added that zombies HP is displayed
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155c8198a4
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@ -60,6 +60,8 @@ int g_iSoundIndexes;
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int g_iWeaponIndex;
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int g_iBotStuckCounts;
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int g_iLoadClassesIndex;
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int g_iHumanCount;
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int g_iZombieCount;
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float g_fKnockBackIndex[g_dIndexes + 1];
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float g_fJumpHeightIndex[g_dIndexes + 1];
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@ -1085,6 +1087,8 @@ public void OnClientDisconnect(int client)
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//----------------------------------------------------------------------------------------------------
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public void Event_roundStart(Handle event, const char[] name, bool dontBroadcast)
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{
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g_iHumanCount = 999;
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g_iZombieCount = 999;
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g_bRoundInProgress = false;
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g_bSwitchingIndex = true;
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CreateTimer(g_fSwitchingTimer, Timer_switchingModel, INVALID_HANDLE);
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@ -1848,6 +1852,8 @@ public Action UpdateWaveCount(int client)
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}
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g_iZMCount--;
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PrintHintTextToAll("Day %i: %s\nRemaining Zombies: %i\nHumans: %i\nZombies: %i", g_iWave, g_cDaysTitles[g_iWave - 1], g_iZMCount, humanCount, zombieCount);
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g_iHumanCount = humanCount;
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g_iZombieCount = zombieCount;
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}
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if (g_iZMCount == 0 && g_bRoundInProgress)
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{
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@ -1898,6 +1904,19 @@ public Action OnTakeDamage(int client, int &attacker, int &inflictor, float &dam
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return Plugin_Handled;
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else if (damagetype & DMG_FALL && g_bFallDamage[client])
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return Plugin_Handled;
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if (IsValidClient(attacker) && !IsFakeClient(attacker))
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{
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if (g_iHumanCount != 999) //very lazy fix so its not looking stupid at round start when no zombie died yet.
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{
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PrintHintText(attacker, "Zombie HP: %i\nDay %i: %s\nRemaining Zombies: %i\nHumans: %i\nZombies: %i",
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GetClientHealth(client) , g_iWave, g_cDaysTitles[g_iWave - 1], g_iZMCount, g_iHumanCount, g_iZombieCount);
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}
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else
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{
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PrintHintText(attacker, "Zombie HP: %i\nDay %i: %s\nRemaining Zombies: %i",
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GetClientHealth(client) , g_iWave, g_cDaysTitles[g_iWave - 1], g_iZMCount);
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}
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}
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if (IsValidClient(attacker) && g_fDamageMultiplier[attacker] != 1.0) //damage multiplier
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{
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//value lower than 1.0 will reduce the actual damage.
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