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I tested it and it seems to work well, and the message feels like a welcome addition to the LMS modes, great job!
But I noticed a small separate oddity. The game does this check in lastmanstanding.cpp, line 113-116:
// [AK] Set the state back to waiting for players if there's not enough
// players and we're in the pre-next round countdown state.
if ((( lastmanstanding ) && ( GAME_CountActivePlayers( ) >= 2 )) ||
(( teamlms ) && ( TEAM_TeamsWithPlayersOn( ) > 1 )))
If a player spectates during the round, a win is awarded to the opposite player/team. If the same player joins the game again during the win sequence, the "next round in..." message will appear again, because the game didn't go into a "waiting for players" state even though there was only 1 player left during the win sequence. The game seems to count players in the join queue as active players or something. Is this intentional? If so, it's ok and we mark it as resolved and move on. |
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Quote from "unknownna" If a player spectates during the round, a win is awarded to the opposite player/team. If the same player joins the game again during the win sequence, the "next round in..." message will appear again, because the game didn't go into a "waiting for players" state even though there was only 1 player left during the win sequence. The game seems to count players in the join queue as active players or something. Is this intentional? If so, it's ok and we mark it as resolved and move on.
This is how I intended it to work and should actually be consistent to how the PSNS_PRENEXTROUNDCOUNTDOWN and PSNS_NEXTROUNDCOUNTDOWN states behave in possession. The only time the game mode should return to GAMESTATE_WAITFORPLAYERS is when there's not enough players left to start the next round after the win sequence ends. |
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Ok, in that case everything works as intended. |
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