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86c36f306d
...
04b4137078
@ -1,11 +1,10 @@
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/**
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/**
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* Rounds Nearest.
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* Rounds mode
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* Nearest you are of the S_TargetTime, more points you win
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*/
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*/
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#Extends "Modes/Nadeo/Trackmania/Base/TrackmaniaRoundsBase.Script.txt"
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#Extends "Modes/Nadeo/Trackmania/Base/TrackmaniaRoundsBase.Script.txt"
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#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
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#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
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#Const Version "2024-04-11"
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#Const Version "2023-10-16"
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#Const ScriptName "Modes/TM2020-Gamemodes/TM_RoundsNearest.Script.txt"
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#Const ScriptName "Modes/TM2020-Gamemodes/TM_RoundsNearest.Script.txt"
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// #RequireContext CSmMode
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// #RequireContext CSmMode
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@ -25,18 +24,17 @@
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// Settings
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// Settings
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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#Setting S_BonusForPerfect 50
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#Setting S_PointsLimit 20 as _("Points limit")
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#Setting S_FinishTimeout 10 as _("Finish timeout")
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#Setting S_FinishTimeout -1 as _("Finish timeout")
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#Setting S_MapsPerMatch 0 as _("Number of tracks per match") ///< Number of maps to play before finishing the match
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#Setting S_RoundsPerMap -1 as _("Number of rounds per track") ///< Number of round to play on one map before going to the next one
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#Setting S_NbOfWinners 4 as _("Number of winners")
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#Setting S_MapsPerMatch -1 as _("Number of tracks per match") ///< Number of maps to play before finishing the match
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#Setting S_PointsLimit 500 as _("Points limit")
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#Setting S_UseTieBreak True as _("Use tie-break") ///< Continue to play the map until the tie is broken
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#Setting S_PointsRepartition "5,4,3,2,1,0"
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#Setting S_WarmUpNb 0 as _("Number of warm up")
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#Setting S_RoundsPerMap 8 as _("Number of rounds per track") ///< Number of round to play on one map before going to the next one
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#Setting S_WarmUpDuration 0 as _("Duration of one warm up")
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#Setting S_TargetTime 20000
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#Setting S_WarmUpDuration 30 as _("Duration of one warm up")
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#Setting S_WarmUpNb 1 as _("Number of warm up")
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#Setting S_WarmUpTimeout -1 as _("Warm up timeout")
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#Setting S_WarmUpTimeout -1 as _("Warm up timeout")
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#Setting S_PointsRepartition "1,0"
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#Setting S_BonusForPerfect 4
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#Setting S_TargetTime 20000
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// Constants
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// Constants
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@ -160,11 +158,6 @@ Server_RoundsPerMap = S_RoundsPerMap - 1;
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Server_MapsPerMatch = S_MapsPerMatch - 1;
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Server_MapsPerMatch = S_MapsPerMatch - 1;
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***
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***
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***Match_StartMatch***
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***
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UIModules_ScoresTable::SetCustomPoints([]);
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***
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***Match_InitMap***
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***Match_InitMap***
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***
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***
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declare Integer Map_ValidRoundsNb;
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declare Integer Map_ValidRoundsNb;
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@ -177,30 +170,18 @@ UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_Valid
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***
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***
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Map_Skipped = True;
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Map_Skipped = True;
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CarRank::Reset();
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CarRank::Reset();
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UIModules_ScoresTable::SetCustomPoints(GetWinnersCustomPoints());
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UIModules_ScoresTable::SetCustomPoints([]);
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// Warm up
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// Warm up
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foreach (Score in Scores) {
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WarmUp::CanPlay(Score, CanSpawn(Score));
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}
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UIModules_ScoresTable::SetFooterInfo(_("Warm up"));
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UIModules_ScoresTable::SetFooterInfo(_("Warm up"));
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MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);
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MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);
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***
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***
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***Rounds_CanSpawn***
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***
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foreach (Score in Scores) {
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declare Boolean ModeRounds_CanSpawn for Score = True;
