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Use scale based instead of toggle on off.
1 parent 90d29f4 commit 37695d3

2 files changed

Lines changed: 5 additions & 4 deletions

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cfg/cs2fixes/cs2fixes.cfg

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -115,7 +115,7 @@ zr_infect_shake 1 // Whether to shake a player's view on infect
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zr_infect_shake_amp 15.0 // Amplitude of shaking effect
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zr_infect_shake_frequency 2.0 // Frequency of shaking effect
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zr_infect_shake_duration 5.0 // Duration of shaking effect
118-
zr_damagecash_enable 1 // Enable cash damage on zombie or not
118+
zr_damage_cash_scale 0.0 // Multiplier cash per money when damage to zombie (e.g. 0.0) disabled this.
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// Leader settings
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cs2f_leader_enable 0 // Whether to enable Leader features

src/zombiereborn.cpp

Lines changed: 4 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -98,7 +98,7 @@ CConVar<bool> g_cvarInfectShake("zr_infect_shake", FCVAR_NONE, "Whether to shake
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CConVar<float> g_cvarInfectShakeAmplitude("zr_infect_shake_amp", FCVAR_NONE, "Amplitude of shaking effect", 15.0f, true, 0.0f, true, 16.0f);
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CConVar<float> g_cvarInfectShakeFrequency("zr_infect_shake_frequency", FCVAR_NONE, "Frequency of shaking effect", 2.0f, true, 0.0f, false, 0.0f);
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CConVar<float> g_cvarInfectShakeDuration("zr_infect_shake_duration", FCVAR_NONE, "Duration of shaking effect", 5.0f, true, 0.0f, false, 0.0f);
101-
CConVar<bool> g_cvarEnableDamageCash("zr_damagecash_enable", FCVAR_NONE, "Enable cash damage on zombie or not", false);
101+
CConVar<float> g_cvarDamageCashScale("zr_damage_cash_scale", FCVAR_NONE, "Multiplier cash per money when damage to zombie (e.g. 0.0) disabled this.", 0.0f, true, 0.0f, false, 100.0f);
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// meant only for offline config validation and can easily cause issues when used on live server
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#ifdef _DEBUG
@@ -1635,12 +1635,13 @@ void ZR_OnPlayerTakeDamage(CCSPlayerPawn* pVictimPawn, const CTakeDamageInfo* pI
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if (pKillerPawn->m_iTeamNum() == CS_TEAM_CT && pVictimPawn->m_iTeamNum() == CS_TEAM_T)
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{
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auto flClassKnockback = 1.0f;
1638+
float flCashScale = g_cvarDamageCashScale.Get();
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1639-
if(g_cvarEnableDamageCash.Get())
1640+
if(flCashScale > 0)
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{
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const auto pKillerController = pKillerPawn->GetOriginalController();
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int money = pKillerController->m_pInGameMoneyServices->m_iAccount;
1643-
pKillerController->m_pInGameMoneyServices->m_iAccount = money + damage;
1644+
pKillerController->m_pInGameMoneyServices->m_iAccount = money + (damage * flCashScale);
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}
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if (pVictimController->GetZEPlayer())

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