So as the title says I'm using that way RoundTimer. But I've got one problem...
Time doesn't project as it sould...
It works this way:
0:01
0:02
0:03
0:02
0:03
0:04 etc.
Tried to change halflife_time to game_time and value of calling task, but it doesn't help at all...
Code:
public plugin_init(){
register_message( get_user_msgid( "RoundTime" ), "tajmer2" );
RoundTime = get_user_msgid( "RoundTime" );
}
public tajmer2(msgid, dest, id) {
set_msg_arg_int( 1, ARG_SHORT, 0 );
set_task(0.5, "tajmer1", id+TASK_ID_START2);
}
public tajmer1(id){
id -= TASK_ID_START2;
new EndTime = stock_get_user_roundtime(id) + 1;
if(!is_user_alive(id))
return PLUGIN_HANDLED;
message_begin(MSG_ONE, RoundTime, _, id);
write_short(EndTime);
message_end();
set_task(0.5, "tajmer1", id+TASK_ID_START2);
return PLUGIN_CONTINUE;
}
stock stock_get_user_roundtime( const id ) {
if(!g_RoundEnd){
g_EndTime2 = floatround(halflife_time() - g_StartTime[id], floatround_method:floatround_ceil );
}
return g_EndTime2;
}
g_StartTime is of course halflife_time took on player's spawn.
Oh, and if I'll show
Code:
stock_get_user_roundtime(id)
in HUD timer, it works correct..