void CLocalPlayerComponent::UpdateFreeFallDeath( const float frameTime )
{
	if(m_bIsInFreeFallDeath)
	{
		m_rPlayer.m_pPlayerRotation->SetForceLookAt(m_freeFallLookTarget);

		m_freeFallDeathFadeTimer += frameTime;

		if(m_rPlayer.m_stats.isRagDoll ||  (m_freeFallDeathFadeTimer > g_pGameCVars->pl_freeFallDeath_fadeTimer))
		{
			CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
			if (!pRecordingSystem || !pRecordingSystem->IsPlayingBack())	// Don't do the fade screen effect if in killcam
			{
				TriggerFadeToBlack(); 
			}

			m_rPlayer.m_pPlayerRotation->SetForceLookAt(ZERO);
			m_bIsInFreeFallDeath = false;
		}
	}
	else
	{
		m_freeFallDeathFadeTimer = 0.0f;
	}
}
void CGameRulesMPActorAction::OnActorAction(IActor *pActor, const ActionId& actionId, int activationMode, float value)
{
	CActor *pActorImpl = static_cast<CActor *>(pActor);
	if (pActorImpl)
	{
		EntityId  pid = pActor->GetEntityId();  // player id

		CGameRules *pGameRules = g_pGame->GetGameRules();
		IGameRulesSpectatorModule *specmod = pGameRules->GetSpectatorModule();

		if (!specmod || (pActorImpl->GetSpectatorMode() <= 0))
		{
			// Not in spectator mode

			if (pActorImpl->IsDead())
			{
				// if dead 

				CRecordingSystem *crs = g_pGame->GetRecordingSystem();

				if (crs != NULL && crs->IsPlayingBack())
				{
					// Recording system playing back 
					if (actionId == g_pGame->Actions().spectate_gen_skipdeathcam && g_pGameCVars->kc_canSkip )
						crs->StopPlayback();
				}
				else if ((actionId == g_pGame->Actions().spectate_gen_spawn || actionId == g_pGame->Actions().hud_mouseclick) && activationMode == eAAM_OnPress && pActorImpl->GetSpectatorState() != CActor::eASS_SpectatorMode)
				{
					// Revive requested.
					//	This may happen immediately or not at all.

					if (IGameRulesSpawningModule* pSpawningModule=pGameRules->GetSpawningModule())
					{
						IGameRulesStateModule*  stateModule = pGameRules->GetStateModule();
						if (!stateModule || (stateModule->GetGameState() != IGameRulesStateModule::EGRS_PostGame))
						{
							CryLog("CGameRulesMPActorAction::OnActorAction() Requesting revive");
							pSpawningModule->ClRequestRevive(pActor->GetEntityId());
						}
					}
				}
				else if ((specmod != NULL && specmod->CanChangeSpectatorMode(pid)) && (((actionId == g_pGame->Actions().spectate_gen_nextmode) || (actionId == g_pGame->Actions().spectate_gen_prevmode)) && (activationMode == eAAM_OnPress)))  
				{
					// get into spectate mode
					if (!crs || !crs->IsPlayingOrQueued())
					{
						specmod->ChangeSpectatorModeBestAvailable(pActor, false);
					}
				}
			}
		}
		else
		{
			// is spectating

			int  curspecmode = pActorImpl->GetSpectatorMode();
			int  curspecstate = pActorImpl->GetSpectatorState();

