Add some labels for a future event
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@ -41,6 +41,11 @@ UIModules_Record::SetSpecialVisibility(False);
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***Match_AfterLoadHud***
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***Match_AfterLoadHud***
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***
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***
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---PhysicsController_UI---
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***
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***PhysicsController_UI***
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***
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SetML();
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SetML();
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***
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***
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@ -223,6 +228,7 @@ K_PlayerPhysics InitPlayerPhysicsVariable() {
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Boolean SetPhysicsChange(Text _EventName, Text _EventValue, CSmPlayer _Player) {
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Boolean SetPhysicsChange(Text _EventName, Text _EventValue, CSmPlayer _Player) {
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Log::Log("[SetPhysicsChange] _EventName: " ^ _EventName ^" / _EventValue: "^ _EventValue ^ " / _Player: " ^ _Player.User.Name);
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Log::Log("[SetPhysicsChange] _EventName: " ^ _EventName ^" / _EventValue: "^ _EventValue ^ " / _Player: " ^ _Player.User.Name);
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---PhysicsController_SetPhysicsChange---
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if (_Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || _Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning) {
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if (_Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || _Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning) {
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while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
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while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
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switch (_EventName) {
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switch (_EventName) {
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@ -561,7 +567,6 @@ Void SetML() {
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Frame_Admin.Visible = Last_PlayerIsAdmin;
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Frame_Admin.Visible = Last_PlayerIsAdmin;
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Last_PlayerIsSpectator = InputPlayerIsSpectator();
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Last_PlayerIsSpectator = InputPlayerIsSpectator();
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Last_Serial_CanControlPlayers = Net_Serial_CanControlPlayers;
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Last_Serial_CanControlPlayers = Net_Serial_CanControlPlayers;
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log(Net_CanControlPlayers);
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DevLog("[main] Update Warning page");
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DevLog("[main] Update Warning page");
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Last_ControledByAdmins = Net_ControledByAdmins;
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Last_ControledByAdmins = Net_ControledByAdmins;
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Quad_ControledByAdmins.StyleSelected = Last_ControledByAdmins;
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Quad_ControledByAdmins.StyleSelected = Last_ControledByAdmins;
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