fixed the actual percentage to damage done and increase the percentage rates
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6ab0461bf8
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@ -104,22 +104,22 @@ public Action announce_zone_controlls(Handle hTimer)
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ct_control_percentage, "%", zm_control_percentage, "%", fought_percentage, "%");
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ct_control_percentage, "%", zm_control_percentage, "%", fought_percentage, "%");
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if (ct_control_percentage > 90)
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if (ct_control_percentage > 90)
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{
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{
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g_human_damage_addition = 50.0;
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g_human_damage_addition = 0.6;
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PrintToChatAll("CT controll over 90%s of zones. Applying 50%s extra damage", "%", "%");
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PrintToChatAll("CT controll over 90%s of zones. Applying 60%s extra damage", "%", "%");
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}
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}
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else if (ct_control_percentage > 70)
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else if (ct_control_percentage > 70)
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{
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{
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g_human_damage_addition = 30.0;
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g_human_damage_addition = 0.40;
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PrintToChatAll("CT controll over 70%s of zones. Applying 30%s extra damage", "%", "%");
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PrintToChatAll("CT controll over 70%s of zones. Applying 40%s extra damage", "%", "%");
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}
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}
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else if (ct_control_percentage > 50)
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else if (ct_control_percentage > 50)
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{
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{
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g_human_damage_addition = 10.0;
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g_human_damage_addition = 0.2;
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PrintToChatAll("CT controll over 50%s of zones. Applying 10%s extra damage", "%", "%");
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PrintToChatAll("CT controll over 50%s of zones. Applying 20%s extra damage", "%", "%");
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}
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}
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else
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else
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{
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{
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g_human_damage_addition = 1.0;
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g_human_damage_addition = 1.0; //indicating no damage buffs
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}
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}
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return Plugin_Handled;
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return Plugin_Handled;
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}
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}
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@ -131,10 +131,9 @@ public void OnClientPutInServer(int client)
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public Action OnTakeDamage(int client, int &attacker, int &inflictor, float &damage, int &damagetype)
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public Action OnTakeDamage(int client, int &attacker, int &inflictor, float &damage, int &damagetype)
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{
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{
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if (IsValidClient(attacker) && GetClientTeam(attacker) == CS_TEAM_CT && g_human_damage_addition > 1.0)
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if (IsValidClient(attacker) && GetClientTeam(attacker) == CS_TEAM_CT && g_human_damage_addition != 1.0)
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{
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{
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//value lower than 1.0 will reduce the actual damage.
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damage += (g_human_damage_addition * damage);
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damage *= g_human_damage_addition;
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return Plugin_Changed;
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return Plugin_Changed;
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}
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}
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return Plugin_Continue;
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return Plugin_Continue;
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