Fixed not all grenades being stripped when infected.
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@ -609,39 +609,8 @@ InfectHumanToZombie(client, attacker = -1, bool:motherinfect = false, bool:respa
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new bool:weaponsdrop = GetConVarBool(g_hCvarsList[CVAR_INFECT_WEAPONS_DROP]);
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// This must be after the event forwarding because it fixes a problem caused by changing models in ClassOnClientInfected.
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// Loop through array slots and force drop.
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// x = weapon slot.
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for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
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{
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// If weapon is invalid, then stop.
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if (weapons[x] == -1)
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{
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continue;
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}
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if (weaponsdrop)
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{
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// If this is the knife slot, then stop.
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if (WeaponsSlot:x == Slot_Melee)
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{
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// Strip knife.
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RemovePlayerItem(client, weapons[x]);
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continue;
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}
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// Force client to drop weapon.
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WeaponsForceClientDrop(client, weapons[x]);
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}
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else
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{
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// Strip weapon.
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RemovePlayerItem(client, weapons[x]);
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}
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}
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// Give zombie a new knife. (If you leave the old one there will be glitches with the knife positioning)
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GivePlayerItem(client, "weapon_knife");
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// Remove all weapons but knife.
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WeaponsRemoveAllClientWeapons(client, weaponsdrop);
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// Switch the player to terrorists.
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// TODO: A solution to stop confusing bots? Respawn and teleport?
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@ -1191,4 +1160,4 @@ public Action:InfectHumanCommand(client, argc)
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InfectManualHuman(client, targets, result, respawn, protect);
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return Plugin_Handled;
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}
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}
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