2009-04-16 07:35:18 +02:00
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/*
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* ============================================================================
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*
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2009-07-05 08:49:23 +02:00
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* Zombie:Reloaded
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2009-04-16 07:35:18 +02:00
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*
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2009-06-12 05:51:26 +02:00
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* File: respawn.inc
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* Type: Module
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* Description: Players come back to life
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*
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2013-01-12 08:47:36 +01:00
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* Copyright (C) 2009-2013 Greyscale, Richard Helgeby
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2009-06-12 05:51:26 +02:00
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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2009-04-16 07:35:18 +02:00
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*
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* ============================================================================
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*/
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2010-11-14 15:17:19 +01:00
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/**
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* Conditions for respawning players.
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*/
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enum RespawnCondition
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{
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Repsawn_Default = -1, /** Let ZR decide according to its settings. */
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Respawn_Human = 0, /** Respawn as a human. */
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Respawn_Zombie, /** Respawn as a zombie. */
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Respawn_ZombieIfSuicide /** Respawn as a zombie if killed by world damage. */
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}
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2009-04-16 07:35:18 +02:00
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/**
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* Array for storing respawn timer handles per client.
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*/
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new Handle:tRespawn[MAXPLAYERS + 1];
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2009-04-16 22:21:32 +02:00
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/**
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* Array for flagging zombies who were killed by world.
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*/
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2009-04-27 04:00:38 +02:00
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new bool:bKilledByWorld[MAXPLAYERS + 1];
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2009-04-16 22:21:32 +02:00
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2009-04-16 07:35:18 +02:00
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/**
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* Client is joining the server.
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*/
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RespawnClientInit(client)
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{
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// Reset timer handle.
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tRespawn[client] = INVALID_HANDLE;
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2009-04-27 04:00:38 +02:00
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// Init bKilledByWorld for client.
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bKilledByWorld[client] = false;
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2009-04-16 07:35:18 +02:00
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}
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/**
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* Client is spawning into the game.
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*
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* @param client The client index.
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*/
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RespawnOnClientSpawn(client)
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{
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// If timer is running, kill it.
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if (tRespawn[client] != INVALID_HANDLE)
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{
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KillTimer(tRespawn[client]);
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}
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// Reset timer handle.
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tRespawn[client] = INVALID_HANDLE;
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}
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/**
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* Client has been killed.
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*
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* @param client The client index.
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*/
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2009-04-16 22:21:32 +02:00
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RespawnOnClientDeath(client, attacker, const String:weapon[])
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2009-04-16 07:35:18 +02:00
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{
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2009-04-16 22:21:32 +02:00
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// If client is a zombie, check if they were killed by world.
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2009-04-24 05:02:19 +02:00
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if (InfectIsClientInfected(client))
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2009-04-16 22:21:32 +02:00
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{
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2009-04-27 04:00:38 +02:00
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// Set bKilledByWorld to true if attacker is not a valid client.
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bKilledByWorld[client] = !ZRIsClientValid(attacker);
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2009-04-16 22:21:32 +02:00
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}
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2009-04-16 07:35:18 +02:00
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// If timer is running, kill it.
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if (tRespawn[client] != INVALID_HANDLE)
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{
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KillTimer(tRespawn[client]);
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}
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// If player was infected, then stop.
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if (StrEqual(weapon, "zombie_claws_of_death", false))
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{
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return;
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}
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// If respawn is disabled, stop here.
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2009-04-20 02:56:26 +02:00
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new bool:respawn = GetConVarBool(g_hCvarsList[CVAR_RESPAWN]);
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2009-04-16 07:35:18 +02:00
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if (!respawn)
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{
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return;
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}
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// Start respawn timer.
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2009-04-20 02:56:26 +02:00
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new Float:delay = GetConVarFloat(g_hCvarsList[CVAR_RESPAWN_DELAY]);
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2009-04-16 07:35:18 +02:00
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tRespawn[client] = CreateTimer(delay, RespawnTimer, client, TIMER_FLAG_NO_MAPCHANGE);
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}
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2009-04-16 22:21:32 +02:00
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2009-04-27 04:00:38 +02:00
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/**
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* The round is ending.
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*/
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RespawnOnRoundEnd()
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{
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// x = client index.
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for (new x = 1; x <= MaxClients; x++)
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{
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// If client isn't in-game, then stop.
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if (!IsClientInGame(x))
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{
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continue;
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}
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// If timer isn't currently running, then stop.
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if (tRespawn[x] == INVALID_HANDLE)
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{
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continue;
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}
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// Stop timer.
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KillTimer(tRespawn[x]);
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// Reset timer handle.
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tRespawn[x] = INVALID_HANDLE;
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}
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}
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2009-04-16 07:35:18 +02:00
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/**
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* Spawns a player into the round.
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*
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2010-11-14 15:17:19 +01:00
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* @param client The client index.
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* @param zombie Respawn as zombie.
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* @param zombieIfSuicide Respawn as zombie if killed by world damage.
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*
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* @return True if the player was spawned, false otherwise.
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2009-04-16 07:35:18 +02:00
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*/
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2010-11-14 15:17:19 +01:00
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bool:RespawnSpawnClient(client, bool:zombie = false, bool:zombieIfSuicide = false)
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2009-04-16 07:35:18 +02:00
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{
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// If client isn't in-game, then stop.
