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COD: HitMarkers v1.7 [Updated April 29th 2021]


  
 
 
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DJEarthQuake
Veteran Member
Join Date: Jan 2014
Location: Astral planes
Old 01-21-2020 , 08:59   Re: COD: HitMarkers [First release: 16/01/2020]
Reply With Quote #11

Quote:
Originally Posted by Napoleon_be View Post
cvars are there to be changed immediatly, i won't be changing my code which will lead the plugin to require a map change in order for the cvars to change, even though that would optimize my code.
1 script again nice. It looks a lot cleaner. How many times do you predict admins to change the cvars per map?

Quote:
new gWeaponList = (1 << CSW_SCOUT) | (1 << CSW_AWP) | (1 << CSW_SG550) | (1 << CSW_G3SG1)
Code:
    if (get_pcvar_num(g_cvar_iHitSym) == 1 && CSW_ALL_SNIPERRIFLES & (1 << get_user_weapon(iInflictor)) ||

What is wrong with CSW_ALL_SNIPERRIFLES or Inflictor? gWeaponList is already defined with CSW_ALL_SNIPERRIFLES in cstrike_const.inc.

Code:
const CSW_ALL_SNIPERRIFLES = (1<<CSW_SCOUT | 1<<CSW_AWP   | 1<<CSW_G3SG1   | 1<<CSW_SG550);

Starting the color wheel at 10 instead of 0? It does not cause transparency. That's what alpha does. RGB all zeros is black.

Also I donated a matrices so if you want a 'spinner' for counter-strike it is there instead of this overly basic set of symbols that I only use on mods that cannot support real symbols like Counter-Strike.

I tested it last night. These are symbols off my weather plugin that were there for future use. Thank you again for sharing your X script as this was so much more fun than checking the weather!!
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