Changed ZMarket to auto-buy weapons once settings are loaded (if auto-buy is enabled).
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@ -50,10 +50,16 @@ new g_iZMarketCurType[MAXPLAYERS + 1];
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new Handle:g_hZMarketPurchaseCount[MAXPLAYERS + 1];
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/**
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* Cookie handle for auti-rebuy.
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* Cookie handle for auto-rebuy.
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*/
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new Handle:g_hZMarketAutoRebuyCookie = INVALID_HANDLE;
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/**
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* Whether weapons has been bought automatically. Used to prevent double rebuy
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* when cookies are loaded after the player was spawned.
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*/
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new bool:g_bZMarketWeaponsBought[MAXPLAYERS + 1];
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/**
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* Cookie handle array for weapon loadouts.
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*/
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@ -109,6 +115,9 @@ ZMarketClientInit(client)
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// Create a new array handle to store purchase count data for client.
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g_hZMarketPurchaseCount[client] = CreateTrie();
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// No weapons bought automatically.
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g_bZMarketWeaponsBought[client] = false;
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}
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/**
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@ -127,6 +136,13 @@ ZMarketOnCookiesCached(client)
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{
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// Set cookie to false.
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CookiesSetClientCookieBool(client, g_hZMarketAutoRebuyCookie, false);
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return;
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}
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// Rebuy wapons (if auto-rebuy is enabled, and not bought already).
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if (!g_bZMarketWeaponsBought[client])
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{
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ZMarketCheckRebuy(client);
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}
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}
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@ -157,6 +173,17 @@ ZMarketOnClientSpawnPost(client)
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// Reset purchase counts for client.
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ZMarketResetPurchaseCount(client);
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// Rebuy if auto-rebuy is enabled.
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ZMarketCheckRebuy(client);
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}
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/**
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* Rebuys weapons if auto-rebuy is enabled and player is a human (alive).
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*
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* @param client The client index.
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*/
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ZMarketCheckRebuy(client)
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{
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// If auto-rebuy is disabled, then ensure it is also disabled on the client as well.
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new bool:zmarketrebuyauto = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET_REBUY_AUTO]);
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if (!zmarketrebuyauto)
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@ -180,6 +207,7 @@ ZMarketOnClientSpawnPost(client)
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if (CookiesGetClientCookieBool(client, g_hZMarketAutoRebuyCookie))
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{
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ZMarketRebuy(client, true);
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g_bZMarketWeaponsBought[client] = true;
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}
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}
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