Removed SetPlayerModel, removed deprecated code in models.txt, added CSWeaponDrop, updated gamedata file.
This commit is contained in:
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c8989eb544
commit
37dfea2f8c
@ -1,33 +1,48 @@
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"Games"
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{
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"cstrike"
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{
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"Offsets"
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{
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"RemoveAllItems"
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{
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"windows" "283"
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"linux" "284"
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}
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"EyePosition"
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{
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"windows" "117"
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"linux" "118"
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}
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"EyeAngles"
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{
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"windows" "206"
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"linux" "207"
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}
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}
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"Signatures"
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{
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"TerminateRound"
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{
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"library" "server"
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"windows" "\x83\xEC\x18\x53\x55\x8B\xD9\x8B\x4C\x24\x28\x56\x57\x33\xF6\x8D"
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"linux" "@_ZN12CCSGameRules14TerminateRoundEfi"
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}
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}
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}
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"Games"
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{
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"#default"
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{
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"#supported"
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{
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"game" "cstrike"
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}
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"Offsets"
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{
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"RemoveAllItems"
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{
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"windows" "283"
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"linux" "284"
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}
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"EyePosition"
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{
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"windows" "117"
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"linux" "118"
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}
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"EyeAngles"
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{
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"windows" "206"
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"linux" "207"
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}
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}
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"Signatures"
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{
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"TerminateRound"
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{
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"library" "server"
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"windows" "\x83\xEC\x18\x53\x55\x8B\xD9\x8B\x4C\x24\x28\x56\x57\x33\xF6\x8D"
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"linux" "@_ZN12CCSGameRules14TerminateRoundEfi"
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}
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"CSWeaponDrop"
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{
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"library" "server"
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"windows" "\x2A\x2A\x2A\x2A\x2A\x2A\x53\x55\x56\x57\x8B\xBC\x24\x40\x01\x00\x00\x32\xDB\x85\xFF\x8B\xF1\x0F"
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"linux" "@_ZN9CCSPlayer12CSWeaponDropEP17CBaseCombatWeaponbb"
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}
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}
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}
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}
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@ -115,25 +115,3 @@ LoadDownloadData()
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CloseHandle(fileDownloads);
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CloseHandle(arrayDownloads);
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}
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/*ApplyZombieModel(client)
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{
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decl String:modelpath[256];
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new bool:classes = GetConVarBool(gCvars[CVAR_CLASSES]);
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if (classes)
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{
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GetClassModel(pClass[client], modelpath, sizeof(modelpath));
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if (!StrEqual(modelpath, "default", false))
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{
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SetPlayerModel(client, modelpath);
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return;
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}
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}
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new randmodel = GetRandomInt(0, GetArraySize(arrayModels) - 1);
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GetArrayString(arrayModels, randmodel, modelpath, sizeof(modelpath));
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Format(modelpath, sizeof(modelpath), "%s.mdl", modelpath);
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SetPlayerModel(client, modelpath);
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}*/
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@ -21,9 +21,10 @@ new offsRender;
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new Handle:g_hGameConf = INVALID_HANDLE;
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new Handle:g_hRemoveAllItems = INVALID_HANDLE;
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new Handle:g_hTerminateRound = INVALID_HANDLE;
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new Handle:g_hEyePosition = INVALID_HANDLE;
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new Handle:g_hEyeAngles = INVALID_HANDLE;
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new Handle:g_hTerminateRound = INVALID_HANDLE;
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new Handle:g_hCSWeaponDrop = INVALID_HANDLE;
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FindOffsets()
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{
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@ -100,27 +101,61 @@ FindOffsets()
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SetupGameData()
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{
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// Load game config file.
