Fixed sm_freeze menu exit going to sm_freezebomb menu

Fixed countdown timer on bombs stopping at 2 seconds, now stops at 1 second like it should.

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401814
This commit is contained in:
Michael McKoy 2007-12-19 22:21:20 +00:00
parent 24db2b2597
commit 4d594bd4c7
3 changed files with 4 additions and 7 deletions

View File

@ -134,7 +134,7 @@ public Action:Timer_FireBomb(Handle:timer, any:client)
new Float:vec[3];
GetClientEyePosition(client, vec);
if (g_FireBombTracker[client] > 1)
if (g_FireBombTracker[client] > 0)
{
new color;

View File

@ -201,7 +201,7 @@ public Action:Timer_FreezeBomb(Handle:timer, any:client)
new Float:vec[3];
GetClientEyePosition(client, vec);
if (g_FreezeBombTracker[client] > 1)
if (g_FreezeBombTracker[client] > 0)
{
new color;
@ -267,9 +267,6 @@ public Action:Timer_FreezeBomb(Handle:timer, any:client)
continue;
}
//stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
// Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
TE_SetupBeamPoints(vec, pos, g_BeamSprite2, g_HaloSprite, 0, 1, 0.7, 20.0, 50.0, 1, 1.5, blueColor, 10);
TE_SendToAll();
@ -384,7 +381,7 @@ public MenuHandler_Freeze(Handle:menu, MenuAction:action, param1, param2)
/* Re-draw the menu if they're still valid */
if (IsClientInGame(param1) && !IsClientInKickQueue(param1))
{
DisplayFreezeBombMenu(param1);
DisplayFreezeMenu(param1);
}
}
}

View File

@ -125,7 +125,7 @@ public Action:Timer_TimeBomb(Handle:timer, any:client)
new Float:vec[3];
GetClientEyePosition(client, vec);
if (g_TimeBombTracker[client] > 1)
if (g_TimeBombTracker[client] > 0)
{
new color;