Improved knockback, renamed ZTele function, changed ZStuck to reset velocity, modified velocity changing function, removed unneeded offset (basevelocity)
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@ -428,7 +428,7 @@ ApplyZombieAlpha(client)
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SetPlayerAlpha(client, alpha);
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}
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KnockBack(client, const Float:clientloc[3], const Float:attackerloc[3], Float:power, dmg, bool:boost)
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KnockBack(client, const Float:clientloc[3], const Float:attackerloc[3], Float:power, dmg, bool:grenade)
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{
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if (!IsPlayerZombie(client))
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{
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@ -438,18 +438,20 @@ KnockBack(client, const Float:clientloc[3], const Float:attackerloc[3], Float:po
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new Float:vector[3];
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MakeVectorFromPoints(attackerloc, clientloc, vector);
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NormalizeVector(vector, vector);
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vector[0] *= power * (float(dmg) * 1.5);
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vector[1] *= power * (float(dmg) * 1.5);
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vector[2] *= power * (float(dmg) * 1.5);
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if (boost)
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if (grenade)
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{
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ScaleVector(vector, 4.0);
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new Float:knockback_grenade = GetConVarFloat(gCvars[CVAR_ZOMBIE_KNOCKBACK_GRENADE]);
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ScaleVector(vector, knockback_grenade);
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}
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SetPlayerVelocity(client, vector);
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SetPlayerVelocity(client, vector, false);
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}
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JumpBoost(client, Float:distance, Float:height)
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@ -462,7 +464,7 @@ JumpBoost(client, Float:distance, Float:height)
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vel[1] *= distance;
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vel[2] = height;
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SetPlayerVelocity(client, vel);
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SetPlayerVelocity(client, vel, false);
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}
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PlayerLeft(client)
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