Quote:
Originally Posted by yokomo
This is EN forum so speak English can?
Bug report:
* When i turn someone into nemesis during "zp_gamemode_delay" it will become a normal round instead of Nemesis round and follow with gamemod set by plugin (it mean 1 nemesis+gamemod).
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I think the problem lies here (zp50_class_nemesis.sma) :
Code:
public zp_fw_core_infect_post(id, attacker)
{
// Apply Nemesis attributes?
if (!flag_get(g_IsNemesis, id))
return;
// Health
if (get_pcvar_num(cvar_nemesis_health) == 0)
set_user_health(id, get_pcvar_num(cvar_nemesis_base_health) * GetAliveCount())
else
set_user_health(id, get_pcvar_num(cvar_nemesis_health))
// Gravity
set_user_gravity(id, get_pcvar_float(cvar_nemesis_gravity))
// Speed
cs_set_player_maxspeed_auto(id, get_pcvar_float(cvar_nemesis_speed))
// Apply nemesis player model
new player_model[PLAYERMODEL_MAX_LENGTH]
ArrayGetString(g_models_nemesis_player, random_num(0, ArraySize(g_models_nemesis_player) - 1), player_model, charsmax(player_model))
cs_set_player_model(id, player_model)
// Apply nemesis claw model
new model[MODEL_MAX_LENGTH]
ArrayGetString(g_models_nemesis_claw, random_num(0, ArraySize(g_models_nemesis_claw) - 1), model, charsmax(model))
cs_set_player_view_model(id, CSW_KNIFE, model)
// Nemesis glow
if (get_pcvar_num(cvar_nemesis_glow))
set_user_rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
// Nemesis aura task
if (get_pcvar_num(cvar_nemesis_aura))
set_task(0.1, "nemesis_aura", id+TASK_AURA, _, _, "b")
}
MeRcyLeZZ forgot to add support for the first nemesis
It should be :
Code:
public zp_fw_core_infect_post
(id, attacker
)
{
// Apply Nemesis attributes?
if (!flag_get
(g_IsNemesis, id
))
return;
// Health
if (get_pcvar_num(cvar_nemesis_health
) ==
0)
set_user_health
(id,
get_pcvar_num(cvar_nemesis_base_health
) * GetAliveCount
())
else
set_user_health
(id,
get_pcvar_num(cvar_nemesis_health
))
// Gravity
set_user_gravity
(id,
get_pcvar_float(cvar_nemesis_gravity
))
// Speed
cs_set_player_maxspeed_auto
(id,
get_pcvar_float(cvar_nemesis_speed
))
// Apply nemesis player model
new player_model
[PLAYERMODEL_MAX_LENGTH
]
ArrayGetString
(g_models_nemesis_player,
random_num(0, ArraySize
(g_models_nemesis_player
) -
1), player_model, charsmax
(player_model
))
cs_set_player_model
(id, player_model
)
// Apply nemesis claw model
new model
[MODEL_MAX_LENGTH
]
ArrayGetString
(g_models_nemesis_claw,
random_num(0, ArraySize
(g_models_nemesis_claw
) -
1), model, charsmax
(model
))
cs_set_player_view_model
(id, CSW_KNIFE, model
)
// Nemesis glow
if (get_pcvar_num(cvar_nemesis_glow
))
set_user_rendering
(id, kRenderFxGlowShell,
255,
0,
0, kRenderNormal,
25)
// Nemesis aura task
if (get_pcvar_num(cvar_nemesis_aura
))
set_task(0.1,
"nemesis_aura", id+TASK_AURA, _, _,
"b")
// First nemesis ? Then start our gamemode
if (zp_gamemodes_get_current == ZP_NO_GAME_MODE && GetNemesisCount() == 1)
zp_gamemodes_start(zp_gamemodes_get_id("Nemesis Mode"))
}
And then this should be editted in zp50_gamemode_nemesis
Code:
public zp_fw_gamemodes_start()
{
// Turn player into nemesis
zp_class_nemesis_set(g_TargetPlayer)
....
}
->
Code:
public zp_fw_gamemodes_start()
{
// Turn player into nemesis if no nemesis has been chosen yet.
if (GetNemesisCount() != 1) zp_class_nemesis_set(g_TargetPlayer)
....
}
Although this is just a temporary fix, and he will come up with a much better one.
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