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[Empieza la partida] | |
NORMAL - BUILD_UP: El Director esta creando infectados normalmente | |
[Empieza un evento de pánico de 2 hordas] | |
COMBAT - BUILD_UP: (horda #1) El Director esta creando infectados para el combate | |
[Todos los infectados para el pánico han sido creados] | |
COMBAT - POPULATION_FADE: El Director no creará más infectados hasta que los vivos hayan sido eliminados, quedando solo 10. | |
COMBAT - RELAX: El Director no creará infectados durante un número de segundos (ejemplo: 5s) |
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"canvas" | |
{ | |
"cfmt_version" "canvasver#002" | |
"config" | |
{ | |
"shadermodel" "1" | |
"cull_mode" "0" | |
"alpha_blending" "0" | |
"depth_test" "1" | |
"depth_write" "1" |
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m_nLightsSound <- Entities.FindByName( null, "LightOnSound" ); | |
/** | |
* Enciende una luz | |
* @param {string} i ID de la luz (01, 02, etc...) | |
*/ | |
function TurnOnLight( i ) | |
{ | |
// Por cada luz, agregamos 1.5s de delay, así se encienden una por una | |
delay <- ( 1.5 * i ); |
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Hora = sv_daynight_hour | |
Minutos = sv_daynight_minutes | |
mh = 8 [Puede cambiar según la función] | |
h = ( Hora - mh ) | |
m = ( Minutos / 60 ) | |
t = h + m | |
//13.84 = 180 / 13 | |
15 = 180 / 12 |
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//========= Copyright © 1996-2010, Valve Corporation, All rights reserved. ============// | |
// | |
// Purpose: global dynamic light. | |
// | |
// $NoKeywords: $ | |
//=============================================================================// | |
#include "cbase.h" | |
#include "env_global_light.h" |
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// | |
// | |
// Purpose: Sunlight shadow control entity. | |
// | |
// $NoKeywords: $ | |
//=============================================================================// | |
#include "cbase.h" | |
#include "c_baseplayer.h" |
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{ | |
"options": | |
{ | |
"lightEnviroment": "rgba(0, 0, 0, .97)" | |
}, | |
"brushes": | |
{ | |
"2": |
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class MyEntity extends PhysicsEntity | |
{ | |
int m_iPings = 0; | |
int m_iThinks = 0; | |
// Esta función es llamada cada que se quiera enviar la entidad a los clientes | |
void prepareDatatable() | |
{ | |
myTable.add( "Pings", m_iPings ); | |
super.prepareDatatable(); |
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class MyEntity extends PhysicsEntity | |
{ | |
int m_iPings = 0; | |
// Esta función es llamada cuando se recibe información del servidor | |
void receiveDatatable( data ) | |
{ | |
m_iPings = data["Pings"]; | |
Msg("[Cliente] ¡Llevo $m_iPings pings!"); |
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//==== InfoSmart 2014. http://creativecommons.org/licenses/by/2.5/mx/ ===========// | |
#include "cbase.h" | |
#include "bot.h" | |
#include "in_utils.h" | |
// memdbgon must be the last include file in a .cpp file!!! | |
#include "tier0/memdbgon.h" |