Made visualambience module, removed an offset thats provided by SM, moved zombie/human checks to infect module (renamed), fixed blast cvar, renamed some functions, removed zombie cvar enable because it didnt work.
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@ -99,13 +99,13 @@ ZombieSoundsOnClientDeath(client)
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tSEffectsMoan[client] = INVALID_HANDLE;
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// If player isn't a zombie, then stop.
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if (!IsPlayerZombie(client))
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if (!InfectIsClientInfected(client))
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{
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return;
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}
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// If death sound cvar is disabled, then stop.
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new bool:death = GetConVarBool(g_hCvarsList[CVAR_SOUNDEFFECTS_DEATH]);
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new bool:death = GetConVarBool(g_hCvarsList[CVAR_SEFFECTS_DEATH]);
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if (!death)
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{
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return;
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@ -126,13 +126,13 @@ ZombieSoundsOnClientDeath(client)
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ZombieSoundsOnClientHurt(client)
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{
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// If player isn't a zombie, then stop.
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if (!IsPlayerZombie(client))
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if (!InfectIsClientInfected(client))
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{
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return;
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}
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// Get groan factor, if 0, then stop.
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new groan = GetConVarInt(g_hCvarsList[CVAR_SOUNDEFFECTS_GROAN]);
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new groan = GetConVarInt(g_hCvarsList[CVAR_SEFFECTS_GROAN]);
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if (!groan)
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{
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return;
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@ -157,7 +157,7 @@ ZombieSoundsOnClientHurt(client)
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ZombieSoundsOnClientInfected(client)
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{
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// If interval is set to 0, then stop.
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new Float:interval = GetConVarFloat(g_hCvarsList[CVAR_SOUNDEFFECTS_MOAN]);
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new Float:interval = GetConVarFloat(g_hCvarsList[CVAR_SEFFECTS_MOAN]);
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if (!interval)
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{
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return;
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@ -245,7 +245,7 @@ bool:ZombieSoundsGetRandomSound(String:sound[], ZombieSounds:soundtype)
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public Action:ZombieSoundsMoanTimer(Handle:timer, any:client)
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{
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// If client isn't in-game or client is no longer a zombie, then stop.
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if (!IsClientInGame(client) || !IsPlayerZombie(client))
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if (!IsClientInGame(client) || !InfectIsClientInfected(client))
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{
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// Reset timer handle.
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tSEffectsMoan[client] = INVALID_HANDLE;
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