+ Added documentation to FastFire2
- Removed some headers
- Removed some includes
- Made some functions private
- Moved precaches to the precache function
- Moved onslaughter tick code to appropriate BossHandler
- Removed spaghetti code from debug commands
+ Made music menu display forever
- Renamed menus
- Moved OnFastFire2Ready lighting reset function to the WeatherManager reset function
+ Took control of admin commands during certain... situations :)
+ Added scripts for certain... situations :)
+ Added custom hud text renderer
+ Bump version
This commit is contained in:
2025-07-21 13:38:40 -04:00
parent 9a77fe9e11
commit 4a43c892d5
7 changed files with 222 additions and 55 deletions

View File

@@ -6,6 +6,7 @@ enum struct BOSSHANDLER {
bool isAlive;
bool shouldTick;
bool shouldTickBGM;
bool sOverflow;
bool tickBuster;
bool tickBusterNuclear;
float fAng[3];
@@ -48,7 +49,18 @@ enum struct BOSSHANDLER {
if(this.tickBuster) this.TickBuster();
switch(this.bossID){
case 0:{
float pos[3], ang[3], vel[3], newPos[3];
vel[0] = 0.0;
vel[1] = 0.0;
vel[2] = 0.0;
int BossEnt = FindEntityByTargetname("FB.BruteJusticeTrain", "func_tracktrain");
int BossTP = FindEntityByTargetname("FB.OnslaughterBase", "base_boss");
GetEntPropVector(BossEnt, Prop_Send, "m_vecOrigin", pos);
GetEntPropVector(BossEnt, Prop_Data, "m_angRotation", ang);
newPos[0] = pos[0];
newPos[1] = pos[1];
newPos[2] = pos[2] + 0.0;
TeleportEntity(BossTP, newPos, ang, vel);
}
case 1:{
@@ -144,6 +156,33 @@ enum struct BOSSHANDLER {
}
}
}
case 69:{
int eCount = 0;
for (int i = 1; i <= MaxClients; i++) {
if (!IsClientInGame(i)) continue;
if (GetClientTeam(i) == TFTeam_Red && TF2_GetPlayerClass(i) == TFClass_Engineer) eCount++;
}
int sCount = 0;
int ent = -1
while ((ent = FindEntityByClassname(ent, "obj_sentrygun")) != -1) {
if (!IsValidEntity(ent)) continue;
if (this.sOverflow) {
SetEntProp(ent, Prop_Send, "m_iTeamNum", TFTeam_Blue);
SetEntPropEnt(ent, Prop_Data, "m_hOwnerEntity", 0);
}
if (GetEntProp(ent, Prop_Send, "m_iTeamNum") == TFTeam_Red) {
sCount++;
PrintToChatAll("Found %i sentry guns. I'm watching your ass...", sCount);
if (sCount > eCount * 7){
PrintToChatAll("[FARTSY.DLL] TOO MANY SENTRIES DETECTED. PREPARE TO DIE. WOLOLOOOOOOO!");
this.sOverflow = true;
ent = -1;
sCount = 0;
CreateTimer(3.0, TimedOperator, 42690);
}
}
}
}
}
}
//For tracking bgm and updating bgm based on player emnity