SETUP_4SECS;
}
}
else
{
pszRetVal = ROUND_TIMER_4SECS;
}
break;
case RT_WARNING_3SECS:
if ( m_nState == RT_STATE_SETUP )
{
#ifdef TF_CLIENT_DLL
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
pszRetVal = MERASMUS_SETUP_3SECS;
}
else
#endif
{
pszRetVal = ROUND_SETUP_3SECS;
}
}
else
{
pszRetVal = ROUND_TIMER_3SECS;
}
break;
case RT_WARNING_2SECS:
if ( m_nState == RT_STATE_SETUP )
{
#ifdef TF_CLIENT_DLL
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
pszRetVal = MERASMUS_SETUP_2SECS;
}
else
#endif
{
pszRetVal = ROUND_SETUP_2SECS;
}
}
else
{
pszRetVal = ROUND_TIMER_2SECS;
}
break;
case RT_WARNING_1SECS:
if ( m_nState == RT_STATE_SETUP )
{
#ifdef TF_CLIENT_DLL
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
pszRetVal = MERASMUS_SETUP_1SECS;
}
else
#endif
{
pszRetVal = ROUND_SETUP_1SECS;
}
}
else
{
pszRetVal = ROUND_TIMER_1SECS;
}
break;
case RT_WARNING_TIME_START:
pszRetVal = ROUND_START_BELL;
break;
default:
pszRetVal = "";
}
return pszRetVal;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::SendTimeWarning( int nWarning )
{
#if defined( TF_CLIENT_DLL )
// don't play any time warnings for Helltower
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_HIGHTOWER ) )
return;
#endif
// don't play sounds if the level designer has turned them off or if it's during the WaitingForPlayers time
if ( !m_bTimerPaused && m_bAutoCountdown && !TeamplayRoundBasedRules()->IsInWaitingForPlayers() )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer )
{
if ( ObjectiveResource() )
{
bool bShouldPlaySound = false;
if ( TeamplayRoundBasedRules()->IsInTournamentMode() == true && TeamplayRoundBasedRules()->IsInStopWatch() == true )
{
int iActiveTimer = ObjectiveResource()->GetTimerToShowInHUD();
int iStopWatchTimer = ObjectiveResource()->GetStopWatchTimer();
if ( IsStopWatchTimer() == true && IsWatchingTimeStamps() == false )
{
CTeamRoundTimer *pTimer = dynamic_cast< CTeamRoundTimer* >( ClientEntityList().GetEnt( iActiveTimer ) );
if ( pTimer && pTimer->IsTimerPaused() == false && pTimer->GetTimeRemaining() > GetTimeRemaining() )
{
bShouldPlaySound = true;
}
}
else
{
CTeamRoundTimer *pStopWatch = dynamic_cast< CTeamRoundTimer* >( ClientEntityList().GetEnt( iStopWatchTimer ) );
if ( ObjectiveResource()->GetTimerToShowInHUD() == entindex() )
{
if ( pStopWatch )
{
if ( pStopWatch->IsTimerPaused() == true )
{
bShouldPlaySound = true;
}
if ( pStopWatch->GetTimeRemaining() > GetTimeRemaining() && pStopWatch->IsWatchingTimeStamps() == false )
{
bShouldPlaySound = true;
}
if ( pStopWatch->IsWatchingTimeStamps() == true )
{
bShouldPlaySound = true;
}
}
else
{
bShouldPlaySound = true;
}
}
}
}
else
{
if( ObjectiveResource()->GetTimerToShowInHUD() == entindex() )
{
bShouldPlaySound = true;
}
if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->IsInKothMode() )
{
bShouldPlaySound = true;
}
}
#ifdef TF_CLIENT_DLL
if ( bShouldPlaySound == true )
{
pPlayer->EmitSound( GetTimeWarningSound( nWarning ) );
}
#endif // TF_CLIENT_DLL
}
}
}
}
#else
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::SetState( int nState, bool bFireOutput )
{
m_nState = nState;
if ( nState == RT_STATE_SETUP )
{
if ( IsStopWatchTimer() == false )
{
TeamplayRoundBasedRules()->SetSetup( true );
}
SetTimerThink( RT_THINK_SETUP );
if ( bFireOutput )
{
m_OnSetupStart.FireOutput( this, this );
}
}
else
{
if ( IsStopWatchTimer() == false )
{
TeamplayRoundBasedRules()->SetSetup( false );
}
SetTimerThink( RT_THINK_NORMAL );
if ( bFireOutput )
{
m_OnRoundStart.FireOutput( this, this );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::SetTimerThink( int nType )
