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https://github.com/s1lentq/ReGameDLL_CS.git
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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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@ -46,7 +46,7 @@ Archive's bin directory contains 2 subdirectories, 'bugfixed' and 'pure'
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| 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.
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| 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.
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| mp_item_staytime | 300 | 0.1 | - | Time to remove item that have been dropped from the players. |
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| mp_item_staytime | 300 | - | - | Time to remove item that have been dropped from the players. |
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## How to install zBot for CS 1.6?
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## How to install zBot for CS 1.6?
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* Extract all the files from an [archive](regamedll/extra/zBot/bot_profiles.zip?raw=true)
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* Extract all the files from an [archive](regamedll/extra/zBot/bot_profiles.zip?raw=true)
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5
dist/game.cfg
vendored
5
dist/game.cfg
vendored
@ -167,3 +167,8 @@ showtriggers 0
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//
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//
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// Default value: "0"
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// Default value: "0"
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sv_alltalk 0
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sv_alltalk 0
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// Time to remove item that have been dropped from the players. (in seconds)
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//
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// Default value: "300"
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mp_item_staytime 300
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@ -1375,7 +1375,7 @@ void CGrenade::C4Think()
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m_pBombDefuser = nullptr;
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m_pBombDefuser = nullptr;
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#ifdef REGAMEDLL_FIXES
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#ifdef REGAMEDLL_FIXES
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pPlayer->SetProgressBarTime(0);
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pPlayer->SetProgressBarTime(0);
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#endif
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#endif
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// tell the bots someone has aborted defusing
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// tell the bots someone has aborted defusing
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@ -2005,18 +2005,12 @@ BOOL CHalfLifeMultiplay::IsThereABomber()
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BOOL CHalfLifeMultiplay::IsThereABomb()
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BOOL CHalfLifeMultiplay::IsThereABomb()
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{
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{
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CGrenade *pC4 = nullptr;
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CGrenade *pBomb = nullptr;
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CBaseEntity *pWeaponC4 = nullptr;
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bool bFoundBomb = false;
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bool bFoundBomb = false;
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while ((pWeaponC4 = UTIL_FindEntityByClassname(pWeaponC4, "grenade")))
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while ((pBomb = UTIL_FindEntityByClassname(pBomb, "grenade")))
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{
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{
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if (!pWeaponC4)
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if (pBomb->m_bIsC4)
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continue;
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pC4 = static_cast<CGrenade *>(pWeaponC4);
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if (pC4->m_bIsC4)
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{
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{
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bFoundBomb = true;
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bFoundBomb = true;
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break;
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break;
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@ -2027,7 +2021,6 @@ BOOL CHalfLifeMultiplay::IsThereABomb()
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return TRUE;
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return TRUE;
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return FALSE;
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return FALSE;
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}
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}
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BOOL CHalfLifeMultiplay::TeamFull(int team_id)
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BOOL CHalfLifeMultiplay::TeamFull(int team_id)
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@ -2891,7 +2884,7 @@ bool CHalfLifeMultiplay::VIP_NotEscaped(float tmDelay)
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bool CHalfLifeMultiplay::RoundOver(float tmDelay)
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bool CHalfLifeMultiplay::RoundOver(float tmDelay)
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{
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{
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EndRoundMessage("Round is Over!", ROUND_GAME_OVER);
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EndRoundMessage("#Cstrike_Tutor_Round_Over", ROUND_GAME_OVER);
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Broadcast("rounddraw");
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Broadcast("rounddraw");
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TerminateRound(tmDelay, WINSTATUS_DRAW);
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TerminateRound(tmDelay, WINSTATUS_DRAW);
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return true;
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return true;
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@ -245,6 +245,7 @@ public:
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BOOL m_fRegisteredSound;
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BOOL m_fRegisteredSound;
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};
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};
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// Items that the player has in their inventory that they can use
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class CCSPlayerItem;
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class CCSPlayerItem;
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class CBasePlayerItem: public CBaseAnimating
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class CBasePlayerItem: public CBaseAnimating
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{
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{
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