Added mp_item_staytime to game.cfg

CHalfLifeMultiplay::RoundOver: Use localization string #Cstrike_Tutor_Round_Over instead "Round is Over!"
Mini-refactoring
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s1lent 2017-11-20 22:34:43 +07:00
parent 411761c8d8
commit 83c3429240
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5 changed files with 12 additions and 13 deletions

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@ -46,7 +46,7 @@ Archive's bin directory contains 2 subdirectories, 'bugfixed' and 'pure'
| sv_alltalk | 0 | 0 | 4 | When players can hear each other ([further explanation](../../wiki/sv_alltalk)).<br/>`0` dead don't hear alive<br/>`1` no restrictions<br/>`2` teammates hear each other<br/>`3` Same as 2, but spectators hear everybody<br/>`4` alive hear alive, dead hear dead and alive. | sv_alltalk | 0 | 0 | 4 | When players can hear each other ([further explanation](../../wiki/sv_alltalk)).<br/>`0` dead don't hear alive<br/>`1` no restrictions<br/>`2` teammates hear each other<br/>`3` Same as 2, but spectators hear everybody<br/>`4` alive hear alive, dead hear dead and alive.
| bot_deathmatch | 0 | 0 | 1 | Set's the mode for the zBot.<br/>`0` disabled<br/>`1` enable mode Deathmatch and not allow to do the scenario | | bot_deathmatch | 0 | 0 | 1 | Set's the mode for the zBot.<br/>`0` disabled<br/>`1` enable mode Deathmatch and not allow to do the scenario |
| bot_quota_mode | normal | - | - | Determines the type of quota.<br/>`normal` default behaviour<br/>`fill` the server will adjust bots to keep `N` players in the game, where `N` is bot_quota | | bot_quota_mode | normal | - | - | Determines the type of quota.<br/>`normal` default behaviour<br/>`fill` the server will adjust bots to keep `N` players in the game, where `N` is bot_quota |
| mp_item_staytime | 300 | 0.1 | - | Time to remove item that have been dropped from the players. | | mp_item_staytime | 300 | - | - | Time to remove item that have been dropped from the players. |
## How to install zBot for CS 1.6? ## How to install zBot for CS 1.6?
* Extract all the files from an [archive](regamedll/extra/zBot/bot_profiles.zip?raw=true) * Extract all the files from an [archive](regamedll/extra/zBot/bot_profiles.zip?raw=true)

5
dist/game.cfg vendored
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@ -167,3 +167,8 @@ showtriggers 0
// //
// Default value: "0" // Default value: "0"
sv_alltalk 0 sv_alltalk 0
// Time to remove item that have been dropped from the players. (in seconds)
//
// Default value: "300"
mp_item_staytime 300

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@ -1375,7 +1375,7 @@ void CGrenade::C4Think()
m_pBombDefuser = nullptr; m_pBombDefuser = nullptr;
#ifdef REGAMEDLL_FIXES #ifdef REGAMEDLL_FIXES
pPlayer->SetProgressBarTime(0); pPlayer->SetProgressBarTime(0);
#endif #endif
// tell the bots someone has aborted defusing // tell the bots someone has aborted defusing

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@ -2005,18 +2005,12 @@ BOOL CHalfLifeMultiplay::IsThereABomber()
BOOL CHalfLifeMultiplay::IsThereABomb() BOOL CHalfLifeMultiplay::IsThereABomb()
{ {
CGrenade *pC4 = nullptr; CGrenade *pBomb = nullptr;
CBaseEntity *pWeaponC4 = nullptr;
bool bFoundBomb = false; bool bFoundBomb = false;
while ((pWeaponC4 = UTIL_FindEntityByClassname(pWeaponC4, "grenade"))) while ((pBomb = UTIL_FindEntityByClassname(pBomb, "grenade")))
{ {
if (!pWeaponC4) if (pBomb->m_bIsC4)
continue;
pC4 = static_cast<CGrenade *>(pWeaponC4);
if (pC4->m_bIsC4)
{ {
bFoundBomb = true; bFoundBomb = true;
break; break;
@ -2027,7 +2021,6 @@ BOOL CHalfLifeMultiplay::IsThereABomb()
return TRUE; return TRUE;
return FALSE; return FALSE;
} }
BOOL CHalfLifeMultiplay::TeamFull(int team_id) BOOL CHalfLifeMultiplay::TeamFull(int team_id)
@ -2891,7 +2884,7 @@ bool CHalfLifeMultiplay::VIP_NotEscaped(float tmDelay)
bool CHalfLifeMultiplay::RoundOver(float tmDelay) bool CHalfLifeMultiplay::RoundOver(float tmDelay)
{ {
EndRoundMessage("Round is Over!", ROUND_GAME_OVER); EndRoundMessage("#Cstrike_Tutor_Round_Over", ROUND_GAME_OVER);
Broadcast("rounddraw"); Broadcast("rounddraw");
TerminateRound(tmDelay, WINSTATUS_DRAW); TerminateRound(tmDelay, WINSTATUS_DRAW);
return true; return true;

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@ -245,6 +245,7 @@ public:
BOOL m_fRegisteredSound; BOOL m_fRegisteredSound;
}; };
// Items that the player has in their inventory that they can use
class CCSPlayerItem; class CCSPlayerItem;
class CBasePlayerItem: public CBaseAnimating class CBasePlayerItem: public CBaseAnimating
{ {