General: Move some code around.
Move the 'human' code back to its original location, and call the infection function instead when they should be infected, instead of doing it forcefully. That caused issues whenever there was a situation of a warmup round ect. blocking infections.
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@ -278,6 +278,13 @@ InfectOnClientSpawn(client)
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// Disable zombie flag on client.
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g_bZombie[client] = false;
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// Check if client is spawning on the terrorists team.
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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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InfectUnglitchKevlar(client);
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// Forward event to modules.
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@ -130,29 +130,10 @@ ZSpawnOnClientSpawn(client)
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switch(condition)
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{
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case ZSpawn_Human, ZSpawn_Block:
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{
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// Disable zombie flag on client.
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g_bZombie[client] = false;
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// Check if client is spawning on the terrorists team.
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if (ZRIsClientOnTeam(client, CS_TEAM_T))
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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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case ZSpawn_Zombie:
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{
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// Enable zombie flag on client.
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g_bZombie[client] = true;
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// Check if client is spawning on the counter-terrorists team.
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if (ZRIsClientOnTeam(client, CS_TEAM_CT))
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{
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CS_SwitchTeam(client, CS_TEAM_T);
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CS_RespawnPlayer(client);
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}
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// Our client should be infected.
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InfectHumanToZombie(client);
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}
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}
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}
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@ -559,15 +540,15 @@ ZSpawnCondition:GetZSpawnCondition()
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new zspawntimelimitzombie = GetConVarInt(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT_ZOMBIE]);
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switch(zspawntimelimitzombie)
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{
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case -1:
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case ZSpawn_Block:
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{
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condition = ZSpawn_Block;
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}
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case 0:
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case ZSpawn_Human:
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{
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condition = ZSpawn_Human;
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}
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case 1:
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case ZSpawn_Zombie:
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{
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condition = ZSpawn_Zombie;
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}
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