sm_revival_teamchange - Can a player be revived after a team change
sm_revival_no_end - Can a players be revived after a round end
sm_revival_enemy - Can a player revive the enemy (the revived player will change the team)
sm_revival_bar - Enable/disable progressbar
sm_revival_percent - Enable/disable save the percentage of reviving
sm_revival_effect - Enable/disable effect (circles) around to place of death
sm_revival_radius - Radius to respawn death player
sm_revival_time - The time after the death of the player, during which the revive is possible (0 - down to the end of the round)
sm_revival_countdown - Time for respawn in seconds
sm_revival_times - How many times can a player revive other players during the round (0 - unlimited)
sm_revival_reset - Reset counter of revived (for cvar 'sm_revival_times') at every: 0 - round, 1 - spawn
sm_revival_risings - How many times can a player will revived by other players during the round (0 - unlimited)
sm_revival_noblock_time - Noblocking time after respawn (set at 0 if you have any noblock plugin)
sm_revival_health_cost - Need's health to respawn (if value is less than 0, then this value will be added to the reviver)
sm_revival_maxhealth - The maximum amount of health that a reviver can receive for reviving players (0 - disable limit)
sm_revival_death - Can a player revive others if he have less HP than needed for reviving
sm_revival_health - How many HP will get revived player
sm_revival_frag - Give x frags to the player for revived teammate
sm_revival_rip - Disallow the revival of the players killed: 1 - in the head, 2 - with a knife, 3 - in the head or with a knife.
sm_revival_balance - The difference in the number of live players of the teams, at which player can revive allies (-1 - disable restriction)
sm_revival_soundpath - This sound playing after reviving (empty string = disabled)
sm_revival_nodmg_time - No damage recive time after respawn (set at 0.0 if you have any spawn protect plugin)
sm_revival_crouch - Crouch a revived player for a split second to avoid getting stuck in a space with a low height
sm_revival_color_t - T death mark color. Wrong color code = red
*Set by HEX (RGB or RRGGBB, values 0 - F or 00 - FF, resp., any register).
sm_revival_color_ct - CT death mark color. Wrong color code = blue
sm_revival_color_any - Any death team mark color (sm_revival_enemy = 1). Wrong color code = green
sm_revival_best - Show TOPx revivers at round end (0 - disable)
sm_revival_worst - Show AntiTOPx revivers at round end (0 - disable)
sm_revival_mark_t - Path to the vmt-file in folder 'materials' for the T mark. Wrong or empty path = default mark.
sm_revival_mark_ct - Path to the vmt-file in folder 'materials' for the CT mark. Wrong or empty path = default mark.
sm_revival_mark_any - Path to the vmt-file in folder 'materials' for the Any mark. Wrong or empty path = default mark.
sm_revival_hud_x - HUD info position X (0.0 - 1.0 left to right or -1 for center)
sm_revival_hud_y - HUD info position Y (0.0 - 1.0 top to bottom or -1 for center)
sm_revival_hud_color - HUD info color. Set by HEX (RGB or RRGGBB, values 0 - F or 00 - FF, resp.). Wrong color code = green
sm_revival_hud_mode - Show additional info in the: 0 - chat only, 1 - HUD, 2 - KeyHint (not for CS:S v34)
sm_revival_together - Can more than 1 alive player try to revive a player at the same time (0 - 1 reviver per 1 dead player)
sm_revival_feed - Show revives in the killfeed to the: 1 - allies, 2 - enemies, 4 - spectators (all: 1+2+4 = 7).
sm_revival_last_man - Disable revives when only one player is alive on one of the teams
sm_revival_duel - Disable revives when both teams have one player alive
Natives & forward:
Code:
enum
{
RI_Revives, // How many times during this round the player reviveded others
RI_Revived, // How many times during this round the player was reviveded by others
RI_Target, // Player's current target for revive
RI_Percents // Progress in reviving the target
};
/**
* Getting current player information by selected type
*
* @param сlient Client index
* @param type Information type: RI_*
* @return Player information by selected type (-1 for wrong type)
* @error Invalid client index, client not connected, fake client or invalid information type.
*/
native int Revival_GetPlayerInfo(int сlient, int type);
/**
* Setting current player values of selected type
*
* @param сlient Client index
* @param type Information type: RI_*
* @param value Value of choosed type
* @error Invalid client index, client not connected, fake client, invalid information type or invalid value.
*/
native void Revival_SetPlayerInfo(int сlient, int type, int value);
/**
* Called when a client changed status.
*
* @param reviver Reviver index
* @param target Revive target index
* @param frags The number of frags that the reviver will receive
* @param diff_hp The amount by which the health of the reviver will be changed
* @param health The amount of health that the revival target will have (always > 0)
*/
forward void Revival_OnPlayerReviving(int reviver, int target, int &frags, int &diff_hp, int &health);
Starting from v1.0.7, the plugin supports text coloring in chat using tags: {DEFAULT}, {TEAM}, {GREEN}, {WHITE}, {RED}, {LIME}, {LIGHTGREEN}, {LIGHTRED}, {GRAY}, {LIGHTOLIVE}, {OLIVE}, {BLUEGREY}, {LIGHTBLUE}, {BLUE}, {PURPLE}, {LIGHTRED2}.
*Only the first 3 tags will be used in CSSv34, the rest will be removed from the text.
Can you make another setting, so player can spawn on last position when they died? need this great plugin for my deathmatch server with random spawn position.
arybagusoctora, players are always revives on the spot of their death.
If this is not the case, then some other plugin (deathmatch plugin) moves them after the revival.
arybagusoctora, players are always revives on the spot of their death.
If this is not the case, then some other plugin (deathmatch plugin) moves them after the revival.
its ok, plugin work as expected. my bad. thanks for your great plugin, i appreciated your hard work!
Last edited by arybagusoctora; 12-25-2018 at 07:51.