Fixed errors and missing effects caused by missing sprites on L4D2 (bug 4512, r=fyren).
This commit is contained in:
@@ -134,8 +134,11 @@ public Action:Timer_FireBomb(Handle:timer, any:value)
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}
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else
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{
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TE_SetupExplosion(vec, g_ExplosionSprite, 0.1, 1, 0, GetConVarInt(g_Cvar_FireBombRadius), 5000);
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TE_SendToAll();
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if (g_ExplosionSprite > -1)
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{
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TE_SetupExplosion(vec, g_ExplosionSprite, 0.1, 1, 0, GetConVarInt(g_Cvar_FireBombRadius), 5000);
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TE_SendToAll();
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}
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GetClientAbsOrigin(client, vec);
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vec[2] += 10;
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@@ -186,7 +186,15 @@ public Action:Timer_Freeze(Handle:timer, any:value)
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GetClientAbsOrigin(client, vec);
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vec[2] += 10;
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TE_SetupGlowSprite(vec, g_GlowSprite, 0.95, 1.5, 50);
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if (g_GlowSprite > -1)
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{
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TE_SetupGlowSprite(vec, g_GlowSprite, 0.95, 1.5, 50);
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}
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else
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{
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TE_SetupGlowSprite(vec, g_HaloSprite, 0.95, 1.5, 50);
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}
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TE_SendToAll();
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return Plugin_Continue;
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@@ -241,8 +249,11 @@ public Action:Timer_FreezeBomb(Handle:timer, any:value)
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}
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else
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{
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TE_SetupExplosion(vec, g_ExplosionSprite, 5.0, 1, 0, GetConVarInt(g_Cvar_FreezeBombRadius), 5000);
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TE_SendToAll();
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if (g_ExplosionSprite > -1)
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{
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TE_SetupExplosion(vec, g_ExplosionSprite, 5.0, 1, 0, GetConVarInt(g_Cvar_FreezeBombRadius), 5000);
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TE_SendToAll();
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}
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EmitAmbientSound(SOUND_BOOM, vec, client, SNDLEVEL_RAIDSIREN);
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@@ -275,7 +286,14 @@ public Action:Timer_FreezeBomb(Handle:timer, any:value)
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continue;
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}
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TE_SetupBeamPoints(vec, pos, g_BeamSprite2, g_HaloSprite, 0, 1, 0.7, 20.0, 50.0, 1, 1.5, blueColor, 10);
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if (g_BeamSprite2 > -1)
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{
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TE_SetupBeamPoints(vec, pos, g_BeamSprite2, g_HaloSprite, 0, 1, 0.7, 20.0, 50.0, 1, 1.5, blueColor, 10);
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}
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else
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{
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TE_SetupBeamPoints(vec, pos, g_BeamSprite, g_HaloSprite, 0, 1, 0.7, 20.0, 50.0, 1, 1.5, blueColor, 10);
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}
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TE_SendToAll();
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FreezeClient(i, GetConVarInt(g_Cvar_FreezeDuration));
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@@ -127,8 +127,11 @@ public Action:Timer_TimeBomb(Handle:timer, any:value)
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}
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else
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{
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TE_SetupExplosion(vec, g_ExplosionSprite, 5.0, 1, 0, GetConVarInt(g_Cvar_TimeBombRadius), 5000);
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TE_SendToAll();
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if (g_ExplosionSprite > -1)
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{
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TE_SetupExplosion(vec, g_ExplosionSprite, 5.0, 1, 0, GetConVarInt(g_Cvar_TimeBombRadius), 5000);
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TE_SendToAll();
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}
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EmitAmbientSound(SOUND_BOOM, vec, client, SNDLEVEL_RAIDSIREN);
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@@ -166,8 +169,12 @@ public Action:Timer_TimeBomb(Handle:timer, any:value)
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damage = RoundToFloor(damage * ((GetConVarFloat(g_Cvar_TimeBombRadius) - distance) / GetConVarFloat(g_Cvar_TimeBombRadius)));
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SlapPlayer(i, damage, false);
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TE_SetupExplosion(pos, g_ExplosionSprite, 0.05, 1, 0, 1, 1);
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TE_SendToAll();
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if (g_ExplosionSprite > -1)
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{
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TE_SetupExplosion(pos, g_ExplosionSprite, 0.05, 1, 0, 1, 1);
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TE_SendToAll();
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}
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/* ToDo
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new Float:dir[3];
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