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[TF2] Readymode countdown logic fixes #1316

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Description

Various minor fixes for the readymode countdown timer.

  • Fix the game skipping to the final countdown 1s early.
    • Issue is caused by (int)(flTime - gpGlobals->curtime) truncating the decimal part of the countdown. Adding ceil permits the number 11 back in to the lands.
  • Reset the game ready state if a disconnecting player would cause the game to fall under the minimum player count required to start.
    • This is a cosmetic change as it isn't possible for the game to begin in this state anyway, but the countdown still continues uninterruptibly to scare the remaining players.
  • Fix the countdown continuing when the only readied-up player in MvM disconnects.
    • There's already a check for this in tournament readymode, but an equivalent check was not present for MvM.
  • Respect mp_tournament_readymode_countdown in MvM.
    • This is hardcoded to 10s, but there isn't really any harm in allowing this CVar to be used instead as it also defaults to 10s.

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