Fixed numerous potential bugs by moving RoundEndOnClientDeath down to the end of player_death. Checking before caused problems because that function leads to the "humanizing" of all zombies if the last zombie was killed. Stuff like kill_bonus wasn't working right because of this.
Fixed documentation bug, mis-documented kill_bonus.
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@ -38,7 +38,7 @@
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// health_regen_interval decimal Sets the regeneration interval. 0 to disable.
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// health_regen_amount number How much HP to give per interval.
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// health_infect_gain number How much HP to give when the player infects someone. Zombies only.
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// kill_bonus number How many points to give per kill. Humans only.
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// kill_bonus number How many points to give per kill. Zombies only.
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// speed decimal The player speed.
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// knockback decimal Force of the knockback when shot at. Zombies only.
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// jump_height decimal Multiplier of the players jump height. 0.0 means no jump, 1.0 is normal.
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@ -750,8 +750,8 @@ The list below explains all available class attributes in detail:
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kill_bonus number 0 - 16
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---------------------------------------------------------------------------
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Human classes only. How many points to give the player each time he
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kill a zombie.
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Zombie classes only. How many EXTRA points to give the killer of a
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zombie. If this is 0, the default value of 1 point will be given.
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speed decimal 10.0 - 2000.0
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---------------------------------------------------------------------------
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@ -272,7 +272,6 @@ public Action:EventPlayerDeath(Handle:event, const String:name[], bool:dontBroad
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// Forward event to modules.
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ClassOnClientDeath(index);
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RoundEndOnClientDeath();
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InfectOnClientDeath(index, attacker);
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VEffectsOnClientDeath(index);
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SEffectsOnClientDeath(index);
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@ -283,6 +282,7 @@ public Action:EventPlayerDeath(Handle:event, const String:name[], bool:dontBroad
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ZTeleOnClientDeath(index);
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ZHPOnClientDeath(index);
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VolOnPlayerDeath(index);
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RoundEndOnClientDeath();
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}
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/**
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