/* * ============================================================================ * * Zombie:Reloaded * * File: cvars.inc * Description: Config creation and cvar control. * * ============================================================================ */ /** * @section Locked cvar value defines. */ #define CVARS_AUTOTEAMBALANCE_LOCKED 0 #define CVARS_LIMITTEAMS_LOCKED 0 /** * @endsection */ /** * List of cvars used by the plugin. */ enum CvarsList { Handle:CVAR_ENABLE, Handle:CVAR_CLASSES_SPAWN, Handle:CVAR_CLASSES_RANDOM, Handle:CVAR_CLASSES_DEFAULT_ZOMBIE, Handle:CVAR_CLASSES_DEFAULT_HUMAN, Handle:CVAR_CLASSES_DEFAULT_ADMIN, Handle:CVAR_CLASSES_FILE, Handle:CVAR_WEAPONS, Handle:CVAR_WEAPONS_RESTRICT, Handle:CVAR_WEAPONS_ZMARKET_BUYZONE, Handle:CVAR_HITGROUPS, Handle:CVAR_DAMAGE_HITGROUPS, Handle:CVAR_DAMAGE_BLOCK_FF, Handle:CVAR_DAMAGE_BLOCK_BLAST, Handle:CVAR_DAMAGE_SUICIDE_ZOMBIE, Handle:CVAR_DAMAGE_SUICIDE_HUMAN, Handle:CVAR_DAMAGE_SUICIDE_CMDS, Handle:CVAR_ROUNDEND_OVERLAY, Handle:CVAR_ROUNDEND_OVERLAY_ZOMBIE, Handle:CVAR_ROUNDEND_OVERLAY_HUMAN, Handle:CVAR_INFECT_SPAWNTIME_MIN, Handle:CVAR_INFECT_SPAWNTIME_MAX, Handle:CVAR_INFECT_CONSECUTIVE_BLOCK, Handle:CVAR_INFECT_MZOMBIE_RATIO, Handle:CVAR_INFECT_MZOMBIE_RESPAWN, Handle:CVAR_INFECT_SOUND, Handle:CVAR_INFECT_ESPLASH, Handle:CVAR_INFECT_FIREBALL, Handle:CVAR_INFECT_SMOKE, Handle:CVAR_INFECT_SPARKS, Handle:CVAR_INFECT_SHAKE, Handle:CVAR_INFECT_SHAKE_AMP, Handle:CVAR_INFECT_SHAKE_FREQUENCY, Handle:CVAR_INFECT_SHAKE_DURATION, Handle:CVAR_ACCOUNT_CASHFILL, Handle:CVAR_ACCOUNT_CASHFILL_VALUE, Handle:CVAR_VEFFECTS_LIGHTSTYLE, Handle:CVAR_VEFFECTS_LIGHTSTYLE_VALUE, Handle:CVAR_VEFFECTS_SKY, Handle:CVAR_VEFFECTS_SKY_PATH, Handle:CVAR_VEFFECTS_FOG, Handle:CVAR_VEFFECTS_FOG_OVERRIDE, Handle:CVAR_VEFFECTS_FOG_PCOLOR, Handle:CVAR_VEFFECTS_FOG_SCOLOR, Handle:CVAR_VEFFECTS_FOG_DENSITY, Handle:CVAR_VEFFECTS_FOG_STARTDIST, Handle:CVAR_VEFFECTS_FOG_ENDDIST, Handle:CVAR_VEFFECTS_FOG_FARZ, Handle:CVAR_SEFFECTS_MOAN, Handle:CVAR_SEFFECTS_GROAN, Handle:CVAR_SEFFECTS_DEATH, Handle:CVAR_AMBIENTSOUNDS, Handle:CVAR_AMBIENTSOUNDS_FILE, Handle:CVAR_AMBIENTSOUNDS_LENGTH, Handle:CVAR_AMBIENTSOUNDS_VOLUME, Handle:CVAR_ANTISTICK, Handle:CVAR_ANTISTICK_INTERVAL, Handle:CVAR_SPAWNPROTECT, Handle:CVAR_SPAWNPROTECT_TIME, Handle:CVAR_RESPAWN, Handle:CVAR_RESPAWN_DELAY, Handle:CVAR_RESPAWN_ZOMBIE, Handle:CVAR_RESPAWN_ZOMBIE_WORLD, Handle:CVAR_ZHP, Handle:CVAR_ZHP_DEFAULT, // To be modulized/recoded. Handle:CVAR_OVERLAY_REDISPLAY, Handle:CVAR_ZVISION_ALLOW_DISABLE, Handle:CVAR_MENU_AUTOCLOSE, Handle:CVAR_ZSPAWN, Handle:CVAR_ZTELE, Handle:CVAR_ZTELE_STARTUP_DELAY, Handle:CVAR_ZTELE_COOLDOWN, Handle:CVAR_ZTELE_HUMAN_DELAY, Handle:CVAR_ZTELE_HUMAN_LIMIT, Handle:CVAR_ZTELE_ZOMBIE_DELAY, Handle:CVAR_ZTELE_ZOMBIE_LIMIT, Handle:CVAR_ZTELE_RESET_BUFFERS, Handle:CVAR_ANTICAMP, Handle:CVAR_ANTICAMP_UPDATE_INTERVAL, } /** * Array to store cvar data in. */ new g_hCvarsList[CvarsList]; /** * @section Global cvar handles. */ new Handle:g_hAutoTeamBalance = INVALID_HANDLE; new Handle:g_hLimitTeams = INVALID_HANDLE; new Handle:g_hRestartGame = INVALID_HANDLE; /** * @endsection */ /** * Cvars module init function. */ CvarsInit() { // Retrieve handles of CS:S cvars. g_hAutoTeamBalance = FindConVar("mp_autoteambalance"); g_hLimitTeams = FindConVar("mp_limitteams"); g_hRestartGame = FindConVar("mp_restartgame"); // Create zombiereloaded