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Closes #357
Reducing allowable money limit cuz a HUD can't draw more than 999k
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@ -24,7 +24,7 @@ Archive's bin directory contains 2 subdirectories, 'bugfixed' and 'pure'
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| mp_freeforall | 0 | 0 | 1 | The style of gameplay where there aren't any teams (FFA mode)<br/>`0` disabled <br/>`1` enabled |
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| mp_autoteambalance | 1 | 0 | 2 | Auto balancing of teams.<br/>`0` disabled <br/>`1` on after next round<br/>`2` on next round |
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| mp_buytime | 1.5 | 0.0 | - | Designate the desired amount of buy time for each round. (in minutes)<br />`-1` means no time limit<br />`0` disable buy |
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| mp_maxmoney | 16000 | 0 | `0x7FFFFFFF` | The maximum allowable amount of money in the game |
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| mp_maxmoney | 16000 | 0 | `999999` | The maximum allowable amount of money in the game |
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| mp_round_infinite | 0 | 0 | 1 | Flags for fine grained control (choose as many as needed)<br/>`0` disabled<br/>`1` enabled<br/><br/>or flags<br/>`a` block round time round end check<br/>`b` block needed players round end check<br/>`c` block VIP assassination/success round end check<br/>`d` block prison escape round end check<br/>`e` block bomb round end check<br/>`f` block team extermination round end check<br/>`g` block hostage rescue round end check<br/><br/>`Example setting:` "ae" blocks round time and bomb round end checks |
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| mp_roundover | 0 | - | - | The round by expired time will be over, if on a map it does not have the scenario of the game.<br/>`0` disabled<br/>`1` enabled |
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| mp_round_restart_delay | 5 | - | - | Number of seconds to delay before restarting a round after a win. |
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4
dist/game.cfg
vendored
4
dist/game.cfg
vendored
@ -1,6 +1,3 @@
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// ReGameDLL Configuration File
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echo Executing ReGameDLL Configuration File
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// The style of gameplay where there aren't any teams (FFA mode)
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// 0 - disabled (default behaviour)
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// 1 - enabled
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@ -24,6 +21,7 @@ mp_autoteambalance 1
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mp_buytime 0.25
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// The maximum allowable amount of money in the game
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// NOTE: Allowable money limit is 999999
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//
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// Default value: "16000"
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mp_maxmoney 16000
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@ -588,6 +588,11 @@ void CheckStartMoney()
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CVAR_SET_FLOAT("mp_startmoney", 800);
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#else
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int max_money = int(maxmoney.value);
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if (max_money > MAX_MONEY_THRESHOLD)
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{
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max_money = MAX_MONEY_THRESHOLD;
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CVAR_SET_FLOAT("mp_maxmoney", MAX_MONEY_THRESHOLD);
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}
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if (money > max_money)
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CVAR_SET_FLOAT("mp_startmoney", max_money);
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@ -34,6 +34,7 @@
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const int MAX_RULE_BUFFER = 1024;
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const int MAX_VOTE_MAPS = 100;
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const int MAX_VIP_QUEUES = 5;
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const int MAX_MONEY_THRESHOLD = 999999; // allowable money limit in the game that can be drawn on the HUD
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const int MAX_MOTD_CHUNK = 60;
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const int MAX_MOTD_LENGTH = 1536; // (MAX_MOTD_CHUNK * 4)
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@ -3113,12 +3113,7 @@ void EXT_FUNC CBasePlayer::__API_HOOK(AddAccount)(int amount, RewardType type, b
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if (bSendMoney)
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{
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auto nMax = int(maxmoney.value);
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if (m_iAccount > nMax)
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m_iAccount = nMax;
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else if (m_iAccount < 0)
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m_iAccount = 0;
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m_iAccount = clamp<int>(m_iAccount, 0, maxmoney.value);
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// Send money update to HUD
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MESSAGE_BEGIN(MSG_ONE, gmsgMoney, nullptr, pev);
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@ -3482,12 +3477,12 @@ void CBasePlayer::PlayerDeathThink()
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// we aren't calling into any of their code anymore through the player pointer.
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PackDeadPlayerItems();
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}
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#ifdef REGAMEDLL_FIXES
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// Clear inclination came from client view
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pev->angles.x = 0;
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#endif
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if (pev->modelindex && !m_fSequenceFinished && pev->deadflag == DEAD_DYING)
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{
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StudioFrameAdvance();
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