Fix rebuy exploit by keeping current clip.

Add zr_infect_knife_cooldown
Convert includes to new syntax.
This commit is contained in:
BotoX 2017-07-05 23:00:50 +02:00
parent b09747346f
commit 6478d995b9
8 changed files with 48 additions and 25 deletions

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@ -35,7 +35,7 @@
#include <zr/respawn.zr> #include <zr/respawn.zr>
#include <zr/class.zr> #include <zr/class.zr>
public SharedPlugin:__pl_zombiereloaded = public SharedPlugin __pl_zombiereloaded =
{ {
name = "zombiereloaded", name = "zombiereloaded",
file = "zombiereloaded.smx", file = "zombiereloaded.smx",
@ -47,7 +47,7 @@ public SharedPlugin:__pl_zombiereloaded =
}; };
#if !defined REQUIRE_PLUGIN #if !defined REQUIRE_PLUGIN
public __pl_zombiereloaded_SetNTVOptional() public void __pl_zombiereloaded_SetNTVOptional()
{ {
MarkNativeAsOptional("ZR_IsValidClassIndex"); MarkNativeAsOptional("ZR_IsValidClassIndex");
MarkNativeAsOptional("ZR_GetActiveClass"); MarkNativeAsOptional("ZR_GetActiveClass");

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@ -54,7 +54,7 @@ enum ClassSelectResult
* *
* @return True if valid, false otherwise. * @return True if valid, false otherwise.
*/ */
native bool:ZR_IsValidClassIndex(classIndex); native bool ZR_IsValidClassIndex(int classIndex);
/** /**
* Gets the currently active class index that the player is using. * Gets the currently active class index that the player is using.
@ -63,7 +63,7 @@ native bool:ZR_IsValidClassIndex(classIndex);
* *
* @return The active class index. * @return The active class index.
*/ */
native bool:ZR_GetActiveClass(client); native bool ZR_GetActiveClass(int client);
/** /**
* Gets the current human class index that the player is using. * Gets the current human class index that the player is using.
@ -72,7 +72,7 @@ native bool:ZR_GetActiveClass(client);
* *
* @return The human class index. * @return The human class index.
*/ */
native bool:ZR_GetHumanClass(client); native bool ZR_GetHumanClass(int client);
/** /**
* Gets the current zombie class index that the player is using. * Gets the current zombie class index that the player is using.
@ -81,7 +81,7 @@ native bool:ZR_GetHumanClass(client);
* *
* @return The zombie class index. * @return The zombie class index.
*/ */
native bool:ZR_GetZombieClass(client); native bool ZR_GetZombieClass(int client);
/** /**
* Selects a class for a player. * Selects a class for a player.
@ -101,7 +101,7 @@ native bool:ZR_GetZombieClass(client);
* *
* @return Class selection result. See enum ClassSelectResult. * @return Class selection result. See enum ClassSelectResult.
*/ */
native ClassSelectResult:ZR_SelectClientClass(client, classIndex, bool:applyIfPossible = true, bool:saveIfEnabled = true); native ClassSelectResult ZR_SelectClientClass(int client, int classIndex, bool applyIfPossible = true, bool saveIfEnabled = true);
/** /**
* Gets the class index of the class with the specified name. * Gets the class index of the class with the specified name.
@ -114,7 +114,7 @@ native ClassSelectResult:ZR_SelectClientClass(client, classIndex, bool:applyIfPo
* *
* @return Class index, or -1 if none found. * @return Class index, or -1 if none found.
*/ */
native ZR_GetClassByName(const String:className[], cacheType = ZR_CLASS_CACHE_MODIFIED); native int ZR_GetClassByName(const char[] className, int cacheType = ZR_CLASS_CACHE_MODIFIED);
/** /**
* Gets the class name displayed in the class menu. * Gets the class name displayed in the class menu.
@ -126,4 +126,4 @@ native ZR_GetClassByName(const String:className[], cacheType = ZR_CLASS_CACHE_MO
* @param cacheType Optional. Specifies which class cache to read from. * @param cacheType Optional. Specifies which class cache to read from.
* @return Number of cells written. -1 on error. * @return Number of cells written. -1 on error.
*/ */
native ZR_GetClassDisplayName(index, String:buffer[], maxlen, cacheType = ZR_CLASS_CACHE_MODIFIED); native int ZR_GetClassDisplayName(int index, char[] buffer, int maxlen, int cacheType = ZR_CLASS_CACHE_MODIFIED);