			const CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
			// actions general across almost all spectator modes
			if( (curspecmode == CActor::eASM_Killer && !g_pGameCVars->g_killercam_canSkip) || (pRecordingSystem && pRecordingSystem->IsPlayingBack()) )
			{
				// Can't change mode or respawn-request, when in KillerCam mode or watching Killcam.
			}
			else if ((actionId == g_pGame->Actions().spectate_gen_spawn) && (activationMode == eAAM_OnPress) && pActorImpl->GetSpectatorState() != CActor::eASS_SpectatorMode)
			{
				IGameRulesSpawningModule *pSpawningModule = pGameRules->GetSpawningModule();
				if (pSpawningModule)
				{
					IGameRulesStateModule*  stateModule = pGameRules->GetStateModule();
					if (!stateModule || (stateModule->GetGameState() != IGameRulesStateModule::EGRS_PostGame))
					{
						CryLog("CGameRulesMPActorAction::OnActorAction() Spectating, received spectate_gen_spawn action, requesting revive");
						pSpawningModule->ClRequestRevive(pActor->GetEntityId());
					}			
				}			
			}
			else if (((actionId == g_pGame->Actions().spectate_gen_nextmode) || (actionId == g_pGame->Actions().spectate_gen_prevmode)) && (activationMode == eAAM_OnPress))
			{
				CryLog("[tlh] > changemode button pressed");
				if (specmod->CanChangeSpectatorMode(pid))
				{
					CryLog("[tlh] > can change");
					int  mode;
					EntityId  othEntId;
					mode = specmod->GetNextMode(pid, ((actionId == g_pGame->Actions().spectate_gen_nextmode) ? 1 : -1), &othEntId);
					if (mode != curspecmode)
					{
						CryLog("[tlh] > changing to mode %d with othEnt %d",mode,othEntId);
						specmod->ChangeSpectatorMode(pActor, mode, othEntId, false);
					}
				}
			}
			else
			{
				// actions specific to individual spectator modes

				if (specmod->CanChangeSpectatorMode(pid))  // "CanChangeSpectatorMode?" is essentially "CanInteractWithSpectatorMode?" - ie. we don't want to be able to do any of this on the Join Game screen
				{
					if (curspecmode == CActor::eASM_Fixed)
					{
						int  changeCam = 0;

						if (((actionId == g_pGame->Actions().spectate_cctv_nextcam) || (actionId == g_pGame->Actions().spectate_cctv_prevcam)) && (activationMode == eAAM_OnPress))
						{
							changeCam = (actionId == g_pGame->Actions().spectate_cctv_nextcam ? 1 : -1);
						}
						else if (actionId == g_pGame->Actions().spectate_cctv_changecam_xi)
						{
							if (value >= 1.f)
							{
								changeCam = 1;
							}
							else if (value <= -1.f)
							{
								changeCam = -1;
							}
						}

						if (changeCam != 0)
						{
							EntityId  locationId;

							if (changeCam > 0)
							{
								locationId = specmod->GetNextSpectatorLocation(pActorImpl);
							}
							else
							{
								locationId = specmod->GetPrevSpectatorLocation(pActorImpl);
							}

							pActorImpl->SetSpectatorFixedLocation(locationId);
						}
					}
					else if (curspecmode == CActor::eASM_Free)
					{
						;  // none
					}
					else if (curspecmode == CActor::eASM_Follow)
					{
						int  change = 0;

						const CGameActions& actions = g_pGame->Actions();

						if (((actionId == actions.spectate_3rdperson_nextteammate) || (actionId == actions.spectate_3rdperson_prevteammate)) && (activationMode == eAAM_OnPress))
						{
							change = ((actionId == actions.spectate_3rdperson_nextteammate) ? 1 : -1);
						}
						else if (actionId == actions.spectate_3rdperson_changeteammate_xi)
						{
							if (value >= 1.f)
							{
								change = 1;
							}
							else if (value <= -1.f)
							{
								change = -1;
							}
						}
						else if(actionId == actions.xi_rotateyaw && pActorImpl->CanSpectatorOrbitYaw())
						{
							pActorImpl->SetSpectatorOrbitYawSpeed(fabs(value) > 0.2f ? value : 0.f, false);
						}
						else if(actionId == actions.rotateyaw && pActorImpl->CanSpectatorOrbitYaw())
						{
							pActorImpl->SetSpectatorOrbitYawSpeed(value * g_pGameCVars->g_spectate_follow_orbitMouseSpeedMultiplier, true);
						}
						else if(actionId == actions.xi_rotatepitch && pActorImpl->CanSpectatorOrbitPitch())
						{
							float val = fabs(value) > 0.2f ? value : 0.f;
							if(val && g_pGameCVars->cl_invertController)
							{
								val = -value;
							}
							pActorImpl->SetSpectatorOrbitPitchSpeed(val, false);
						}
						else if(actionId == actions.rotatepitch && pActorImpl->CanSpectatorOrbitPitch())
						{
							float val = fabs(value) > 0.2f ? value : 0.f;
							if(val && g_pGameCVars->cl_invertMouse)
							{
								val = -val;
							}
							pActorImpl->SetSpectatorOrbitPitchSpeed(val * g_pGameCVars->g_spectate_follow_orbitMouseSpeedMultiplier, true);
						}
						else if(actionId == actions.spectate_gen_nextcamera)
						{
							pActorImpl->ChangeCurrentFollowCameraSettings(true);
						}

