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Fixes config.continous_rounds and adds check
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@@ -40,7 +40,7 @@
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var/traitor_scaling = 0 //if amount of traitors scales based on amount of players
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var/traitor_scaling = 0 //if amount of traitors scales based on amount of players
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var/objectives_disabled = 0 //if objectives are disabled or not
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var/objectives_disabled = 0 //if objectives are disabled or not
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var/protect_roles_from_antagonist = 0// If security and such can be traitor/cult/other
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var/protect_roles_from_antagonist = 0// If security and such can be traitor/cult/other
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var/continous_rounds = 1 // Gamemodes which end instantly will instead keep on going until the round ends by escape shuttle or nuke.
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var/continous_rounds = 0 // Gamemodes which end instantly will instead keep on going until the round ends by escape shuttle or nuke.
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var/allow_Metadata = 0 // Metadata is supported.
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var/allow_Metadata = 0 // Metadata is supported.
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var/popup_admin_pm = 0 //adminPMs to non-admins show in a pop-up 'reply' window when set to 1.
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var/popup_admin_pm = 0 //adminPMs to non-admins show in a pop-up 'reply' window when set to 1.
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var/Ticklag = 0.9
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var/Ticklag = 0.9
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@@ -129,7 +129,7 @@ Implants;
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return 1
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return 1
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return 0
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return 0
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/datum/game_mode/proc/cleanup() //the end conditions specified by check_finished() have been met, let's clean up.
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/datum/game_mode/proc/cleanup() //This is called when the round has ended but not the game, if any cleanup would be necessary in that case.
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return
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return
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/datum/game_mode/proc/declare_completion()
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/datum/game_mode/proc/declare_completion()
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@@ -310,8 +310,14 @@ var/global/datum/controller/gameticker/ticker
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emergency_shuttle.process()
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emergency_shuttle.process()
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var/mode_finished = (!post_game && mode.check_finished())
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var/game_finished = 0
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var/game_finished = (emergency_shuttle.location == 2 || mode.station_was_nuked)
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var/mode_finished = 0
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if (config.continous_rounds)
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game_finished = (emergency_shuttle.location == 2 || mode.station_was_nuked)
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mode_finished = (!post_game && mode.check_finished())
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else
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game_finished = (mode.check_finished() || (emergency_shuttle.location == 2 && emergency_shuttle.alert == 1))
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mode_finished = game_finished
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if(!mode.explosion_in_progress && game_finished && (mode_finished || post_game))
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if(!mode.explosion_in_progress && game_finished && (mode_finished || post_game))
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current_state = GAME_STATE_FINISHED
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current_state = GAME_STATE_FINISHED
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