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ModeRounds_CanSpawn = CanSpawn(Score);
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}
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***
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***Match_StartRound***
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***Match_StartRound***
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***
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***
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UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
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UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
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StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
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StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
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UIModules_ScoresTable::SetCustomPoints(GetWinnersCustomPoints());
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UIModules_ScoresTable::SetCustomPoints([]);
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***
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***
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***Rounds_PlayerSpawned***
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***Rounds_PlayerSpawned***
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@ -290,19 +271,15 @@ if (Round_ForceEndRound || Round_SkipPauseRound || Round_Skipped) {
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MB_Sleep(S_ChatTime * 1000 / 3);
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MB_Sleep(S_ChatTime * 1000 / 3);
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// Add them to the total scores
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// Add them to the total scores
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ComputeScores();
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ComputeScores();
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UIModules_ScoresTable::SetCustomPoints(GetWinnersCustomPoints());
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UIModules_ScoresTable::SetCustomPoints([]);
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Race::SortScores(Race::C_Sort_TotalPoints);
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Race::SortScores(Race::C_Sort_TotalPoints);
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MB_Sleep(S_ChatTime * 1000 / 3);
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MB_Sleep(S_ChatTime * 1000 / 3);
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UIModules_BigMessage::SetMessage("");
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UIModules_BigMessage::SetMessage("");
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UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
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UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
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UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing;
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UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing;
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// Match is over, we have all the winners
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if (MapIsOver(S_UseTieBreak, S_PointsLimit, Map_ValidRoundsNb, S_RoundsPerMap)) {
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if (MatchIsOver(MB_GetMapCount(), Map_Skipped)) {
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Map_Skipped = False;
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MB_StopMatch();
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}
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// Map is over, we played all the rounds
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else if (MapIsOver(Map_ValidRoundsNb)) {
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MB_StopMap();
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MB_StopMap();
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}
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}
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}
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}
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@ -310,6 +287,8 @@ if (Round_ForceEndRound || Round_SkipPauseRound || Round_Skipped) {
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***Match_EndMap***
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***Match_EndMap***
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***
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***
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if (MatchIsOver(S_UseTieBreak, S_PointsLimit, MB_GetMapCount(), S_MapsPerMatch, S_RoundsPerMap, Map_Skipped)) MB_StopMatch();
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if (!MB_MapIsRunning() && MB_MatchIsRunning()) MB_SkipPodiumSequence();
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if (!MB_MapIsRunning() && MB_MatchIsRunning()) MB_SkipPodiumSequence();
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Race::SortScores(Race::C_Sort_TotalPoints);
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Race::SortScores(Race::C_Sort_TotalPoints);
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@ -371,24 +350,6 @@ Void UpdateScoresTableFooter(Integer _PointsLimit, Integer _RoundsPerMap, Intege
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}
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}
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}
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/** Check if a player can spawn
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*
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* @param _Score The player's score
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*
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* @return True if the player can spawn,
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* False otherwise
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*/
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Boolean CanSpawn(CSmScore _Score) {
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if (_Score == Null) return False;
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if (Scores::GetPlayerMatchPoints(_Score) >= S_PointsLimit) {
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return False;
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}
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return True;
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/** Get the time left to the players to finish the round after the first player
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/** Get the time left to the players to finish the round after the first player
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*
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*
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@ -431,21 +392,6 @@ Text FormatPlayerName(Text _Name) {
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}
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}
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Text[][Text] GetWinnersCustomPoints() {
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if (S_PointsLimit <= 0) return [];
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declare Text[][Text] CustomPoints = [];
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foreach (Score in Scores) {
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if (Score.User == Null) continue;
