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Jun 30th, 2013
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  1. #include a_samp
  2.  
  3. // Declare a GLOBAL variable to store the current countdown value in
  4. new g_countdownSeconds;
  5.  
  6. // Declare a GLOBAL variable to store the timer ID in
  7. new g_TIMER_countdown = -1;
  8.  
  9. stock StartCountdown(seconds)
  10. {
  11.     g_countdownSeconds = seconds;
  12.    
  13.     SetTimer("TIMER_CountdownStep", 1000, true);
  14.    
  15.     // If using a textdraw, create it here, BEFORE UpdateCountdownDisplay.
  16.    
  17.     UpdateCountdownDisplay();
  18.     return 1;
  19. }
  20.  
  21. forward TIMER_CountdownStep();
  22. public TIMER_CountdownStep()
  23. {
  24.     g_countdownSeconds--;
  25.     UpdateCountdownDisplay();
  26.    
  27.     if(g_countdownSeconds == 0) KillTimer(g_TIMER_countdown);
  28.     return 1;
  29. }
  30.  
  31. stock UpdateCountdownDisplay()
  32. {
  33.     // use GameTextForAll/Player or (Player)TextDrawUpdate to update anything
  34.     // that is displaying the countdown. The value of g_countdownSeconds is
  35.     // the time left IN SECONDS. Use format to show this.
  36.    
  37.     new cdstring[4];
  38.     valstr(cdstring, g_countdownSeconds); // You can use format instead.
  39.     GameTextForAll(cdstring, 2000, 3);
  40. }
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