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synced 2025-12-07 10:28:26 +00:00
increase zone life to help with flickering with a lot of zones
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05d50babf4
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@ -288,7 +288,7 @@ public void OnPluginStart()
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gH_Forwards_StageMessage = CreateGlobalForward("Shavit_OnStageMessage", ET_Event, Param_Cell, Param_Cell, Param_String, Param_Cell);
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// cvars and stuff
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gCV_Interval = new Convar("shavit_zones_interval", "1.0", "Interval between each time a mapzone is being drawn to the players.", 0, true, 0.5, true, 5.0);
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gCV_Interval = new Convar("shavit_zones_interval", "1.0", "Interval between each time a mapzone is being drawn to the players.", 0, true, 0.25, true, 5.0);
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gCV_TeleportToStart = new Convar("shavit_zones_teleporttostart", "1", "Teleport players to the start zone on timer restart?\n0 - Disabled\n1 - Enabled", 0, true, 0.0, true, 1.0);
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gCV_TeleportToEnd = new Convar("shavit_zones_teleporttoend", "1", "Teleport players to the end zone on sm_end?\n0 - Disabled\n1 - Enabled", 0, true, 0.0, true, 1.0);
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gCV_UseCustomSprite = new Convar("shavit_zones_usecustomsprite", "1", "Use custom sprite for zone drawing?\nSee `configs/shavit-zones.cfg`.\n0 - Disabled\n1 - Enabled", 0, true, 0.0, true, 1.0);
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@ -3057,7 +3057,7 @@ public Action Timer_DrawEverything(Handle Timer)
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{
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DrawZone(gV_MapZones_Visual[i],
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GetZoneColors(type, track),
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RoundToCeil(float(gI_MapZones) / iMaxZonesPerFrame) * gCV_Interval.FloatValue,
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RoundToCeil(float(gI_MapZones) / iMaxZonesPerFrame + 1.0) * gCV_Interval.FloatValue,
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gA_ZoneSettings[type][track].fWidth,
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gA_ZoneSettings[type][track].bFlatZone,
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gV_ZoneCenter[i],
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@ -3207,7 +3207,7 @@ void DrawZone(float points[8][3], int color[4], float life, float width, bool fl
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float eyes[3];
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GetClientEyePosition(i, eyes);
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if(GetVectorDistance(eyes, center) <= 1024.0 ||
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if(GetVectorDistance(eyes, center) <= 2048.0 ||
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(TR_TraceRayFilter(eyes, center, MASK_PLAYERSOLID, RayType_EndPoint, TraceFilter_World) && !TR_DidHit()))
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{
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clients[count++] = i;
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