float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
float volume_modify_changed_1, volume_modify_changed_2;\r
float eventchase_current_distance;\r
-float helper_pause, helper_health;\r
+float helper_pause, helper_health, helper_armor, helper_ammo;\r
vector myhealth_gentlergb;\r
vector liquidcolor_prev;\r
vector damage_blurpostprocess, content_blurpostprocess;\r
\r
// helper system\r
if(cvar("cl_helper"))\r
- if(helper_pause <= time)\r
- if(!intermission && !respawned && spectatee_status >= 0 && getstati(STAT_HEALTH) > 0 && !getstati(STAT_VORE_EATEN))\r
{\r
- if(getstati(STAT_HEALTH) <= cvar("cl_helper_health_value"))\r
+ if(intermission || respawned || spectatee_status < 0 || getstati(STAT_HEALTH) <= 0 || getstati(STAT_VORE_EATEN))\r
{\r
- if(!helper_health)\r
+ // Set these helper messages as having been triggered, so that the player must first reach them before they complain.\r
+ // Otherwise, if you don't have any start armor for instance, the helper will complain about low armor when we spawn.\r
+ helper_health = TRUE;\r
+ helper_armor = TRUE;\r
+ }\r
+ else if(helper_pause <= time)\r
+ {\r
+ // health helper\r
+ if(getstati(STAT_HEALTH) <= cvar("cl_helper_health_value"))\r
{\r
- sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
- helper_health = TRUE;\r
- helper_pause = time + cvar("cl_helper_pause");\r
+ if(!helper_health)\r
+ {\r
+ sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+ helper_health = TRUE;\r
+ helper_pause = time + cvar("cl_helper_pause");\r
+ }\r
+ }\r
+ else if(helper_health)\r
+ helper_health = FALSE;\r
+\r
+ // armor helper\r
+ if(getstati(STAT_ARMOR) <= cvar("cl_helper_armor_value"))\r
+ {\r
+ if(!helper_armor)\r
+ {\r
+ sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/armor_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+ helper_armor = TRUE;\r
+ helper_pause = time + cvar("cl_helper_pause");\r
+ }\r
}\r
+ else if(helper_armor)\r
+ helper_armor = FALSE;\r
}\r
- else if(helper_health)\r
- helper_health = FALSE;\r
}\r
\r
// event chase camera\r