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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@@ -160,7 +160,7 @@ enum struct BOSSHANDLER {
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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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if (GetClientTeam(i) == 2 && 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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@@ -170,7 +170,7 @@ enum struct BOSSHANDLER {
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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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if (GetEntProp(ent, Prop_Send, "m_iTeamNum") == 2) {
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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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@@ -274,7 +274,7 @@ enum struct BOSSHANDLER {
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CreateTimer(7.0, ResetTickBuster);
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}
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}
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//Tank buster thing
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// Tank buster - Potato cannon edition!
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void TickBusterNuclear(){
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float cPos[3]; //Client's Position
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float pPos[3]; //Ground Particle Target Position
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