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
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@ -134,7 +134,7 @@ public Action:Timer_FireBomb(Handle:timer, any:client)
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new Float:vec[3];
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GetClientEyePosition(client, vec);
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if (g_FireBombTracker[client] > 1)
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if (g_FireBombTracker[client] > 0)
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{
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new color;
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@ -201,7 +201,7 @@ public Action:Timer_FreezeBomb(Handle:timer, any:client)
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new Float:vec[3];
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GetClientEyePosition(client, vec);
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if (g_FreezeBombTracker[client] > 1)
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if (g_FreezeBombTracker[client] > 0)
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{
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new color;
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@ -267,9 +267,6 @@ public Action:Timer_FreezeBomb(Handle:timer, any:client)
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continue;
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}
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//stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
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// Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
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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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TE_SendToAll();
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@ -384,7 +381,7 @@ public MenuHandler_Freeze(Handle:menu, MenuAction:action, param1, param2)
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/* Re-draw the menu if they're still valid */
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if (IsClientInGame(param1) && !IsClientInKickQueue(param1))
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{
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DisplayFreezeBombMenu(param1);
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DisplayFreezeMenu(param1);
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}
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}
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}
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@ -125,7 +125,7 @@ public Action:Timer_TimeBomb(Handle:timer, any:client)
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new Float:vec[3];
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GetClientEyePosition(client, vec);
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if (g_TimeBombTracker[client] > 1)
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if (g_TimeBombTracker[client] > 0)
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{
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new color;
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