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I *can't stand* waiting an entire minute minimum every time I need to test the tiniest thing -- time limit is now in seconds
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2 changed files with 6 additions and 6 deletions
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@ -4363,8 +4363,8 @@ static void TimeLimit_OnChange(void)
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if (cv_timelimit.value != 0)
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{
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CONS_Printf(M_GetText("Levels will end after %d minute%s.\n"),cv_timelimit.value,cv_timelimit.value == 1 ? "" : "s"); // Graue 11-17-2003
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timelimitintics = cv_timelimit.value * 60 * TICRATE;
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CONS_Printf(M_GetText("Levels will end after %d second%s.\n"),cv_timelimit.value,cv_timelimit.value == 1 ? "" : "s"); // Graue 11-17-2003
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timelimitintics = cv_timelimit.value * TICRATE;
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//add hidetime for tag too!
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if (G_TagGametype())
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@ -4406,8 +4406,8 @@ void D_GameTypeChanged(INT32 lastgametype)
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if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
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{
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// default settings for match: 2 mins, no pointlimit
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CV_SetValue(&cv_pointlimit, 0);
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CV_SetValue(&cv_timelimit, 2);
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CV_SetValue(&cv_pointlimit, 0);
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CV_SetValue(&cv_timelimit, 120);
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}
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if (!cv_itemrespawntime.changed)
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CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
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@ -4713,7 +4713,7 @@ static void Hidetime_OnChange(void)
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//uh oh, gotta change timelimitintics now too
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if (G_TagGametype())
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timelimitintics = (cv_timelimit.value * 60 * TICRATE) + (hidetime * TICRATE);
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timelimitintics = (cv_timelimit.value * TICRATE) + (hidetime * TICRATE);
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}
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static void Command_Showmap_f(void)
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@ -1753,7 +1753,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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}
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// Easily make it so that overtime works offline
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//#define TESTOVERTIMEINFREEPLAY
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#define TESTOVERTIMEINFREEPLAY
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/** Checks if the level timer is over the timelimit and the round should end,
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* unless you are in overtime. In which case leveltime may stretch out beyond
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