+ 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

@@ -21,7 +21,14 @@ void InjectFastFire2(){
OnFastFire2Ready();
}
//Execute inputs - EXPERT MODE
/* Fartsy's ent_fire interface
* @param target The target entity
* @param input The input to execute
* @param param Parameters if applicable
* @param delay The delay before executing
* @param isLegacy Whether this is legacy or not. isLegacy will use the target param as the entire fire string. Example: `FastFire2("OnUser1 Operator,Command,sm_example,0.69,1", "", "", 0.0, true);`
* OnUser1 is mandatory before the fire string when using legacy mode. Legacy mode also requries `,1` after the string so it only fires once instead of per function call.
*/
public void FastFire2(const char[] target, const char[] input, const char[] param, const float delay, bool isLegacy) {
int ff2 = EntRefToEntIndex(ff2Ref);
char FireStr[128];