{
if ( nType == RT_THINK_SETUP )
{
SetContextThink( &CTeamRoundTimer::RoundTimerSetupThink, gpGlobals->curtime + 0.05, ROUND_TIMER_SETUP_THINK );
SetContextThink( NULL, 0, ROUND_TIMER_THINK );
}
else
{
SetContextThink( &CTeamRoundTimer::RoundTimerThink, gpGlobals->curtime + 0.05, ROUND_TIMER_THINK );
SetContextThink( NULL, 0, ROUND_TIMER_SETUP_THINK );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::RoundTimerSetupThink( void )
{
float flLastTime = m_flLastTime;
m_flLastTime = GetTimeRemaining();
if ( TeamplayRoundBasedRules()->IsInPreMatch() == true && IsDisabled() == false )
{
inputdata_t data;
InputDisable( data );
m_OnSetupFinished.FireOutput( this, this );
}
if ( IsDisabled() || m_bTimerPaused )
{
SetContextThink( &CTeamRoundTimer::RoundTimerSetupThink, gpGlobals->curtime + 0.05, ROUND_TIMER_SETUP_THINK );
return;
}
float flTime = GetTimeRemaining();
TeamplayRoundBasedRules()->SetOvertime( false );
if ( m_flLastTime > 0.f )
{
int nLastSecond = floor( flLastTime );
int nThisSecond = floor( flTime );
if ( nLastSecond != nThisSecond )
{
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_pre_round_time_left" );
if ( event )
{
event->SetInt( "time", nThisSecond );
gameeventmanager->FireEvent( event );
}
}
}
if ( flTime <= 0.0f && m_bFireFinished )
{
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_setup_finished" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
m_OnSetupFinished.FireOutput( this, this );
m_bFireFinished = false;
SetState( RT_STATE_NORMAL );
SetTimeRemaining( m_nTimeToUseAfterSetupFinished );
if ( ShowInHud() && !TeamplayRoundBasedRules()->IsInWaitingForPlayers() )
{
UTIL_LogPrintf( "World triggered \"Round_Setup_End\"\n" );
}
return;
}
else if ( flTime <= 60.0 && m_bFire1MinRemain )
{
m_On1MinRemain.FireOutput( this, this );
m_bFire1MinRemain = false;
}
else if ( flTime <= 30.0 && m_bFire30SecRemain )
{
m_On30SecRemain.FireOutput( this, this );
m_bFire30SecRemain = false;
}
else if ( flTime <= 10.0 && m_bFire10SecRemain )
{
m_On10SecRemain.FireOutput( this, this );
m_bFire10SecRemain = false;
}
else if ( flTime <= 5.0 && m_bFire5SecRemain )
{
m_On5SecRemain.FireOutput( this, this );
m_bFire5SecRemain = false;
}
else if ( flTime <= 4.0 && m_bFire4SecRemain )
{
m_On4SecRemain.FireOutput( this, this );
m_bFire4SecRemain = false;
}
else if ( flTime <= 3.0 && m_bFire3SecRemain )
{
m_On3SecRemain.FireOutput( this, this );
m_bFire3SecRemain = false;
}
else if ( flTime <= 2.0 && m_bFire2SecRemain )
{
m_On2SecRemain.FireOutput( this, this );
m_bFire2SecRemain = false;
}
else if ( flTime <= 1.0 && m_bFire1SecRemain )
{
m_On1SecRemain.FireOutput( this, this );
m_bFire1SecRemain = false;
}
SetContextThink( &CTeamRoundTimer::RoundTimerSetupThink, gpGlobals->curtime + 0.05, ROUND_TIMER_SETUP_THINK );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::RoundTimerThink( void )
{
if ( TeamplayRoundBasedRules()->IsInPreMatch() == true && IsDisabled() == false )
{
inputdata_t data;
InputDisable( data );
}
if ( IsDisabled() || m_bTimerPaused || IsInCommentaryMode() || gpGlobals->eLoadType == MapLoad_Background )
{
SetContextThink( &CTeamRoundTimer::RoundTimerThink, gpGlobals->curtime + 0.05, ROUND_TIMER_THINK );
return;
}
// Don't do anything when the game has been won or if we're loading a bugbait report
if ( TeamplayRoundBasedRules()->RoundHasBeenWon() ||
TeamplayRoundBasedRules()->IsLoadingBugBaitReport() )
{
// We want to stop timers when the round has been won, but we don't want to
// force mapmakers to deal with having to unpause it. This little hack works around that.