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@ -33,7 +33,7 @@
* @return True if zombie, false if not. * @return True if zombie, false if not.
* @error Invalid client index, not connected or not alive. * @error Invalid client index, not connected or not alive.
*/ */
native bool:ZR_IsClientZombie(client); native bool ZR_IsClientZombie(int client);
/** /**
* Returns true if the player is a human, false if not. * Returns true if the player is a human, false if not.
@ -43,7 +43,7 @@ native bool:ZR_IsClientZombie(client);
* @return True if human, false if not. * @return True if human, false if not.
* @error Invalid client index, not connected or not alive. * @error Invalid client index, not connected or not alive.
*/ */
native bool:ZR_IsClientHuman(client); native bool ZR_IsClientHuman(int client);
/** /**
* Infects a player. * Infects a player.
@ -58,7 +58,7 @@ native bool:ZR_IsClientHuman(client);
* *
* @error Invalid client index, not connected or not alive. * @error Invalid client index, not connected or not alive.
*/ */
native ZR_InfectClient(client, attacker = -1, bool:motherInfect = false, bool:respawnOverride = false, bool:respawn = false); native int ZR_InfectClient(int client, int attacker = -1, bool motherInfect = false, bool respawnOverride = false, bool respawn = false);
/** /**
* Turns a zombie back into a human. * Turns a zombie back into a human.
@ -72,7 +72,7 @@ native ZR_InfectClient(client, attacker = -1, bool:motherInfect = false, bool:re
* *
* @error Invalid client index, not connected or not alive. * @error Invalid client index, not connected or not alive.
*/ */
native ZR_HumanClient(client, bool:respawn = false, bool:protect = false); native int ZR_HumanClient(int client, bool respawn = false, bool protect = false);
/** /**
* Called when a player is about to become a zombie. * Called when a player is about to become a zombie.
@ -87,7 +87,7 @@ native ZR_HumanClient(client, bool:respawn = false, bool:protect = false);
* @return Plugin_Handled to block infection. Anything else * @return Plugin_Handled to block infection. Anything else
* (like Plugin_Continue) to allow infection. * (like Plugin_Continue) to allow infection.
*/ */
forward Action:ZR_OnClientInfect(&client, &attacker, &bool:motherInfect, &bool:respawnOverride, &bool:respawn); forward Action ZR_OnClientInfect(int &client, int &attacker, bool &motherInfect, bool &respawnOverride, bool &respawn);
/** /**
* Called after a player has become a zombie. * Called after a player has become a zombie.
@ -98,7 +98,7 @@ forward Action:ZR_OnClientInfect(&client, &attacker, &bool:motherInfect, &bool:r
* @param respawnOverride True if the respawn cvar was overridden. * @param respawnOverride True if the respawn cvar was overridden.
* @param respawn The value that respawn was overridden with. * @param respawn The value that respawn was overridden with.
*/ */
forward ZR_OnClientInfected(client, attacker, bool:motherInfect, bool:respawnOverride, bool:respawn); forward void ZR_OnClientInfected(int client, int attacker, bool motherInfect, bool respawnOverride, bool respawn);
/** /**
* Called when a player is about to become a human. (Through an admin command). * Called when a player is about to become a human. (Through an admin command).
@ -111,7 +111,7 @@ forward ZR_OnClientInfected(client, attacker, bool:motherInfect, bool:respawnOve
* @return Plugin_Handled to block infection. Anything else * @return Plugin_Handled to block infection. Anything else
* (like Plugin_Continue) to allow acion. * (like Plugin_Continue) to allow acion.
*/ */
forward Action:ZR_OnClientHuman(&client, &bool:respawn, &bool:protect); forward Action ZR_OnClientHuman(int &client, bool &respawn, bool &protect);
/** /**
* Called after a player has become a human. (Through an admin command.) * Called after a player has become a human. (Through an admin command.)
@ -120,4 +120,4 @@ forward Action:ZR_OnClientHuman(&client, &bool:respawn, &bool:protect);
* @param respawn Whether the client was respawned. * @param respawn Whether the client was respawned.
* @param protect Whether the client has spawn protection. * @param protect Whether the client has spawn protection.
*/ */
forward ZR_OnClientHumanPost(client, bool:respawn, bool:protect); forward void ZR_OnClientHumanPost(int client, bool respawn, bool protect);

