Closed shadow93 closed 7 years ago
One wonders why the goomba stomp texts are hardcoded and not in the translations file...
note the hardcoded goomba stomp/stomped text?
public Action:OnStomp(attacker, victim, &Float:damageMultiplier, &Float:damageBonus, &Float:JumpPower) { if(!Enabled || !IsValidClient(attacker) || !IsValidClient(victim) || attacker==victim) { return Plugin_Continue; } if(IsBoss(attacker)) { if(shield[victim]) { new Float:position[3]; GetEntPropVector(attacker, Prop_Send, "m_vecOrigin", position); TF2_RemoveWearable(victim, shield[victim]); EmitSoundToClient(victim, "player/spy_shield_break.wav", _, _, _, _, 0.7, _, _, position, _, false); EmitSoundToClient(victim, "player/spy_shield_break.wav", _, _, _, _, 0.7, _, _, position, _, false); EmitSoundToClient(attacker, "player/spy_shield_break.wav", _, _, _, _, 0.7, _, _, position, _, false); EmitSoundToClient(attacker, "player/spy_shield_break.wav", _, _, _, _, 0.7, _, _, position, _, false); TF2_AddCondition(victim, TFCond_Bonked, 0.1); shield[victim]=0; return Plugin_Handled; } damageMultiplier=900.0; JumpPower=0.0; PrintHintText(victim, "Ouch! Watch your head!"); PrintHintText(attacker, "You just goomba stomped somebody!"); return Plugin_Changed; } else if(IsBoss(victim)) { damageMultiplier=GoombaDamage; JumpPower=reboundPower; PrintHintText(victim, "You were just goomba stomped!"); PrintHintText(attacker, "You just goomba stomped the boss!"); UpdateHealthBar(); return Plugin_Changed; } return Plugin_Continue; }
I believe when I made the basic support I had no clue how translations work.
I think this can be closed, not to forget to merge with FF2 2.0
One wonders why the goomba stomp texts are hardcoded and not in the translations file...
note the hardcoded goomba stomp/stomped text?