Disabled debug messages.
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@ -279,7 +279,7 @@ public Action:DamageOnTakeDamage(client, &attacker, &inflictor, &Float:damage, &
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public ZRTools_Action:DamageOnTakeDamage(client, inflictor, attacker, Float:damage, damagetype, ammotype)
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public ZRTools_Action:DamageOnTakeDamage(client, inflictor, attacker, Float:damage, damagetype, ammotype)
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#endif
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#endif
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{
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{
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PrintToChatAll("DamageOnTakeDamage - damage:%f", damage);
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//PrintToChatAll("DamageOnTakeDamage - damage:%f", damage);
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// Get classname of the inflictor.
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// Get classname of the inflictor.
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decl String:classname[64];
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decl String:classname[64];
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@ -67,7 +67,7 @@ new bool:PlayerImmunityThresholdPassed[MAXPLAYERS + 1] = {false, ...};
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*/
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*/
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bool:ImmunityOnClientInfect(client, attacker)
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bool:ImmunityOnClientInfect(client, attacker)
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{
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{
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PrintToChatAll("ImmunityOnClientInfect(client=%d, attacker=%d)", client, attacker);
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//PrintToChatAll("ImmunityOnClientInfect(client=%d, attacker=%d)", client, attacker);
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// Get immunity mode from client class.
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// Get immunity mode from client class.
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new ImmunityMode:mode = ClassGetImmunityMode(client);
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new ImmunityMode:mode = ClassGetImmunityMode(client);
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@ -118,7 +118,7 @@ bool:ImmunityOnClientInfect(client, attacker)
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*/
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*/
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bool:ImmunityOnClientTraceAttack(client, attacker, Float:damage, hitgroup, damageType)
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bool:ImmunityOnClientTraceAttack(client, attacker, Float:damage, hitgroup, damageType)
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{
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{
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PrintToChatAll("ImmunityOnClientTraceAttack(client=%d, attacker=%d, damage=%f, hitgroup=%d, damageType=%d)", client, attacker, damage, hitgroup, damageType);
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//PrintToChatAll("ImmunityOnClientTraceAttack(client=%d, attacker=%d, damage=%f, hitgroup=%d, damageType=%d)", client, attacker, damage, hitgroup, damageType);
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// Check if there is no attacker (world damage).
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// Check if there is no attacker (world damage).
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if (!ZRIsClientValid(attacker))
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if (!ZRIsClientValid(attacker))
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@ -150,7 +150,7 @@ bool:ImmunityOnClientTraceAttack(client, attacker, Float:damage, hitgroup, damag
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// Check if damage give HP below the infection threshold.
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// Check if damage give HP below the infection threshold.
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if (ImmunityBelowInfectThreshold(client, damage))
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if (ImmunityBelowInfectThreshold(client, damage))
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{
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{
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PrintToChatAll("ImmunityOnClientTraceAttack - Threshold passed");
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//PrintToChatAll("ImmunityOnClientTraceAttack - Threshold passed");
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PlayerImmunityThresholdPassed[client] = true;
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PlayerImmunityThresholdPassed[client] = true;
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}
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}
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else
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else
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@ -239,7 +239,7 @@ bool:ImmunityOnClientTraceAttack(client, attacker, Float:damage, hitgroup, damag
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*/
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*/
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bool:ImmunityOnClientDamage(client, attacker, &Float:damage)
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bool:ImmunityOnClientDamage(client, attacker, &Float:damage)
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{
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{
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PrintToChatAll("ImmunityOnClientDamage(client=%d, attacker=%d, damage=%f)", client, attacker, damage);
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//PrintToChatAll("ImmunityOnClientDamage(client=%d, attacker=%d, damage=%f)", client, attacker, damage);
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// Check if there is no attacker (world damage).
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// Check if there is no attacker (world damage).
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if (!ZRIsClientValid(attacker))
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if (!ZRIsClientValid(attacker))
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@ -259,7 +259,7 @@ bool:ImmunityOnClientDamage(client, attacker, &Float:damage)
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// attacking, and stab to death is disabled (threshold above zero).
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// attacking, and stab to death is disabled (threshold above zero).
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if (ImmunityBelowInfectThreshold(client, damage))
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if (ImmunityBelowInfectThreshold(client, damage))
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{
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{
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PrintToChatAll("ImmunityOnClientDamage - Below threshold, removing damage.");
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//PrintToChatAll("ImmunityOnClientDamage - Below threshold, removing damage.");
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// Client is about to be infected. Remove damage so the client
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// Client is about to be infected. Remove damage so the client
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// won't die.
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// won't die.
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//damage = 0.0;
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//damage = 0.0;
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@ -303,20 +303,20 @@ bool:ImmunityOnClientKnockBack(client)
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*/
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*/
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bool:ImmunityInfectModeHandler(client, attacker)
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bool:ImmunityInfectModeHandler(client, attacker)
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{
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{
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PrintToChatAll("ImmunityInfectModeHandler(client=%d, attacker=%d)", client, attacker);
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//PrintToChatAll("ImmunityInfectModeHandler(client=%d, attacker=%d)", client, attacker);
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// Note: ImmunityOnClientDamage and ImmunityOnClientTraceAttack hook into
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// Note: ImmunityOnClientDamage and ImmunityOnClientTraceAttack hook into
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// the damage module to prevent humans with low HP from dying when
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// the damage module to prevent humans with low HP from dying when
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// they're not supposed to.
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// they're not supposed to.
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new threshold = ClassGetImmunityAmount(client);
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new threshold = ClassGetImmunityAmount(client);
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PrintToChatAll("threshold=%d", threshold);
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//PrintToChatAll("threshold=%d", threshold);
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// Check if infection is disabled.
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// Check if infection is disabled.
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if (threshold == 0)
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if (threshold == 0)
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{
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{
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// Infection is handled here: blocked.
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// Infection is handled here: blocked.
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PrintToChatAll("Infection disabled, block infection.");
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//PrintToChatAll("Infection disabled, block infection.");
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return true;
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return true;
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}
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}
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@ -326,16 +326,7 @@ bool:ImmunityInfectModeHandler(client, attacker)
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return false;
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return false;
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}
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}
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/*new clientHP = GetClientHealth(client);
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//PrintToChatAll("Above threshold, block infection.");
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PrintToChatAll("clientHP=%d", clientHP);
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if (clientHP < threshold)
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{
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// Client HP below threshold, allow instant infection.
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return false;
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}*/
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PrintToChatAll("Above threshold, block infection.");
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return true;
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return true;
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}
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}
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@ -505,7 +496,7 @@ bool:ImmunityBelowInfectThreshold(client, Float:damage)
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new clientHP = GetClientHealth(client);
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new clientHP = GetClientHealth(client);
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new dmg = RoundToNearest(damage);
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new dmg = RoundToNearest(damage);
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PrintToChatAll("threshold=%d, clientHp=%d", threshold, clientHP);
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//PrintToChatAll("threshold=%d, clientHp=%d", threshold, clientHP);
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// Check if the damage go below the HP threshold.
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// Check if the damage go below the HP threshold.
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if (clientHP - dmg <= 0.0 && threshold > 0)
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if (clientHP - dmg <= 0.0 && threshold > 0)
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