use the newly label to manage StopRound
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@ -325,34 +325,6 @@ foreach (Event in PendingEvents) {
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Events::Invalid(Event);
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}
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// Spawn players
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/*if (Players.count > 0 && PlayersNbDead >= 1) { //< Check for unspawned players only if at least one player is unspawned
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declare Boolean NoOneCanPlay = True;
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foreach (Player in Players) {
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declare Boolean ModeRounds_CanSpawn for Player.Score = Rounds_Settings_CanSpawnDefault;
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if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::NotSpawned && ModeRounds_CanSpawn) {
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NoOneCanPlay = False;
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if (Race::IsReadyToStart(Player)) {
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ModeRounds_CanSpawn = False;
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declare Integer CurrentSegment for Player.Score = 1;
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declare Integer Index;
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if (CurrentSegment > Map_Starts.count) {
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Index = Map_Starts.count - 1;
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} else {
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Index = CurrentSegment - 1;
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}
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Player.LandmarkOrderSelector_Race = Index + 1;
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Race::Start(Player, Map_Starts[Index] , Now + Race::C_SpawnDuration);
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UIModules_Chrono::SetTimeOffset(Player, Player.StartTime - StartTime);
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}
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}
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}
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if (NoOneCanPlay && PlayersNbAlive <= 0) {
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MB_StopRound();
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Round_Skipped = False;
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}
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}*/
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// Server info change
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if (
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Server_PointsLimit != S_PointsLimit ||
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@ -369,6 +341,36 @@ if (
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}
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***
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***Rounds_CheckStopRound***
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***
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// End the round
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// If All players finished
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if (Players.count > 0 && PlayersNbAlive <= 0) {
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declare Boolean NoOneCanPlay = True;
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foreach (Player in Players) {
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declare Boolean ModeRounds_CanSpawn for Player.Score = Rounds_Settings_CanSpawnDefault;
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if (ModeRounds_CanSpawn) {
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NoOneCanPlay = False;
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break;
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}
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}
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if (NoOneCanPlay) {
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MB_StopRound();
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Round_Skipped = False;
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}
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}
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// If time limit is reached
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if (EndTime > 0 && Now >= EndTime) {
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MB_StopRound();
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Round_Skipped = False;
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}
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// If forced end round or round skipped after pause
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if (Round_ForceEndRound || Round_SkipPauseRound) {
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MB_StopRound();
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Round_Skipped = False;
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}
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***
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***Match_EndRound***
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***
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Race::StopSkipOutroAll();
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