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g_hGameConf = LoadGameConfigFile("plugin.zombiereloaded");
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//
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StartPrepSDKCall(SDKCall_Player);
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PrepSDKCall_SetFromConf(g_hGameConf, SDKConf_Virtual, "RemoveAllItems");
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g_hRemoveAllItems = EndPrepSDKCall();
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if(g_hRemoveAllItems == INVALID_HANDLE)
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{
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SetFailState("Couldn't find offset \"RemoveAllItems\"!");
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}
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StartPrepSDKCall(SDKCall_Player);
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PrepSDKCall_SetFromConf(g_hGameConf, SDKConf_Virtual, "EyePosition");
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PrepSDKCall_SetReturnInfo(SDKType_QAngle, SDKPass_ByValue);
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g_hEyePosition = EndPrepSDKCall();
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if(g_hEyePosition == INVALID_HANDLE)
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{
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SetFailState("Couldn't find offset \"EyePosition\"!");
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}
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StartPrepSDKCall(SDKCall_Player);
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PrepSDKCall_SetFromConf(g_hGameConf, SDKConf_Virtual, "EyeAngles");
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PrepSDKCall_SetReturnInfo(SDKType_QAngle, SDKPass_ByValue);
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g_hEyeAngles = EndPrepSDKCall();
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if(g_hEyeAngles == INVALID_HANDLE)
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{
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SetFailState("Couldn't find offset \"EyeAngles\"!");
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}
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StartPrepSDKCall(SDKCall_GameRules);
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PrepSDKCall_SetFromConf(g_hGameConf, SDKConf_Signature, "TerminateRound");
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PrepSDKCall_AddParameter(SDKType_Float, SDKPass_Plain);
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PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain);
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g_hTerminateRound = EndPrepSDKCall();
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if(g_hTerminateRound == INVALID_HANDLE)
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{
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SetFailState("Couldn't find signature \"CGameRules::TerminateRound\"!");
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}
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StartPrepSDKCall(SDKCall_Player);
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PrepSDKCall_SetFromConf(g_hGameConf, SDKConf_Signature, "CSWeaponDrop");
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PrepSDKCall_AddParameter(SDKType_CBaseEntity, SDKPass_Pointer);
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PrepSDKCall_AddParameter(SDKType_Bool, SDKPass_Plain);
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PrepSDKCall_AddParameter(SDKType_Bool, SDKPass_Plain);
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g_hCSWeaponDrop = EndPrepSDKCall();
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if(g_hCSWeaponDrop == INVALID_HANDLE)
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{
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SetFailState("Couldn't find signature \"CBasePlayer::CSWeaponDrop\"!");
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}
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}
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SetPlayerVelocity(client, const Float:vec[3], bool:reset)
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@ -231,13 +266,12 @@ GetPlayerEyeAngles(client, Float:ang[3])
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TerminateRound(Float:delay, reason)
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{
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if (g_hTerminateRound == INVALID_HANDLE) return;
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SDKCall(g_hTerminateRound, delay, reason);
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}
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SetPlayerModel(client, const String:model[])
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CSDropWeapon(client, weapon)
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{
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SetEntityModel(client, model);
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SDKCall(g_hCSWeaponDrop, client, weapon, true, false);
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}
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SetPlayerAlpha(client, alpha)
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@ -78,7 +78,7 @@ bool:ClassApplyModel(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
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// TODO: Add support for keeping the default cs model ("default").
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SetPlayerModel(client, modelpath);
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SetEntityModel(client, modelpath);
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return true;
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}
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@ -1,145 +1,145 @@
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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: spawnprotect.inc
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* Description: Protects late-joining players from zombies for x seconds.
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*
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* ============================================================================
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*/
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/**
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* Array for storing spawn protect timer handles per client.
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*/
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new Handle:tSpawnProtect[MAXPLAYERS + 1];
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/**
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* Array for flagging client to be protected.
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*/
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new bool:pSpawnProtect[MAXPLAYERS + 1];
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/**
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* Array for storing time left for spawn protection per client.
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*/
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new pSpawnProtectTime[MAXPLAYERS + 1];
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/**
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* Client is joining the server.
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*
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* @param client The client index.
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*/
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SpawnProtectClientInit(client)
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{
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tSpawnProtect[client] = INVALID_HANDLE;
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}
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/**
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* Player 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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SpawnProtectPlayerSpawn(client)
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{
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// Disable spawn protection on client.
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pSpawnProtect[client] = false;
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// If zombie hasn't spawned, then stop.
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if (!zombieSpawned)
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{
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return;
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}
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// If protect cvar is invalid or 0, then stop.
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new protect = GetConVarInt(gCvars[CVAR_PROTECT]);
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if (protect <= 0)
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{
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return;
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}
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// Get respawn team.
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decl String:respawnteam[32];
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GetConVarString(gCvars[CVAR_RESPAWN_TEAM], respawnteam, sizeof(respawnteam));
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// If the respawn team is not set to zombie, and either cvar zr_suicide_world_damage or the client
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// wasn't killed by world is false, then continue to protect client.
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if (!StrEqual(respawnteam, "zombie", false) && !(GetConVarBool(gCvars[CVAR_SUICIDE_WORLD_DAMAGE]) && gKilledByWorld[client]))
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{
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// Set spawn protect flag on client.
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pSpawnProtect[client] = true;
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// Set improved attributes
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// (Move to cvar?)
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SetPlayerAlpha(client, 0);
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SetPlayerSpeed(client, 600.0);
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// Set time left to zr_protect's value.
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pSpawnProtectTime[client] = protect;
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// Tell client they are being protected.
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ZR_PrintToChat(client, "Spawn protection begin", protect);
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// Send time left in a hud message.
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ZR_HudHint(client, "Spawn Protect", pSpawnProtectTime[client]);
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// If timer is currently running, kill it.
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if (tSpawnProtect[client] != INVALID_HANDLE)
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{
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KillTimer(tSpawnProtect[client]);
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}
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// Start repeating timer.
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tSpawnProtect[client] = CreateTimer(1.0, SpawnProtectTimer, client, TIMER_FLAG_NO_MAPCHANGE|TIMER_REPEAT);
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}
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}
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/**
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* Timer callback function, countdown for spawn protection.
