BossHP: Rework halt to boss specific instead of global.
Global would actually halt the entire plugin on first error. So this is more preferable.
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@ -902,14 +902,9 @@ public void OnGameFrame()
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if(!g_aBoss)
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return;
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static bool s_bRunningBossFrame = false;
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static bool s_bLastHudPrinted = false;
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g_sHUDText[0] = 0;
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if (!s_bRunningBossFrame)
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{
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s_bRunningBossFrame = true;
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for(int i = 0; i < g_aBoss.Length; i++)
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{
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CBoss Boss = g_aBoss.Get(i);
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@ -944,6 +939,11 @@ public void OnGameFrame()
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continue;
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}
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if(!Boss.bProcessing)
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{
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// Mark boss as processing, this will stay true on errors, preventing spam due to OnGameFrame otherwise constantly trying again.
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Boss.bProcessing = true;
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if(!BossProcess(Boss))
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{ // Delete Boss
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LogDebugMessage("Deleting boss %d (dead)", i);
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@ -958,6 +958,10 @@ public void OnGameFrame()
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g_aBoss.Erase(i);
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i--;
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}
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// Unmark Boss as processing.
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Boss.bProcessing = false;
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}
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}
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if(!IsVoteInProgress())
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@ -987,9 +991,6 @@ public void OnGameFrame()
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s_bLastHudPrinted = false;
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}
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}
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s_bRunningBossFrame = false;
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}
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}
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bool BossInit(CBoss _Boss)
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@ -10,6 +10,7 @@ methodmap CBoss < Basic
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Basic myclass = new Basic();
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myclass.SetHandle("dConfig", INVALID_HANDLE);
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myclass.SetBool("bProcessing", false);
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myclass.SetBool("bActive", false);
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myclass.SetBool("bShow", true);
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myclass.SetInt("iTemplateNum", -1);
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@ -34,6 +35,18 @@ methodmap CBoss < Basic
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}
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}
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property bool bProcessing
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{
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public get()
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{
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return this.GetBool("bProcessing");
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}
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public set(bool value)
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{
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this.SetBool("bProcessing", value);
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}
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}
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property bool bActive
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{
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public get()
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