| 188 | } |
| 189 | |
| 190 | bool VoteMenuHandler::StartVote(IBaseMenu *menu, |
| 191 | unsigned int num_clients, |
| 192 | int clients[], |
| 193 | unsigned int max_time, |
| 194 | unsigned int flags/* =0 */) |
| 195 | { |
| 196 | if (!InitializeVoting(menu, menu->GetHandler(), max_time, flags)) |
| 197 | { |
| 198 | return false; |
| 199 | } |
| 200 | |
| 201 | /* Note: we can use game time and not universal time because |
| 202 | * if we're voting then players are in-game. |
| 203 | */ |
| 204 | |
| 205 | float fVoteDelay = sm_vote_delay.GetFloat(); |
| 206 | if (fVoteDelay < 1.0) |
| 207 | { |
| 208 | g_next_vote = 0.0; |
| 209 | } |
| 210 | else |
| 211 | { |
| 212 | /* This little trick breaks for infinite votes! |
| 213 | * However, we just ignore that since those 1) shouldn't exist and |
| 214 | * 2) people must be checking IsVoteInProgress() beforehand anyway. |
| 215 | */ |
| 216 | g_next_vote = gpGlobals->curtime + fVoteDelay + (float)max_time; |
| 217 | } |
| 218 | |
| 219 | m_fStartTime = gpGlobals->curtime; |
| 220 | m_nMenuTime = max_time; |
| 221 | |
| 222 | for (unsigned int i=0; i<num_clients; i++) |
| 223 | { |
| 224 | if (clients[i] < 1 || clients[i] > 256) |
| 225 | { |
| 226 | continue; |
| 227 | } |
| 228 | menu->Display(clients[i], max_time, this); |
| 229 | } |
| 230 | |
| 231 | StartVoting(); |
| 232 | |
| 233 | return true; |
| 234 | } |
| 235 | |
| 236 | bool VoteMenuHandler::IsClientInVotePool(int client) |
| 237 | { |
no test coverage detected