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if (Scores::GetPlayerMatchPoints(Score) < S_PointsLimit) continue;
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declare Integer Rank = S_PointsLimit + 1 + S_NbOfWinners + 1 - Scores::GetPlayerMatchPoints(Score);
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CustomPoints[Score.User.WebServicesUserId] = [TL::FormatRank(Rank, True)];
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}
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return CustomPoints;
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/// Compute the latest race scores
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/// Compute the latest race scores
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Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
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Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
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@ -453,7 +399,7 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
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// Points distributed between all players
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// Points distributed between all players
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declare Text[][Text] CustomPoints = GetWinnersCustomPoints();
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declare Text[][Text] CustomPoints = [];
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declare CSmScore[][Integer] ScoresPerAbsoluteDelta;
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declare CSmScore[][Integer] ScoresPerAbsoluteDelta;
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foreach (Score in Scores) {
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foreach (Score in Scores) {
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if (Score.User == Null) continue;
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if (Score.User == Null) continue;
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@ -468,10 +414,8 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
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else TextDelta = "-";
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else TextDelta = "-";
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TextDelta ^= DeltaTimeToText(AbsoluteDelta);
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TextDelta ^= DeltaTimeToText(AbsoluteDelta);
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if (S_PointsLimit < 0 || Scores::GetPlayerMatchPoints(Score) < S_PointsLimit) {
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CustomPoints[Score.User.WebServicesUserId] = [Scores::GetPlayerMatchPoints(Score) ^ " (" ^ TextDelta ^ ")"];
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CustomPoints[Score.User.WebServicesUserId] = [Scores::GetPlayerMatchPoints(Score) ^ " (" ^ TextDelta ^ ")"];
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}
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}
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}
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UIModules_ScoresTable::SetCustomPoints(CustomPoints);
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UIModules_ScoresTable::SetCustomPoints(CustomPoints);
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ScoresPerAbsoluteDelta = ScoresPerAbsoluteDelta.sortkey();
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ScoresPerAbsoluteDelta = ScoresPerAbsoluteDelta.sortkey();
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@ -522,84 +466,96 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/// Compute the map scores
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/// Compute the map scores
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Void ComputeScores() {
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Void ComputeScores() {
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if (S_PointsLimit <= 0) {
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Scores::EndRound();
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Scores::EndRound();
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return;
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}
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}
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declare Integer NbOfWinners = 0;
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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Race::SortScores(Race::C_Sort_TotalPoints);
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/** Check if the points limit was reached
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*
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* @param _UseTieBreak Prevent ties or not
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* @param _PointsLimit Number of points to get to win the match
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*
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* @return C_PointsLimit_Reached if the points limit is reached
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* C_PointsLimit_Tie if there is a tie
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* C_PointsLimit_NotReached if the points limit is not reached
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*/
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Integer PointsLimitReached(Boolean _UseTieBreak, Integer _PointsLimit) {
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declare Integer MaxScore = -1;
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declare Boolean Tie = False;
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foreach (Score in Scores) {
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foreach (Score in Scores) {
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// Already won
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declare Integer Points = Scores::GetPlayerMatchPoints(Score);
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if (Scores::GetPlayerMatchPoints(Score) >= S_PointsLimit) {
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if (Points > MaxScore) {
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Scores::SetPlayerMatchPoints(Score, S_PointsLimit + 1 + S_NbOfWinners - NbOfWinners);
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MaxScore = Points;
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NbOfWinners += 1;
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Tie = False;
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} else if (Points == MaxScore) {
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Tie = True;
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}
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}
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// New winner
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else if (Scores::GetPlayerMatchPoints(Score) + Scores::GetPlayerRoundPoints(Score) >= S_PointsLimit) {
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Scores::SetPlayerMatchPoints(Score, S_PointsLimit + 1 + S_NbOfWinners - NbOfWinners);
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NbOfWinners += 1;
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}
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// Standard round finish
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else {
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Scores::AddPlayerMatchPoints(Score, Scores::GetPlayerRoundPoints(Score));
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}
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}
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Scores::AddPlayerMapPoints(Score, Scores::GetPlayerRoundPoints(Score));
