Skip to content

Releases: Xeptix/ZPause

v1.1 Release

Choose a tag to compare

@Xeptix Xeptix released this 03 Sep 23:24
b8e6b6e

v1.1: fix mid-pause control release, add blur and pause/resume sounds

Fixed

  • Map scripts that carry a player somewhere lock the controls for the ride
    and call freezecontrols( 0 ) when it ends -- Ascension's lander is the one
    that bites. That release landed mid-pause and let one player roam around a
    frozen game. zp_player_enforcer() re-asserts the freeze on a 0.1s tick and
    re-pins godmode and ignoreme, since freezecontrols() has no getter to test
    against. Keyed on zp_frozen, which is cleared before the thaw releases
    anyone, so a tick landing during a resume cannot re-freeze a player.
    Behind zp_control_guard, on by default.

Added

  • zp_blur / zp_blur_amount: a light screen blur while paused, on by default.
    Uses the game's own setblur() post-process, where 4 is the perk-buy blur
    and the pain blur is ~3, so the 1.5 default is calibrated on that scale.
    Applies and clears at the same points as the existing zp_blackout.
  • zp_pause_sound and zp_resume_sound alongside the countdown tick. All three
    default to stock aliases played by core zombies scripts, so they exist on
    every map: go_inert and end_inert are what a zombie plays going dormant and
    waking up, and zmb_tombstone_timer_count is the game's own once-a-second
    countdown tick. zp_countdown_sound was silent by default before.

Changed

  • Sound playback runs on its own thread. With a non-empty countdown default
    now shipping, an unknown alias erroring inside the unpause thread would
    have left zp_busy set and the game permanently paused.
  • README: new dvar rows, a Sounds section listing alternative aliases, and a
    Changelog.

v1.0 Release

Choose a tag to compare

@Xeptix Xeptix released this 02 Sep 08:41
49ca62b
public

v1.0 Release