Fixed all classes printing as unlocked every wave.

This commit is contained in:
JetBoom 2014-11-04 20:20:22 -05:00
parent 442f46a3f7
commit 18126da912
2 changed files with 10 additions and 1 deletions

View file

@ -3545,7 +3545,12 @@ function GM:SetWave(wave)
for classid in pairs(previouslylocked) do for classid in pairs(previouslylocked) do
if gamemode.Call("IsClassUnlocked", classid) then if gamemode.Call("IsClassUnlocked", classid) then
table.insert(UnlockedClasses, classid) local classtab = self.ZombieClasses[classid]
if not classtab.UnlockedNotify then
classtab.UnlockedNotify = true
table.insert(UnlockedClasses, classid)
end
for _, ent in pairs(ents.FindByClass("logic_classunlock")) do for _, ent in pairs(ents.FindByClass("logic_classunlock")) do
local classname = GAMEMODE.ZombieClasses[classid].Name local classname = GAMEMODE.ZombieClasses[classid].Name
if ent.Class == string.lower(classname) then if ent.Class == string.lower(classname) then

View file

@ -91,6 +91,10 @@ function GM:RegisterZombieClasses()
ErrorNoHalt("CLASS "..tostring(v.Name).." uses base class "..base.." but it doesn't exist!") ErrorNoHalt("CLASS "..tostring(v.Name).." uses base class "..base.." but it doesn't exist!")
end end
end end
if v.Unlocked or v.Wave == 0 then
v.UnlockedNotify = true
end
end end
self:ReorderZombieClasses() self:ReorderZombieClasses()