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Fix LS not flooding map when round continues again on same map
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fd7c23e1a3
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@ -30,7 +30,9 @@ namespace MCGalaxy.Games {
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RoundInProgress = true;
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RoundInProgress = true;
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Logger.Log(LogType.GameActivity, "[Lava Survival] Round started. Map: " + Map.ColoredName);
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Logger.Log(LogType.GameActivity, "[Lava Survival] Round started. Map: " + Map.ColoredName);
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Map.SetPhysics(destroyMode ? 2 : 1);
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int secs = 0, layerSecs = 0;
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int secs = 0, layerSecs = 0;
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while (RoundInProgress && secs < roundTotalSecs) {
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while (RoundInProgress && secs < roundTotalSecs) {
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if (!Running) return;
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if (!Running) return;
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if ((secs % 60) == 0 && !flooded) { Map.Message(FloodTimeLeftMessage()); }
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if ((secs % 60) == 0 && !flooded) { Map.Message(FloodTimeLeftMessage()); }
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@ -96,8 +98,6 @@ namespace MCGalaxy.Games {
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protected override bool SetMap(string map) {
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protected override bool SetMap(string map) {
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if (!base.SetMap(map)) return false;
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if (!base.SetMap(map)) return false;
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Map.SetPhysics(destroyMode ? 2 : 1);
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Map.Config.PhysicsOverload = 1000000;
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Map.Config.PhysicsOverload = 1000000;
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return true;
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return true;
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}
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}
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@ -72,6 +72,8 @@ namespace MCGalaxy.Games {
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roundTotalSecs = (int)cfg.RoundTime.TotalSeconds;
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roundTotalSecs = (int)cfg.RoundTime.TotalSeconds;
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floodDelaySecs = (int)cfg.FloodTime.TotalSeconds;
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floodDelaySecs = (int)cfg.FloodTime.TotalSeconds;
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layerIntervalSecs = (int)cfg.LayerInterval.TotalSeconds;
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layerIntervalSecs = (int)cfg.LayerInterval.TotalSeconds;
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if (RoundInProgress) Map.SetPhysics(destroyMode ? 2 : 1);
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}
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}
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protected override List<Player> GetPlayers() {
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protected override List<Player> GetPlayers() {
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