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Basic MZ Selection + SetModel + Win Condition #127

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merged 17 commits into from
Dec 3, 2023

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EasterLee
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@@ -439,7 +439,8 @@ void ZR_CheckWinConditions(bool bCheckCT)

// didn't return early, all players on one or both teams are dead.
// 8: CT win; 9: T wins; 10: draw
g_pGameRules->TerminateRound(5.0, bCheckCT ? 9u : 8u);
g_pGameRules->TerminateRound(5.0, bCheckCT ? CSRoundEndReason::TerroristWin : CSRoundEndReason::CTWin);
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It's fine for now but later on with cvar support we should use mp_round_restart_delay here

@Vauff Vauff merged commit f6b8484 into Source2ZE:zombiereborn Dec 3, 2023
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xen-000 pushed a commit that referenced this pull request Dec 17, 2023
* basic knockback

* Update zombiereborn.cpp

* Update zombiereborn.cpp

* Update zombiereborn.cpp

* move detour

* add infection

* pawn+controller respawn gamedata

* add resolve_sig

* fix address

* add zspawn command

* mother zombie infection

* setmodel + win condition

* bug fix
xen-000 pushed a commit that referenced this pull request Jan 12, 2024
* basic knockback

* Update zombiereborn.cpp

* Update zombiereborn.cpp

* Update zombiereborn.cpp

* move detour

* add infection

* pawn+controller respawn gamedata

* add resolve_sig

* fix address

* add zspawn command

* mother zombie infection

* setmodel + win condition

* bug fix
xen-000 added a commit that referenced this pull request Jan 12, 2024
* ZombieReborn (#117)

* Add files

* Push changes to remote branch

* basic knockback

* Fix mathlib linking issue on Linux

* Unify formatting with rest of project

* Replace _ZOMBIEREBORN define with the zr_enable "cvar"

* Ensure ZR functionality isn't blocked by other cvars

* Comment out cvars we aren't using

* Basic Infection (#122)

* basic knockback

* add infection

* pawn+controller respawn gamedata

* Move all ZR code to zombiereborn.cpp

* Basic MZ Selection + SetModel + Win Condition (#127)

* basic knockback

* move detour

* add infection

* pawn+controller respawn gamedata

* add zspawn command

* mother zombie infection

* setmodel + win condition

* Fix CBaseModelEntity_SetModel Linux signature

Makesig script did not correctly wildcard certain bytes, this fixes that

As a result this now matches two identical functions, which should not matter since behaviours will match

* prevent team hopping, zm can only pick up knife, team score (#131)

* basic knockback

* move detour

* add infection

* pawn+controller respawn gamedata

* add zspawn command

* mother zombie infection

* setmodel + win condition

* script weapon on infect

* prevent team hopping, zm can only pick up knife, team score

* combine WeaponServices_CanUse detour if statement

* ZR_StripAndGiveKnife null check

* Some misc changes

- Update !ztele to use Zombie:Reborn prefix
- Remove unneeded cvars, uncomment bot_quota_mode fill
- Moved force CT to ZR

* Add respawn toggle & entity creation

* Fix git merge error

* Progress to a respawn toggle fix.. and also no progress at all

* Set the relay's name properly

Now it all works!

* Manual Respawn + Misc. Changes (#134)

* basic knockback

* add infection

* pawn+controller respawn gamedata

* fix address

* add zspawn command

* mother zombie infection

* setmodel + win condition

* script weapon on infect

* prevent team hopping, zm can only pick up knife, team score

* combine WeaponServices_CanUse detour if statement

* ZR_StripAndGiveKnife null check

* manual respawn + misc changes

* add setpawn sig for linux

* add new cvars to cfg

* fix controller respawn offset

* remove second player_death

* save cteam handles

* fix logic & respawn late joiners

* move mz infection after teleport

* Remove feat/entityio from ZR branch

Not using it in ZR anymore, so we should just pull that branch into main if still desired

* Add support for zr_toggle_respawn Enable/Disable inputs

* Remove the disgusting casts

The swapped overloads were fixed in the sdk

* [ZR] Weapon Config (#140)

* add weapon config

* update example

* [ZR] Add delay to late joiner respawn (#139)

* add delay to late joiner respawn

* make jointeam kills the player

* add infinite ammo (#145)

* [ZR] Simple Player Class and Regen Timer (#143)

* playerclass + regen timer

* Add base class, speed, and gravity attribute

* rename player class global variable

* add model precache

* add missing newline

* disable "enabled" for now

* Misc cleanup

* Add serverside map configs

* Change infinite ammo method & add a cvar

* End round on first player join & stop ending rounds on idling server

These changes bring us more in line with CS2 round behaviour, possibly fixing an issue where first player would join and never spawn

* Further cleanup

* Add model skin & colour control to player classes

* [ZR] small tweaks (#149)

* initial tweak

* Use mp_round_restart_delay value

* Fix ZR blocking spectator access

* Fix infection countdown being 1 second off

* Only allow humans/zombies to be respawned

* Implement an entity listener & drop map items on infection

* Use the real variant_t

* Add model scale control to player classes

* Switch to using TerminateRound for RTV

* [ZR] MZ Immunity (#156)

* add mz immunity

* add immunity cvar

* break infinite loop and implement second fail safe

* check mother zombie ratio

* Consistent gamedata formatting & ZR formatting pass

* Fix MZ infection using invalid spawns & fix classic spawn

* Patch GetHammerUniqueId instead of hooking it

* Fix rare crash in weapon buy commands

Copying the service null checks from ZR weapon stripping, where a similar crash was previously observed during development

* A couple small changes

---------

Co-authored-by: Fara <[email protected]>
Co-authored-by: Connor <[email protected]>
Co-authored-by: Poggu <[email protected]>
Co-authored-by: xen <[email protected]>
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3 participants