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Fixed some loops skipping the last player that connected
More arena stability
!walkspeed can now be reset by asking. (!walkspeed <reset/0/normal>)
Added the command sm_fbmedic and sm_fbdrawline
sm_fbmedic - Return the amount of medics on both teams
sm_fbdrawline - Draw a ray from your eyes, returning the rays distance in your chat
RegConsoleCmd("sm_walkspeed", Command_walkspeed, "Change your walk speed during a fb round (HU)");
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RegConsoleCmd("sm_fbmedic",Command_Medics, "Return to any player how many medics are on either team. (Useful if you cannot see the enemy medic count and want to switch to counter theirs)");
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RegConsoleCmd("sm_fbdrawline",Command_Drawline, "Return the length in hammer units of how long a sightline is.");
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#if defined DEBUG
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RegConsoleCmd("sm_fbquack", Command_FBQuack, "The characteristic harsh sound made by a duck");
ShowSyncHudText(client, feedbackHUD, "| Time left %s |", ConvertFromMicrowaveTime(FeedbackTimer));//Current time is below, Super suspect thing i wrote like 2 years ago lol.
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}
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publicOnGameFrame()
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{
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//Quick and dirty implementation
@@ -1368,6 +1370,65 @@ public int MenuHandler1(Menu menu, MenuAction action, int param1, int param2)
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deletemenu;
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}
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}
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publicActionCommand_Medics(intclient,intargs)
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{
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intRedMedics;
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intBlueMedics;
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//Find medics
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for(intiClient=0; iClient<=MaxClients; iClient++)
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{
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if(IsValidClient(iClient))
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{
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if(TF2_GetPlayerClass(iClient) ==TFClass_Medic)
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{
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if(TF2_GetClientTeam(iClient) ==TFTeam_Blue)
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{
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BlueMedics++;
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}
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else
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{
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RedMedics++;
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}
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}
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}
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}
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//Print to client.
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if(IsValidClient(client))
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{
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CPrintToChat(client, "{gold}[Feedback]{default} There are: {red}%i Red medic(s) {default}| {blue}%i Blue medic(s)", RedMedics, BlueMedics);
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