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@ -151,6 +151,7 @@ autoEnable=true
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; Both situations are highly unlikely, but the option is there. |
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allowNegativeDosh=true |
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; This feature attempts to prevent server crashes caused by someone |
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; quickly switching between being spectator and an active player. |
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[Acedia.FixSpectatorCrash] |
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@ -175,4 +176,50 @@ spectatorChangeTimeout=0.25
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; the current amount of real players + that difference. |
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; So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes |
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; 3 players + 3 (=6 numPlayers). |
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allowServerBlock=true |
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allowServerBlock=true |
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; This feature fixes several issues related to the selling price of both |
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; single and dual pistols, all originating from the existence of dual weapons. |
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; Most notable issue is the ability to "print" money by buying and |
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; selling pistols in a certain way. |
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; |
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; It fixes all of the issues by manually setting pistols' |
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; 'SellValue' variables to proper values. |
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; Fix only works with vanilla pistols, as it's unpredictable what |
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; custom ones can do and they can handle these issues on their own |
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; in a better way. |
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[Acedia.FixDualiesCost] |
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autoEnable=true |
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; Some issues involve possible decrease in pistols' price and |
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; don't lead to exploit, but are still bugs and require fixing. |
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; If you have a Deagle in your inventory and then get another one |
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; (by either buying or picking it off the ground) - the price of resulting |
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; dual pistols will be set to the price of the last deagle, |
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; like the first one wasn't worth anything at all. |
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; In particular this means that (prices are off-perk for more clarity): |
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; 1. If you buy dual deagles (-1000 do$h) and then sell them at 75% of |
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; the cost (+750 do$h), you lose 250 do$h; |
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; 2. If you first buy a deagle (-500 do$h), then buy |
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; the second one (-500 do$h) and then sell them, you'll only get |
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; 75% of the cost of 1 deagle (+375 do$h), now losing 625 do$h; |
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; 3. So if you already have bought a deagle (-500 do$h), |
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; you can get a more expensive weapon by doing a stupid thing |
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; and first selling your Deagle (+375 do$h), |
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; then buying dual deagles (-1000 do$h). |
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; If you sell them after that, you'll gain 75% of the cost of |
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; dual deagles (+750 do$h), leaving you with losing only 375 do$h. |
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; Of course, situations described above are only relevant if you're planning |
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; to sell your weapons at some point and most people won't even notice it. |
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; But such an oversight still shouldn't exist in a game and we fix it by |
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; setting sell value of dualies as a sum of values of each pistol. |
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; Yet, fixing this issue leads to players having more expensive |
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; (while fairly priced) weapons than on vanilla, technically making |
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; the game easier. And some people might object to having that in |
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; a whitelisted bug-fixing feature. |
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; These people are, without a question, complete degenerates. |
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; But making mods for only non-mentally challenged isn't inclusive. |
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; So we add this option. |
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; Set it to 'false' if you only want to fix ammo printing |
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; and leave the rest of the bullshit as-is. |
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allowSellValueIncrease=true |