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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-14 08:34:16 +01:00
Round start delay works properly again
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@@ -68,8 +68,14 @@ SUBSYSTEM_DEF(ticker)
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current_state = GAME_STATE_PREGAME
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fire() // TG says this is a good idea
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if(GAME_STATE_PREGAME)
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if(!going)
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return
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// This is so we dont have sleeps in controllers, because that is a bad, bad thing
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pregame_timeleft = max(0,round_start_time - world.time)
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if(!delay_end)
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pregame_timeleft = max(0,round_start_time - world.time) // Normal lobby countdown when roundstart was not delayed
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else
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pregame_timeleft = max(0,pregame_timeleft - 20) // If roundstart was delayed, we should resume the countdown where it left off
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if(pregame_timeleft <= 600 && !tipped) // 60 seconds
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send_tip_of_the_round()
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@@ -83,6 +89,7 @@ SUBSYSTEM_DEF(ticker)
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current_state = GAME_STATE_STARTUP
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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if(GAME_STATE_PLAYING)
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delay_end = 0 // reset this in case round start was delayed
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mode.process()
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mode.process_job_tasks()
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var/game_finished = SSshuttle.emergency.mode >= SHUTTLE_ENDGAME || mode.station_was_nuked
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