Fixed respawn. Was respawning on infect.
This commit is contained in:
parent
5b9f8d364d
commit
23b5b6e187
@ -268,13 +268,13 @@ public Action:PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
|
|||||||
{
|
{
|
||||||
new index = GetClientOfUserId(GetEventInt(event, "userid"));
|
new index = GetClientOfUserId(GetEventInt(event, "userid"));
|
||||||
new attacker = GetClientOfUserId(GetEventInt(event, "attacker"));
|
new attacker = GetClientOfUserId(GetEventInt(event, "attacker"));
|
||||||
decl String:weapon[32];
|
|
||||||
|
|
||||||
// Reset field of view and extinguish fire.
|
// Reset field of view and extinguish fire.
|
||||||
SetPlayerFOV(index, DEFAULT_FOV);
|
SetPlayerFOV(index, DEFAULT_FOV);
|
||||||
ExtinguishEntity(index);
|
ExtinguishEntity(index);
|
||||||
|
|
||||||
// Get the weapon name.
|
// Get the weapon name.
|
||||||
|
decl String:weapon[32];
|
||||||
GetEventString(event, "weapon", weapon, sizeof(weapon));
|
GetEventString(event, "weapon", weapon, sizeof(weapon));
|
||||||
|
|
||||||
// Check if the player was infected.
|
// Check if the player was infected.
|
||||||
@ -337,7 +337,7 @@ public Action:PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
|
|||||||
// Forward event to modules.
|
// Forward event to modules.
|
||||||
ClassOnClientDeath(index);
|
ClassOnClientDeath(index);
|
||||||
SpawnProtectOnClientDeath(index);
|
SpawnProtectOnClientDeath(index);
|
||||||
RespawnOnClientDeath(index);
|
RespawnOnClientDeath(index, weapon);
|
||||||
ZHPOnClientDeath(index);
|
ZHPOnClientDeath(index);
|
||||||
|
|
||||||
new ZTeam:team = IsRoundOver();
|
new ZTeam:team = IsRoundOver();
|
||||||
|
@ -1,144 +1,150 @@
|
|||||||
/*
|
/*
|
||||||
* ============================================================================
|
* ============================================================================
|
||||||
*
|
*
|
||||||
* Zombie:Reloaded
|
* Zombie:Reloaded
|
||||||
*
|
*
|
||||||
* File: respawn.inc
|
* File: respawn.inc
|
||||||
* Description: Players come back to life
|
* Description: Players come back to life
|
||||||
*
|
*
|
||||||
* ============================================================================
|
* ============================================================================
|
||||||
*/
|
*/
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Array for storing respawn timer handles per client.
|
* Array for storing respawn timer handles per client.
|
||||||
*/
|
*/
|
||||||
new Handle:tRespawn[MAXPLAYERS + 1];
|
new Handle:tRespawn[MAXPLAYERS + 1];
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Client is joining the server.
|
* Client is joining the server.
|
||||||
*/
|
*/
|
||||||
RespawnClientInit(client)
|
RespawnClientInit(client)
|
||||||
{
|
{
|
||||||
// Reset timer handle.
|
// Reset timer handle.
|
||||||
tRespawn[client] = INVALID_HANDLE;
|
tRespawn[client] = INVALID_HANDLE;
|
||||||
|
|
||||||
// Init gKilledByWorld for client.
|
// Init gKilledByWorld for client.
|
||||||
gKilledByWorld[client] = false;
|
gKilledByWorld[client] = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Client is spawning into the game.
|
* Client is spawning into the game.
|
||||||
*
|
*
|
||||||
* @param client The client index.
|
* @param client The client index.
|
||||||
*/
|
*/
|
||||||
RespawnOnClientSpawn(client)
|
RespawnOnClientSpawn(client)
|
||||||
{
|
{
|
||||||
// If timer is running, kill it.
|
// If timer is running, kill it.
|
||||||
if (tRespawn[client] != INVALID_HANDLE)
|
if (tRespawn[client] != INVALID_HANDLE)
|
||||||
{
|
{
|
||||||
KillTimer(tRespawn[client]);
|
KillTimer(tRespawn[client]);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reset timer handle.
|
// Reset timer handle.
|
||||||
tRespawn[client] = INVALID_HANDLE;
|
tRespawn[client] = INVALID_HANDLE;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Client has been killed.
|
* Client has been killed.
|
||||||
*
|
*
|
||||||
* @param client The client index.
|
* @param client The client index.
|
||||||
*/
|
*/
|
||||||
RespawnOnClientDeath(client)
|
RespawnOnClientDeath(client, const String:weapon[])
|
||||||
{
|
{
|
||||||
// If timer is running, kill it.
|
// If timer is running, kill it.
|
||||||
if (tRespawn[client] != INVALID_HANDLE)
|
if (tRespawn[client] != INVALID_HANDLE)
|
||||||
{
|
{
|
||||||
KillTimer(tRespawn[client]);
|
KillTimer(tRespawn[client]);
|
||||||
}
|
}
|
||||||
|
|
||||||
// If respawn is disabled, stop here.
|
// If player was infected, then stop.
