comically retarded solution. but hey if it looks fine its fine
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@ -993,6 +993,9 @@ public Action CS_OnTerminateRound(float &delay, CSRoundEndReason &reason)
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//sometimes it will simply happen that theres a mapvote where nobody votes anything.
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//sometimes it will simply happen that theres a mapvote where nobody votes anything.
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//have to prevent server from being stuck in those situations with this timer.
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//have to prevent server from being stuck in those situations with this timer.
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InitiateVote(MapChange_Instant); //feature so mapvote happens at actual mapend
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InitiateVote(MapChange_Instant); //feature so mapvote happens at actual mapend
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CreateTimer(1.0, unfreeze_players, INVALID_HANDLE, TIMER_FLAG_NO_MAPCHANGE);
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//extending the map allows players to run around instead of being frozen. should just be careful about it running into edicts limits
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}
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}
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delay = float(total_time);
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delay = float(total_time);
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return Plugin_Changed;
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return Plugin_Changed;
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@ -1001,6 +1004,24 @@ public Action CS_OnTerminateRound(float &delay, CSRoundEndReason &reason)
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return Plugin_Continue;
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return Plugin_Continue;
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}
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}
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public Action unfreeze_players(Handle hTimer, Handle dp)
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{
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char map[64];
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GetCurrentMap(map, PLATFORM_MAX_PATH);
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if (StrContains(map, "ze_", false) != -1)
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{
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ServerCommand("sm_testround");
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CreateTimer(1.0, unfreeze_players2, INVALID_HANDLE, TIMER_FLAG_NO_MAPCHANGE);
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}
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return Plugin_Handled;
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}
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public Action unfreeze_players2(Handle hTimer, Handle dp)
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{
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ServerCommand("sm_extend 20"); //this is not actually meant for extending the map. Its meant to unfreeze players during the mapvote.
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return Plugin_Handled;
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}
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public Action Timer_fall_back_map_switch(Handle hTimer, Handle dp)
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public Action Timer_fall_back_map_switch(Handle hTimer, Handle dp)
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{
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{
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ForceChangeLevel("ze_random_v9", "nobody voted at mapvote");
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ForceChangeLevel("ze_random_v9", "nobody voted at mapvote");
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