						if (change != 0)
						{
							if (EntityId newTargetId=specmod->GetNextSpectatorTarget(pid, change))
							{
								pActorImpl->SetSpectatorTarget(newTargetId);
							}
						}
					}
					else if (curspecmode == CActor::eASM_Killer)
					{
						;  // none
					}
				}
			}
		}

		pGameRules->ActorActionInformOnAction(actionId, activationMode, value);
	}
}
예제 #3
0
//-------------------------------------------------------------------------
void CGameRulesStandardState::EnterPostGameState( EPostGameState state )
{
#ifndef _RELEASE
	if(g_pGameCVars->g_hud_postgame_debug)
	{
		CryLog("HUD PostGame - Entering new state %i from %i after %.2f seconds", (int)state, (int)m_postGameState, m_timeInCurrentPostGameState);
	}
#endif

	m_timeInCurrentPostGameState = 0.f;
	m_postGameState = state;

	switch (m_postGameState)
	{
		case ePGS_FinalKillcam:
		{
			if (g_pGameCVars->kc_enableWinningKill)
			{
				CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
				if (pRecordingSystem)
				{
					if(pRecordingSystem->IsPlaybackQueued())
					{
						if(!pRecordingSystem->PlayWinningKillcam())
						{
							CRY_ASSERT_MESSAGE(false, "There should be a Winning Kill queued up when we get here...");
						}
					}
					else
					{
						CRY_ASSERT_MESSAGE(false, "There should be a Winning Kill queued up when we get here...");
					}
				}
			}
			break;
		}
		case ePGS_HighlightReel:
		{
			bool canPlayHighlightReel = false;

			//Reset to standard style
			SHUDEvent postEvent(eHUDEvent_ResetHUDStyle);
			CHUDEventDispatcher::CallEvent(postEvent);

			CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
			if (pRecordingSystem)
			{
				if (!(pRecordingSystem->IsPlayingBack() || pRecordingSystem->IsPlaybackQueued()))
				{
					canPlayHighlightReel = pRecordingSystem->PlayAllHighlights(false);
#ifndef _RELEASE
					if(g_pGameCVars->g_hud_postgame_debug)
					{
						CryLog("HUD PostGame - Could play highlight reel = %s", canPlayHighlightReel ? "True" : "False");
					}
#endif
				}
			}

			//Change to fixed spectator mode
			IActor* pLocalActor = g_pGame->GetIGameFramework()->GetClientActor();
			IGameRulesSpectatorModule* pSpecMod = g_pGame->GetGameRules()->GetSpectatorModule();
			EntityId specEntity = 0;
			if(pLocalActor && pSpecMod && pSpecMod->ModeIsAvailable(pLocalActor->GetEntityId(), CActor::eASM_Fixed, &specEntity))
			{
				pSpecMod->ChangeSpectatorMode(pLocalActor, CActor::eASM_Fixed, specEntity, true, true);
			}
#ifndef _RELEASE
			else if(g_pGameCVars->g_hud_postgame_debug)
			{
				CryLog("HUD PostGame - Failed to change spectator mode when entering highlight reel");
			}
#endif

			if(canPlayHighlightReel)
			{
				m_bHasShownHighlightReel = true;
			}
			break;
		}
		case ePGS_Top3:
		{
			g_pGame->GetUI()->ActivateDefaultState();

