Fix rebuy exploit by keeping current clip.
Add zr_infect_knife_cooldown Convert includes to new syntax.
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@ -35,7 +35,7 @@
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#include <zr/respawn.zr>
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#include <zr/class.zr>
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public SharedPlugin:__pl_zombiereloaded =
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public SharedPlugin __pl_zombiereloaded =
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{
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name = "zombiereloaded",
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file = "zombiereloaded.smx",
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@ -47,7 +47,7 @@ public SharedPlugin:__pl_zombiereloaded =
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};
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#if !defined REQUIRE_PLUGIN
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public __pl_zombiereloaded_SetNTVOptional()
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public void __pl_zombiereloaded_SetNTVOptional()
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{
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MarkNativeAsOptional("ZR_IsValidClassIndex");
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MarkNativeAsOptional("ZR_GetActiveClass");
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@ -54,7 +54,7 @@ enum ClassSelectResult
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*
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* @return True if valid, false otherwise.
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*/
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native bool:ZR_IsValidClassIndex(classIndex);
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native bool ZR_IsValidClassIndex(int classIndex);
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/**
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* Gets the currently active class index that the player is using.
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@ -63,7 +63,7 @@ native bool:ZR_IsValidClassIndex(classIndex);
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*
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* @return The active class index.
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*/
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native bool:ZR_GetActiveClass(client);
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native bool ZR_GetActiveClass(int client);
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/**
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* Gets the current human class index that the player is using.
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@ -72,7 +72,7 @@ native bool:ZR_GetActiveClass(client);
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*
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* @return The human class index.
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*/
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native bool:ZR_GetHumanClass(client);
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native bool ZR_GetHumanClass(int client);
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/**
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* Gets the current zombie class index that the player is using.
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@ -81,7 +81,7 @@ native bool:ZR_GetHumanClass(client);
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*
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* @return The zombie class index.
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*/
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native bool:ZR_GetZombieClass(client);
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native bool ZR_GetZombieClass(int client);
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/**
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* Selects a class for a player.
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@ -101,7 +101,7 @@ native bool:ZR_GetZombieClass(client);
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*
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* @return Class selection result. See enum ClassSelectResult.
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*/
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native ClassSelectResult:ZR_SelectClientClass(client, classIndex, bool:applyIfPossible = true, bool:saveIfEnabled = true);
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native ClassSelectResult ZR_SelectClientClass(int client, int classIndex, bool applyIfPossible = true, bool saveIfEnabled = true);
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/**
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* Gets the class index of the class with the specified name.
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@ -114,7 +114,7 @@ native ClassSelectResult:ZR_SelectClientClass(client, classIndex, bool:applyIfPo
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*
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* @return Class index, or -1 if none found.
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*/
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native ZR_GetClassByName(const String:className[], cacheType = ZR_CLASS_CACHE_MODIFIED);
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native int ZR_GetClassByName(const char[] className, int cacheType = ZR_CLASS_CACHE_MODIFIED);
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/**
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* Gets the class name displayed in the class menu.
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@ -126,4 +126,4 @@ native ZR_GetClassByName(const String:className[], cacheType = ZR_CLASS_CACHE_MO
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* @param cacheType Optional. Specifies which class cache to read from.
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* @return Number of cells written. -1 on error.
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*/
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native ZR_GetClassDisplayName(index, String:buffer[], maxlen, cacheType = ZR_CLASS_CACHE_MODIFIED);
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native int ZR_GetClassDisplayName(int index, char[] buffer, int maxlen, int cacheType = ZR_CLASS_CACHE_MODIFIED);
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@ -33,7 +33,7 @@
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* @return True if zombie, false if not.
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* @error Invalid client index, not connected or not alive.
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*/
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native bool:ZR_IsClientZombie(client);
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native bool ZR_IsClientZombie(int client);
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/**
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* Returns true if the player is a human, false if not.
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@ -43,7 +43,7 @@ native bool:ZR_IsClientZombie(client);
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* @return True if human, false if not.
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* @error Invalid client index, not connected or not alive.
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*/
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native bool:ZR_IsClientHuman(client);
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native bool ZR_IsClientHuman(int client);
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/**
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* Infects a player.
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@ -58,7 +58,7 @@ native bool:ZR_IsClientHuman(client);
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*
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* @error Invalid client index, not connected or not alive.
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*/
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native ZR_InfectClient(client, attacker = -1, bool:motherInfect = false, bool:respawnOverride = false, bool:respawn = false);
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native int ZR_InfectClient(int client, int attacker = -1, bool motherInfect = false, bool respawnOverride = false, bool respawn = false);
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/**
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* Turns a zombie back into a human.
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@ -72,7 +72,7 @@ native ZR_InfectClient(client, attacker = -1, bool:motherInfect = false, bool:re
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*
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* @error Invalid client index, not connected or not alive.
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*/
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native ZR_HumanClient(client, bool:respawn = false, bool:protect = false);
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native int ZR_HumanClient(int client, bool respawn = false, bool protect = false);
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/**
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* Called when a player is about to become a zombie.
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@ -87,7 +87,7 @@ native ZR_HumanClient(client, bool:respawn = false, bool:protect = false);
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* @return Plugin_Handled to block infection. Anything else
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* (like Plugin_Continue) to allow infection.
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*/
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forward Action:ZR_OnClientInfect(&client, &attacker, &bool:motherInfect, &bool:respawnOverride, &bool:respawn);
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forward Action ZR_OnClientInfect(int &client, int &attacker, bool &motherInfect, bool &respawnOverride, bool &respawn);
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/**
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* Called after a player has become a zombie.