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if (_UseTieBreak && Tie) return C_PointsLimit_Tie; //< There is a tie and it is not allowed
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Scores::SetPlayerRoundPoints(Score, 0);
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if (_PointsLimit > 0 && MaxScore >= _PointsLimit) return C_PointsLimit_Reached; //< There is a points limit and it is reached
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}
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return C_PointsLimit_NotReached; //< There is no points limit or the points limit is not reached
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}
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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||||||
/** Check if we should go to the next map
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/** Check if we should go to the next map
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*
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* @param _UseTieBreak Prevent ties or not
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* @param _PointsLimit Number of points to get to win the match
|
||||||
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* @param _ValidRoundsNb Number of valid rounds played
|
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* @param _RoundsPerMap Number of rounds to play to complete the map
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*
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*
|
||||||
* @return True if it is the case, false otherwise
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* @return True if it is the case, false otherwise
|
||||||
*/
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*/
|
||||||
Boolean MapIsOver(Integer _ValidRoundsNb) {
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Boolean MapIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _ValidRoundsNb, Integer _RoundsPerMap) {
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if (_ValidRoundsNb >= S_RoundsPerMap) return True;
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declare Integer PointsLimitReached = PointsLimitReached(_UseTieBreak, _PointsLimit);
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Log::Log("""[Rounds] MapIsOver() > _UseTieBreak: {{{_UseTieBreak}}} | _PointsLimit: {{{_PointsLimit}}} | _ValidRoundsNb: {{{_ValidRoundsNb}}} | _RoundsPerMap: {{{_RoundsPerMap}}} | PointsLimitReached: {{{PointsLimitReached}}}""");
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if (PointsLimitReached == C_PointsLimit_Reached) return True; //< There is a points limit and it is reached
|
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if (_RoundsPerMap > 0 && _ValidRoundsNb >= _RoundsPerMap) return True; //< There is a rounds limit and it is reached
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|
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return False;
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return False;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
|
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
|
||||||
/** Check if we should go to the next match
|
/** Check if we should go to the next match
|
||||||
*
|
*
|
||||||
|
* @param _UseTieBreak Prevent ties or not
|
||||||
|
* @param _PointsLimit Number of points to get to win the match
|
||||||
* @param _MapsPerMatch Number of maps to play to complete a match
|
* @param _MapsPerMatch Number of maps to play to complete a match
|
||||||
* @param _MapSkipped if map was skipped
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* @param _RoundsPerMap Number of rounds to play to complete the map
|
||||||
*
|
*
|
||||||
* @return True if it is the case, false otherwise
|
* @return True if it is the case, false otherwise
|
||||||
*/
|
*/
|
||||||
Boolean MatchIsOver(Integer _MapCount, Boolean _MapSkipped) {
|
Boolean MatchIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _MapCount, Integer _MapsPerMatch, Integer _RoundsPerMap, Boolean _MapSkipped) {
|
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Log::Log("[Cup] MatchIsOver() check | S_PointsLimit : "^S_PointsLimit);
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declare Integer PointsLimitReached = PointsLimitReached(_UseTieBreak, _PointsLimit);
|
||||||
if (S_PointsLimit > 0) {
|
|
||||||
declare Integer NbOfScoreWinners = 0;
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|
||||||
foreach (Score in Scores) {
|
|
||||||
if (Scores::GetPlayerMatchPoints(Score) > S_PointsLimit) NbOfScoreWinners += 1;
|
|
||||||
}
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|
||||||
declare Integer NbOfPlayerWinners = 0;
|
|
||||||
foreach (Player in Players) {
|
|
||||||
if (Scores::GetPlayerMatchPoints(Player.Score) > S_PointsLimit) NbOfPlayerWinners += 1;
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|
||||||
}
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|
||||||
|
|
||||||
// If there's only one player they need to reach the points limit to win
|
Log::Log("""[Rounds] MatchIsOver() > _UseTieBreak: {{{_UseTieBreak}}} | _PointsLimit: {{{_PointsLimit}}} | _MapCount: {{{_MapCount}}} | _MapsPerMatch: {{{_MapsPerMatch}}} | _RoundsPerMap: {{{_RoundsPerMap}}} | PointsLimitReached: {{{PointsLimitReached}}} | _MapSkipped : {{{_MapSkipped}}}""");
|
||||||
// If there's more than one player then all players except one must reach the points limit
|
|
||||||
declare Integer PlayerWinnersLimit = ML::Max(Players.count - 1, 1);
|
|
||||||
Log::Log("""[Cup] Match is over ? {{{(NbOfScoreWinners >= S_NbOfWinners || NbOfPlayerWinners >= PlayerWinnersLimit)}}} | ({{{NbOfScoreWinners}}} >= {{{S_NbOfWinners}}} || {{{NbOfPlayerWinners}}} >= {{{PlayerWinnersLimit}}})""");
|
|
||||||
if (NbOfScoreWinners >= S_NbOfWinners || NbOfPlayerWinners >= PlayerWinnersLimit) return True;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (S_MapsPerMatch >= 1) {
|
// If there is a point limit and it is reached, stop the match
|
||||||
|
if (PointsLimitReached == C_PointsLimit_Reached) {
|
||||||
|
return True;
|
||||||
|
}
|
||||||
|
// If there is an explicit maps limit ...
|
||||||
|
else if (_MapsPerMatch >= 1) {
|
||||||
if (
|
if (
|
||||||
_MapCount >= S_MapsPerMatch || //< ... stop the match if the maps limit is reached and the match is not a tie
|
(_MapCount >= _MapsPerMatch && PointsLimitReached != C_PointsLimit_Tie) || //< ... stop the match if the maps limit is reached and the match is not a tie
|
||||||
(_MapSkipped && S_MapsPerMatch == 1 && _MapCount >= S_MapsPerMatch) //< ... stop the match if the map was skipped and the match is played on only one map
|
(_MapSkipped && _MapsPerMatch == 1 && _MapCount >= _MapsPerMatch) //< ... stop the match if the map was skipped and the match is played on only one map
|
||||||
) {
|
) {
|
||||||
return True;
|
return True;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// If there is a rounds limit but no maps limit, continue to play until another limit is reached
|
// If there is a rounds limit but no maps limit, continue to play until another limit is reached
|
||||||
else if (S_RoundsPerMap >= 1) {
|
else if (_RoundsPerMap >= 1) {
|
||||||
|
return False;
|
||||||
|
}
|
||||||
|
// If there is neither a points limit nor a rounds limit, always stop the match at the end of the first map, even if there is a tie
|
||||||
|
else {
|
||||||
|
return True;
|
||||||
|
}
|
||||||
|
|
||||||
|
// In all other cases continue to play
|
||||||
return False;
|
return False;
|
||||||
}
|
}
|
||||||
|
|
||||||
return False;
|
|
||||||
}
|
|
Loading…
Reference in New Issue
Block a user