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