Yes, code needs a LOT of optimization, but it's only 1.0
Ammo changes:
Amount is amount of ammo being bought at once, not weapon clip amount or max weapon ammo. 228compact cost 50 -> 30
elites cost 20 -> 50
fiveseven amount 50 -> 20, cost 50 -> 20
scount amount 30 -> 10, cost 80 -> 25
m249 para amount 30 -> 50, cost 60 > 95
krieg 550 autosniper cost 60 -> 85
g3sg1 autosniper amount 30 -> 20
In 1.1 the following cvars will be present:
zp_cs_buytime_<submenu>_multiper - after buytime had passed all item's price in submenu will be multipled by a cvar value.
submenus are:
- pistol
- shotgun
- smgun
- rifle
- biggun
- grenades
- ammo
If buytime submenu multipler is 0 then, after buytime passed, players can't by anything from that submenu
Grenades will affect nades and flare price in any submenu, not affecting anything other.
Same about ammo.
I don't think human and zombie equipment (antibomb, antidote, zombie madness, infect gren) need afterbuytime multiplers...if you think they need, let me know.
zp_cs_income_cash_rate - for now it's a float constant set to 1.0, but in next version it will be a cvar.
When you deal damage to zombie you automatically earn damage*zp_cs_income_cash_rate money. If 0 - it's disabled.
Also it will be affected by zp_zombie_armor.
Known bug:
sometimes, when you kill zombie you get -300$ instead of +300$ - as the result, if you had more than 16000$ it resets to 16000.
When you buy anything same thing happends.
Will be fixed in 1.2
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