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Jan 17th, 2019
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  1. endRound(roundwinner)
  2. {
  3. level endon("intermission");
  4. level endon("kill_endround");
  5.  
  6. if(level.roundended)
  7. return;
  8. level.roundended = true;
  9.  
  10. // End bombzone threads and remove related hud elements and objectives
  11. level notify("round_ended");
  12. level notify("update_allhud_score");
  13.  
  14. players = getentarray("player", "classname");
  15. for(i = 0; i < players.size; i++)
  16. {
  17. player = players[i];
  18.  
  19. if(isdefined(player.progressbackground))
  20. player.progressbackground destroy();
  21.  
  22. if(isdefined(player.progressbar))
  23. player.progressbar destroy();
  24.  
  25. player unlink();
  26. player enableWeapon();
  27. }
  28.  
  29. objective_delete(0);
  30. objective_delete(1);
  31.  
  32. level thread announceWinner(roundwinner, 2);
  33.  
  34. winners = "";
  35. losers = "";
  36.  
  37. if(roundwinner == "allies")
  38. {
  39. game["alliedscore"]++;
  40. setTeamScore("allies", game["alliedscore"]);
  41.  
  42. players = getentarray("player", "classname");
  43. for(i = 0; i < players.size; i++)
  44. {
  45. lpGuid = players[i] getGuid();
  46. if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == "allies"))
  47. winners = (winners + ";" + lpGuid + ";" + players[i].name);
  48. else if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == "axis"))
  49. losers = (losers + ";" + lpGuid + ";" + players[i].name);
  50. }
  51. logPrint("W;allies" + winners + "\n");
  52. logPrint("L;axis" + losers + "\n");
  53. }
  54. else if(roundwinner == "axis")
  55. {
  56. game["axisscore"]++;
  57. setTeamScore("axis", game["axisscore"]);
  58.  
  59. players = getentarray("player", "classname");
  60. for(i = 0; i < players.size; i++)
  61. {
  62. lpGuid = players[i] getGuid();
  63. if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == "axis"))
  64. winners = (winners + ";" + lpGuid + ";" + players[i].name);
  65. else if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == "allies"))
  66. losers = (losers + ";" + lpGuid + ";" + players[i].name);
  67. }
  68. logPrint("W;axis" + winners + "\n");
  69. logPrint("L;allies" + losers + "\n");
  70. }
  71.  
  72. wait 7;
  73.  
  74. if(game["matchstarted"])
  75. {
  76. checkScoreLimit();
  77. game["roundsplayed"]++;
  78. checkRoundLimit();
  79. }
  80.  
  81. if(!game["matchstarted"] && roundwinner == "reset")
  82. {
  83. game["matchstarted"] = true;
  84. thread resetScores();
  85. game["roundsplayed"] = 0;
  86. }
  87.  
  88. game["timepassed"] = game["timepassed"] + ((getTime() - level.starttime) / 1000) / 60.0;
  89.  
  90. checkTimeLimit();
  91.  
  92. if(level.mapended)
  93. return;
  94. level.mapended = true;
  95.  
  96. // for all living players store their weapons
  97. players = getentarray("player", "classname");
  98. for(i = 0; i < players.size; i++)
  99. {
  100. player = players[i];
  101.  
  102. if(isdefined(player.pers["team"]) && player.pers["team"] != "spectator" && player.sessionstate == "playing")
  103. {
  104. weapon1 = player getWeaponSlotWeapon("primary");
  105. weapon2 = player getWeaponSlotWeapon("primaryb");
  106. current = player getCurrentWeapon();
  107.  
  108. // A new weapon has been selected
  109. if(isdefined(player.oldweapon))
  110. {
  111. player.pers["weapon1"] = player.pers["weapon"];
  112. player.pers["weapon2"] = "none";
  113. player.pers["spawnweapon"] = player.pers["weapon1"];
  114. } // No new weapons selected
  115. else
  116. {
  117. if(!maps\mp\gametypes\_weapons::isMainWeapon(weapon1) && !maps\mp\gametypes\_weapons::isMainWeapon(weapon2))
  118. {
  119. player.pers["weapon1"] = player.pers["weapon"];
  120. player.pers["weapon2"] = "none";
  121. }
  122. else if(maps\mp\gametypes\_weapons::isMainWeapon(weapon1) && !maps\mp\gametypes\_weapons::isMainWeapon(weapon2))
  123. {
  124. player.pers["weapon1"] = weapon1;
  125. player.pers["weapon2"] = "none";
  126. }
  127. else if(!maps\mp\gametypes\_weapons::isMainWeapon(weapon1) && maps\mp\gametypes\_weapons::isMainWeapon(weapon2))
  128. {
  129. player.pers["weapon1"] = weapon2;
  130. player.pers["weapon2"] = "none";
  131. }
  132. else
  133. {
  134. assert(maps\mp\gametypes\_weapons::isMainWeapon(weapon1) && maps\mp\gametypes\_weapons::isMainWeapon(weapon2));
  135.  
  136. if(current == weapon2)
  137. {
  138. player.pers["weapon1"] = weapon2;
  139. player.pers["weapon2"] = weapon1;
  140. }
  141. else
  142. {
  143. player.pers["weapon1"] = weapon1;
  144. player.pers["weapon2"] = weapon2;
  145. }
  146. }
  147.  
  148. player.pers["spawnweapon"] = player.pers["weapon1"];
  149. }
  150. }
  151. }
  152.  
  153. level notify("restarting");
  154.  
  155. map_restart(true);
  156. }
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