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
This commit is contained in:
2025-07-21 18:52:28 -04:00
parent 4a43c892d5
commit fe4e5fe2de
5 changed files with 57 additions and 19 deletions

View File

@@ -160,7 +160,7 @@ enum struct BOSSHANDLER {
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++;
if (GetClientTeam(i) == 2 && TF2_GetPlayerClass(i) == TFClass_Engineer) eCount++;
}
int sCount = 0;
int ent = -1
@@ -170,7 +170,7 @@ enum struct BOSSHANDLER {
SetEntProp(ent, Prop_Send, "m_iTeamNum", TFTeam_Blue);
SetEntPropEnt(ent, Prop_Data, "m_hOwnerEntity", 0);
}
if (GetEntProp(ent, Prop_Send, "m_iTeamNum") == TFTeam_Red) {
if (GetEntProp(ent, Prop_Send, "m_iTeamNum") == 2) {
sCount++;
PrintToChatAll("Found %i sentry guns. I'm watching your ass...", sCount);
if (sCount > eCount * 7){
@@ -274,7 +274,7 @@ enum struct BOSSHANDLER {
CreateTimer(7.0, ResetTickBuster);
}
}
//Tank buster thing
// Tank buster - Potato cannon edition!
void TickBusterNuclear(){
float cPos[3]; //Client's Position
float pPos[3]; //Ground Particle Target Position