Releases: Xeptix/ZPause
Releases · Xeptix/ZPause
Release list
v1.1 Release
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.