Added cvar to control suicide blocking for zombies and humans seperately
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@ -51,7 +51,8 @@ enum ZRSettings
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Handle:CVAR_RESPAWN,
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Handle:CVAR_RESPAWN_TEAM,
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Handle:CVAR_RESPAWN_DELAY,
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Handle:CVAR_SUICIDE,
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Handle:CVAR_SUICIDE_ZOMBIE,
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Handle:CVAR_SUICIDE_HUMAN,
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Handle:CVAR_SUICIDE_ECHO,
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Handle:CVAR_SUICIDE_WORLD_DAMAGE,
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Handle:CVAR_SPAWN_MIN,
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@ -137,7 +138,8 @@ CreateCvars()
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gCvars[CVAR_RESPAWN] = CreateConVar("zr_respawn", "0", "When player is killed, player will respawn");
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gCvars[CVAR_RESPAWN_TEAM] = CreateConVar("zr_respawn_team", "zombie", "Which team to respawn player as (Choices: zombie, human)");
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gCvars[CVAR_RESPAWN_DELAY] = CreateConVar("zr_respawn_delay", "1", "How long to wait after death to respawn, in seconds");
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gCvars[CVAR_SUICIDE] = CreateConVar("zr_suicide", "1", "Stops players from suiciding");
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gCvars[CVAR_SUICIDE_ZOMBIE] = CreateConVar("zr_suicide_zombie", "1", "Stops zombies from suiciding");
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gCvars[CVAR_SUICIDE_HUMAN] = CreateConVar("zr_suicide_human", "1", "Stops humans from suiciding");
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gCvars[CVAR_SUICIDE_ECHO] = CreateConVar("zr_suicide_echo", "0", "Log suicide attempts to admin chat.");
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gCvars[CVAR_SUICIDE_WORLD_DAMAGE] = CreateConVar("zr_suicide_world_damage", "1", "Respawn zombies as zombies if they were killed by the world, like elevators, doors and lasers. (0: Disable)");
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gCvars[CVAR_SPAWN_MIN] = CreateConVar("zr_spawn_min", "30", "Minimum time a player is picked to be zombie after the round starts, in seconds");
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@ -151,7 +151,9 @@ public Action:Attempt_Suicide(client, argc)
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return Plugin_Continue;
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}
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new bool:suicide = GetConVarBool(gCvars[CVAR_SUICIDE]);
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new bool:suicide = IsPlayerZombie(client) ? GetConVarBool(gCvars[CVAR_SUICIDE_ZOMBIE]) : GetConVarBool(gCvars[CVAR_SUICIDE_HUMAN]);
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if (!suicide)
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{
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return Plugin_Continue;
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@ -160,16 +162,6 @@ public Action:Attempt_Suicide(client, argc)
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decl String:cmd[16];
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GetCmdArg(0, cmd, sizeof(cmd));
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if (!IsPlayerZombie(client) && StrEqual(cmd, "spectate", false))
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{
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return Plugin_Continue;
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}
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if (!IsPlayerZombie(client) && !GetConVarBool(gCvars[CVAR_RESPAWN]))
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{
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return Plugin_Continue;
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}
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if (!IsPlayerAlive(client))
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{
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return Plugin_Continue;
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