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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:SpawnProtectTimer(Handle:timer, any:client)
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{
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// If client leaves, then stop timer.
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if (!IsClientInGame(client))
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{
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return Plugin_Stop;
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}
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// If client has become a zombie, then stop timer.
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if (!IsPlayerHuman(client))
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{
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return Plugin_Stop;
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}
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// Decrement time left.
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pSpawnProtectTime[client]--;
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// Print time left to client.
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ZR_HudHint(client, "Spawn Protect", pSpawnProtectTime[client]);
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// Time has expired.
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if (pSpawnProtectTime[client] <= 0)
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{
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// Remove protect flag.
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pSpawnProtect[client] = false;
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// Tell client spawn protection is over.
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ZR_HudHint(client, "Spawn protection end");
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// Fix attributes.
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// TODO: Set class attributes.
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SetPlayerAlpha(client, 255);
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SetPlayerSpeed(client, 300.0);
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// Clear timer handle.
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tSpawnProtect[client] = INVALID_HANDLE;
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// Stop timer.
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return Plugin_Stop;
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}
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// Allow timer to continue repeating.
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return Plugin_Continue;
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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: spawnprotect.inc
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* Description: Protects late-joining players from zombies for x seconds.
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*
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* ============================================================================
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*/
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/**
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* Array for storing spawn protect timer handles per client.
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*/
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new Handle:tSpawnProtect[MAXPLAYERS + 1];
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/**
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* Array for flagging client to be protected.
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*/
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new bool:pSpawnProtect[MAXPLAYERS + 1];
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/**
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* Array for storing time left for spawn protection per client.
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*/
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new pSpawnProtectTime[MAXPLAYERS + 1];
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/**
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* Client is joining the server.
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*
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* @param client The client index.
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*/
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SpawnProtectClientInit(client)
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{
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tSpawnProtect[client] = INVALID_HANDLE;
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}
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/**
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* Player 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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SpawnProtectPlayerSpawn(client)
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{
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// Disable spawn protection on client.
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pSpawnProtect[client] = false;
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// If zombie hasn't spawned, then stop.
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if (!zombieSpawned)
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{
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return;
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}
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// If protect cvar is invalid or 0, then stop.
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new protect = GetConVarInt(gCvars[CVAR_PROTECT]);
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if (protect <= 0)
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{
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return;
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}
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// Get respawn team.
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decl String:respawnteam[32];
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GetConVarString(gCvars[CVAR_RESPAWN_TEAM], respawnteam, sizeof(respawnteam));
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// If the respawn team is not set to zombie, and either cvar zr_suicide_world_damage or the client
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// wasn't killed by world is false, then continue to protect client.
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if (!StrEqual(respawnteam, "zombie", false) && !(GetConVarBool(gCvars[CVAR_SUICIDE_WORLD_DAMAGE]) && gKilledByWorld[client]))
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{
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// Set spawn protect flag on client.
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pSpawnProtect[client] = true;
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// Set improved attributes
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// (Move to cvar?)
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SetPlayerAlpha(client, 0);
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SetPlayerSpeed(client, 600.0);
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// Set time left to zr_protect's value.
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pSpawnProtectTime[client] = protect;
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// Tell client they are being protected.
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ZR_PrintToChat(client, "Spawn protection begin", protect);
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// Send time left in a hud message.
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ZR_HudHint(client, "Spawn Protect", pSpawnProtectTime[client]);
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// If timer is currently running, kill it.
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if (tSpawnProtect[client] != INVALID_HANDLE)
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{
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KillTimer(tSpawnProtect[client]);
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}
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// Start repeating timer.
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tSpawnProtect[client] = CreateTimer(1.0, SpawnProtectTimer, client, TIMER_FLAG_NO_MAPCHANGE|TIMER_REPEAT);
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}
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}
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/**
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* Timer callback function, countdown for spawn protection.
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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:SpawnProtectTimer(Handle:timer, any:client)
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{
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// If client leaves, then stop timer.
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if (!IsClientInGame(client))
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{
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return Plugin_Stop;
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}
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// If client has become a zombie, then stop timer.
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if (!IsPlayerHuman(client))
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{
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return Plugin_Stop;
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}
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// Decrement time left.
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pSpawnProtectTime[client]--;
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// Print time left to client.
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ZR_HudHint(client, "Spawn Protect", pSpawnProtectTime[client]);
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// Time has expired.
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if (pSpawnProtectTime[client] <= 0)
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{
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// Remove protect flag.
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pSpawnProtect[client] = false;
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// Tell client spawn protection is over.
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ZR_HudHint(client, "Spawn protection end");
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// Fix attributes.
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// TODO: Set class attributes.
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SetPlayerAlpha(client, 255);
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SetPlayerSpeed(client, 300.0);
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// Clear timer handle.
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tSpawnProtect[client] = INVALID_HANDLE;
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// Stop timer.
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return Plugin_Stop;
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}
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// Allow timer to continue repeating.
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return Plugin_Continue;
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}
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