Alright, uploaded a changed version.
Default the plugin will be on. All changeable variables will be set on map start.
Only sm_swm_seteffects updates during gameplay.
Some notes: You need to save the swm_effects file in the correct location, or plugin will start a failstate.
No need to set the effects anymore when the plugin has started. It now saves them.
Unidentified weapons (for example, kills using a custom point_hurt) will default to the crowbar weapon.
Effects can stack, but will also overwrite on certain parts.
A slow effect followed by a stop effect will completely remove the slow effect.
Vice versa aswell.
But a slow effect and a fly effect won't allow you to go fly at normal speed. You'll have the flying ability, but the speed of slow will still be applied. Your color will be of the latest applied effect. As will your screen effect.
I made it this way to allow some interesting tactics to sprout.
One bug I foresee right now is quickswitching.
Weapons with a delayed effect (slams, grenades) will have the effects of the weapons equipped at the time of damage, not of the weapon used.
This is due to player_hurt not having the weapon event variable.
And I didn't want to have a SdkHooks dependency on such a small plugin.
Edit: I know it has one warning: Attacker never used, but I left this variable in for future compatibility/expanding. At one point, I might've added an effect on the shooter rather than the hurtee
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