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regg's Issues

Informer refactoring

It's a waste of resources to send information every second. It is easier and more reliable to update information directly at the necessary events.

Currently, task runs every second and a HUD message is displayed to player.

изображение

Changes in cvar 'regg _mapchange _type'

It is suggested to add an additional value of 0.
The behavior with this value is as follows: when the game ends, map is changed to a randomly selected one from list (any maplist).
изображение

Eliminate jumping through levels

In a situation where 1 kill (for example, a kill with a knife) gives more points than needed for the level, the player can skip.

Example based on standard level config:

standard level config [GRENADE] weapon=weapon_glock18

[LEVEL]
title=Deagle
weapon=weapon_deagle
points=2
mod=100

[LEVEL]
title=USP
weapon=weapon_usp
points=2
mod=100

[LEVEL]
title=Glock-18
weapon=weapon_glock18
points=2
mod=100

[LEVEL]
title=M4A1
weapon=weapon_m4a1
points=3
mod=100

[LEVEL]
title=AK-47
weapon=weapon_ak47
points=3
mod=100

[LEVEL]
title=Scout
weapon=weapon_scout
points=2
mod=100

[LEVEL]
title=AWP
weapon=weapon_awp
points=2
mod=100

[LEVEL]
title=Hegrenade
weapon=weapon_hegrenade
points=1
mod=50

[LEVEL]
title=Knife
weapon=weapon_knife
points=1
mod=33

Player has a level 'AWP', where you need to get 2 points before moving to next level. Having 0 points, and having committed a murder with a knife, we get 3 points, thereby jumping over the level with a grenade.

It may be more profitable to count points in integer format.

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