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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
}
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