Updated jump module, removed no longer needed offset.
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@ -103,7 +103,7 @@ public Action:EventRoundStart(Handle:event, const String:name[], bool:dontBroadc
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* @param name Name of the event.
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* @dontBroadcast If true, event is broadcasted to all clients, false if not.
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*/
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public Action:EventRoundStartPost(Handle:timer, any:index)
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public Action:EventRoundStartPost(Handle:timer)
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{
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// Forward event to modules.
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}
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@ -213,18 +213,18 @@ public Action:EventPlayerSpawn(Handle:event, const String:name[], bool:dontBroad
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* @param name Name of the event.
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* @dontBroadcast If true, event is broadcasted to all clients, false if not.
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*/
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public Action:EventPlayerSpawnPost(Handle:timer, any:index)
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public Action:EventPlayerSpawnPost(Handle:timer, any:client)
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{
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// If client isn't in-game, then stop.
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if (!IsClientInGame(index))
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if (!IsClientInGame(client))
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{
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return;
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}
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// Forward event to modules.
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WeaponsOnClientSpawnPost(index);
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SEffectsOnClientSpawnPost(index);
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SpawnProtectOnClientSpawnPost(index);
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WeaponsOnClientSpawnPost(client);
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SEffectsOnClientSpawnPost(client);
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SpawnProtectOnClientSpawnPost(client);
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}
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/**
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@ -307,8 +307,28 @@ public Action:EventPlayerJump(Handle:event, const String:name[], bool:dontBroadc
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// Get all required event info.
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new index = GetClientOfUserId(GetEventInt(event, "userid"));
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// Fire post player_jump event.
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CreateTimer(0.0, EventPlayerJumpPost, index);
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}
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/**
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* Event callback (player_jump)
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* Client is jumping. *Post
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*
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* @param event The event handle.
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* @param name Name of the event.
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* @dontBroadcast If true, event is broadcasted to all clients, false if not.
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*/
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public Action:EventPlayerJumpPost(Handle:timer, any: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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// Forward event to modules.
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JumpBoostOnClientJump(index);
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JumpBoostOnClientJumpPost(client);
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}
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/**
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