Fixed respawn. Was respawning on infect.
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23b5b6e187
@ -268,13 +268,13 @@ public Action:PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
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{
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new index = GetClientOfUserId(GetEventInt(event, "userid"));
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new attacker = GetClientOfUserId(GetEventInt(event, "attacker"));
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decl String:weapon[32];
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// Reset field of view and extinguish fire.
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SetPlayerFOV(index, DEFAULT_FOV);
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ExtinguishEntity(index);
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// Get the weapon name.
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decl String:weapon[32];
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GetEventString(event, "weapon", weapon, sizeof(weapon));
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// Check if the player was infected.
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@ -337,7 +337,7 @@ public Action:PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
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// Forward event to modules.
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ClassOnClientDeath(index);
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SpawnProtectOnClientDeath(index);
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RespawnOnClientDeath(index);
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RespawnOnClientDeath(index, weapon);
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ZHPOnClientDeath(index);
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new ZTeam:team = IsRoundOver();
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@ -1,144 +1,150 @@
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/*
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* ============================================================================
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*
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* Zombie:Reloaded
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*
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* File: respawn.inc
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* Description: Players come back to life
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*
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* ============================================================================
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*/
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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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/**
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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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// Init gKilledByWorld for client.
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gKilledByWorld[client] = false;
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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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RespawnOnClientDeath(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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// If respawn is disabled, stop here.
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new bool:respawn = GetConVarBool(gCvars[CVAR_RESPAWN]);
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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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new Float:delay = GetConVarFloat(gCvars[CVAR_RESPAWN_DELAY]);
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tRespawn[client] = CreateTimer(delay, RespawnTimer, client, TIMER_FLAG_NO_MAPCHANGE);
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}
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/**
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* Spawns a player into the round.
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*
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* @param client The client index.
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*/
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RespawnSpawnClient(client)
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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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return;
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}
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// Spawn player.
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CS_RespawnPlayer(client);
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// Stop here if the first zombie hasn't spawned yet.
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if (!zombieSpawned)
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{
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return;
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}
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// Get respawn team.
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new bool:respawn_zombie = GetConVarBool(gCvars[CVAR_RESPAWN_ZOMBIE]);
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// Get suicide respawn cvar
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if (respawn_zombie)
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{
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InfectPlayer(client);
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return;
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}
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if (GetConVarBool(gCvars[CVAR_SUICIDE_WORLD_DAMAGE]) && gKilledByWorld[client])
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{
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InfectPlayer(client);
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gKilledByWorld[client] = false;
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}
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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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// If player isn't alive, then stop.
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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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// Spawn player.
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RespawnSpawnClient(client);
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/*
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* ============================================================================
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*
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* Zombie:Reloaded
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*
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* File: respawn.inc
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* Description: Players come back to life
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*
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* ============================================================================
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*/
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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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/**
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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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// Init gKilledByWorld for client.
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gKilledByWorld[client] = false;
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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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RespawnOnClientDeath(client, const String:weapon[])
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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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// 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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new bool:respawn = GetConVarBool(gCvars[CVAR_RESPAWN]);
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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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new Float:delay = GetConVarFloat(gCvars[CVAR_RESPAWN_DELAY]);
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tRespawn[client] = CreateTimer(delay, RespawnTimer, client, TIMER_FLAG_NO_MAPCHANGE);
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}
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/**
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* Spawns a player into the round.
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*
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* @param client The client index.
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*/
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RespawnSpawnClient(client)
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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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return;
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}
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// Spawn player.
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CS_RespawnPlayer(client);
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// Stop here if the first zombie hasn't spawned yet.
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if (!zombieSpawned)
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{
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return;
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}
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// Get respawn team.
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new bool:respawn_zombie = GetConVarBool(gCvars[CVAR_RESPAWN_ZOMBIE]);
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// Get suicide respawn cvar
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if (respawn_zombie)
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{
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InfectPlayer(client);
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return;
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}
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if (GetConVarBool(gCvars[CVAR_SUICIDE_WORLD_DAMAGE]) && gKilledByWorld[client])
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{
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InfectPlayer(client);
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gKilledByWorld[client] = false;
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}
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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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// If player isn't alive, then stop.
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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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// Spawn player.
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RespawnSpawnClient(client);
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}
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