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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 | - | // Code here |
37 | + | new cdstring[4]; |
38 | valstr(cdstring, g_countdownSeconds); // You can use format instead. | |
39 | GameTextForAll(cdstring, 2000, 3); | |
40 | } |