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Simplify suicide logic #798
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Tested working. |
nickdnk
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Jul 30, 2022
* Progress with documentation * link get5_scrim to scrim template * Fix "Client x is not in game" error on player disconnect * Minor doc updates * Use user ID in player object (#776) * Use the user ID in the stat-tracking logic for grenades, as this is unique within the scope of the server. Avoids having to compare steamID strings. * Fix coaching problems generated by `ChangeClientTeam` in 0.9 (#775) Fix coach placement problems related to auto-joining of teams. * Also remove player from coaches when removed from teams (#778) * Fix typo in translation string (#779) * Add !tac alias for !pause (#782) * Adjust EnsurePausedWarmup and renamed it to EnsureIndefiniteWarmup (#777) * Remove extraneous calls to mp_warmup_pausetimer 1 and mp_do_warmup_period 1 in EnsurePausedWarmup * Rename EnsurePausedWarmup to more appropriate EnsureIndefiniteWarmup since no pausing takes place * Doc progress * Attempt to fix relation resolution in docs index page (/get5 problem) * Hook bots to damage taken (#785) * Fix suicide logic (again) (#787) Add bomb parameter to player death event Make attacker and weapon nullable on player death event Add self to array of victims for grenades * Suicide stat was not being used at all Refactor suicide logic again * Once again fixing suicide because molotovs are weapon id 0 (thanks valve) Fix bad hooking of SDKHook_OnTakeDamageAlive when bots are in the game * SDKHook on plugin reload (#789) Allow bots to be in damage report Don't increment stats for bots Fix SDK rehooking on plugin reload * Clean up pause time counter logic: (#784) Remove g_PauseTimeUsed Only fire necessary timers Ensure fixed pause configuration takes precedence over combined max pause time Redirect sm_tech to admin pause if used in console Prevent direct calls to mp_pause_match and mp_unpause_match, force sm_pause/sm_unpause Remove g_TeamGivenTechPauseCommand array Add g_PausingTeam and g_PauseType to debug output Prevent multiple pauses from being triggered at the same time Prevent spectators and team none from ever calling pause or unpause Renamed g_MaxTechPauseTime to g_MaxTechPauseDurationCvar for consistency Renamed g_MaxPausesCvar to g_MaxTacticalPausesCvar for consistency Renamed g_TechPausedTimeOverride to g_TechnicalPauseTimeUsed, as that's what it is Renamed g_TeamPauseTimeUsed to g_TacticalPauseTimeUsed Renamed g_TechPauseTimeUsed to g_TechnicalPauseTimeUsed Renamed g_TeamPausesUsed to g_TacticalPausesUsed Renamed g_TeamTechPausesUsed to g_TechnicalPausesUsed Add print-to-all localized hints for all pauses, ditched the in-game pause state as it's buggy Add util function for converting seconds to minutes:seconds Ensure unpausing when loading a match Refactored translations and removed redundant chat-text Allow admin to pause even if pausing is disabled Add team name to max pause/pause time used. Add backup pause type hint Add stop command not enabled translation Don't allow stop command during admin pause Automatically unpause if max pauses get set to a lower value than already consumed while a pause is active Adjust danish translations Adjust game state pause permissions * Bring Danish translations up to speed. * CI Integration For Releases/Nightlies (#773) Add support for automatic pre-release and release builds on GitHub Actions * Update version number to include a commit hash through Actions. (#790) CI adjustments Add changelog * Add release.yml to generate release notes. (#791) * Remove Weapon nullability because of molotovs being ID 0. (#792) * Consider "scrim" and "manual" matchID to be the same as no match ID in MySQL context (#795) * Adjust Danish * Simplify suicide logic (#798) Refactor suicide logic to be simpler. * Add build output from pull requests (#799) Adjust output filenames to match version Set commit length to 7 instead of 6 to match changelog tags Pr head sha for PR build * Add function to check for new version of get5 (#786) Add dev/prerelease warning * Docs almost done (#800) * Fix coach game prop when reconnect or calling !stop from match. (#802) Co-authored-by: PhlexPlexico <flexing@phlexplexi.co>
nickdnk
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Jul 31, 2022
Refactor suicide logic to be simpler.
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Suicide logic was overly complex. In the end all we needed to do was filter out the bomb.