Add new CVar mp_free_armor (#609)

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AlexSwartz 2021-06-22 04:48:55 -07:00 committed by GitHub
parent 1ac96b8180
commit 191857d700
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5 changed files with 23 additions and 0 deletions

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@ -95,6 +95,7 @@ This means that plugins that do binary code analysis (Orpheu for example) probab
| mp_ct_default_weapons_secondary | "usp" | "" | - | The default secondary (pistol) weapon that the CTs will spawn with. | | mp_ct_default_weapons_secondary | "usp" | "" | - | The default secondary (pistol) weapon that the CTs will spawn with. |
| mp_give_player_c4 | 1 | 0 | 1 | Whether this map should spawn a C4 bomb for a player or not.<br/> `0` disabled<br/>`1` enabled | | mp_give_player_c4 | 1 | 0 | 1 | Whether this map should spawn a C4 bomb for a player or not.<br/> `0` disabled<br/>`1` enabled |
| mp_weapons_allow_map_placed | 1 | 0 | 1 | When set, map weapons (located on the floor by map) will be shown.<br/> `0` hide all map weapons.<br/>`1` enabled<br/>`NOTE`: Effect will work after round restart. | | mp_weapons_allow_map_placed | 1 | 0 | 1 | When set, map weapons (located on the floor by map) will be shown.<br/> `0` hide all map weapons.<br/>`1` enabled<br/>`NOTE`: Effect will work after round restart. |
| mp_free_armor | 0 | 0 | 2 | Give free armor on player spawn.<br/>`0` disabled <br/>`1` Give Kevlar <br/>`2` Give Kevlar + Helmet |
| mp_fadetoblack | 0 | 0 | 2 | Observer's screen will fade to black on kill event or permanent.<br/> `0` No fade.<br/>`1` Fade to black and won't be able to watch anybody.<br/>`2` fade to black only on kill moment. | | mp_fadetoblack | 0 | 0 | 2 | Observer's screen will fade to black on kill event or permanent.<br/> `0` No fade.<br/>`1` Fade to black and won't be able to watch anybody.<br/>`2` fade to black only on kill moment. |
| mp_falldamage | 1 | 0 | 1 | Damage from falling.<br/>`0` disabled <br/>`1` enabled | | mp_falldamage | 1 | 0 | 1 | Damage from falling.<br/>`0` disabled <br/>`1` enabled |
</details> </details>

8
dist/game.cfg vendored
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@ -447,3 +447,11 @@ mp_ct_default_weapons_primary ""
// //
// Default value: "usp" // Default value: "usp"
mp_ct_default_weapons_secondary "usp" mp_ct_default_weapons_secondary "usp"
// Give the player free armor on player spawn
// 0 - No armor (default behavior)
// 1 - Give Kevlar
// 2 - Give Kevlar and Helmet
//
// Default value: "0"
mp_free_armor 0

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@ -157,6 +157,7 @@ cvar_t t_default_grenades = { "mp_t_default_grenades", "", 0, 0.0
cvar_t t_give_player_knife = { "mp_t_give_player_knife", "1", 0, 1.0f, nullptr }; cvar_t t_give_player_knife = { "mp_t_give_player_knife", "1", 0, 1.0f, nullptr };
cvar_t t_default_weapons_secondary = { "mp_t_default_weapons_secondary", "glock18", 0, 0.0f, nullptr }; cvar_t t_default_weapons_secondary = { "mp_t_default_weapons_secondary", "glock18", 0, 0.0f, nullptr };
cvar_t t_default_weapons_primary = { "mp_t_default_weapons_primary", "", 0, 0.0f, nullptr }; cvar_t t_default_weapons_primary = { "mp_t_default_weapons_primary", "", 0, 0.0f, nullptr };
cvar_t free_armor = { "mp_free_armor", "0", 0, 0.0f, nullptr };
void GameDLL_Version_f() void GameDLL_Version_f()
{ {
@ -383,6 +384,7 @@ void EXT_FUNC GameDLLInit()
CVAR_REGISTER(&t_give_player_knife); CVAR_REGISTER(&t_give_player_knife);
CVAR_REGISTER(&t_default_weapons_secondary); CVAR_REGISTER(&t_default_weapons_secondary);
CVAR_REGISTER(&t_default_weapons_primary); CVAR_REGISTER(&t_default_weapons_primary);
CVAR_REGISTER(&free_armor);
// print version // print version
CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n"); CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n");

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@ -183,6 +183,7 @@ extern cvar_t t_default_grenades;
extern cvar_t t_give_player_knife; extern cvar_t t_give_player_knife;
extern cvar_t t_default_weapons_secondary; extern cvar_t t_default_weapons_secondary;
extern cvar_t t_default_weapons_primary; extern cvar_t t_default_weapons_primary;
extern cvar_t free_armor;
#endif #endif

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@ -9991,6 +9991,17 @@ void EXT_FUNC CBasePlayer::__API_HOOK(OnSpawnEquip)(bool addDefault, bool equipG
{ {
GiveDefaultItems(); GiveDefaultItems();
} }
#ifdef REGAMEDLL_ADD
if(!m_bIsVIP)
{
switch (static_cast<ArmorType>((int)free_armor.value))
{
case ARMOR_KEVLAR: GiveNamedItem("item_kevlar"); break;
case ARMOR_VESTHELM: GiveNamedItem("item_assaultsuit"); break;
}
}
#endif
} }
void CBasePlayer::HideTimer() void CBasePlayer::HideTimer()