Added ClearSyncHud()
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@ -176,7 +176,7 @@ new t_sText[MAX_TEXT_LENGTH + 1] = ""
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new t_sName[MAX_NAME_LENGTH + 1] = ""
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new t_sWpn[MAX_WEAPON_LENGTH + 1] = ""
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new g_LastChannel[33] = {0, ...}
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new g_HudSync_EndRound
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//--------------------------------
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// Initialize
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@ -225,6 +225,8 @@ public plugin_init()
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// Init buffers and some global vars.
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g_sBuffer[0] = 0
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save_team_chatscore()
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g_HudSync_EndRound = CreateHudSyncObj()
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}
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public plugin_cfg()
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@ -262,9 +264,9 @@ public plugin_cfg()
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set_hudtype_killer(Float:fDuration)
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set_hudmessage(220, 80, 0, 0.05, 0.15, 0, 6.0, fDuration, (fDuration >= g_fHUDDuration) ? 1.0 : 0.0, 1.0, -1)
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set_hudtype_endround(id, Float:fDuration)
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set_hudtype_endround(Float:fDuration)
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{
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set_hudmessage(100, 200, 0, 0.05, 0.55, 0, 0.02, fDuration, (fDuration >= g_fHUDDuration) ? 1.0 : 0.0, 1.0, g_LastChannel[id])
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set_hudmessage(100, 200, 0, 0.05, 0.55, 0, 0.02, fDuration, (fDuration >= g_fHUDDuration) ? 1.0 : 0.0, 1.0)
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}
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set_hudtype_attacker(Float:fDuration)
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@ -831,8 +833,7 @@ show_roundend_hudstats(id, Float:fGameTime)
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// If round end timer is zero clear round end stats.
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if (g_fShowStatsTime == 0.0)
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{
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set_hudtype_endround(id, 0.05)
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show_hudmessage(id, "")
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ClearSyncHud(id, g_HudSync_EndRound)
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#if defined STATSX_DEBUG
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log_amx("Clear round end HUD stats for #%d", id)
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#endif
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@ -854,9 +855,8 @@ show_roundend_hudstats(id, Float:fGameTime)
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// Show stats only if more time left than coded minimum.
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if (fDuration >= HUD_MIN_DURATION)
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{
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g_LastChannel[id] = next_hudchannel(id)
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set_hudtype_endround(id, fDuration)
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show_hudmessage(id, "%s", g_sAwardAndScore)
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set_hudtype_endround(fDuration)
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ShowSyncHudMsg(id, g_HudSync_EndRound, "%s", g_sAwardAndScore)
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#if defined STATSX_DEBUG
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log_amx("Show %1.2fs round end HUD stats for #%d", fDuration, id)
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#endif
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@ -1679,7 +1679,6 @@ public client_connect(id)
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g_izKilled[id][KILLED_KILLER_STATSFIX] = 0
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g_izShowStatsFlags[id] = 0 // Clear all flags
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g_fzShowUserStatsTime[id] = 0.0
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g_LastChannel[id] = 0
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return PLUGIN_CONTINUE
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}
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@ -946,9 +946,21 @@ native CreateHudSyncObj(num=0, ...);
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* it proceeds to write another. It will only do this in the case
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* of that channel not having been cleared already.
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* Target can be 0 for all players or 1-get_maxplayers().
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* You must use set_hudmessage, although the channel parameter is
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* entirely ignored.
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*/
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native ShowSyncHudMsg(target, syncObj, const fmt[], ...);
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/**
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* Clears the display on a HudSync Object. This is essentially the same
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* thing as: ShowSyncHudMsg(x, y, ""), except doing that would send
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* out two messages and use up another channel. This re-uses the last
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* channel and clears it at the same time.
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* Note: for this you do not have to use set_hudmessage().
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* Note: target can be 0 for all players.
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*/
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native ClearSyncHud(target, syncObj);
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//no
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native int3();
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