preventing first map after server crash/restart to go on cooldown
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8b6f2e0d96
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@ -188,6 +188,8 @@ int g_mapOfficialFileSerial = -1;
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char g_GameModName[64];
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bool g_WarningInProgress = false;
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bool g_AddNoVote = false;
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//prevent first map after server crash from going on cooldown.
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bool g_first_map_no_cooldown = false;
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RoundCounting g_RoundCounting = RoundCounting_Standard;
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@ -421,6 +423,7 @@ public void OnPluginStart()
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InternalRestoreMapCooldowns();
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g_first_map_no_cooldown = true;
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int total_time = (GetConVarInt(g_Cvar_VoteDuration) * 2) + GetConVarInt(g_Cvar_RunOffWarningTime) + 10;
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ServerCommand("sm_cvar mp_chattime %i", total_time); //prevents map switching supposedly.
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@ -630,6 +633,7 @@ public void SetSharedCooldowns(char[] map)
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public void OnMapEnd()
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{
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g_first_map_no_cooldown = false;
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g_iNextmapState = 0;
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g_RtvInitiated = false;
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int total_time = (GetConVarInt(g_Cvar_VoteDuration) * 2) + GetConVarInt(g_Cvar_RunOffWarningTime) + 10;
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@ -969,7 +973,7 @@ public Action CS_OnTerminateRound(float &delay, CSRoundEndReason &reason)
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//0 timeleft and rtv is ongoing still
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//yeah sure why not just do it on every round end anyways.
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if (GetClientCount(false) > g_iDontCooldownMap)
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if (GetClientCount(false) > g_iDontCooldownMap && !g_first_map_no_cooldown)
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{
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static char map[PLATFORM_MAX_PATH];
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GetCurrentMap(map, PLATFORM_MAX_PATH);
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