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https://github.com/YGGverse/hlsdk-portable.git
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Replace magic numbers, Put changes under cvar
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@ -31,6 +31,7 @@ cvar_t friendlyfire = { "mp_friendlyfire","0", FCVAR_SERVER };
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cvar_t falldamage = { "mp_falldamage","0", FCVAR_SERVER };
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cvar_t weaponstay = { "mp_weaponstay","0", FCVAR_SERVER };
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cvar_t selfgauss = { "mp_selfgauss", "1", FCVAR_SERVER };
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cvar_t chargerfix = { "mp_chargerfix", "0", FCVAR_SERVER };
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cvar_t satchelfix = { "mp_satchelfix", "0", FCVAR_SERVER };
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cvar_t forcerespawn = { "mp_forcerespawn","1", FCVAR_SERVER };
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cvar_t flashlight = { "mp_flashlight","0", FCVAR_SERVER };
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@ -471,6 +472,7 @@ void GameDLLInit( void )
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CVAR_REGISTER( &falldamage );
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CVAR_REGISTER( &weaponstay );
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CVAR_REGISTER( &selfgauss );
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CVAR_REGISTER( &chargerfix );
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CVAR_REGISTER( &satchelfix );
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CVAR_REGISTER( &forcerespawn );
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CVAR_REGISTER( &flashlight );
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@ -28,6 +28,7 @@ extern cvar_t friendlyfire;
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extern cvar_t falldamage;
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extern cvar_t weaponstay;
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extern cvar_t selfgauss;
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extern cvar_t chargerfix;
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extern cvar_t satchelfix;
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extern cvar_t forcerespawn;
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extern cvar_t flashlight;
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@ -26,6 +26,8 @@
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#include "saverestore.h"
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#include "skill.h"
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#include "gamerules.h"
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#include "weapons.h"
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#include "game.h"
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class CRecharge : public CBaseToggle
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{
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@ -116,7 +118,7 @@ void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE use
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}
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// if the player doesn't have the suit, or there is no juice left, make the deny noise
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if( ( m_iJuice <= 0 ) || ( !( pActivator->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) || ( pActivator->pev->armorvalue == 100 ) )
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if( ( m_iJuice <= 0 ) || ( !( pActivator->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) || ( chargerfix.value ) && ( pActivator->pev->armorvalue == MAX_NORMAL_BATTERY ) )
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{
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if( m_flSoundTime <= gpGlobals->time )
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{
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@ -22,6 +22,7 @@
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#include "player.h"
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#include "items.h"
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#include "gamerules.h"
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#include "game.h"
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extern int gmsgItemPickup;
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@ -187,7 +188,7 @@ void CWallHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u
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}
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// if the player doesn't have the suit, or there is no juice left, make the deny noise
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if( ( m_iJuice <= 0 ) || ( !( pActivator->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) || ( pActivator->pev->health == 100 ) )
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if( ( m_iJuice <= 0 ) || ( !( pActivator->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) || ( chargerfix.value ) && ( pActivator->pev->health >= pActivator->pev->max_health ) )
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{
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if( m_flSoundTime <= gpGlobals->time )
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{
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