Actually, wait; this is way better and cleaner.
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@ -696,9 +696,10 @@ static void ST_drawTime(void)
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// Counting down the hidetime?
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// Counting down the hidetime?
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if ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && (stplyr->realtime <= (hidetime*TICRATE)))
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if ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && (stplyr->realtime <= (hidetime*TICRATE)))
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{
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{
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tics = (hidetime*TICRATE + (TICRATE-1) - stplyr->realtime);
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tics = (hidetime*TICRATE - stplyr->realtime);
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if ((tics+1-TICRATE) < 3*TICRATE)
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if (tics < 3*TICRATE)
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ST_drawRaceNum(tics+1-TICRATE);
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ST_drawRaceNum(tics);
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tics += (TICRATE-1); // match the race num
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downwards = true;
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downwards = true;
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}
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}
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else
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else
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@ -710,11 +711,12 @@ static void ST_drawTime(void)
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// Time limit?
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// Time limit?
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if (gametype != GT_COOP && gametype != GT_RACE && gametype != GT_COMPETITION && cv_timelimit.value && timelimitintics > 0)
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if (gametype != GT_COOP && gametype != GT_RACE && gametype != GT_COMPETITION && cv_timelimit.value && timelimitintics > 0)
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{
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{
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if (timelimitintics >= stplyr->realtime)
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if (timelimitintics > stplyr->realtime)
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{
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{
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tics = (timelimitintics + (TICRATE-1) - stplyr->realtime);
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tics = (timelimitintics - stplyr->realtime);
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if ((tics+1-TICRATE) && (tics+1-TICRATE) < 3*TICRATE)
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if (tics < 3*TICRATE)
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ST_drawRaceNum(tics+1-TICRATE);
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ST_drawRaceNum(tics);
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tics += (TICRATE-1); // match the race num
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}
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}
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else // Overtime!
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else // Overtime!
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tics = 0;
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tics = 0;
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