			SHUDEvent scoreboardVisibleEvent( eHUDEvent_MakeMatchEndScoreboardVisible );
			scoreboardVisibleEvent.AddData(true);
			CHUDEventDispatcher::CallEvent(scoreboardVisibleEvent);

			break;
		}
		case ePGS_Scoreboard:
		{
			CryLog("HUD PostGame - Activating default state for scoreboard");
			// Activating the default state while in this postgame state will cause the scoreboard to show
			g_pGame->GetUI()->ActivateDefaultState();
			break;
		}
	}
}
예제 #4
0
//-------------------------------------------------------------------------
void CGameRulesStandardState::Update( float frameTime )
{
	if (gEnv->bServer)
	{
		if(m_state == EGRS_Intro)
		{
			// We assume there is an intro, if we reach this point and an intro hasnt been registered, we know there isn't one. Onwards and upwards. 
			if(!m_pGameRules->IsIntroSequenceRegistered())
			{
				ChangeState(EGRS_PreGame); 
			}
		}

		if (m_state == EGRS_PreGame)
		{
			if (m_isStarting)
			{
				const float remainingTime = m_pGameRules->GetRemainingStartTimer();
				if (remainingTime <= 0.f)
				{
					CryLog("CGameRulesStandardState::Update(), starting game");

					ChangeState(EGRS_InGame);
				}
			}
			else
			{
				bool bOk = true;
				CGameLobby* pGameLobby = g_pGame->GetGameLobby();
				const int numPlayers = m_pGameRules->GetPlayerCount(true);

				if (pGameLobby)
				{
					if (m_isWaitingForOverrideTimer)
					{
						//-- test override timer
						m_startTimerOverrideWait -= frameTime;
						bOk = (m_startTimerOverrideWait <= 0.0f);

						if (!bOk)
						{
							bOk = true;

							//-- testing min player count doesn't apply to private games
							const bool publicGame = !pGameLobby->IsPrivateGame();
							const bool onlineGame = pGameLobby->IsOnlineGame();
							if (publicGame && onlineGame)
							{
								// Start only when we have enough players
								if (m_pGameRules->GetTeamCount() > 1)
								{
									//-- team game, insist at least 1 player per team
									const int numPlayersPerTeamMin = g_pGameCVars->g_gameRules_startTimerMinPlayersPerTeam;
									const int numPlayersTeam1 = m_pGameRules->GetTeamPlayerCount(1, true);
									const int numPlayersTeam2 = m_pGameRules->GetTeamPlayerCount(2, true);

									bOk = ((numPlayersTeam1 >= numPlayersPerTeamMin) && (numPlayersTeam2 >= numPlayersPerTeamMin));
								}
								else
								{
									//-- not a team game, so just insist on minimum 2 players
									const int numPlayersMin = g_pGameCVars->g_gameRules_startTimerMinPlayers;
									bOk = (numPlayers >= numPlayersMin);
								}
								const int numPlayersInLobby = pGameLobby->GetSessionNames().Size();
								bOk |= (numPlayersInLobby == numPlayers);
							}

							if (bOk)
							{
								//-- Enforce a percentage of lobby players in game before starting countdown
								bOk = (!gEnv->IsClient() || (g_pGame->GetClientActorId() != 0)) && CheckInitialChannelPlayers();
							}
						}
					}
					else
					{
						bOk = false;

						if (numPlayers)
						{
							//-- Start the override timer. 
							m_startTimerOverrideWait = g_pGameCVars->g_gameRules_startTimerOverrideWait;
							m_isWaitingForOverrideTimer = true;
						}
					}
				}

				if (bOk)
				{
					CryLog("CGameRulesStandardState::Update(), we have %i players, starting the game", numPlayers);
					float startTimeLength = 
#if !defined(_RELEASE)
						g_pGameCVars->g_gameRules_skipStartTimer ? 0.0f : 
#endif
						g_pGameCVars->g_gameRules_startTimerLength;