if ( !m_bTimerPaused )
{
PauseTimer();
m_bPauseDueToWin = true;
}
SetContextThink( &CTeamRoundTimer::RoundTimerThink, gpGlobals->curtime + 0.05, ROUND_TIMER_THINK );
return;
}
else if ( m_bPauseDueToWin )
{
ResumeTimer();
m_bPauseDueToWin = false;
}
float flTime = GetTimeRemaining();
if ( flTime > 0 && ShowInHud() ) // is this the timer we're showing in the HUD?
{
TeamplayRoundBasedRules()->SetOvertime( false );
}
if ( flTime <= 0.0f && m_bFireFinished )
{
// Allow the gamerules to prevent timer expiration (i.e. while a control point is contested)
if ( !TeamplayGameRules()->TimerMayExpire() )
{
// we don't want the timer to keep going (negative time)
m_flTimerEndTime = gpGlobals->curtime;
// is this the timer we're showing in the HUD?
if ( ShowInHud() )
{
if ( !TeamplayRoundBasedRules()->InOvertime() )
{
TeamplayRoundBasedRules()->SetOvertime( true );
}
#if defined( TF_DLL )
else
{
if ( tf_overtime_nag.GetBool() && ( gpGlobals->curtime > m_flNextOvertimeNag ) )
{
m_flNextOvertimeNag = gpGlobals->curtime + 1.0f;
if ( RandomInt( 0, 1 ) > 0 )
{
IGameEvent *event = gameeventmanager->CreateEvent( "overtime_nag" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
}
}
}
#endif
}
SetContextThink( &CTeamRoundTimer::RoundTimerThink, gpGlobals->curtime + 0.05, ROUND_TIMER_THINK );
return;
}
m_OnFinished.FireOutput( this, this );
m_bFireFinished = false;
}
else if ( flTime <= 300.0 && m_bFire5MinRemain )
{
m_On5MinRemain.FireOutput( this, this );
m_bFire5MinRemain = false;
}
else if ( flTime <= 240.0 && m_bFire4MinRemain )
{
m_On4MinRemain.FireOutput( this, this );
m_bFire4MinRemain = false;
}
else if ( flTime <= 180.0 && m_bFire3MinRemain )
{
m_On3MinRemain.FireOutput( this, this );
m_bFire3MinRemain = false;
}
else if ( flTime <= 120.0 && m_bFire2MinRemain )
{
m_On2MinRemain.FireOutput( this, this );
m_bFire2MinRemain = false;
}
else if ( flTime <= 60.0 && m_bFire1MinRemain )
{
m_On1MinRemain.FireOutput( this, this );
m_bFire1MinRemain = false;
}
else if ( flTime <= 30.0 && m_bFire30SecRemain )
{
m_On30SecRemain.FireOutput( this, this );
m_bFire30SecRemain = false;
}
else if ( flTime <= 10.0 && m_bFire10SecRemain )
{
m_On10SecRemain.FireOutput( this, this );
m_bFire10SecRemain = false;
}
else if ( flTime <= 5.0 && m_bFire5SecRemain )
{
m_On5SecRemain.FireOutput( this, this );
m_bFire5SecRemain = false;
}
else if ( flTime <= 4.0 && m_bFire4SecRemain )
{
m_On4SecRemain.FireOutput( this, this );
m_bFire4SecRemain = false;
}
else if ( flTime <= 3.0 && m_bFire3SecRemain )
{
m_On3SecRemain.FireOutput( this, this );
m_bFire3SecRemain = false;
}
else if ( flTime <= 2.0 && m_bFire2SecRemain )
{
m_On2SecRemain.FireOutput( this, this );
m_bFire2SecRemain = false;
}
else if ( flTime <= 1.0 && m_bFire1SecRemain )
{
m_On1SecRemain.FireOutput( this, this );
m_bFire1SecRemain = false;
}
SetContextThink( &CTeamRoundTimer::RoundTimerThink, gpGlobals->curtime + 0.05, ROUND_TIMER_THINK );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputRoundSpawn( inputdata_t &input )
{
if ( !m_bResetTimeOnRoundStart && ( m_nState == RT_STATE_NORMAL ) )
{
m_nTimeToUseAfterSetupFinished = GetTimeRemaining();
}
else
