v8.2.0b
Continued work on Wave Null + Added wipe mechanic, player deaths - Removed old method of checking if we're in a wave + Added the ability to get the core data directly within the plugin + Separated the default configs per game mode and automatically reset all values when the game mode changes
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@@ -21,13 +21,16 @@
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#pragma newdecls required
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#pragma semicolon 1
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Database Get_Ass_Database(){
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Database Get_Ass_Database() {
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return Ass_Database;
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}
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BOSSHANDLER Get_Boss_Handler(){
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COREDATA GetCoreData() {
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return core;
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}
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BOSSHANDLER Get_Boss_Handler() {
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return BossHandler;
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}
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int GetGameMode(){
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int GetGameMode() {
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return core.gamemode;
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}
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@@ -43,7 +46,8 @@ public void OnPluginStart() {
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AssLogger(LOGLVL_INFO, "####### STARTUP SEQUENCE INITIATED... PREPARE FOR THE END TIMES #######");
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RegisterAndPrecacheAllFiles();
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RegisterAllCommands();
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SetupCoreData();
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UpdateGamemode();
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if (core.gamemode == 0) SetupCoreData();
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UpdateAllHealers();
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CreateTimer(1.0, UpdateMedicHealing);
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CPrintToChatAll("{darkred}Plugin Reloaded. If you do not hear music, please do !sounds and configure your preferences.");
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@@ -61,10 +65,10 @@ public void OnFastFire2Ready(){
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//Process ticks and requests in real time
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public void OnGameFrame() {
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if (Enhancer_IsWave != core.isWave) Enhancer_IsWave = core.isWave;
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if(WeatherManager.TornadoWarning) WeatherManager.TickSiren();
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if (AudioManager.shouldTick) AudioManager.TickBGM();
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if (BossHandler.shouldTick) BossHandler.Tick();
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if (BossHandler.tickBusterNuclear) BossHandler.TickBusterNuclear();
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if (core.gamemode == 2 && core.isWave) TickBodyCheck();
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WeatherManager.TickFog();
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}
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