Added option for random dissolve effect.

Added an option to the account module to give money for damaging a client.
Expanded player hull xy offset by 1 unit.
Fixed anti-stuck not solidifying clients.
Fixed weapon rendering glitches (again)
This commit is contained in:
Greyscale
2009-06-16 11:20:56 -07:00
parent 681eb0e64d
commit 129fb0e60a
8 changed files with 67 additions and 12 deletions

View File

@ -86,7 +86,6 @@ public Action:EventRoundStart(Handle:event, const String:name[], bool:dontBroadc
// Forward event to sub-modules.
OverlaysOnRoundStart();
WeaponsOnRoundStart();
RoundStartOnRoundStart();
RoundEndOnRoundStart();
InfectOnRoundStart();
@ -94,6 +93,23 @@ public Action:EventRoundStart(Handle:event, const String:name[], bool:dontBroadc
AntiStickOnRoundStart();
ZSpawnOnRoundStart();
VolOnRoundStart();
// Fire post round_start event.
CreateTimer(0.0, EventRoundStartPost);
}
/**
* Event callback (round_start)
* The round is starting. *Post
*
* @param event The event handle.
* @param name Name of the event.
* @dontBroadcast If true, event is broadcasted to all clients, false if not.
*/
public Action:EventRoundStartPost(Handle:timer, any:index)
{
// Forward event to modules.
WeaponsOnRoundStartPost();
}
/**
@ -228,6 +244,7 @@ public Action:EventPlayerHurt(Handle:event, const String:name[], bool:dontBroadc
// Forward event to modules.
ClassAlphaUpdate(index);
InfectOnClientHurt(index, attacker, weapon);
AccountOnClientHurt(attacker, dmg_health);
SEffectsOnClientHurt(index);
KnockbackOnClientHurt(index, attacker, weapon, hitgroup, dmg_health);
NapalmOnClientHurt(index, attacker, weapon);