{
m_nTimeToUseAfterSetupFinished = m_nTimerInitialLength;
}
if ( m_nSetupTimeLength > 0 )
{
SetState( RT_STATE_SETUP );
SetTimeRemaining( m_nSetupTimeLength );
if ( ShowInHud() && !TeamplayRoundBasedRules()->IsInWaitingForPlayers() )
{
UTIL_LogPrintf( "World triggered \"Round_Setup_Begin\"\n" );
}
}
else
{
SetState( RT_STATE_NORMAL );
SetTimeRemaining( m_nTimeToUseAfterSetupFinished );
}
if ( !m_bStartPaused && !TeamplayRoundBasedRules()->IsInWaitingForPlayers() )
{
ResumeTimer();
}
}
//-----------------------------------------------------------------------------
// Purpose: To set the initial timer duration
//-----------------------------------------------------------------------------
void CTeamRoundTimer::SetTimeRemaining( int iTimerSeconds )
{
if ( IsDisabled() )
return;
// make sure we don't go over our max length
iTimerSeconds = m_nTimerMaxLength > 0 ? MIN( iTimerSeconds, m_nTimerMaxLength ) : iTimerSeconds;
float flTimerSeconds = (float)iTimerSeconds;
if ( TeamplayRoundBasedRules()->IsInTournamentMode() && TeamplayRoundBasedRules()->IsInStopWatch() && ObjectiveResource() && !IsStopWatchTimer() && !TeamplayRoundBasedRules()->InSetup() )
{
// make sure we don't go over our stop watch timer
int iStopWatchTimer = ObjectiveResource()->GetStopWatchTimer();
CTeamRoundTimer *pStopWatch = dynamic_cast< CTeamRoundTimer* >( UTIL_EntityByIndex( iStopWatchTimer ) );
if ( pStopWatch && !pStopWatch->IsWatchingTimeStamps() && TeamplayRoundBasedRules()->StopWatchShouldBeTimedWin() )
{
float flStopWatchRemainingTime = pStopWatch->GetTimeRemaining();
flTimerSeconds = flStopWatchRemainingTime > 0 ? MIN( flTimerSeconds, flStopWatchRemainingTime ) : flTimerSeconds;
iTimerSeconds = (int)ceil( flTimerSeconds );
}
}
m_flTimeRemaining = flTimerSeconds;
m_flTimerEndTime = gpGlobals->curtime + m_flTimeRemaining;
m_nTimerLength = iTimerSeconds;
CalculateOutputMessages();
}
//-----------------------------------------------------------------------------
// Purpose: To set the initial timer duration
//-----------------------------------------------------------------------------
void CTeamRoundTimer::SetStopWatchTimeStamp( void )
{
if ( IsDisabled() )
return;
if ( IsWatchingTimeStamps() == false )
return;
m_flTotalTime = m_flTotalTime + (gpGlobals->curtime - m_flTimerEndTime);
m_flTimerEndTime = gpGlobals->curtime;
CalculateOutputMessages();
}
//-----------------------------------------------------------------------------
// Purpose: Timer is paused at round end, stops the countdown
//-----------------------------------------------------------------------------
void CTeamRoundTimer::PauseTimer( void )
{
if ( IsDisabled() )
return;
if ( m_bTimerPaused == false )
{
m_bTimerPaused = true;
m_flTimeRemaining = m_flTimerEndTime - gpGlobals->curtime;
}
// Clear pause on win flag, because we've been set by the mapmaker
m_bPauseDueToWin = false;
}
//-----------------------------------------------------------------------------
// Purpose: To start or re-start the timer after a pause
//-----------------------------------------------------------------------------
void CTeamRoundTimer::ResumeTimer( void )
{
