PropSpawner: Small fix related to the channel used in ShowHudText

This commit is contained in:
Irineu
2026-09-12 16:19:33 -03:00
parent 9f711b0f71
commit fd9d6a864b
+9
View File
@@ -762,6 +762,13 @@ public Action OnPropTakeDamage(int victim, int &attacker, int &inflictor, float
void DisplayNotifyList() void DisplayNotifyList()
{ {
static int channel = -1; static int channel = -1;
static float lastDisplayTime = 0.0;
// Change the channel every once in a while, to avoid conflicts with the map's game_text entities
// (not really sure if sourcemod accounts for them when using -1 as channel but hopefully it does)
if ((GetEngineTime() - lastDisplayTime) > g_cvNotifyTimer.FloatValue)
channel = -1;
char text[255]; char text[255];
strcopy(text, sizeof(text), "Shooting Couch:\n"); strcopy(text, sizeof(text), "Shooting Couch:\n");
@@ -791,6 +798,8 @@ void DisplayNotifyList()
if (IsClientInGame(i)) if (IsClientInGame(i))
channel = ShowHudText(i, channel, text); channel = ShowHudText(i, channel, text);
} }
lastDisplayTime = GetEngineTime();
} }
void OnNotifyTimer(Handle timer, any data) void OnNotifyTimer(Handle timer, any data)