Added a cvar to either reset the burn time when naded, or to use the original burn-time.
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@ -137,6 +137,7 @@ enum CvarsList
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Handle:CVAR_RESPAWN_TEAM_ZOMBIE,
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Handle:CVAR_RESPAWN_TEAM_ZOMBIE,
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Handle:CVAR_RESPAWN_TEAM_ZOMBIE_WORLD,
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Handle:CVAR_RESPAWN_TEAM_ZOMBIE_WORLD,
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Handle:CVAR_NAPALM_IGNITE,
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Handle:CVAR_NAPALM_IGNITE,
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Handle:CVAR_NAPALM_TIME_RESET,
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Handle:CVAR_NAPALM_DOUSE,
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Handle:CVAR_NAPALM_DOUSE,
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Handle:CVAR_JUMPBOOST_BHOP_PROTECT,
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Handle:CVAR_JUMPBOOST_BHOP_PROTECT,
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Handle:CVAR_JUMPBOOST_BHOP_MAX,
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Handle:CVAR_JUMPBOOST_BHOP_MAX,
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@ -416,6 +417,7 @@ CvarsCreate()
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// Napalm (module)
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// Napalm (module)
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// ===========================
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// ===========================
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g_hCvarsList[CVAR_NAPALM_IGNITE] = CreateConVar("zr_napalm_ignite", "1", "Ignite grenade in mid-air after player throws it. [Dependency: Human Attribute 'has_napalm']");
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g_hCvarsList[CVAR_NAPALM_IGNITE] = CreateConVar("zr_napalm_ignite", "1", "Ignite grenade in mid-air after player throws it. [Dependency: Human Attribute 'has_napalm']");
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g_hCvarsList[CVAR_NAPALM_TIME_RESET] = CreateConVar("zr_napalm_time_reset", "1", "The burn-time is reset when being naded multiple times. [0: Original burn-time is used.]");
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g_hCvarsList[CVAR_NAPALM_DOUSE] = CreateConVar("zr_napalm_douse", "0", "Minimum water-saturation before flame is extinguished. ['0' = Disabled | '1' = Feet | '2' = Waist | '3' = Full submersion]");
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g_hCvarsList[CVAR_NAPALM_DOUSE] = CreateConVar("zr_napalm_douse", "0", "Minimum water-saturation before flame is extinguished. ['0' = Disabled | '1' = Feet | '2' = Waist | '3' = Full submersion]");
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@ -132,13 +132,19 @@ NapalmOnClientHurt(client, attacker, const String:weapon[])
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// If weapon is a grenade, then ignite player.
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// If weapon is a grenade, then ignite player.
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if (StrEqual(weapon, "hegrenade", false))
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if (StrEqual(weapon, "hegrenade", false))
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{
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{
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// Put any existing fire out.
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new bool:reset = GetConVarBool(g_hCvarsList[CVAR_NAPALM_TIME_RESET]);
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new flags = GetEntityFlags(client);
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if (reset || !(flags & FL_ONFIRE))
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{
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// This stops the fire before re-ignition.
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ExtinguishEntity(client);
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ExtinguishEntity(client);
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// Re-ignite to start burn-time over.
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// Ignite client.
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IgniteEntity(client, napalm_time);
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IgniteEntity(client, napalm_time);
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}
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}
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}
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}
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}
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/**
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/**
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* Client has been killed.
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* Client has been killed.
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