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if (!IsClientInGame(client))
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{
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2010-11-14 15:17:19 +01:00
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return false;
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2009-04-16 07:35:18 +02:00
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}
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2010-11-14 15:17:19 +01:00
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// Get respawn condition.
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new RespawnCondition:condition = RespawnToContition(zombie, zombieIfSuicide);
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2009-04-16 07:35:18 +02:00
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2010-11-14 15:17:19 +01:00
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// Trigger API forward.
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new Action:result = APIOnClientRespawn(client, condition);
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2009-04-16 07:35:18 +02:00
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2010-11-14 15:17:19 +01:00
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// Check if respawn should be stopped.
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if (result == Plugin_Handled)
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2009-04-16 07:35:18 +02:00
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{
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2010-11-14 15:17:19 +01:00
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return false;
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2009-04-16 07:35:18 +02:00
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}
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2010-11-14 15:17:19 +01:00
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// Restore respawn condition.
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RespawnRestoreCondition(condition, zombie, zombieIfSuicide);
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2012-02-26 15:39:12 +01:00
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new bool:ragdollremove = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_RAGDOLL_REMOVE]);
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if (!ragdollremove)
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{
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// Detatch ragdoll so it's not removed on respawn.
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RagdollResetClientRagdoll(client);
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}
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2010-11-14 15:17:19 +01:00
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// Spawn player.
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CS_RespawnPlayer(client);
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// Check if first zombie has spawned.
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if (g_bZombieSpawned)
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2009-04-16 07:35:18 +02:00
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{
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2010-11-14 15:17:19 +01:00
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// Infect if player should spawn as zombie.
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if (zombie)
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{
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InfectHumanToZombie(client);
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}
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// Infect if player committed suicide by world damage.
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else if (zombieIfSuicide && bKilledByWorld[client])
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{
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InfectHumanToZombie(client);
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bKilledByWorld[client] = false;
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}
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2009-04-16 07:35:18 +02:00
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}
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2010-11-14 15:17:19 +01:00
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// Forward event to modules.
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APIOnClientRespawned(client, condition);
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return true;
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2009-04-16 07:35:18 +02:00
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}
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/**
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* Timer callback, respawns a player.
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*
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* @param timer The timer handle.
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* @param client The client index.
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*/
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public Action:RespawnTimer(Handle:timer, any:client)
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{
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// Reset timer handle.
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tRespawn[client] = INVALID_HANDLE;
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// If client isn't in-game, then stop.
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if (!IsClientInGame(client))
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{
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return;
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}
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2010-11-14 15:17:19 +01:00
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// If player already is alive, then stop.
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2009-04-16 07:35:18 +02:00
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if (IsPlayerAlive(client))
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{
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return;
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}
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// Get client team.
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new team = GetClientTeam(client);
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// If player isn't on a team, then stop.
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if (team != CS_TEAM_T && team != CS_TEAM_CT)
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{
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return;
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}
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2013-07-14 12:35:09 +02:00
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// Get whether player should respawn as zombie.
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new bool:zombie = GetConVarBool(g_hCvarsList[CVAR_RESPAWN_TEAM_ZOMBIE]);
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// Get whether zombies died by suicide should respawn as zombies.
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new bool:zombieIfSuicide = GetConVarBool(g_hCvarsList[CVAR_RESPAWN_TEAM_ZOMBIE_WORLD]);
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2009-05-12 04:30:16 +02:00
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2009-04-16 07:35:18 +02:00
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// Spawn player.
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2013-07-14 12:35:09 +02:00
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RespawnSpawnClient(client, zombie, zombieIfSuicide);
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2010-11-14 15:17:19 +01:00
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}
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/**
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* Converts separate conditions into a single condition value.
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*/
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RespawnCondition:RespawnToContition(bool:zombie, bool:zombieIfSuicide)
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{
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2010-11-17 15:48:57 +01:00
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if (zombie)
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2010-11-14 15:17:19 +01:00
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{
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2010-11-17 15:48:57 +01:00
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return Respawn_Zombie;
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2010-11-14 15:17:19 +01:00
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}
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2010-11-17 15:48:57 +01:00
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else if (zombieIfSuicide)
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2010-11-14 15:17:19 +01:00
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{
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2010-11-17 15:48:57 +01:00
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return Respawn_ZombieIfSuicide;
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2010-11-14 15:17:19 +01:00
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}
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return Respawn_Human;
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}
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/**
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* Restores respawn condition to individual variables. If the condition invalid,
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* nothing will be changed.
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*
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* @param condition Condition to restore.
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* @param zombie Output.
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* @param zombieIfSucidie Output.
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*/
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RespawnRestoreCondition(RespawnCondition:condition, &bool:zombie, &bool:zombieIfSuicide)
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{
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switch (condition)
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{
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case Respawn_Human:
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{
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zombie = false;
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zombieIfSuicide = false;
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}
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case Respawn_Zombie:
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{
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zombie = true;
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zombieIfSuicide = false;
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}
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case Respawn_ZombieIfSuicide:
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{
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zombie = false;
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zombieIfSuicide = true;
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}
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}
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2009-05-01 11:22:45 +02:00
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}
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