Reorganized cvars.inc, organized all cvars into module groups (to be updated later), removed unused cvars, made classes and weapons core modules (event forwarding priority), updated spawn protect cvars, added cvars to disable weapons, restrict, and hitgroups
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@ -71,8 +71,8 @@ public Action:RoundFreezeEnd(Handle:event, const String:name[], bool:dontBroadca
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KillTimer(tInfect);
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}
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new Float:min = GetConVarFloat(gCvars[CVAR_SPAWN_MIN]);
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new Float:max = GetConVarFloat(gCvars[CVAR_SPAWN_MAX]);
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new Float:min = GetConVarFloat(g_hCvarsList[CVAR_SPAWN_MIN]);
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new Float:max = GetConVarFloat(g_hCvarsList[CVAR_SPAWN_MAX]);
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new Float:randlen = GetRandomFloat(min, max);
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tInfect = CreateTimer(randlen, MotherZombie, _, TIMER_FLAG_NO_MAPCHANGE);
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@ -144,10 +144,10 @@ public Action:PlayerSpawn(Handle:event, const String:name[], bool:dontBroadcast)
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// Check if client is on a team.
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if (ZRIsClientOnTeam(index))
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{
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new bool:cashfill = GetConVarBool(gCvars[CVAR_CASHFILL]);
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new bool:cashfill = GetConVarBool(g_hCvarsList[CVAR_CASHFILL]);
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if (cashfill)
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{
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new cash = GetConVarInt(gCvars[CVAR_CASHAMOUNT]);
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new cash = GetConVarInt(g_hCvarsList[CVAR_CASHAMOUNT]);
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SetPlayerMoney(index, cash);
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}
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