Oblivion_UFF

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Mar 5th, 2020
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  1. function FalloutCountDown()
  2. {
  3. new player, str[200];
  4. fInfo[FalloutMap][I_iCount]--;
  5.  
  6. if(fInfo[FalloutMap][I_iCount] > 1)
  7. {
  8. format(str, sizeof(str), "~w~FALLOUT STARTING IN:~n~~r~~h~- %i -~n~~w~SECONDS.", fInfo[FalloutMap][I_iCount]);
  9. }
  10. foreach(new ii : Player)
  11. {
  12. if(InFallout[ii] == 1)
  13. {
  14. GameTextForPlayer(ii, str, 2000, 3);
  15. }
  16. }
  17.  
  18. if(fInfo[FalloutMap][I_iCount] <= 0)
  19. {
  20. KillTimer(fInfo[FalloutMap][I_iTimer][1]);
  21. foreach(new ii : Player) if(InFallout[ii] == 1) player++;
  22. if(player <= 1)
  23. {
  24. Fallout_Cancel();
  25. foreach(new ii : Player)
  26. {
  27. if(InFallout[ii] == 1)
  28. {
  29. SendClientMessage(ii, COLOR_WHITEP, ""FALLOUT" Fallout has ended due to lack of contenders!");
  30. SpawnPlayer(ii);
  31. InFallout[ii] = 0;
  32. }
  33. }
  34. }
  35. else
  36. {
  37. SetTimer("StartFalling", 600, 0);
  38. g_FalloutStatus = e_Fallout_Running;
  39. format(str, sizeof(str), ""FALLOUT" Fallout has started with %d players!", CurrentFalloutPlayers);
  40. SendClientMessageToAll(COLOR_WHITEP, str);
  41. format(str, sizeof(str), "~g~~h~Start!");
  42. foreach(new ii : Player)
  43. {
  44. if(InFallout[ii] == 1)
  45. {
  46. GameTextForPlayer(ii, str, 2000, 3);
  47. PlayerPlaySound(ii, 3200, 0, 0, 0);
  48. SetPlayerPos(ii, 2482.1921 - random(39), -1660.4783 + random(47), 161.5000);
  49. SetPlayerFacingAngle(ii, random(360));
  50. SetCameraBehindPlayer(ii);
  51. TogglePlayerControllable(ii, true);
  52. FalloutLost[ii] = false;
  53. }
  54. }
  55. }
  56.  
  57. }
  58. return 1;
  59. }
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