Imported fix from dev: 686:b0fc2136d03a - Fixed class attributes applied to early (moved to spawn post event). FOV (and possibly other stuff) was reset on spawn.
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@ -214,7 +214,8 @@ public Action:EventPlayerSpawnPost(Handle:timer, any:client)
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// Forward event to modules.
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// Forward event to modules.
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WeaponsOnClientSpawnPost(client);
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WeaponsOnClientSpawnPost(client);
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SEffectsOnClientSpawnPost(client);
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SEffectsOnClientSpawnPost(client);
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SpawnProtectOnClientSpawnPost(client);
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ClassOnClientSpawnPost(client);
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SpawnProtectOnClientSpawnPost(client); // Must be executed after class attributes are applied.
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}
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}
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/**
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/**
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@ -247,9 +247,10 @@ ClassOnClientSpawn(client)
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}
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}
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}
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}
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// Apply class attributes for the active class.
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// Load class attributes for the active class.
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ClassReloadPlayerCache(client, ClassGetActiveIndex(client));
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ClassReloadPlayerCache(client, ClassGetActiveIndex(client));
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ClassApplyAttributes(client);
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// Note: Class attributes are applied in ClassOnClientSpawnPost.
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// Check if instant class change cvar is set.
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// Check if instant class change cvar is set.
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new Float:instantspawn = GetConVarFloat(g_hCvarsList[CVAR_CLASSES_CHANGE_TIMELIMIT]);
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new Float:instantspawn = GetConVarFloat(g_hCvarsList[CVAR_CLASSES_CHANGE_TIMELIMIT]);
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@ -268,6 +269,23 @@ ClassOnClientSpawn(client)
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}
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}
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}
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}
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/**
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* Client have just spawned (delayed event).
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*
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* @param client The client index.
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*/
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ClassOnClientSpawnPost(client)
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{
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// Check if there are no valid classes. Block this event if classes aren't
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// done loading.
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if (!ClassValidated)
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{
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return;
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}
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ClassApplyAttributes(client);
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}
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/**
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/**
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* Client died. Stops timers and reset certain attributes. Call this event to
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* Client died. Stops timers and reset certain attributes. Call this event to
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* clean up class related stuff.
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* clean up class related stuff.
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