//***************************************************************************** // void DUEL_StartCountdown( ULONG ulTicks ) { ULONG ulIdx; if ( NETWORK_GetState( ) != NETSTATE_CLIENT ) { // First, reset everyone's fragcount. PLAYER_ResetAllPlayersFragcount( ); // If we're the server, tell clients to reset everyone's fragcount. if ( NETWORK_GetState( ) == NETSTATE_SERVER ) SERVERCOMMANDS_ResetAllPlayersFragcount( ); // Also, tell bots that a duel countdown is starting. for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ ) { if ( playeringame[ulIdx] ) { if ( players[ulIdx].pSkullBot ) players[ulIdx].pSkullBot->PostEvent( BOTEVENT_DUEL_STARTINGCOUNTDOWN ); } } // Put the duel in a countdown state. DUEL_SetState( DS_COUNTDOWN ); } // Set the duel countdown ticks. DUEL_SetCountdownTicks( ulTicks ); // Announce that the fight will soon start. ANNOUNCER_PlayEntry( cl_announcer, "PrepareToFight" ); // Reset announcer "frags left" variables. ANNOUNCER_AllowNumFragsAndPointsLeftSounds( ); // Reset the first frag awarded flag. g_bFirstFragAwarded = false; // Tell clients to start the countdown. if ( NETWORK_GetState( ) == NETSTATE_SERVER ) SERVERCOMMANDS_DoGameModeCountdown( ulTicks ); }
//***************************************************************************** // void LASTMANSTANDING_StartCountdown( ULONG ulTicks ) { ULONG ulIdx; for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ ) { if (( playeringame[ulIdx] ) && ( players[ulIdx].pSkullBot )) players[ulIdx].pSkullBot->PostEvent( BOTEVENT_LMS_STARTINGCOUNTDOWN ); } /* // First, reset everyone's fragcount. This must be done before setting the state to LMSS_COUNTDOWN // otherwise PLAYER_SetFragcount will ignore our request. for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ ) { if ( playeringame[ulIdx] ) PLAYER_SetFragcount( &players[ulIdx], 0, false, false ); } */ /* for ( ULONG i = 0; i < teams.Size( ); i++ ) TEAM_SetFragCount( i, 0, false ); */ // Put the game in a countdown state. if (( NETWORK_GetState( ) != NETSTATE_CLIENT ) && ( CLIENTDEMO_IsPlaying( ) == false )) { LASTMANSTANDING_SetState( LMSS_COUNTDOWN ); } // Set the LMS countdown ticks. LASTMANSTANDING_SetCountdownTicks( ulTicks ); // Announce that the fight will soon start. ANNOUNCER_PlayEntry( cl_announcer, "PrepareToFight" ); // Tell clients to start the countdown. if ( NETWORK_GetState( ) == NETSTATE_SERVER ) SERVERCOMMANDS_DoGameModeCountdown( ulTicks ); }