+ 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

@@ -9,7 +9,6 @@ enum {
enum struct PLAYERDATA {
char classname;
char name;
}
void AssLogger(int logLevel, const char[] logData, any...) {
char buffer[256];
@@ -97,7 +96,6 @@ enum struct COREDATA {
}
}
COREDATA core;
bool tickOnslaughter;
Database Ass_Database;
int attemptSpawn = 0;
@@ -1000,6 +998,16 @@ stock int TF2_GetPlayerMaxHealth(int client) {
}
void RegisterAndPrecacheAllFiles(){
PrecacheSound(TBGM0, true);
PrecacheSound(TBGM2, true);
PrecacheSound(TBGM3, true);
PrecacheSound(TBGM4, true);
PrecacheSound(TBGM5, true);
PrecacheSound(TBGM6, true);
PrintToServer("PRECACHING THESE SOUNDS SO EARLY IS NOT INTENTIONAL, PLEASE FIX THIS FARTSY.");
PrecacheSound("fartsy/misc/brawler/fartsy_dll/intro.mp3", true);
PrecacheSound("fartsy/misc/brawler/fartsy_dll/terror.mp3", true);
PrecacheSound("fartsy/music/tcmusic/humanhypothesis.wav", true);
AssLogger(0, "Loading EVERYTHING to RAM...");
Handle confBGM = OpenFile("addons/sourcemod/configs/FartsysAss/Files/music.ini", "rt", false);
Handle confSFX = OpenFile("addons/sourcemod/configs/FartsysAss/Files/sfx.ini", "rt", false);
@@ -1382,7 +1390,8 @@ public Action PerformWaveSetup() {
for (int i = 8; i < sizeof(WaveSetup) - 2; i++) FastFire2(WaveSetup[i], "", "", 0.0, true);
}
case 5, 12, 19: {
tickOnslaughter = true;
Get_Boss_Handler().bossID = 0;
Get_Boss_Handler().shouldTick = true;
core.HWNMax = 260.0;
core.HWNMin = 140.0;
for (int i = 8; i < sizeof(WaveSetup) - 2; i++) FastFire2(WaveSetup[i], "", "", 0.0, true);
@@ -1715,3 +1724,26 @@ public void OnClientPostAdminCheck(int client) {
Ass_Database.Query(SQL_SNDPrefs, queryID, client);
}
}
/* Sends hud text to players
* @param channel The channel to use (1 - 4)
* @param text The text to display
* @param posX X pos L-R (0 to 1)
* @param posY Y pos U-D (0 to 1)
* @param holdTime Time to display the text
* @param color1[4] Target Color rgba
* @param color2[4] Initial Color rgba
* @param effect 0/1 Fade In / Out, 2 = Scan Out
* @param fxTime Time it takes for the effect to run
* @param fadeIn Time it takes for the text to fade in
* @param fadeOut Time it takes for the text to fade out
*/
void SendHudTextAll(int channel, const char[] text, float posX, float posY, float holdTime, int color1[4], int color2[4], int effect, float fxTime, float fadeIn, float fadeOut){
for (int i = 1; i <= MaxClients; i++)
{
if (IsClientInGame(i))
{
SetHudTextParamsEx(posX, posY, holdTime, color1, color2, effect, fxTime, fadeIn, fadeOut);
ShowHudText(i, channel, text);
}
}
}