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@ -44,7 +44,7 @@ enum ZR_RespawnCondition
* ZR settings. See ZR_RespawnCondition for details. * ZR settings. See ZR_RespawnCondition for details.
* @error Invalid client index, not connected or already alive. * @error Invalid client index, not connected or already alive.
*/ */
native ZR_RespawnClient(client, ZR_RespawnCondition:condition = ZR_Repsawn_Default); native void ZR_RespawnClient(int client, ZR_RespawnCondition condition = ZR_Repsawn_Default);
/** /**
* Called right before ZR is about to respawn a player. * Called right before ZR is about to respawn a player.
@ -56,7 +56,7 @@ native ZR_RespawnClient(client, ZR_RespawnCondition:condition = ZR_Repsawn_Defau
* *
* @return Plugin_Handled to block respawn. * @return Plugin_Handled to block respawn.
*/ */
forward Action:ZR_OnClientRespawn(&client, &ZR_RespawnCondition:condition); forward Action ZR_OnClientRespawn(int &client, ZR_RespawnCondition &condition);
/** /**
* Called after ZR respawned a player. * Called after ZR respawned a player.
@ -65,7 +65,7 @@ forward Action:ZR_OnClientRespawn(&client, &ZR_RespawnCondition:condition);
* @param condition Current condition of the respawned player. See * @param condition Current condition of the respawned player. See
* ZR_RespawnCondition for details. * ZR_RespawnCondition for details.
*/ */
forward ZR_OnClientRespawned(client, ZR_RespawnCondition:condition); forward void ZR_OnClientRespawned(int client, ZR_RespawnCondition condition);
/** /**
* Set if a player died by a suicide or world damage. * Set if a player died by a suicide or world damage.
@ -79,7 +79,7 @@ forward ZR_OnClientRespawned(client, ZR_RespawnCondition:condition);
* *
* @error Invalid client index or not connected. * @error Invalid client index or not connected.
*/ */
native ZR_SetKilledByWorld(client, bool:suicide); native void ZR_SetKilledByWorld(int client, bool suicide);
/** /**
* Get whether the player died by a suicide or world damage. * Get whether the player died by a suicide or world damage.
@ -92,4 +92,4 @@ native ZR_SetKilledByWorld(client, bool:suicide);
* another player. * another player.
* @error Invalid client index or not connected. * @error Invalid client index or not connected.
*/ */
native bool:ZR_GetKilledByWorld(client); native bool ZR_GetKilledByWorld(int client);