#if USE_PC_PREMATCH
					bool bDoPCPrematch = false;

					CGameRules::EPrematchState prematchState = m_pGameRules->GetPrematchState();
					if (prematchState==CGameRules::ePS_Prematch)
					{
						int numRequiredPlayers = g_pGameCVars->g_minPlayersForRankedGame - m_pGameRules->GetPlayerCount(true);
						if ((numRequiredPlayers > 0) || (pGameLobby && pGameLobby->UseLobbyTeamBalancing() && !pGameLobby->IsGameBalanced()))
						{
							bDoPCPrematch = true;

							CPlaylistManager *pPlaylistManager = g_pGame->GetPlaylistManager();
							if (pGameLobby && pPlaylistManager)
							{
								if (!pGameLobby->IsRankedGame() || pPlaylistManager->IsUsingCustomVariant())
								{
									// Private games don't do prematch
									bDoPCPrematch = false;
								}
							}

							if (bDoPCPrematch)
							{
								// If we are waiting for players on pc, spawn ingame and set a prematch state which waits for players.
								m_pGameRules->StartPrematch();
								startTimeLength = 0.f;
							}
						}

						if (!bDoPCPrematch)
						{
							m_pGameRules->SkipPrematch();
						}
					}
#endif

					m_pGameRules->ResetGameStartTimer(startTimeLength);
					StartCountdown(true);
				}
			}
		}
		else if (m_state == EGRS_PostGame)
		{
			const float prevUpdateStamp = m_timeInPostGame;
			const float timeInPost = (prevUpdateStamp + frameTime);

			const float timeToShowHUDMessage = g_pGameCVars->g_gameRules_postGame_HUDMessageTime;
			const float timeToShowTop3 = g_pGameCVars->g_gameRules_postGame_Top3Time;
			const float timeToShowScoreboard = g_pGameCVars->g_gameRules_postGame_ScoreboardTime;
			float killcamLength = m_pGameRules->GameEndedByWinningKill() ? g_pGameCVars->kc_length : 0.f;
			if (g_pGameCVars->kc_showHighlightsAtEndOfGame)
			{
				CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
				if(pRecordingSystem)
				{
					killcamLength += pRecordingSystem->GetHighlightsReelLength();
					killcamLength = min(killcamLength, 20.f);
				}
			}

			const float totalPostGameTime = timeToShowHUDMessage + timeToShowTop3 + timeToShowScoreboard + killcamLength;

			if (timeInPost > totalPostGameTime)
			{
				CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
				if (!pRecordingSystem || (!pRecordingSystem->IsPlaybackQueued() && !pRecordingSystem->IsPlayingBack()))
				{
					CGameLobby *pGameLobby = g_pGame->GetGameLobby();
					if (pGameLobby)
					{
						CryLog("[GameRules] Server trying to return to lobby");
						pGameLobby->SvFinishedGame(frameTime);
					}
				}
				else if(pRecordingSystem)
				{
					pRecordingSystem->StopHighlightReel();
				}
			}

			m_timeInPostGame = timeInPost;
		}
	}

	CPlayer * pPlayer = static_cast<CPlayer*>(g_pGame->GetIGameFramework()->GetClientActor());
	if((pPlayer && pPlayer->ShouldPlayIntro() || gEnv->bServer) && m_pGameRules->IsIntroSequenceRegistered() && !m_bHaveNotifiedIntroListeners)
	{
		// All flowgraph nodes that want to listen, should be created at this point
		OnIntroStart_NotifyListeners();
	}
	

