ZContracts 0.11.0
ZConteacts 0.11.0 Changelog:
- Bumped Contracker version to 3
- Massive internal code refactor in
zcontracts_main
- Removed most references to enum structs. Everything is mostly contained in
Contract
- Progress, thresholds, and timers per objective are handled in ArrayList's
- Added
IsObjectiveInfinite
toContract
- Split event handling code into several sub-functions for code clarity
- Removed most references to enum structs. Everything is mostly contained in
- Refactored logic related to loading Contracts from disk
- Removed timer related to database saving and related ConVar:
zc_database_update_time
. Contracts are updated in the database as soon as a change is made (e.g adding progress) - Fixed how GetContractObjectiveCount handled objective IDs
- Standardised keys for Contract definition files (see
zcontracts/zcontracts.inc
) - Removed loop logic from timers
- ZContracts will exit if
-unrestricted_maxplayers
is present. Can be disabled at compile time (NOT SUPPORTED) - Changed the Contract objective display to not show for the first time from when the player enters the game to when they spawn for the first time
- Added new ConVar's
zc_reset_thresholds_per_round
andzc_reset_timers_per_round
, default: 1 - Contract Objective display is now handled as a Menu instead of a Panel