fixed napalm not disappearing and stop napalm from overlaying

removed weaponalpha completly
replaced CBaseEntity::SetAbsVelocity with CBaseEntity::m_vecAbsVelocity
This commit is contained in:
2016-08-08 10:20:23 +02:00
parent 73a72d37da
commit b286de5ce0
11 changed files with 134 additions and 360 deletions

View File

@ -53,7 +53,6 @@ EventHook(bool:unhook = false)
UnhookEvent("player_hurt", EventPlayerHurt);
UnhookEvent("player_death", EventPlayerDeath);
UnhookEvent("player_jump", EventPlayerJump);
UnhookEvent("weapon_fire", EventWeaponFire);
// Stop after unhooking events.
return;
@ -68,7 +67,6 @@ EventHook(bool:unhook = false)
HookEvent("player_hurt", EventPlayerHurt);
HookEvent("player_death", EventPlayerDeath);
HookEvent("player_jump", EventPlayerJump);
HookEvent("weapon_fire", EventWeaponFire);
}
/**
@ -90,24 +88,8 @@ public Action:EventRoundStart(Handle:event, const String:name[], bool:dontBroadc
ZSpawnOnRoundStart();
VolOnRoundStart();
ZTeleOnRoundStart();
// 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)
//{
// Forward event to modules.
//}
/**
* Event callback (round_freeze_end)
* The freeze time is ending.
@ -335,22 +317,3 @@ public Action:EventPlayerJumpPost(Handle:timer, any:client)
// Forward event to modules.
JumpBoostOnClientJumpPost(client);
}
/**
* Event callback (weapon_fire)
* Weapon has been fired.
*
* @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:EventWeaponFire(Handle:event, const String:name[], bool:dontBroadcast)
{
// Get all required event info.
new index = GetClientOfUserId(GetEventInt(event, "userid"));
decl String:weapon[32];
GetEventString(event, "weapon", weapon, sizeof(weapon));
// Forward event to modules.
NapalmOnWeaponFire(index, weapon);
}