cvars. CvarsCreate(); // Hook cvars. CvarsHook(); } /** * Create all cvars for plugin. */ CvarsCreate() { // Cvar naming guidelines: // 1. Prefix: "zr_" // 2. Module name next. "zr_modulename_" // 3. (If applys) Submodule name next. "zr_modulename_submodulename_" Ex "zr_weapons_restrict_" // 4. Name last part to be defaulted to "1" (if boolean cvar) Ex "zr_damage_suicide_zombie", // because it will be defaulted to "1". "zr_damage_suicide_zombie_disable" = bad. Because we want // to try to default everything to "1" and let hosts disable what they don't want. // // Cvar description guidelines // Assume cvar is enabled. // Ex. "zr_roundend_overlay" "1" "Display round win overlays to all clients." // Explain (additional) options in brackets. // Ex. "zr_classes_default_zombie" "" "Default zombie class. ['""' = Class config defaults. 'random' = Give client random class on connect.]" // Any thing else? // =========================== // General (Core) // =========================== g_hCvarsList[CVAR_ENABLE] = CreateConVar("zr_enable", "1", ""); // =========================== // Log (core) // =========================== // Cvars created in log.inc, because of compilation problems when creating them here. // =========================== // Translations (core) // =========================== // (None) // =========================== // Offsets (core) // =========================== // (None) // =========================== // Models (core) // =========================== // TODO: config file path. // =========================== // Classes (core) // =========================== g_hCvarsList[CVAR_CLASSES_SPAWN] = CreateConVar("zr_classes_spawn", "0", ""); // Old Desc: Classmenu is re-displayed every spawn (0: Disable) g_hCvarsList[CVAR_CLASSES_RANDOM] = CreateConVar("zr_classes_random", "0", ""); // Old Desc: A random class is assigned to each player every round. Overrides zr_classes_spawn and default classes. (0: Disable) g_hCvarsList[CVAR_CLASSES_DEFAULT_ZOMBIE] = CreateConVar("zr_classes_default_zombie", "random", ""); // Old Desc: Default zombie class selected for all players when they connect. Use \"random\" to select a random class, or blank to use class config defaults. g_hCvarsList[CVAR_CLASSES_DEFAULT_HUMAN] = CreateConVar("zr_classes_default_human", "random", ""); // Old Desc: g_hCvarsList[CVAR_CLASSES_DEFAULT_ADMIN] = CreateConVar("zr_classes_default_admin", "random", ""); // Old Desc: Default admin-only class selected for admins when they connect. Use \"random\" to select a random class, or blank to use class config defaults. g_hCvarsList[CVAR_CLASSES_FILE] = CreateConVar("zr_classes_file", "configs/zr/playerclasses.txt", ""); // Old Desc: Class data file to read from, in Valves key/values format. The path is relative to the \"sourcemod\" folder. // =========================== // Weapons (core) // =========================== // General g_hCvarsList[CVAR_WEAPONS] = CreateConVar("zr_weapons", "1", ""); // Note make config file cvar. // Note this disables restrict submodule. // Restrict g_hCvarsList[CVAR_WEAPONS_RESTRICT] = CreateConVar("zr_weapons_restrict", "1", ""); // Note make config file cvar. // Market Handler g_hCvarsList[CVAR_WEAPONS_ZMARKET_BUYZONE] = CreateConVar("zr_weapons_zmarket_buyzone", "1", ""); // Old Desc: Must be in buyzone to access !zmarket, if Market is installed (0: Can be used anywhere) // =========================== // Hitgroups (core) // =========================== g_hCvarsList[CVAR_HITGROUPS] = CreateConVar("zr_hitgroups", "1", ""); // Note make config file cvar. // =========================== // Round End (core) // =========================== g_hCvarsList[CVAR_ROUNDEND_OVERLAY] = CreateConVar("zr_roundend_overlay", "1", ""); // Old Desc: Shows an overlay to all clients when a team wins. (0: Disable) g_hCvarsList[CVAR_ROUNDEND_OVERLAY_HUMAN] = CreateConVar("zr_roundend_overlays_human", "overlays/zr/humans_win"); // Old Desc: overlays/zr/humans_win", "Path to \"humans win\" overlay g_hCvarsList[CVAR_ROUNDEND_OVERLAY_ZOMBIE] = CreateConVar("zr_roundend_overlays_zombie", "overlays/zr/zombies_win", ""); // Old Desc: Path to \"zombies win\" overlay // =========================== // Infect (core) // =========================== g_hCvarsList[CVAR_INFECT_MZOMBIE_RATIO] = CreateConVar("zr_infect_mzombie_ratio", "5", ""); g_hCvarsList[CVAR_INFECT_MZOMBIE_RESPAWN] = CreateConVar("zr_infect_mzombie_respawn", "0", ""); g_hCvarsList[CVAR_INFECT_SPAWNTIME_MIN] = CreateConVar("zr_infect_spawntime_min", "30.0", ""); g_hCvarsList[CVAR_INFECT_SPAWNTIME_MAX] = CreateConVar("zr_infect_spawntime_max", "50.0", ""); g_hCvarsList[CVAR_INFECT_CONSECUTIVE_BLOCK] = CreateConVar("zr_infect_consecutive_block", "1", ""); // Effects g_hCvarsList[CVAR_INFECT_FIREBALL] = CreateConVar("zr_infect_fireball", "1", ""); g_hCvarsList[CVAR_INFECT_SMOKE] = CreateConVar("zr_infect_smoke", "1", ""); g_hCvarsList[CVAR_INFECT_SPARKS] = CreateConVar("zr_infect_sparks", "1", ""); g_hCvarsList[CVAR_INFECT_SOUND] = CreateConVar("zr_infect_sound", "npc/fast_zombie/fz_scream1.wav", ""); g_hCvarsList[CVAR_INFECT_ESPLASH] = CreateConVar("zr_infect_esplash", "1", ""); g_hCvarsList[CVAR_INFECT_SHAKE] = CreateConVar("zr_infect_shake", "1", ""); g_hCvarsList[CVAR_INFECT_SHAKE_AMP] = CreateConVar("zr_infect_shake_amp", "15.0", ""); g_hCvarsList[CVAR_INFECT_SHAKE_FREQUENCY] = CreateConVar("zr_infect_shake_frequency", "1.0", ""); g_hCvarsList[CVAR_INFECT_SHAKE_DURATION] = CreateConVar("zr_infect_shake_duration", "5.0", ""); // =========================== // Damage (core) // =========================== // Hitgroup Damage g_hCvarsList[CVAR_DAMAGE_HITGROUPS] = CreateConVar("zr_damage_hitgroups", "1", ""); // Block Damage Types g_hCvarsList[CVAR_DAMAGE_BLOCK_FF] = CreateConVar("zr_damage_block_ff", "1", ""); // note overrides mp_friendlyfire g_hCvarsList[CVAR_DAMAGE_BLOCK_BLAST] = CreateConVar("zr_damage_block_blast", "1", ""); // Suicide Intercept g_hCvarsList[CVAR_DAMAGE_SUICIDE_ZOMBIE] = CreateConVar("zr_damage_suicide_zombie", "1", ""); // Old Desc: Intercept human suicide attempts. g_hCvarsList[CVAR_DAMAGE_SUICIDE_HUMAN] = CreateConVar("zr_damage_suicide_human", "1", ""); // Old Desc: Intercept zombie suicide attempts. g_hCvarsList[CVAR_DAMAGE_SUICIDE_CMDS] = CreateConVar("zr_damage_suicide_cmds", "kill, spectate, jointeam", ""); // Old Desc: List of suicide commands to intercept. (Delimited by \", \" // =========================== // Account (module) // =========================== g_hCvarsList[CVAR_ACCOUNT_CASHFILL] = CreateConVar("zr_account_cashfill", "1", ""); // Old Desc: Enable the mod to set the players cash to zr_cashamount (0: Disabled) g_hCvarsList[CVAR_ACCOUNT_CASHFILL_VALUE] = CreateConVar("zr_account_cashfill_value", "12000", ""); // Old Desc: How much money players will have when they spawn when zr_cashfill is 1 // =========================== // Visual Effects (module) // =========================== // Lightstyle g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE] = CreateConVar("zr_veffects_lightstyle", "0", ""); g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE_VALUE] = CreateConVar("zr_veffects_lightstyle_value", "a", ""); // Sky g_hCvarsList[CVAR_VEFFECTS_SKY] = CreateConVar("zr_veffects_sky", "1", ""); g_hCvarsList[CVAR_VEFFECTS_SKY_PATH] = CreateConVar("zr_veffects_sky_path", "sky_fake_white.vmt", ""); // Fog g_hCvarsList[CVAR_VEFFECTS_FOG] = CreateConVar("zr_veffects_fog", "0", ""); // NOTE DISABLE. SOURCEMOD DOESNT SUPPORT THIS YET. g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE] = CreateConVar("zr_veffects_fog_override", "0", ""); // NOTE DISABLE. SOURCEMOD DOESNT SUPPORT THIS YET. g_hCvarsList[CVAR_VEFFECTS_FOG_PCOLOR] = CreateConVar("zr_veffects_fog_pcolor", "255 255 255", ""); g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR] = CreateConVar("zr_veffects_fog_scolor", "255 255 255", ""); g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY] = CreateConVar("zr_veffects_fog_density", "0.8", ""); g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST] = CreateConVar("zr_veffects_fog_startdist", "0", ""); g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST] = CreateConVar("zr_veffects_fog_enddist", "400", ""); g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ] = CreateConVar("zr_veffects_fog_farz", "2000", ""); // =========================== // Sound Effects (module) // =========================== // Zombie Sounds g_hCvarsList[CVAR_SEFFECTS_MOAN] = CreateConVar("zr_seffects_moan", "30", ""); // Old Desc: How often, in seconds, a zombie moans (0: Disable) g_hCvarsList[CVAR_SEFFECTS_GROAN] = CreateConVar("zr_seffects_groan", "5", ""); // Old Desc: Chance factor a zombie will groan when shot (Lower: More often, 0: Disable) g_hCvarsList[CVAR_SEFFECTS_DEATH] = CreateConVar("zr_seffects_death", "1", ""); // Old Desc: Zombie will emit a death sound when killed (0: Disable) // Ambient Sounds g_hCvarsList[CVAR_AMBIENTSOUNDS] = CreateConVar("zr_ambientsounds", "1", ""); // Old Desc: Enable creepy ambience to be played throughout the game (0: Disable) g_hCvarsList[CVAR_AMBIENTSOUNDS_FILE] = CreateConVar("zr_ambientsounds_file", "ambient/zr/zr_ambience.mp3", ""); // Old Desc: Path to ambient sound file that will be played throughout the game, when zr_ambience is 1 g_hCvarsList[CVAR_AMBIENTSOUNDS_LENGTH] = CreateConVar("zr_ambientsounds_length", "60.0", ""); // Old Desc: The length, in seconds, of the ambient sound file g_hCvarsList[CVAR_AMBIENTSOUNDS_VOLUME] = CreateConVar("zr_ambientsounds_volume", "1.0", ""); // Old Desc: Volume of ambient sounds when zr_ambience is 1 (0.0: Unhearable, 1.0: Max volume) // =========================== // Antistick (module) // =========================== g_hCvarsList[CVAR_ANTISTICK] = CreateConVar("zr_antistick", "1", ""); // Old Desc: Enable the anti-stick module, which will automatically unstick players stuck within each other. (0:Disable) g_hCvarsList[CVAR_ANTISTICK_INTERVAL] = CreateConVar("zr_antistick_interval", "0.5", ""); // Old Desc: How often, in seconds, the anti-stick module checks each player for being stuck. (1.0: Default) // =========================== // Knockback (module) // =========================== // (None) // =========================== // Spawn Protect (module) // =========================== g_hCvarsList[CVAR_SPAWNPROTECT] = CreateConVar("zr_spawnprotect", "1", ""); g_hCvarsList[CVAR_SPAWNPROTECT_TIME] = CreateConVar("zr_spawnprotect_time", "10", ""); // =========================== // Respawn (module) // =========================== g_hCvarsList[CVAR_RESPAWN] = CreateConVar("zr_respawn", "0", ""); // Old Desc: When player is killed, player will respawn g_hCvarsList[CVAR_RESPAWN_DELAY] = CreateConVar("zr_respawn_delay", "1", ""); // Old Desc: How long to wait after death to respawn, in seconds g_hCvarsList[CVAR_RESPAWN_ZOMBIE] = CreateConVar("zr_respawn_zombie", "1", ""); // Old Desc: Respawn player as zombie (0: Respawn as human) g_hCvarsList[CVAR_RESPAWN_ZOMBIE_WORLD] = CreateConVar("zr_respawn_zombie_world", "1", ""); // Old Desc: Respawn zombies as zombies if they were killed by the world, like elevators, doors and lasers. (0: Disable) // =========================== // Napalm (module) // =========================== // (None) // =========================== // ZHP (module) // =========================== g_hCvarsList[CVAR_ZHP] = CreateConVar("zr_zhp", "1", ""); // Old Desc: Allows clients to enable/disable zombie health display (1: On, 0: Off) g_hCvarsList[CVAR_ZHP_DEFAULT] = CreateConVar("zr_zhp_default", "1", ""); // Old Desc: The default value of zombie health display to new clients (1: On, 0: Off) // TO BE MODULIZED/RECODED. g_hCvarsList[CVAR_OVERLAY_REDISPLAY] = CreateConVar("zr_overlay_redisplay", "3", ""); // Old Desc: Frequency, in seconds, to display overlay on the client's screen (Never go below 0.1, 0.2 seems safe) g_hCvarsList[CVAR_ZVISION_ALLOW_DISABLE] = CreateConVar("zr_zvision_allow_disable", "1", ""); // Old Desc: Allow users to disable ZVision with their nightvision key (0: Disable) g_hCvarsList[CVAR_MENU_AUTOCLOSE] = CreateConVar("zr_menu_autoclose", "0", ""); // Old Desc: Automatically close menus on selection. If disabled the menu will remain open. g_hCvarsList[CVAR_ZSPAWN] = CreateConVar("zr_zspawn", "1", ""); // Old Desc: Allow players to spawn if they just joined the game (0: Disable) g_hCvarsList[CVAR_ZTELE] = CreateConVar("zr_tele", "1", ""); // Old Desc: Allow players to use the teleporter to get to spawn. (0: Disable) g_hCvarsList[CVAR_ZTELE_STARTUP_DELAY] = CreateConVar("zr_tele_startup_delay", "30", ""); // Old Desc: Number of seconds to wait before the teleporter is enabled (0: Always enabled) g_hCvarsList[CVAR_ZTELE_COOLDOWN] = CreateConVar("zr_tele_cooldown", "20", ""); // Old Desc: Number of seconds to wait before the teleporter can be used again, after a teleport. (0: Disable) g_hCvarsList[CVAR_ZTELE_HUMAN_DELAY] = CreateConVar("zr_tele_human_delay", "10", ""); // Old Desc: Teleport delay for humans. (0: No delay) g_hCvarsList[CVAR_ZTELE_HUMAN_LIMIT] = CreateConVar("zr_tele_human_limit", "3", ""); // Old Desc: Maximum number of teleports humans can do. (0: Humans can't use the teleporter. -1: Unlimited) g_hCvarsList[CVAR_ZTELE_ZOMBIE_DELAY] = CreateConVar("zr_tele_zombie_delay", "0", ""); // Old Desc: Teleport delay for zombies. (0: No delay) g_hCvarsList[CVAR_ZTELE_ZOMBIE_LIMIT] = CreateConVar("zr_tele_zombie_limit", "8", ""); // Old Desc: Maximum number of teleports zombies can do. (0: Zombies can't use the teleporter. -1: Unlimited) g_hCvarsList[CVAR_ZTELE_RESET_BUFFERS] = CreateConVar("zr_tele_reset_buffers", "1", ""); // Old Desc: Reset custom saved teleport locations on each