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src/game/shared/multiplay_gamerules.cpp

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@@ -89,6 +89,10 @@ ConVar mp_timelimit( "mp_timelimit", "0", FCVAR_NOTIFY|FCVAR_REPLICATED, "game t
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#endif
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);
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#ifdef BDSBASE
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ConVar mp_timelimit_min("mp_timelimit_min", "5", FCVAR_NOTIFY | FCVAR_REPLICATED, "Minimum timelimit (in minutes) when the map should end after a round ends.");
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#endif
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ConVar fraglimit( "mp_fraglimit","0", FCVAR_NOTIFY|FCVAR_REPLICATED, "The number of kills at which the map ends");
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ConVar mp_show_voice_icons( "mp_show_voice_icons", "1", FCVAR_REPLICATED, "Show overhead player voice icons when players are speaking.\n" );

src/game/shared/teamplayroundbased_gamerules.cpp

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@@ -1229,7 +1229,12 @@ bool CTeamplayRoundBasedRules::CheckTimeLimit( bool bAllowEnd /*= true*/ )
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{
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// If there's less than 5 minutes to go, just switch now. This avoids the problem
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// of sudden death modes starting shortly after a new round starts.
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#ifdef BDSBASE
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extern ConVar mp_timelimit_min;
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int iMinTime = mp_timelimit_min.GetInt();
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#else
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const int iMinTime = 5;
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#endif
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bool bSwitchDueToTime = ( mp_timelimit.GetInt() > iMinTime && GetTimeLeft() < (iMinTime * 60) );
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if ( IsInTournamentMode() == true )

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