bf0673914b
This has the benefit that all base info is present as meta info and setting a member to nil simply uses the meta member instead.
56 lines
2.1 KiB
Lua
56 lines
2.1 KiB
Lua
--[[
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The MIT License (MIT)
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Copyright (c) 2015-2018 Xaymar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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--]]
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include "base.lua"
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StatePostMatch = state("PostMatch")
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function StatePostMatch:OnEnter(OldState)
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if GAMEMODE.Config:DebugLog() then print("StatePostMatch: OnEnter") end
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GAMEMODE:SetRoundState(GAMEMODE.States.PostMatch)
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self.NextState = StatePreMatch
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-- Check Change map conditions.
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if ((GAMEMODE.Config:TimeLimit() > 0) && ((CurTime() - GAMEMODE.Data.StartTime) >= (GAMEMODE.Config:TimeLimit() * 60))) -- Over Time
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|| ((GAMEMODE.Config.Round:Limit() > 0) && (GAMEMODE:GetRound() >= GAMEMODE.Config.Round:Limit())) -- Over Round Limit
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then
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-- Advance to nothing
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GAMEMODE:SetRoundState(-1)
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self.NextState = nil
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-- MapVote
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if (MapVote != nil) then MapVote.Start(30, true, 30, "ph_") return end
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end
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end
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function StatePostMatch:Tick()
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-- Advance State
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GAMEMODE.RoundManager:SetState(self.NextState)
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end
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function StatePostMatch:OnLeave(NewState)
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if GAMEMODE.Config:DebugLog() then print("StatePostMatch: OnLeave") end
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end |