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Add new CVar mp_free_armor
(#609)
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@ -95,6 +95,7 @@ This means that plugins that do binary code analysis (Orpheu for example) probab
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| mp_ct_default_weapons_secondary | "usp" | "" | - | The default secondary (pistol) weapon that the CTs will spawn with. |
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| mp_ct_default_weapons_secondary | "usp" | "" | - | The default secondary (pistol) weapon that the CTs will spawn with. |
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| 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 |
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| 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 |
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| 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. |
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| 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. |
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| mp_free_armor | 0 | 0 | 2 | Give free armor on player spawn.<br/>`0` disabled <br/>`1` Give Kevlar <br/>`2` Give Kevlar + Helmet |
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| 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. |
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| 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. |
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| mp_falldamage | 1 | 0 | 1 | Damage from falling.<br/>`0` disabled <br/>`1` enabled |
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| mp_falldamage | 1 | 0 | 1 | Damage from falling.<br/>`0` disabled <br/>`1` enabled |
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</details>
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</details>
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8
dist/game.cfg
vendored
8
dist/game.cfg
vendored
@ -447,3 +447,11 @@ mp_ct_default_weapons_primary ""
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//
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//
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// Default value: "usp"
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// Default value: "usp"
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mp_ct_default_weapons_secondary "usp"
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mp_ct_default_weapons_secondary "usp"
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// Give the player free armor on player spawn
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// 0 - No armor (default behavior)
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// 1 - Give Kevlar
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// 2 - Give Kevlar and Helmet
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//
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// Default value: "0"
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mp_free_armor 0
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@ -157,6 +157,7 @@ cvar_t t_default_grenades = { "mp_t_default_grenades", "", 0, 0.0
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cvar_t t_give_player_knife = { "mp_t_give_player_knife", "1", 0, 1.0f, nullptr };
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cvar_t t_give_player_knife = { "mp_t_give_player_knife", "1", 0, 1.0f, nullptr };
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cvar_t t_default_weapons_secondary = { "mp_t_default_weapons_secondary", "glock18", 0, 0.0f, nullptr };
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cvar_t t_default_weapons_secondary = { "mp_t_default_weapons_secondary", "glock18", 0, 0.0f, nullptr };
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cvar_t t_default_weapons_primary = { "mp_t_default_weapons_primary", "", 0, 0.0f, nullptr };
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cvar_t t_default_weapons_primary = { "mp_t_default_weapons_primary", "", 0, 0.0f, nullptr };
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cvar_t free_armor = { "mp_free_armor", "0", 0, 0.0f, nullptr };
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void GameDLL_Version_f()
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void GameDLL_Version_f()
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{
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{
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@ -383,6 +384,7 @@ void EXT_FUNC GameDLLInit()
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CVAR_REGISTER(&t_give_player_knife);
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CVAR_REGISTER(&t_give_player_knife);
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CVAR_REGISTER(&t_default_weapons_secondary);
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CVAR_REGISTER(&t_default_weapons_secondary);
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CVAR_REGISTER(&t_default_weapons_primary);
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CVAR_REGISTER(&t_default_weapons_primary);
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CVAR_REGISTER(&free_armor);
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// print version
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// print version
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CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n");
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CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n");
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@ -183,6 +183,7 @@ extern cvar_t t_default_grenades;
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extern cvar_t t_give_player_knife;
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extern cvar_t t_give_player_knife;
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extern cvar_t t_default_weapons_secondary;
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extern cvar_t t_default_weapons_secondary;
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extern cvar_t t_default_weapons_primary;
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extern cvar_t t_default_weapons_primary;
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extern cvar_t free_armor;
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#endif
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#endif
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@ -9991,6 +9991,17 @@ void EXT_FUNC CBasePlayer::__API_HOOK(OnSpawnEquip)(bool addDefault, bool equipG
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{
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{
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GiveDefaultItems();
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GiveDefaultItems();
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}
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}
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#ifdef REGAMEDLL_ADD
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if(!m_bIsVIP)
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{
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switch (static_cast<ArmorType>((int)free_armor.value))
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{
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case ARMOR_KEVLAR: GiveNamedItem("item_kevlar"); break;
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case ARMOR_VESTHELM: GiveNamedItem("item_assaultsuit"); break;
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}
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}
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#endif
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}
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}
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void CBasePlayer::HideTimer()
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void CBasePlayer::HideTimer()
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