51 if (this.roundStart) this.roundStart();
65 if (this.canRoundEnd())
82 this.
delay = (the_delay > 0) ? the_delay : 0;
85 this.
round_timelimit = (the_round_timelimit > 0) ? the_round_timelimit : 0;
102 backtrace(
"Can't spawn round_handler again!");
108 this.canRoundStart = canRoundStart_func;
109 this.canRoundEnd = canRoundEnd_func;
110 this.roundStart = roundStart_func;
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
bool intermission_running
#define new_pure(class)
purely logical entities (not linked to the area grid)
void round_handler_Init(float the_delay, float the_count, float the_round_timelimit)
void round_handler_Remove()
void round_handler_Spawn(bool() canRoundStart_func, bool() canRoundEnd_func, void() roundStart_func)
void round_handler_Reset(float next_think)
void round_handler_Think(entity this)
void round_handler_FirstThink(entity this)
#define round_handler_ResetEndDelayTime()
void ScoreInfo_SetLabel_PlayerScore(PlayerScoreField i, string label, int scoreflags)
bool campaign_bots_may_start
campaign mode: bots shall spawn but wait for the player to spawn before they do anything in other gam...
void reset_map(bool is_fake_round_start)
#define GameRules_scoring_add(client, fld, value)
#define FOREACH_CLIENT(cond, body)