#ifndef _RELEASE
	if(g_pGameCVars->g_hud_postgame_debug)
	{
		const char* stateName = "";
		switch(m_state)
		{
		case EGRS_Reset: { stateName = "EGRS_Reset"; break;}
		case EGRS_Intro: { stateName = "EGRS_Intro"; break;}
		case EGRS_PreGame: { stateName = "EGRS_PreGame"; break;}
		case EGRS_InGame: { stateName = "EGRS_InGame"; break;}
		case EGRS_PostGame: { stateName = "EGRS_PostGame"; break;}
		case EGRS_MAX: { stateName = "EGRS_MAX"; break;}
		}
		CryWatch("GameRulesStandardState - State = %s", stateName);

		if(m_state == EGRS_PostGame)
		{
			const char* postGameStateName = "";
			switch(m_postGameState)
			{
			case ePGS_Unknown: { postGameStateName = "ePGS_Unknown"; break; }
			case ePGS_Starting: { postGameStateName = "ePGS_Starting"; break; }
			case ePGS_HudMessage: { postGameStateName = "ePGS_HudMessage"; break; }
			case ePGS_FinalKillcam: { postGameStateName = "ePGS_FinalKillcam"; break; }
			case ePGS_HighlightReel: { postGameStateName = "ePGS_HighlightReel"; break; }
			case ePGS_Top3: { postGameStateName = "ePGS_Top3"; break; }
			case ePGS_Scoreboard: { postGameStateName = "ePGS_Scoreboard"; break; }
			}
			CryWatch("GameRulesStandardState -PostGameState = %s", postGameStateName);

		}
	}
#endif

	if (gEnv->IsClient())
	{
		if (m_state == EGRS_PreGame)
		{
			if( !gEnv->IsDedicated() )
			{
				if (m_isStarting)
				{
					const float timeTillStartInSeconds = m_pGameRules->GetRemainingStartTimer();
					SHUDEventWrapper::UpdateGameStartCountdown( ePreGameCountdown_MatchStarting, timeTillStartInSeconds );
				}
				else
				{
					SHUDEventWrapper::UpdateGameStartCountdown( ePreGameCountdown_WaitingForPlayers, 0.0f );
				}
			}
		}
		else if (m_state == EGRS_InGame && !gEnv->IsDedicated() )
		{
			if (m_introMessageShown == false)	// Show only once
			{
				CGameRules *pGameRules = g_pGame->GetGameRules();
				if (pGameRules && pGameRules->HasGameActuallyStarted())
				{
					if (EntityId localPlayerId = g_pGame->GetIGameFramework()->GetClientActorId())
					{
						int teamId = g_pGame->GetGameRules()->GetTeam(localPlayerId);
						bool bTeamGame = (pGameRules->GetTeamCount() > 1);

						IActor *pActor = g_pGame->GetIGameFramework()->GetClientActor();
						if (pActor->GetSpectatorMode()==CActor::eASM_None && !pActor->IsDead() && (!bTeamGame || teamId!=0))
						{
							if (IGameRulesPlayerStatsModule *statsModule = pGameRules->GetPlayerStatsModule())
							{
								const SGameRulesPlayerStat *stats = statsModule->GetPlayerStats(localPlayerId);
								if (stats->deaths <= 0) // Not died ever
								{
									if (m_startMatchString.empty() == false)
									{
										const char* gamemodeName = g_pGame->GetGameRules()->GetEntity()->GetClass()->GetName();

										CryFixedStringT<32> strSignalName;
										strSignalName.Format("StartGame%s", gamemodeName);
										TAudioSignalID signalId = g_pGame->GetGameAudio()->GetSignalID(strSignalName);

										CryFixedStringT<64> localisedStartString = CHUDUtils::LocalizeString( m_startMatchString.c_str() );

										if (bTeamGame)
										{
											CryFixedStringT<16> strTeamName;
											strTeamName.Format("@ui_hud_team_%d", teamId);
											