if ( IsDisabled() )
return;
if ( m_bTimerPaused == true )
{
m_bTimerPaused = false;
if ( IsStopWatchTimer() == true && m_bInCaptureWatchState == true )
{
m_flTimerEndTime = gpGlobals->curtime;
}
else
{
m_flTimerEndTime = gpGlobals->curtime + m_flTimeRemaining;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Add seconds to the timer while it is running or paused
//-----------------------------------------------------------------------------
void CTeamRoundTimer::AddTimerSeconds( int iSecondsToAdd, int iTeamResponsible /* = TEAM_UNASSIGNED*/ )
{
if ( IsDisabled() )
return;
if ( TeamplayRoundBasedRules()->InStalemate() )
return;
// we only want to add time if we're round_running or team_win so the control points
// don't add time when they try to set their default owner when the map is first loading
if ( TeamplayRoundBasedRules()->State_Get() != GR_STATE_RND_RUNNING && TeamplayRoundBasedRules()->State_Get() != GR_STATE_TEAM_WIN )
return;
if ( m_nTimerMaxLength > 0 )
{
// will adding this many seconds push us over our max length?
if ( GetTimeRemaining() + iSecondsToAdd > m_nTimerMaxLength )
{
// adjust to only add up to our max length
iSecondsToAdd = m_nTimerMaxLength - GetTimeRemaining();
}
}
float flSecondsToAdd = (float)iSecondsToAdd;
if ( TeamplayRoundBasedRules()->IsInTournamentMode() && TeamplayRoundBasedRules()->IsInStopWatch() && ObjectiveResource() && !IsStopWatchTimer() && !TeamplayRoundBasedRules()->InSetup() )
{
int iStopWatchTimer = ObjectiveResource()->GetStopWatchTimer();
CTeamRoundTimer *pStopWatch = dynamic_cast< CTeamRoundTimer* >( UTIL_EntityByIndex( iStopWatchTimer ) );
if ( pStopWatch && !pStopWatch->IsWatchingTimeStamps() && TeamplayRoundBasedRules()->StopWatchShouldBeTimedWin() )
{
float flStopWatchRemainingTime = pStopWatch->GetTimeRemaining();
float flRemainingTime = GetTimeRemaining();
// will adding this many seconds push us over our stop watch timer?
if ( flRemainingTime + flSecondsToAdd > flStopWatchRemainingTime )
{
// adjust to only add up to our stop watch timer
flSecondsToAdd = flStopWatchRemainingTime - flRemainingTime;
iSecondsToAdd = ( int )ceil( flSecondsToAdd );
}
}
}
if ( m_bTimerPaused )
{
m_flTimeRemaining += flSecondsToAdd;
}
else
{
m_flTimerEndTime += flSecondsToAdd;
}
m_nTimerLength += iSecondsToAdd;
CalculateOutputMessages();
if ( ( ObjectiveResource() && ObjectiveResource()->GetTimerInHUD() == entindex() ) || ( TeamplayRoundBasedRules()->IsInKothMode() ) )
{
if ( !TeamplayRoundBasedRules()->InStalemate() && !TeamplayRoundBasedRules()->RoundHasBeenWon() && !TeamplayRoundBasedRules()->IsInKothMode() )
{
if ( iTeamResponsible >= LAST_SHARED_TEAM+1 )
{
for ( int iTeam = LAST_SHARED_TEAM+1 ; iTeam < GetNumberOfTeams(); iTeam++ )
{
if ( iTeam == iTeamResponsible )
{
CTeamRecipientFilter filter( iTeam, true );
EmitSound( filter, entindex(), ROUND_TIMER_TIME_ADDED_WINNER );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
EmitSound( filter, entindex(), ROUND_TIMER_TIME_ADDED_LOSER );
}
}
}
else
{
CReliableBroadcastRecipientFilter filter;
EmitSound( filter, entindex(), ROUND_TIMER_TIME_ADDED );
}
}
// is this the timer we're showing in the HUD?
