Moved some code around to organize better.
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@ -556,16 +556,6 @@ InfectHumanToZombie(client, attacker = -1, bool:motherinfect = false, bool:respa
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// Mark player as zombie.
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bZombie[client] = true;
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// Get a list of all client's weapon indexes.
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new weapons[WeaponsSlot];
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WeaponsGetClientWeapons(client, weapons);
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// Check if weapons drop is enabled.
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new bool:weaponsdrop = GetConVarBool(g_hCvarsList[CVAR_INFECT_WEAPONS_DROP]);
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// Give zombie a new knife. (If you leave the old one there will be glitches with the knife positioning)
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GivePlayerItem(client, "weapon_knife");
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// Check if consecutive infection protection is enabled.
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new bool:infectconsecutiveblock = GetConVarBool(g_hCvarsList[CVAR_INFECT_CONSECUTIVE_BLOCK]);
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@ -643,6 +633,13 @@ InfectHumanToZombie(client, attacker = -1, bool:motherinfect = false, bool:respa
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ZTeleOnClientInfected(client);
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ZHPOnClientInfected(client);
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// Get a list of all client's weapon indexes.
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new weapons[WeaponsSlot];
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WeaponsGetClientWeapons(client, weapons);
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// Check if weapons drop is enabled.
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new bool:weaponsdrop = GetConVarBool(g_hCvarsList[CVAR_INFECT_WEAPONS_DROP]);
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// This must be after the event forwarding because it fixes a problem caused by changing models in ClassOnClientInfected.
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// Loop through array slots and force drop.
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// x = weapon slot.
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@ -674,6 +671,9 @@ InfectHumanToZombie(client, attacker = -1, bool:motherinfect = false, bool:respa
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RemovePlayerItem(client, weapons[x]);
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}
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}
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// Give zombie a new knife. (If you leave the old one there will be glitches with the knife positioning)
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GivePlayerItem(client, "weapon_knife");
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}
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/**
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