v8.2.0a
+ 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
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@@ -6,6 +6,7 @@ enum struct BOSSHANDLER {
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bool isAlive;
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bool shouldTick;
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bool shouldTickBGM;
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bool sOverflow;
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bool tickBuster;
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bool tickBusterNuclear;
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float fAng[3];
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@@ -48,7 +49,18 @@ enum struct BOSSHANDLER {
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if(this.tickBuster) this.TickBuster();
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switch(this.bossID){
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case 0:{
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float pos[3], ang[3], vel[3], newPos[3];
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vel[0] = 0.0;
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vel[1] = 0.0;
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vel[2] = 0.0;
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int BossEnt = FindEntityByTargetname("FB.BruteJusticeTrain", "func_tracktrain");
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int BossTP = FindEntityByTargetname("FB.OnslaughterBase", "base_boss");
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GetEntPropVector(BossEnt, Prop_Send, "m_vecOrigin", pos);
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GetEntPropVector(BossEnt, Prop_Data, "m_angRotation", ang);
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newPos[0] = pos[0];
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newPos[1] = pos[1];
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newPos[2] = pos[2] + 0.0;
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TeleportEntity(BossTP, newPos, ang, vel);
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}
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case 1:{
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@@ -144,6 +156,33 @@ enum struct BOSSHANDLER {
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}
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}
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}
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case 69:{
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int eCount = 0;
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for (int i = 1; i <= MaxClients; i++) {
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if (!IsClientInGame(i)) continue;
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if (GetClientTeam(i) == TFTeam_Red && TF2_GetPlayerClass(i) == TFClass_Engineer) eCount++;
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}
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int sCount = 0;
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int ent = -1
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while ((ent = FindEntityByClassname(ent, "obj_sentrygun")) != -1) {
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if (!IsValidEntity(ent)) continue;
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if (this.sOverflow) {
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SetEntProp(ent, Prop_Send, "m_iTeamNum", TFTeam_Blue);
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SetEntPropEnt(ent, Prop_Data, "m_hOwnerEntity", 0);
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}
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if (GetEntProp(ent, Prop_Send, "m_iTeamNum") == TFTeam_Red) {
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sCount++;
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PrintToChatAll("Found %i sentry guns. I'm watching your ass...", sCount);
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if (sCount > eCount * 7){
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PrintToChatAll("[FARTSY.DLL] TOO MANY SENTRIES DETECTED. PREPARE TO DIE. WOLOLOOOOOOO!");
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this.sOverflow = true;
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ent = -1;
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sCount = 0;
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CreateTimer(3.0, TimedOperator, 42690);
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}
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}
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}
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}
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}
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}
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//For tracking bgm and updating bgm based on player emnity
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