round start. (0: Disable) g_hCvarsList[CVAR_ANTICAMP] = CreateConVar("zr_anticamp", "1", ""); // Old Desc: Enables or disables hurt volumes for preventing unfair camping. (0: Disable) g_hCvarsList[CVAR_ANTICAMP_UPDATE_INTERVAL] = CreateConVar("zr_anticamp_update_interval", "1", ""); // Old Desc: How often to update player locations (in seconds). // Auto-generate config file if it doesn't exist, then execute. AutoExecConfig(true, "zombiereloaded", "sourcemod/zombiereloaded"); } /** * Hook cvar changes. * * @param unhook If true, cvars will be unhooked, false to hook cvars. */ CvarsHook(bool:unhook = false) { // If unhook is true, then continue. if (unhook) { // Unhook all cvars. UnhookConVarChange(g_hAutoTeamBalance, CvarsHookLocked); UnhookConVarChange(g_hLimitTeams, CvarsHookLocked); UnhookConVarChange(g_hRestartGame, CvarsHookRestartGame); // Stop after unhooking cvars. return; } // Set locked cvars to their locked value. SetConVarInt(g_hAutoTeamBalance, CVARS_AUTOTEAMBALANCE_LOCKED); SetConVarInt(g_hLimitTeams, CVARS_LIMITTEAMS_LOCKED); // Hook cvar to prevent it from changing. HookConVarChange(g_hAutoTeamBalance, CvarsHookLocked); //HookConVarChange(hLimitTeams, CvarsHookLocked); HookConVarChange(g_hRestartGame, CvarsHookRestartGame); // Anticamp shtuff. (needs to be moved to anticamp if these hooks are necessary) HookConVarChange(g_hCvarsList[CVAR_ANTICAMP], AnticampHook); HookConVarChange(g_hCvarsList[CVAR_ANTICAMP_UPDATE_INTERVAL], UpdateIntervalHook); } /** * Cvar hook callback (mp_autoteambalance, mp_limitteams) * Prevents changes to cvar. * * @param convar The cvar handle. * @param oldvalue The value before the attempted change. * @param newvalue The new value. */ public CvarsHookLocked(Handle:cvar, const String:oldvalue[], const String:newvalue[]) { // If cvar is mp_autoteambalance, then continue. if (cvar == g_hAutoTeamBalance) { // Revert to locked value. SetConVarInt(g_hAutoTeamBalance, CVARS_AUTOTEAMBALANCE_LOCKED); // If log flag check fails, then don't log. if (LogCheckFlag(LOG_CORE_EVENTS, LOG_MODULE_CORE)) { LogMessageFormatted(-1, "Cvars", "Cvar Locked", "Cvar \"mp_autoteambalance\" was reverted back to \"CVARS_AUTOTEAMBALANCE_LOCKED\".", LOG_FORMAT_TYPE_FULL); } } // If cvar is mp_limitteams, then continue. else if (cvar == g_hLimitTeams) { // Revert to locked value. SetConVarInt(g_hLimitTeams, CVARS_LIMITTEAMS_LOCKED); // If log flag check fails, then don't log. if (LogCheckFlag(LOG_CORE_EVENTS, LOG_MODULE_CORE)) { LogMessageFormatted(-1, "Cvars", "Cvar Locked", "Cvar \"mp_limitteams\" was reverted back to \"CVARS_LIMITTEAMS_LOCKED\".", LOG_FORMAT_TYPE_FULL); } } } /** * Cvar hook callback (mp_restartgame) * Stops restart and just ends the round. * * @param convar The cvar handle. * @param oldvalue The value before the attempted change. * @param newvalue The new value. */ public CvarsHookRestartGame(Handle:cvar, const String:oldvalue[], const String:newvalue[]) { // Prevent round restart. SetConVarInt(cvar, 0); // If value was invalid or 0, then stop. new Float:delay = StringToFloat(newvalue); if (delay <= 0) { return; } // Terminate the round with restart time as delay. RoundEndRestart(delay); // If log flag check fails, then don't log. if (LogCheckFlag(LOG_CORE_EVENTS, LOG_MODULE_CORE)) { LogMessageFormatted(-1, "Cvars", "Restart Game", "\"mp_restartgame\" was caught and blocked, commencing round.", LOG_FORMAT_TYPE_FULL); } }