1
1
/*
2
+ 1.4.0
3
+ Additions and improvements:
4
+ Infected players with symptoms can now pickup healthkit
5
+ Healthkit is now suspends infection
6
+ Player disconnection now affets zombie lives
7
+ Increased flashlight consumption rate
8
+ Bots no longer affect items respawn
9
+ Reduced respawn control range for not visible items
10
+ Added bodyindex property to Character API
11
+ Added inherit property to Characters API
12
+ Reduced weapon drop velocity
13
+ Force disable minmodels
14
+ Added weapon_crowbar entity
15
+ Updated humans win message
16
+ Increased duration for win message screen fade effect
17
+ Improved team menu
18
+ Added plugin to fix and improve bots behavior
19
+
20
+ Cvars:
21
+ Added zp_healthkit_suspend_infection cvar
22
+
23
+ Fixes:
24
+ Fixed weaponbox cleanup
25
+ Fixed a bug when weapons overflow entities storage
26
+ Grenades can no longer be dropped at the start of a throw
27
+ Fixed melee hit detection
28
+ Fixed respawn task for spectators
29
+ Fixed respawn hints
30
+ Fixed infected attribute updating
31
+ Fixed weapon animations for spectators
32
+ Fixed crosshair for spectators
33
+ Fixed team info for spectators
34
+ Fixed game messages on zpo_contingency map
35
+
2
36
1.3.0
3
37
Additions and improvements:
4
38
Removed default pain sound
@@ -81,16 +115,21 @@ native bool:ZP_Player_IsInfected(pPlayer);
81
115
native bool: ZP_Player_IsTransforming (pPlayer);
82
116
native bool: ZP_Player_IsPartialZombie (pPlayer);
83
117
native ZP_Player_SetInfected (pPlayer, bool: bValue, pInfector = 0 );
118
+ native ZP_Player_GetInfector (pPlayer);
84
119
native bool: ZP_Player_SetCharacter (pPlayer, const szCharacter[]);
85
120
86
121
forward ZP_Fw_PlayerJoined (pPlayer);
87
122
forward ZP_Fw_PlayerPanic (pPlayer);
88
123
forward ZP_Fw_PlayerZombieVision (pPlayer, bool: bValue);
89
- forward ZP_Fw_Player_AimItem (pPlayer, pItem);
124
+ forward ZP_Fw_PlayerAimItem (pPlayer, pItem);
90
125
forward ZP_Fw_PlayerInfected (pPlayer, pInfector);
126
+ forward ZP_Fw_PlayerCured (pPlayer);
91
127
forward ZP_Fw_PlayerTransformationDeath (pPlayer);
92
128
forward ZP_Fw_PlayerTransformed (pPlayer);
93
129
forward ZP_Fw_PlayerEquiped (pPlayer);
130
+ forward ZP_Fw_PlayerSpeedUpdated (pPlayer);
131
+ forward ZP_Fw_PlayerCharacterUpdated (pPlayer);
132
+ forward ZP_Fw_PlayerModelUpdated (pPlayer);
94
133
95
134
// Player inventory
96
135
@@ -102,6 +141,8 @@ native ZP_Player_SetAmmo(pPlayer, const szAmmo[], iValue);
102
141
native ZP_Player_AddAmmo (pPlayer, const szAmmo[], iValue);
103
142
native ZP_Player_NextAmmo (pPlayer);
104
143
native ZP_Player_DropAmmo (pPlayer);
144
+ native ZP_Player_GetSelectedAmmo (pPlayer);
145
+ native ZP_Player_SetSelectedAmmo (pPlayer, const szAmmo[]);
105
146
106
147
// Weapons
107
148
@@ -131,6 +172,11 @@ native ZP_GameRules_DispatchWin(iTeam);
131
172
native ZP_GameRules_CanItemRespawn (pItem);
132
173
native ZP_GameRules_IsCompetitive ();
133
174
175
+ forward ZP_Fw_NewRound ();
176
+ forward ZP_Fw_RoundStarted ();
177
+ forward ZP_Fw_RoundEnd (iWinnerTeam);
178
+ forward ZP_Fw_ZombieLivesChanged (iLives);
179
+
134
180
// Map Info
135
181
136
182
native ZP_ShowMapInfo (pPlayer);
0 commit comments