Fixed detection mp_freeforall for regamedll.
Added missing addon entities for regamedll. Fixed bots keep adding to game event when there is now spawn points left on map. Reduced a little bot difficulty at higher levels.
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78b2cb968a
commit
5a7dbc2463
8 changed files with 110 additions and 30 deletions
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@ -28,6 +28,7 @@ Engine::Engine (void) {
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memset (m_arguments, 0, sizeof (m_arguments));
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memset (m_drawModels, 0, sizeof (m_drawModels));
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memset (m_spawnCount, 0, sizeof (m_spawnCount));
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m_cvars.clear ();
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}
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@ -69,6 +70,9 @@ void Engine::levelInitialize (void) {
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// this function precaches needed models and initialize class variables
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m_localEntity = nullptr;
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m_spawnCount[TEAM_COUNTER] = 0;
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m_spawnCount[TEAM_TERRORIST] = 0;
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// go thru the all entities on map, and do whatever we're want
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for (int i = 0; i < g_pGlobals->maxEntities; i++) {
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@ -101,6 +105,8 @@ void Engine::levelInitialize (void) {
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ent->v.rendermode = kRenderTransAlpha; // set its render mode to transparency
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ent->v.renderamt = 127; // set its transparency amount
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ent->v.effects |= EF_NODRAW;
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m_spawnCount[TEAM_COUNTER]++;
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}
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else if (strcmp (classname, "info_player_deathmatch") == 0) {
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g_engfuncs.pfnSetModel (ent, ENGINE_STR ("models/player/terror/terror.mdl"));
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@ -108,6 +114,8 @@ void Engine::levelInitialize (void) {
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ent->v.rendermode = kRenderTransAlpha; // set its render mode to transparency
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ent->v.renderamt = 127; // set its transparency amount
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ent->v.effects |= EF_NODRAW;
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m_spawnCount[TEAM_TERRORIST]++;
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}
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else if (strcmp (classname, "info_vip_start") == 0) {
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@ -1280,5 +1288,5 @@ float LightMeasure::getLightLevel (const Vector &point) {
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}
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float LightMeasure::getSkyColor (void) {
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return (sv_skycolor_r.flt () + sv_skycolor_g.flt () + sv_skycolor_b.flt ()) / 3;
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return sv_skycolor_r.flt () + sv_skycolor_g.flt () + sv_skycolor_b.flt ();
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}
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