sm-zombiereloaded-3/todo.txt

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* Zombie dont have fall damage (damage by player 0 = server should always work) -> make it a CVAR, so for example zombies can't kill themselfs on same maps by going through lasers.
---- CRITICAL/IMPORTANT ----
* FIXED -- fix spawn protection
players gets invisible, but not protected against zombies.
the array pProtect isn't used at all, just set to off and on.
* DONE -- classes.inc:GetClassKnockback
change class knockback to be a miltiplier of the default knockback (like the old ZR), not absolute values:
knockback = default * class knockback
---- LOW PRIORITY ----
* zombie.inc:KnockBack / cvars.inc
make cvar for shotgun/hegrenade knockback boost.
* make a admin command for reloading class data. useful when fine tuning knockback.
and even better, if worth it:
make admin commands for getting and setting each class knockback, like:
SetClassKnockback(classindex, knockback)
GetClassKnockback(classindex) - already there, just need to hook a admin command too
cvars.inc:EnableHook
another solution:
zr_enable: disable: a "round draw" occour, then it's regular cs.
enable: a new "round draw" occour and it's back.
not sure if classes are reloaded. if LoadClassData can be executed twice there's no problem.