											SHUDEventWrapper::TeamMessage(strTeamName.c_str(), teamId, SHUDEventWrapper::SMsgAudio(signalId), false, true);
											SHUDEventWrapper::SimpleBannerMessage(localisedStartString.c_str(), SHUDEventWrapper::kMsgAudioNULL);
										}
										else
										{
											SHUDEventWrapper::RoundMessageNotify(localisedStartString.c_str(), SHUDEventWrapper::SMsgAudio(signalId));
										}
									}
								}
							}

							m_introMessageShown = true; // Or not if has already died, but don't check again anyway.
						}
					}
				}
			}
		}
		else if(m_state == EGRS_PostGame && !gEnv->IsDedicated())
		{
			if (!gEnv->bServer)
			{
				m_timeInPostGame += frameTime;
			}

			m_timeInCurrentPostGameState += frameTime;

			switch (m_postGameState)
			{
				case ePGS_Starting:
				{
					CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
					if (pRecordingSystem != NULL && (pRecordingSystem->IsPlayingBack() || pRecordingSystem->IsPlaybackQueued()))
					{
						// Currently showing a killcam, skip to the killcam stage of the postgame flow
						EnterPostGameState(ePGS_FinalKillcam);
					}
					else
					{
						if (m_pGameRules->GetRoundsModule())
						{
							EnterPostGameState(ePGS_Top3);
						}
						else
						{
							EnterPostGameState(ePGS_HudMessage);
						}
					}
					break;
				}
				case ePGS_HudMessage:
				{
					if (m_timeInCurrentPostGameState > g_pGameCVars->g_gameRules_postGame_HUDMessageTime)
					{
						EnterPostGameState(ePGS_FinalKillcam);
					}
					break;
				}
				case ePGS_FinalKillcam:
				{
					CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
					if (!pRecordingSystem || !(pRecordingSystem->IsPlayingBack() || (pRecordingSystem->IsPlaybackQueued() && pRecordingSystem->HasWinningKillcam())))
					{
						EnterPostGameState(ePGS_Top3);
					}
#ifndef _RELEASE
					else if(g_pGameCVars->g_hud_postgame_debug && pRecordingSystem)
					{
						CryWatch("PostGameState - Waiting for final killcam to end:"); 
						CryWatch("IsPlaybackQueued: %s, IsPlayingBack: %s", 
							pRecordingSystem->IsPlaybackQueued() ? "True" : "False", pRecordingSystem->IsPlayingBack() ? "True" : "False");
					}
#endif
					break;
				}
				case ePGS_HighlightReel:
				{
					CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
					if (!pRecordingSystem || (!pRecordingSystem->IsPlaybackQueued() && !pRecordingSystem->IsPlayingBack()))
					{
						CGameLobby *pGameLobby = g_pGame->GetGameLobby();
						if (pGameLobby)
						{
							CryLog("[GameRules] Client trying to return to lobby");
							pGameLobby->SvFinishedGame(frameTime);
							EnterPostGameState(ePGS_LeavingGame);
						}
					}
#ifndef _RELEASE
					else if(g_pGameCVars->g_hud_postgame_debug && pRecordingSystem)
					{
						CryWatch("PostGameState - Waiting for highlight reel to end:");
						CryWatch("IsPlaybackQueued: %s, IsPlayingBack: %s, IsPlayingHighlightsReel: %s", 
							pRecordingSystem->IsPlaybackQueued() ? "True" : "False", pRecordingSystem->IsPlayingBack() ? "True" : "False", pRecordingSystem->IsPlayingHighlightsReel() ? "True" : "False");
					}
#endif
					break;
				}
				case ePGS_Top3:
				{
					if (m_timeInCurrentPostGameState > g_pGameCVars->g_gameRules_postGame_Top3Time)
					{
						EnterPostGameState(ePGS_Scoreboard);
					}
					break;
				}
				case ePGS_Scoreboard:
				{
					if(m_timeInCurrentPostGameState > g_pGameCVars->g_gameRules_postGame_ScoreboardTime)
					{
						if(!m_bHasShownHighlightReel && g_pGameCVars->kc_showHighlightsAtEndOfGame)
						{
							EnterPostGameState(ePGS_HighlightReel);
						}
						else
						{
							CGameLobby *pGameLobby = g_pGame->GetGameLobby();
							if (pGameLobby)
							{
								CryLog("[GameRules] Client trying to return to lobby [No highlight reel]");
								pGameLobby->SvFinishedGame(frameTime);
							}
						}
					}
					break;
				}
			}
		}
	}
}