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