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Radio enchance cvars (#394)
* Added a new CVar's for Radio messages control. "mp_radio_timeout" - Delay between player Radio messages; "mp_radio_maxinround" - Maximum Radio messages count for player per round.
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@ -61,6 +61,8 @@ Archive's bin directory contains 2 subdirectories, 'bugfixed' and 'pure'
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| ff_damage_reduction_grenade_self | 1.0 | 0.0 | 1.0 | How much to damage a player does to himself with his own grenade.<br/> Range is from `0` - `1` (with 1 being damage equal to what is done to an enemy) |
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| ff_damage_reduction_other | 0.35 | 0.0 | 1.0 | How much to reduce damage done to teammates by things other than bullets and grenades.<br/> Range is from `0` - `1` (with 1 being damage equal to what is done to an enemy) |
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| mp_afk_bomb_drop_time | 0 | 5.0 | - | Player that have never moved sience they last move will drop the bomb after this amount of time. (in seconds).<br/>`0` disabled<br/>`>5.0` delay to drop |
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| mp_radio_timeout | 1.5 | 0.0 | - | Delay between player Radio messages. (in seconds).<br/>`0` disable delay |
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| mp_radio_maxinround | 60 | - | - | Maximum Radio messages count for player per round.<br/>`0` disable radio messages |
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| mp_buy_anywhere | 0 | 0 | 3 | When set, players can buy anywhere, not only in buyzones.<br/> `0` disabled.<br/>`1` both teams <br/>`2` only Terrorists team <br/>`3` only CT team |
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## How to install zBot for CS 1.6?
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13
dist/game.cfg
vendored
13
dist/game.cfg
vendored
@ -278,6 +278,18 @@ ff_damage_reduction_other "0.35"
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// Default value: "0"
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mp_afk_bomb_drop_time "0"
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// Delay between player Radio messages. (in seconds).
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// 0 - disable delay
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//
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// Default value: "1.5"
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mp_radio_timeout "1.5"
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// Maximum Radio messages count for player per round.
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// 0 - disable radio messages
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//
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// Default value: "60"
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mp_radio_maxinround "60"
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// When set, players can buy anywhere, not only in buyzones.
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// 0 - disabled
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// 1 - both teams
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@ -287,3 +299,4 @@ mp_afk_bomb_drop_time "0"
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// Default value: "0"
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mp_buy_anywhere "0"
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@ -2093,7 +2093,7 @@ void Radio1(CBasePlayer *pPlayer, int slot)
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return;
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pPlayer->m_iRadioMessages--;
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pPlayer->m_flRadioTime = gpGlobals->time + 1.5f;
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pPlayer->m_flRadioTime = gpGlobals->time + CGameRules::GetRadioTimeout();
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switch (slot)
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{
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@ -2132,7 +2132,7 @@ void Radio2(CBasePlayer *pPlayer, int slot)
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return;
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pPlayer->m_iRadioMessages--;
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pPlayer->m_flRadioTime = gpGlobals->time + 1.5f;
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pPlayer->m_flRadioTime = gpGlobals->time + CGameRules::GetRadioTimeout();
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switch (slot)
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{
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@ -2171,7 +2171,7 @@ void Radio3(CBasePlayer *pPlayer, int slot)
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return;
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pPlayer->m_iRadioMessages--;
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pPlayer->m_flRadioTime = gpGlobals->time + 1.5f;
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pPlayer->m_flRadioTime = gpGlobals->time + CGameRules::GetRadioTimeout();
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switch (slot)
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{
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@ -132,6 +132,9 @@ cvar_t ff_damage_reduction_grenade = { "ff_damage_reduction_grenade",
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cvar_t ff_damage_reduction_grenade_self = { "ff_damage_reduction_grenade_self", "1", FCVAR_SERVER, 0.0f, nullptr };
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cvar_t ff_damage_reduction_other = { "ff_damage_reduction_other", "0.25", FCVAR_SERVER, 0.0f, nullptr };
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cvar_t radio_timeout = { "mp_radio_timeout", "1.5", FCVAR_SERVER, 1.5f, nullptr };
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cvar_t radio_maxinround = { "mp_radio_maxinround", "60", FCVAR_SERVER, 60.0f, nullptr };
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void GameDLL_Version_f()
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{
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if (Q_stricmp(CMD_ARGV(1), "version") != 0)
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@ -163,6 +163,8 @@ extern cvar_t ff_damage_reduction_bullets;
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extern cvar_t ff_damage_reduction_grenade;
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extern cvar_t ff_damage_reduction_grenade_self;
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extern cvar_t ff_damage_reduction_other;
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extern cvar_t radio_timeout;
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extern cvar_t radio_maxinround;
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#endif
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@ -39,12 +39,13 @@ const int MAX_MONEY_THRESHOLD = 999999; // allowable money limit in the game t
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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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const float ITEM_RESPAWN_TIME = 30;
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const float WEAPON_RESPAWN_TIME = 20;
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const float AMMO_RESPAWN_TIME = 20;
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const float ROUND_RESPAWN_TIME = 20;
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const float ROUND_BEGIN_DELAY = 5; // delay before beginning new round
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const float ITEM_KILL_DELAY = 300;
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const float ITEM_RESPAWN_TIME = 30.0f;
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const float WEAPON_RESPAWN_TIME = 20.0f;
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const float AMMO_RESPAWN_TIME = 20.0f;
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const float ROUND_RESPAWN_TIME = 20.0f;
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const float ROUND_BEGIN_DELAY = 5.0f; // delay before beginning new round
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const float ITEM_KILL_DELAY = 300.0f;
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const float RADIO_TIMEOUT = 1.5f;
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const int MAX_INTERMISSION_TIME = 120; // longest the intermission can last, in seconds
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@ -325,6 +326,7 @@ public:
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inline bool IsGameOver() const { return m_bGameOver; }
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inline void SetGameOver() { m_bGameOver = true; }
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static float GetItemKillDelay();
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static float GetRadioTimeout();
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public:
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BOOL m_bFreezePeriod; // TRUE at beginning of round, set to FALSE when the period expires
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@ -886,6 +888,15 @@ inline float CGameRules::GetItemKillDelay()
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#endif
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}
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inline float CGameRules::GetRadioTimeout()
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{
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#ifdef REGAMEDLL_ADD
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return radio_timeout.value;
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#else
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return RADIO_TIMEOUT;
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#endif
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}
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bool IsBotSpeaking();
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void SV_Continue_f();
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void SV_Tutor_Toggle_f();
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@ -5202,7 +5202,11 @@ void EXT_FUNC CBasePlayer::__API_HOOK(Spawn)()
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m_flLastTalk = 0;
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m_flIdleCheckTime = 0;
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m_flRadioTime = 0;
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#ifdef REGAMEDLL_ADD
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m_iRadioMessages = int(radio_maxinround.value);
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#else
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m_iRadioMessages = 60;
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#endif
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m_bHasC4 = false;
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m_bKilledByBomb = false;
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m_bKilledByGrenade = false;
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