|
||||||
new bool:respawn = GetConVarBool(gCvars[CVAR_RESPAWN]);
|
if (StrEqual(weapon, "zombie_claws_of_death", false))
|
||||||
if (!respawn)
|
{
|
||||||
{
|
return;
|
||||||
return;
|
}
|
||||||
}
|
|
||||||
|
// If respawn is disabled, stop here.
|
||||||
// Start respawn timer.
|
new bool:respawn = GetConVarBool(gCvars[CVAR_RESPAWN]);
|
||||||
new Float:delay = GetConVarFloat(gCvars[CVAR_RESPAWN_DELAY]);
|
if (!respawn)
|
||||||
tRespawn[client] = CreateTimer(delay, RespawnTimer, client, TIMER_FLAG_NO_MAPCHANGE);
|
{
|
||||||
}
|
return;
|
||||||
|
}
|
||||||
/**
|
|
||||||
* Spawns a player into the round.
|
// Start respawn timer.
|
||||||
*
|
new Float:delay = GetConVarFloat(gCvars[CVAR_RESPAWN_DELAY]);
|
||||||
* @param client The client index.
|
tRespawn[client] = CreateTimer(delay, RespawnTimer, client, TIMER_FLAG_NO_MAPCHANGE);
|
||||||
*/
|
}
|
||||||
RespawnSpawnClient(client)
|
|
||||||
{
|
/**
|
||||||
// If client isn't in-game, then stop.
|
* Spawns a player into the round.
|
||||||
if (!IsClientInGame(client))
|
*
|
||||||
{
|
* @param client The client index.
|
||||||
return;
|
*/
|
||||||
}
|
RespawnSpawnClient(client)
|
||||||
|
{
|
||||||
// Spawn player.
|
// If client isn't in-game, then stop.
|
||||||
CS_RespawnPlayer(client);
|
if (!IsClientInGame(client))
|
||||||
|
{
|
||||||
// Stop here if the first zombie hasn't spawned yet.
|
return;
|
||||||
if (!zombieSpawned)
|
}
|
||||||
{
|
|
||||||
return;
|
// Spawn player.
|
||||||
}
|
CS_RespawnPlayer(client);
|
||||||
|
|
||||||
// Get respawn team.
|
// Stop here if the first zombie hasn't spawned yet.
|
||||||
new bool:respawn_zombie = GetConVarBool(gCvars[CVAR_RESPAWN_ZOMBIE]);
|
if (!zombieSpawned)
|
||||||
|
{
|
||||||
// Get suicide respawn cvar
|
return;
|
||||||
if (respawn_zombie)
|
}
|
||||||
{
|
|
||||||
InfectPlayer(client);
|
// Get respawn team.
|
||||||
return;
|
new bool:respawn_zombie = GetConVarBool(gCvars[CVAR_RESPAWN_ZOMBIE]);
|
||||||
}
|
|
||||||
|
// Get suicide respawn cvar
|
||||||
if (GetConVarBool(gCvars[CVAR_SUICIDE_WORLD_DAMAGE]) && gKilledByWorld[client])
|
if (respawn_zombie)
|
||||||
{
|
{
|
||||||
InfectPlayer(client);
|
InfectPlayer(client);
|
||||||
gKilledByWorld[client] = false;
|
return;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
if (GetConVarBool(gCvars[CVAR_SUICIDE_WORLD_DAMAGE]) && gKilledByWorld[client])
|
||||||
/**
|
{
|
||||||
* Timer callback, respawns a player.
|
InfectPlayer(client);
|
||||||
*
|
gKilledByWorld[client] = false;
|
||||||
* @param timer The timer handle.
|
}
|
||||||
* @param client The client index.
|
}
|
||||||
*/
|
|
||||||
public Action:RespawnTimer(Handle:timer, any:client)
|
/**
|
||||||
{
|
* Timer callback, respawns a player.
|
||||||
// Reset timer handle.
|
*
|
||||||
tRespawn[client] = INVALID_HANDLE;
|
* @param timer The timer handle.
|
||||||
|
* @param client The client index.
|
||||||
// If client isn't in-game, then stop.
|
*/
|
||||||
if (!IsClientInGame(client))
|
public Action:RespawnTimer(Handle:timer, any:client)
|
||||||
{
|
{
|
||||||
return;
|
// Reset timer handle.
|
||||||
}
|
tRespawn[client] = INVALID_HANDLE;
|
||||||
|
|
||||||
// If player isn't alive, then stop.
|
// If client isn't in-game, then stop.
|
||||||
if (!IsPlayerAlive(client))
|
if (!IsClientInGame(client))
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get client team.
|
// If player isn't alive, then stop.
|
||||||
new team = GetClientTeam(client);
|
if (IsPlayerAlive(client))
|
||||||
|
{
|
||||||
// If player isn't on a team, then stop.
|
return;
|
||||||
if (team != CS_TEAM_T && team != CS_TEAM_CT)
|
}
|
||||||
{
|
|
||||||
return;
|
// Get client team.
|
||||||
}
|
new team = GetClientTeam(client);
|
||||||
|
|
||||||
// Spawn player.
|
// If player isn't on a team, then stop.
|
||||||
RespawnSpawnClient(client);
|
if (team != CS_TEAM_T && team != CS_TEAM_CT)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Spawn player.
|
||||||
|
RespawnSpawnClient(client);
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user