global function CodeCallback_MatchIsOver void function CodeCallback_MatchIsOver() { foreach ( entity player in GetPlayerArray() ) SavePdataForEntityIndex( player.GetPlayerIndex() ) if ( !IsPrivateMatch() && IsMatchmakingServer() ) SetUIVar( level, "putPlayerInMatchmakingAfterDelay", true ) else SetUIVar( level, "putPlayerInMatchmakingAfterDelay", false ) if ( GetCurrentPlaylistVarInt( "return_to_private_lobby", 0 ) == 1 ) // set in _private_lobby.gnut, temp lol { SetCurrentPlaylist( "private_match" ) // needed for private lobby to load if ( IsSingleplayer() ) GameRules_ChangeMap( "mp_lobby", "tdm" ) // need to change back to tdm else GameRules_ChangeMap( "mp_lobby", GAMETYPE ) // this is esp important for sp, since solo will break a bunch of shit in the private lobby // idk if even necessary to deal with solo but eh whatever better to have it work than not } #if DEV if ( !IsMatchmakingServer() ) GameRules_ChangeMap( "mp_lobby", GAMETYPE ) #endif // #if DEV }