Take points away on death, not round end
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@ -24,7 +24,7 @@ local function savePoints(ply)
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ply:SetSavedPoints(ply:GetPoints())
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end
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end
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hook.Add("PlayerDeath", "pointsave_death", savePoints)
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--hook.Add("PlayerDeath", "pointsave_death", savePoints)
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hook.Add("PlayerDisconnected", "pointsave_disconnect", savePoints)
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hook.Add("PostEndRound", "pointsave_postendround", function(winner)
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@ -63,6 +63,16 @@ local function postStatistics(mapParams, timesPlayed, freqMult, zombiePercentCal
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PrintMessage(HUD_PRINTTALK,"<c=204,204,0>Map jackpot is now "..(mapParams.Jackpot)..".</c>")
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end
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hook.Add("PlayerDeath", "pointsave_death", function(ply)
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if PointSaving_shouldIgnoreMap(game.GetMap()) then return end
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if ply:Team() == TEAM_HUMAN then
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--print("### PS Saved: "..ply:GetPoints())
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ply:SetSavedPoints(ply:GetPoints() * settings.LosePointReduction)
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ply:PrintMessage(HUD_PRINTTALK,"<c=255,0,0>You lost "..(settings.LosePointReduction * 100).."% of your saved points because you died!</c>")
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end
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end)
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hook.Add("PostEndRound", "pointsave_givedapoints", function(winner)
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timer.Destroy("pointsave_zombieintervalcounter")
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@ -132,7 +142,7 @@ hook.Add("PostEndRound", "pointsave_givedapoints", function(winner)
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if ply:Team() == TEAM_HUMAN then
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pointsToGivePly = math.Round(pointsToGive)
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else
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pointsToGivePly = math.Round(pointsToGive * settings.ZombiePointsFactor) - points * settings.LosePointReduction -- TODO: Reduce points on death, not round end to avoid cheating
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pointsToGivePly = math.Round(pointsToGive * settings.ZombiePointsFactor)
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end
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-- Limit pointsToGivePly
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if points + pointsToGivePly < 0 then pointsToGivePly = -points end
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