#if defined _round_terminator_included #endinput #endif #define _round_terminator_included #pragma reqlib round_terminator enum /* Round End Type */ { RoundEndType_Timer = 0, RoundEndType_TeamExtermination, RoundEndType_Objective, RoundEndType_Draw }; enum /* Team Winning */ { TeamWinning_None = 0, TeamWinning_Terrorist, TeamWinning_Ct }; enum /* Map Type */ { MapType_AutoDetect = 0, MapType_VipAssasination, MapType_Bomb, MapType_Hostage, MapType_PrisonEscape }; /** * Force a round to end whatever the conditions. * * Here all the possibilities of this native, * to avoid further questions : * * // Time is up / round draw. * * TerminateRound( RoundEndType_Timer ); * TerminateRound( RoundEndType_Draw ); * * // One of the team has been exterminated. * * TerminateRound( RoundEndType_TeamExtermination, TeamWinning_Terrorist ); * TerminateRound( RoundEndType_TeamExtermination, TeamWinning_Ct ); * * // The current map objective of the team has been completed. * * TerminateRound( RoundEndType_Objective, TeamWinning_Terrorist ); * TerminateRound( RoundEndType_Objective, TeamWinning_Ct ); * * // The provided map objective of the team has been completed. (will work only if the related entity is present) * * TerminateRound( RoundEndType_Objective, TeamWinning_Terrorist, MapType_VipAssasination ); * TerminateRound( RoundEndType_Objective, TeamWinning_Terrorist, MapType_Bomb ); * TerminateRound( RoundEndType_Objective, TeamWinning_Terrorist, MapType_PrisonEscape ); * TerminateRound( RoundEndType_Objective, TeamWinning_Ct, MapType_VipAssasination ); * TerminateRound( RoundEndType_Objective, TeamWinning_Ct, MapType_Bomb ); * TerminateRound( RoundEndType_Objective, TeamWinning_Ct, MapType_Hostage ); * TerminateRound( RoundEndType_Objective, TeamWinning_Ct, MapType_PrisonEscape ); * * @param roundEndType The round end type you want to force. * @param teamWinning The team winning if the round type end is either team extermination or objective. * @param mapType The map type if there are severals objectives on the map. */ native TerminateRound( const roundEndType, const teamWinning = TeamWinning_None, const mapType = MapType_AutoDetect );