if ( m_bShowInHUD )
{
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_timer_time_added" );
if ( event )
{
event->SetInt( "timer", entindex() );
event->SetInt( "seconds_added", iSecondsToAdd );
gameeventmanager->FireEvent( event );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: The timer is always transmitted to clients
//-----------------------------------------------------------------------------
int CTeamRoundTimer::UpdateTransmitState()
{
// ALWAYS transmit to all clients.
return SetTransmitState( FL_EDICT_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputPause( inputdata_t &input )
{
PauseTimer();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputResume( inputdata_t &input )
{
ResumeTimer();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputSetTime( inputdata_t &input )
{
if ( IsStopWatchTimer() == true && IsWatchingTimeStamps() == true )
{
SetStopWatchTimeStamp();
}
else
{
int nSeconds = input.value.Int();
SetTimeRemaining( nSeconds );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputSetMaxTime( inputdata_t &input )
{
int nSeconds = input.value.Int();
m_nTimerMaxLength = nSeconds;
if ( m_nTimerMaxLength > 0 )
{
// make sure our current time is not above the max length
if ( GetTimeRemaining() > m_nTimerMaxLength )
{
SetTimeRemaining( m_nTimerMaxLength );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputAddTime( inputdata_t &input )
{
int nSeconds = input.value.Int();
AddTimerSeconds( nSeconds );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputAddTeamTime( inputdata_t &input )
{
char token[128];
const char *p = STRING( input.value.StringID() );
int nTeam = TEAM_UNASSIGNED;
int nSeconds = 0;
// get the team
p = nexttoken( token, p, ' ' );
if ( token[0] )
{
nTeam = Q_atoi( token );
}
// get the time
p = nexttoken( token, p, ' ' );
if ( token[0] )
{
nSeconds = Q_atoi( token );
}
if ( nSeconds != 0 )
{
AddTimerSeconds( nSeconds, nTeam );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputRestart( inputdata_t &input )
{
SetTimeRemaining( m_nTimerInitialLength );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputEnable( inputdata_t &input )
{
m_bIsDisabled = false;
ResumeTimer();
if ( m_bShowInHUD )
{
SetActiveTimer( this );
}
if ( IsStopWatchTimer() == true && IsWatchingTimeStamps() == true )
{
m_flTimerEndTime = gpGlobals->curtime;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputDisable( inputdata_t &input )
{
PauseTimer();
m_bIsDisabled = true;
if ( m_bShowInHUD )
{
SetActiveTimer( NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputShowInHUD( inputdata_t &input )
{
int nShow = input.value.Int();
if ( m_bShowInHUD && !nShow )
{
SetActiveTimer( NULL );
}
else if ( nShow == 1 )
{
SetActiveTimer( this );
SetState( m_nState, false ); // set our current state again so the gamerules are updated with our setup state
}
m_bShowInHUD = ( nShow == 1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputAutoCountdown( inputdata_t &input )
{
int nAuto = input.value.Int();
SetAutoCountdown( nAuto == 1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::InputSetSetupTime( inputdata_t &input )
{
int nSetupTime = input.value.Int();
if ( nSetupTime >= 0 )
{
m_nSetupTimeLength = nSetupTime;
}
if ( !IsDisabled() )
{
if ( m_nState == RT_STATE_SETUP )
{
SetTimeRemaining( m_nSetupTimeLength );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::SetActiveTimer( CTeamRoundTimer *pNewlyActive )
{
CBaseEntity *pChosenTimer = pNewlyActive;
// Ensure all other timers are off.
CBaseEntity *pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "team_round_timer" )) != NULL)
{
if ( pEntity == pNewlyActive )
continue;
CTeamRoundTimer *pTimer = assert_cast< CTeamRoundTimer* >( pEntity );
if ( !pTimer->IsDisabled() && pTimer->ShowInHud() )
{
if ( pChosenTimer )
{
// Turn off all other hud timers
pTimer->SetShowInHud( false );
}
else
{
// Found a timer. Use it.
pChosenTimer = pTimer;
}
}
}
ObjectiveResource()->SetTimerInHUD( pChosenTimer );
}
#endif