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https://github.com/shavitush/bhoptimer.git
synced 2025-12-06 18:08:26 +00:00
Added new default zone sprite. (#462)
Also made the zone creation preview sprite more translucent and the grid snap beam white.
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6
materials/shavit/zone_beam.vmt
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6
materials/shavit/zone_beam.vmt
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@ -0,0 +1,6 @@
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"Sprite"
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{
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"$spriteorientation" "vp_parallel"
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"$spriteorigin" "[ 0.50 0.50 ]"
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"$basetexture" "shavit/zone_beam"
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}
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BIN
materials/shavit/zone_beam.vtf
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BIN
materials/shavit/zone_beam.vtf
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Binary file not shown.
@ -1822,13 +1822,13 @@ public Action Timer_DrawEverything(Handle Timer)
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return Plugin_Continue;
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return Plugin_Continue;
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}
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}
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int[] GetZoneColors(int type)
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int[] GetZoneColors(int type, int customalpha = 0)
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{
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{
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int colors[4];
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int colors[4];
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colors[0] = gA_ZoneSettings[type][iRed];
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colors[0] = gA_ZoneSettings[type][iRed];
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colors[1] = gA_ZoneSettings[type][iGreen];
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colors[1] = gA_ZoneSettings[type][iGreen];
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colors[2] = gA_ZoneSettings[type][iBlue];
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colors[2] = gA_ZoneSettings[type][iBlue];
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colors[3] = gA_ZoneSettings[type][iAlpha];
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colors[3] = (customalpha > 0)? customalpha:gA_ZoneSettings[type][iAlpha];
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return colors;
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return colors;
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}
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}
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@ -1881,10 +1881,12 @@ public Action Timer_Draw(Handle Timer, any data)
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float points[8][3];
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float points[8][3];
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points[0] = gV_Point1[client];
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points[0] = gV_Point1[client];
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points[7] = origin;
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points[7] = origin;
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CreateZonePoints(points, gF_Offset);
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CreateZonePoints(points, gF_Offset);
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DrawZone(points, GetZoneColors(gI_ZoneType[client]), 0.1, gA_ZoneSettings[gI_ZoneType[client]][fWidth], false, origin);
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// This is here to make the zone setup grid snapping be 1:1 to how it looks when done with the setup.
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origin = points[7];
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DrawZone(points, GetZoneColors(gI_ZoneType[client], 25), 0.1, gA_ZoneSettings[gI_ZoneType[client]][fWidth], false, origin);
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if(gI_ZoneType[client] == Zone_Teleport && !EmptyVector(gV_Teleport[client]))
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if(gI_ZoneType[client] == Zone_Teleport && !EmptyVector(gV_Teleport[client]))
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{
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{
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@ -1897,7 +1899,7 @@ public Action Timer_Draw(Handle Timer, any data)
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{
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{
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origin[2] -= gF_Height;
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origin[2] -= gF_Height;
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TE_SetupBeamPoints(vPlayerOrigin, origin, gI_BeamSprite, gI_HaloSprite, 0, 0, 0.1, 3.5, 3.5, 0, 0.0, {230, 83, 124, 175}, 0);
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TE_SetupBeamPoints(vPlayerOrigin, origin, gI_BeamSprite, gI_HaloSprite, 0, 0, 0.1, 1.0, 1.0, 0, 0.0, {255, 255, 255, 230}, 0);
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TE_SendToAll(0.0);
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TE_SendToAll(0.0);
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}
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}
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