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@ -98,7 +98,7 @@ forward Action:ZR_OnClientInfect(&client, &attacker, &bool:motherInfect, &bool:r
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* @param respawnOverride True if the respawn cvar was overridden.
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* @param respawn The value that respawn was overridden with.
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*/
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forward ZR_OnClientInfected(client, attacker, bool:motherInfect, bool:respawnOverride, bool:respawn);
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forward void ZR_OnClientInfected(int client, int attacker, bool motherInfect, bool respawnOverride, bool respawn);
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/**
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* Called when a player is about to become a human. (Through an admin command).
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@ -111,7 +111,7 @@ forward ZR_OnClientInfected(client, attacker, bool:motherInfect, bool:respawnOve
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* @return Plugin_Handled to block infection. Anything else
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* (like Plugin_Continue) to allow acion.
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*/
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forward Action:ZR_OnClientHuman(&client, &bool:respawn, &bool:protect);
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forward Action ZR_OnClientHuman(int &client, bool &respawn, bool &protect);
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/**
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* Called after a player has become a human. (Through an admin command.)
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@ -120,4 +120,4 @@ forward Action:ZR_OnClientHuman(&client, &bool:respawn, &bool:protect);
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* @param respawn Whether the client was respawned.
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* @param protect Whether the client has spawn protection.
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*/
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forward ZR_OnClientHumanPost(client, bool:respawn, bool:protect);
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forward void ZR_OnClientHumanPost(int client, bool respawn, bool protect);
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@ -44,7 +44,7 @@ enum ZR_RespawnCondition
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* ZR settings. See ZR_RespawnCondition for details.
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* @error Invalid client index, not connected or already alive.
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*/
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native ZR_RespawnClient(client, ZR_RespawnCondition:condition = ZR_Repsawn_Default);
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native void ZR_RespawnClient(int client, ZR_RespawnCondition condition = ZR_Repsawn_Default);
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/**
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* Called right before ZR is about to respawn a player.
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@ -56,7 +56,7 @@ native ZR_RespawnClient(client, ZR_RespawnCondition:condition = ZR_Repsawn_Defau
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*
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* @return Plugin_Handled to block respawn.
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*/
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forward Action:ZR_OnClientRespawn(&client, &ZR_RespawnCondition:condition);
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forward Action ZR_OnClientRespawn(int &client, ZR_RespawnCondition &condition);
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/**
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* Called after ZR respawned a player.
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@ -65,7 +65,7 @@ forward Action:ZR_OnClientRespawn(&client, &ZR_RespawnCondition:condition);
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* @param condition Current condition of the respawned player. See
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* ZR_RespawnCondition for details.
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*/
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forward ZR_OnClientRespawned(client, ZR_RespawnCondition:condition);
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forward void ZR_OnClientRespawned(int client, ZR_RespawnCondition condition);
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/**
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* Set if a player died by a suicide or world damage.
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@ -79,7 +79,7 @@ forward ZR_OnClientRespawned(client, ZR_RespawnCondition:condition);
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*
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* @error Invalid client index or not connected.
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*/
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native ZR_SetKilledByWorld(client, bool:suicide);
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native void ZR_SetKilledByWorld(int client, bool suicide);
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/**
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* Get whether the player died by a suicide or world damage.
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@ -92,4 +92,4 @@ native ZR_SetKilledByWorld(client, bool:suicide);
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* another player.
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* @error Invalid client index or not connected.
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*/
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native bool:ZR_GetKilledByWorld(client);
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native bool ZR_GetKilledByWorld(int client);
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@ -103,13 +103,14 @@ enum CvarsList
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Handle:CVAR_INFECT_SPAWNTIME_MAX,
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Handle:CVAR_INFECT_CONSECUTIVE_BLOCK,
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Handle:CVAR_INFECT_WEAPONS_DROP,
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Handle:CVAR_INFECT_KNIFE_COOLDOWN,
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Handle:CVAR_INFECT_MAX_DISTANCE,
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Handle:CVAR_INFECT_MZOMBIE_MODE,
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Handle:CVAR_INFECT_MZOMBIE_RATIO,
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Handle:CVAR_INFECT_MZOMBIE_MIN,
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Handle:CVAR_INFECT_MZOMBIE_MAX,
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Handle:CVAR_INFECT_MZOMBIE_COUNTDOWN,
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Handle:CVAR_INFECT_MZOMBIE_RESPAWN,
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Handle:CVAR_INFECT_MAX_DISTANCE,
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Handle:CVAR_INFECT_EXPLOSION,
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Handle:CVAR_INFECT_FIREBALL,
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Handle:CVAR_INFECT_SMOKE,
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@ -328,6 +329,7 @@ CvarsCreate()
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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).");
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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.");
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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.");
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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.");
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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]");
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// Effects
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@ -769,6 +769,10 @@ InfectHumanToZombie(client, attacker = -1, bool:motherinfect = false, bool:respa
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// Remove all weapons but knife.
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WeaponsRemoveAllClientWeapons(client, weaponsdrop);
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// Zombie won't be able to use their knife for this amount of time
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new Float:knifecooldown = GetConVarFloat(g_hCvarsList[CVAR_INFECT_KNIFE_COOLDOWN]);
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SetEntPropFloat(client, Prop_Send, "m_flNextAttack", GetGameTime() + knifecooldown);
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// Switch the player to terrorists.
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// TODO: A solution to stop confusing bots? Respawn and teleport?
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CS_SwitchTeam(client, CS_TEAM_T);
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@ -286,7 +286,8 @@ bool:ClassApplyNightVision(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER
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}
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ToolsSetClientNightVision(client, nvgs);
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ToolsSetClientNightVision(client, nvgs, false);
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if (!nvgs)
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ToolsSetClientNightVision(client, nvgs, false);
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return true;
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}
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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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