Add InfectHasZombieSpawned.
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@ -413,7 +413,7 @@ public Action:DamageSuicideIntercept(client, argc)
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// match, block it.
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// Check general criterias.
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if ((suicideAfterInfect && !g_bZombieSpawned) || // Check if it should block suicides before mother zombie.
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if ((suicideAfterInfect && !InfectHasZombieSpawned()) || // Check if it should block suicides before mother zombie.
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!ZRIsClientValid(client) || // Validate client (to stop console).
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!IsPlayerAlive(client)) // Check if dead.
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{
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@ -1048,7 +1048,7 @@ bool:ImmunityCanDeployShield(client, bool:printResponse = true)
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}
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// Humans cannot deploy shield before first zombie.
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if (!g_bZombieSpawned)
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if (!InfectHasZombieSpawned())
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{
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return false;
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}
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@ -158,7 +158,7 @@ InfectOnClientDisconnect(client)
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}
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// If zombie hasn't spawned, then stop.
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if (!g_bZombieSpawned)
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if (!InfectHasZombieSpawned())
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{
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return;
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}
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@ -270,14 +270,11 @@ InfectOnClientSpawn(client)
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bZombie[client] = false;
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// Check if client is spawning on the terrorist team.
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if (ZRIsClientOnTeam(client, CS_TEAM_T))
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{
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if (g_bZombieSpawned)
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if (ZRIsClientOnTeam(client, CS_TEAM_T) && InfectHasZombieSpawned())
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{
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CS_SwitchTeam(client, CS_TEAM_CT);
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CS_RespawnPlayer(client);
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}
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}
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}
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/**
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@ -385,7 +382,7 @@ InfectOnRoundFreezeEnd()
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ZREndTimer(tInfectCountdown);
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// If the zombie has spawned already (had to be through admin) then stop.
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if (g_bZombieSpawned)
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if (InfectHasZombieSpawned())
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{
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return;
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}
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@ -1074,6 +1071,11 @@ public InfectMenuClientsHandle(Handle:menu_infect_clients, MenuAction:action, cl
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}
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}
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bool:InfectHasZombieSpawned()
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{
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return g_bZombieSpawned;
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}
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/**
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* Returns if a client is infected.
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*
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@ -1121,7 +1123,7 @@ bool:InfectIsClientHuman(client)
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*/
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stock InfectManualInfect(client, targets[], count, bool:respawnoverride = false, bool:respawn = false)
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{
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new bool:zombiespawned = g_bZombieSpawned;
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new bool:zombiespawned = InfectHasZombieSpawned();
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// If zombie hasn't spawned, then make targetted player(s) mother zombies.
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if (!zombiespawned)
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@ -184,7 +184,7 @@ bool:RespawnSpawnClient(client, bool:zombie = false, bool:zombieIfSuicide = fals
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CS_RespawnPlayer(client);
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// Check if first zombie has spawned.
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if (g_bZombieSpawned)
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if (InfectHasZombieSpawned())
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{
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// Infect if player should spawn as zombie.
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if (zombie)
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@ -260,7 +260,7 @@ public Action:RoundEndTimer(Handle:timer)
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bool:RoundEndGetRoundStatus(&RoundEndOutcome:outcome)
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{
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// If zombie hasn't spawned, then stop.
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if (!g_bZombieSpawned)
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if (!InfectHasZombieSpawned())
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{
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// Round isn't over.
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return false;
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@ -113,7 +113,7 @@ SpawnProtectStart(client)
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}
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// If zombie hasn't spawned, then stop.
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if (!g_bZombieSpawned)
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if (!InfectHasZombieSpawned())
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{
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return;
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}
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@ -244,7 +244,7 @@ stock bool:ZRIsConsole(index)
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stock bool:ZRCountValidClients(&zombiecount = 0, &humancount = 0, bool:alive = true, bool:ignorezombiespawned = false)
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{
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// If zombie hasn't spawned and were not only counting humans, then stop.
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if (!g_bZombieSpawned && !ignorezombiespawned)
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if (!InfectHasZombieSpawned() && !ignorezombiespawned)
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{
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return false;
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}
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@ -140,7 +140,7 @@ bool:ZTeleClient(client, bool:force = false)
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// If zombie has spawned, get before value, get the after value otherwise.
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// If the cvar is disabled and the client is a human, then stop.
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new bool:ztelehuman = g_bZombieSpawned ? GetConVarBool(g_hCvarsList[CVAR_ZTELE_HUMAN_AFTER]) : GetConVarBool(g_hCvarsList[CVAR_ZTELE_HUMAN_BEFORE]);
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new bool:ztelehuman = InfectHasZombieSpawned() ? GetConVarBool(g_hCvarsList[CVAR_ZTELE_HUMAN_AFTER]) : GetConVarBool(g_hCvarsList[CVAR_ZTELE_HUMAN_BEFORE]);
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if (!force && !infected && !ztelehuman)
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{
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// Tell client that feature is restricted at this time.
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