mapvision fix

This commit is contained in:
INeedBots
2020-09-23 13:55:11 -06:00
parent 7c4bb2e8a8
commit 60cfeb84bb
7 changed files with 41 additions and 26 deletions

View File

@ -128,7 +128,7 @@ EMP_JamTeam( teamName, duration, delay, silent )
// however, if the client receives the previous visionset change in the same packet as this one,
// this will force them to lerp from the bright one to the normal one.
visionSetNaked( "coup_sunblind", 0 );
visionSetNaked( getDvar( "mapname" ), 3.0 );
visionSetNaked( getMapVision(), 3.0 );
}
level.teamEMPed[teamName] = true;
@ -183,7 +183,7 @@ EMP_JamPlayers( owner, duration, delay, silent )
// however, if the client receives the previous visionset change in the same packet as this one,
// this will force them to lerp from the bright one to the normal one.
visionSetNaked( "coup_sunblind", 0 );
visionSetNaked( getDvar( "mapname" ), 3.0 );
visionSetNaked( getMapVision(), 3.0 );
}
level notify ( "emp_update" );

View File

@ -751,9 +751,8 @@ clearRideIntro( delay )
wait( delay );
//self freezeControlsWrapper( false );
if ( !isDefined( level.nukeVisionInProgress ) )
self VisionSetNakedForPlayer( getDvar( "mapname" ), 0 );
self VisionSetNakedForPlayer( getMapVision(), 0 );
}
destroyOnEvents(elem)

View File

@ -84,10 +84,8 @@ onPlayerSpawned()
if(isDefined(level.moabXP[self.team]) || isDefined(level.moabXP[self.guid]))
self.xpScaler = 2;
if (isDefined(level.nukeVisionInProgress) && level.nukePermAftermath)
{
self visionSetNakedForPlayer( "aftermath", 0 );
}
if (isDefined(level.nukeVision))
self visionSetNakedForPlayer( level.nukeVision, 0 );
}
}
@ -355,11 +353,13 @@ nukeVision()
level endon ( "nuke_cancelled" );
level.nukeVisionInProgress = true;
visionSetNaked( "mpnuke", 3 );
level.nukeVision = "mpnuke";
visionSetNaked( level.nukeVision, 3 );
level waittill( "nuke_death" );
visionSetNaked( "mpnuke_aftermath", 5 );
level.nukeVision = "mpnuke_aftermath";
visionSetNaked( level.nukeVision, 5 );
if( level.NukeEndsGame )
{
@ -372,13 +372,17 @@ nukeVision()
if (level.nukePermAftermath)
{
visionSetNaked( "aftermath", 1 );
VisionSetPain("aftermath");
level.nukeVision = "aftermath";
visionSetNaked( level.nukeVision, 1 );
VisionSetPain( level.nukeVision );
}
else
{
level.nukeVision = undefined;
level.nukeVisionInProgress = undefined;
visionSetNaked( getDvar( "mapname" ), 10 );
visionSetNaked( getMapVision(), 10 );
}
}
}