Fix rebuy exploit by keeping current clip.
Add zr_infect_knife_cooldown Convert includes to new syntax.
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@ -1018,12 +1018,14 @@ stock bool:ZMarketEquip(client, const String:weapon[], bool:rebuy = false)
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// Check if client is buying the weapon or ammo for it.
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if (!hasweapon || slot == Slot_Projectile || slot == Slot_NVGs)
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{
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int oldclip = -1;
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// If the item is a projectile or NVGs, then skip.
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if (slot != Slot_Projectile && slot != Slot_NVGs)
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{
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// If there is already a weapon in the slot, then force client to drop it.
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if (weapons[slot] > -1)
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{
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oldclip = GetEntProp(weapons[slot], Prop_Send, "m_iClip1");
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if(rebuy)
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{
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// Kill weapon right away to decrease amount of entities on roundstart.
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@ -1037,6 +1039,7 @@ stock bool:ZMarketEquip(client, const String:weapon[], bool:rebuy = false)
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}
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}
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int entity = INVALID_ENT_REFERENCE;
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if (StrEqual(weaponentity, "item_kevlar"))
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{
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SetEntProp(client, Prop_Send, "m_ArmorValue", 100);
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@ -1045,7 +1048,7 @@ stock bool:ZMarketEquip(client, const String:weapon[], bool:rebuy = false)
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else
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{
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// Give client the weapon.
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GivePlayerItem(client, weaponentity);
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entity = GivePlayerItem(client, weaponentity);
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}
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if (!rebuy)
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@ -1055,6 +1058,19 @@ stock bool:ZMarketEquip(client, const String:weapon[], bool:rebuy = false)
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// If client isn't rebuying the weapon, then tell them the weapon has been purchased.
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TranslationPrintToChat(client, "Weapons zmarket purchase", weapondisplay);
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if (IsValidEntity(entity) && !WeaponsIsClientInBuyZone(client))
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{
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int newclip = 0;
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if (oldclip != -1)
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{
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newclip = GetEntProp(entity, Prop_Send, "m_iClip1");
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if(newclip > oldclip)
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newclip = oldclip;
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}
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SetEntProp(entity, Prop_Send, "m_iClip1", newclip);
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}
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}
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}
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else if (!rebuy)
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