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@ -103,13 +103,14 @@ enum CvarsList
Handle:CVAR_INFECT_SPAWNTIME_MAX, Handle:CVAR_INFECT_SPAWNTIME_MAX,
Handle:CVAR_INFECT_CONSECUTIVE_BLOCK, Handle:CVAR_INFECT_CONSECUTIVE_BLOCK,
Handle:CVAR_INFECT_WEAPONS_DROP, Handle:CVAR_INFECT_WEAPONS_DROP,
Handle:CVAR_INFECT_KNIFE_COOLDOWN,
Handle:CVAR_INFECT_MAX_DISTANCE,
Handle:CVAR_INFECT_MZOMBIE_MODE, Handle:CVAR_INFECT_MZOMBIE_MODE,
Handle:CVAR_INFECT_MZOMBIE_RATIO, Handle:CVAR_INFECT_MZOMBIE_RATIO,
Handle:CVAR_INFECT_MZOMBIE_MIN, Handle:CVAR_INFECT_MZOMBIE_MIN,
Handle:CVAR_INFECT_MZOMBIE_MAX, Handle:CVAR_INFECT_MZOMBIE_MAX,
Handle:CVAR_INFECT_MZOMBIE_COUNTDOWN, Handle:CVAR_INFECT_MZOMBIE_COUNTDOWN,
Handle:CVAR_INFECT_MZOMBIE_RESPAWN, Handle:CVAR_INFECT_MZOMBIE_RESPAWN,
Handle:CVAR_INFECT_MAX_DISTANCE,
Handle:CVAR_INFECT_EXPLOSION, Handle:CVAR_INFECT_EXPLOSION,
Handle:CVAR_INFECT_FIREBALL, Handle:CVAR_INFECT_FIREBALL,
Handle:CVAR_INFECT_SMOKE, Handle:CVAR_INFECT_SMOKE,
@ -328,6 +329,7 @@ CvarsCreate()
g_hCvarsList[CVAR_INFECT_SPAWNTIME_MAX] = CreateConVar("zr_infect_spawntime_max", "50.0", "Maximum time from the start of the round until picking the mother zombie(s)."); g_hCvarsList[CVAR_INFECT_SPAWNTIME_MAX] = CreateConVar("zr_infect_spawntime_max", "50.0", "Maximum time from the start of the round until picking the mother zombie(s).");
g_hCvarsList[CVAR_INFECT_CONSECUTIVE_BLOCK] = CreateConVar("zr_infect_consecutive_block", "1", "Prevent a player from being chosen as mother zombie two rounds in a row."); g_hCvarsList[CVAR_INFECT_CONSECUTIVE_BLOCK] = CreateConVar("zr_infect_consecutive_block", "1", "Prevent a player from being chosen as mother zombie two rounds in a row.");
g_hCvarsList[CVAR_INFECT_WEAPONS_DROP] = CreateConVar("zr_infect_weapons_drop", "1", "Force player to drop all weapons on infect, disabling this will strip weapons instead."); g_hCvarsList[CVAR_INFECT_WEAPONS_DROP] = CreateConVar("zr_infect_weapons_drop", "1", "Force player to drop all weapons on infect, disabling this will strip weapons instead.");
g_hCvarsList[CVAR_INFECT_KNIFE_COOLDOWN] = CreateConVar("zr_infect_knife_cooldown", "1.0", "Time in seconds during which knife can not be used after becoming a zombie.");
g_hCvarsList[CVAR_INFECT_MAX_DISTANCE] = CreateConVar("zr_infect_max_distance", "80.0", "The maximum allowed distance between a client and an attacker for a successful infection. [0.0 = Disabled]"); g_hCvarsList[CVAR_INFECT_MAX_DISTANCE] = CreateConVar("zr_infect_max_distance", "80.0", "The maximum allowed distance between a client and an attacker for a successful infection. [0.0 = Disabled]");
// Effects // Effects

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@ -769,6 +769,10 @@ InfectHumanToZombie(client, attacker = -1, bool:motherinfect = false, bool:respa
// Remove all weapons but knife. // Remove all weapons but knife.
WeaponsRemoveAllClientWeapons(client, weaponsdrop); WeaponsRemoveAllClientWeapons(client, weaponsdrop);
// Zombie won't be able to use their knife for this amount of time
new Float:knifecooldown = GetConVarFloat(g_hCvarsList[CVAR_INFECT_KNIFE_COOLDOWN]);
SetEntPropFloat(client, Prop_Send, "m_flNextAttack", GetGameTime() + knifecooldown);
// Switch the player to terrorists. // Switch the player to terrorists.
// TODO: A solution to stop confusing bots? Respawn and teleport? // TODO: A solution to stop confusing bots? Respawn and teleport?
CS_SwitchTeam(client, CS_TEAM_T); CS_SwitchTeam(client, CS_TEAM_T);

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@ -286,6 +286,7 @@ bool:ClassApplyNightVision(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER
} }
ToolsSetClientNightVision(client, nvgs); ToolsSetClientNightVision(client, nvgs);
if (!nvgs)
ToolsSetClientNightVision(client, nvgs, false); ToolsSetClientNightVision(client, nvgs, false);
return true; return true;

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