18 if (
time < game_starttime)
45 if (this.roundStart) this.roundStart();
59 if (this.canRoundEnd())
75 this.
delay = (the_delay > 0) ? the_delay : 0;
78 this.
round_timelimit = (the_round_timelimit > 0) ? the_round_timelimit : 0;
79 round_limit = the_round_timelimit;
86 round_starttime =
max(
time, game_starttime) + this.
count;
95 backtrace(
"Can't spawn round_handler again!");
101 this.canRoundStart = canRoundStart_func;
102 this.canRoundEnd = canRoundEnd_func;
103 this.roundStart = roundStart_func;
117 round_starttime = next_think + this.
count;
void round_handler_Remove()
void round_handler_FirstThink(entity this)
void round_handler_Spawn(bool() canRoundStart_func, bool() canRoundEnd_func, void() roundStart_func)
void round_handler_Think(entity this)
void reset_map(bool dorespawn, bool is_fake_round_start)
void round_handler_Reset(float next_think)
bool campaign_bots_may_start
campaign mode: bots shall spawn but wait for the player to spawn before they do anything in other gam...
#define new_pure(class)
purely logical entities (.origin doesn't work)
bool intermission_running
void round_handler_Init(float the_delay, float the_count, float the_round_timelimit)