Removed windows newlines in respawn.inc (stupid editor)

This commit is contained in:
Greyscale 2009-04-16 07:35:18 +02:00
parent 23b5b6e187
commit 98c39fb517

View File

@ -1,150 +1,150 @@
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: respawn.inc
* Description: Players come back to life
*
* ============================================================================
*/
/**
* Array for storing respawn timer handles per client.
*/
new Handle:tRespawn[MAXPLAYERS + 1];
/**
* Client is joining the server.
*/
RespawnClientInit(client)
{
// Reset timer handle.
tRespawn[client] = INVALID_HANDLE;
// Init gKilledByWorld for client.
gKilledByWorld[client] = false;
}
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
RespawnOnClientSpawn(client)
{
// If timer is running, kill it.
if (tRespawn[client] != INVALID_HANDLE)
{
KillTimer(tRespawn[client]);
}
// Reset timer handle.
tRespawn[client] = INVALID_HANDLE;
}
/**
* Client has been killed.
*
* @param client The client index.
*/
RespawnOnClientDeath(client, const String:weapon[])
{
// If timer is running, kill it.
if (tRespawn[client] != INVALID_HANDLE)
{
KillTimer(tRespawn[client]);
}
// If player was infected, then stop.
if (StrEqual(weapon, "zombie_claws_of_death", false))
{
return;
}
// If respawn is disabled, stop here.
new bool:respawn = GetConVarBool(gCvars[CVAR_RESPAWN]);
if (!respawn)
{
return;
}
// Start respawn timer.
new Float:delay = GetConVarFloat(gCvars[CVAR_RESPAWN_DELAY]);
tRespawn[client] = CreateTimer(delay, RespawnTimer, client, TIMER_FLAG_NO_MAPCHANGE);
}
/**
* Spawns a player into the round.
*
* @param client The client index.
*/
RespawnSpawnClient(client)
{
// If client isn't in-game, then stop.
if (!IsClientInGame(client))
{
return;
}
// Spawn player.
CS_RespawnPlayer(client);
// Stop here if the first zombie hasn't spawned yet.
if (!zombieSpawned)
{
return;
}
// Get respawn team.
new bool:respawn_zombie = GetConVarBool(gCvars[CVAR_RESPAWN_ZOMBIE]);
// Get suicide respawn cvar
if (respawn_zombie)
{
InfectPlayer(client);
return;
}
if (GetConVarBool(gCvars[CVAR_SUICIDE_WORLD_DAMAGE]) && gKilledByWorld[client])
{
InfectPlayer(client);
gKilledByWorld[client] = false;
}
}
/**
* Timer callback, respawns a player.
*
* @param timer The timer handle.
* @param client The client index.
*/
public Action:RespawnTimer(Handle:timer, any:client)
{
// Reset timer handle.
tRespawn[client] = INVALID_HANDLE;
// If client isn't in-game, then stop.
if (!IsClientInGame(client))
{
return;
}
// If player isn't alive, then stop.
if (IsPlayerAlive(client))
{
return;
}
// Get client team.
new team = GetClientTeam(client);
// If player isn't on a team, then stop.
if (team != CS_TEAM_T && team != CS_TEAM_CT)
{
return;
}
// Spawn player.
RespawnSpawnClient(client);
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: respawn.inc
* Description: Players come back to life
*
* ============================================================================
*/
/**
* Array for storing respawn timer handles per client.
*/
new Handle:tRespawn[MAXPLAYERS + 1];
/**
* Client is joining the server.
*/
RespawnClientInit(client)
{
// Reset timer handle.
tRespawn[client] = INVALID_HANDLE;
// Init gKilledByWorld for client.
gKilledByWorld[client] = false;
}
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
RespawnOnClientSpawn(client)
{
// If timer is running, kill it.
if (tRespawn[client] != INVALID_HANDLE)
{
KillTimer(tRespawn[client]);
}
// Reset timer handle.
tRespawn[client] = INVALID_HANDLE;
}
/**
* Client has been killed.
*
* @param client The client index.
*/
RespawnOnClientDeath(client, const String:weapon[])
{
// If timer is running, kill it.
if (tRespawn[client] != INVALID_HANDLE)
{
KillTimer(tRespawn[client]);
}
// If player was infected, then stop.
if (StrEqual(weapon, "zombie_claws_of_death", false))
{
return;
}
// If respawn is disabled, stop here.
new bool:respawn = GetConVarBool(gCvars[CVAR_RESPAWN]);
if (!respawn)
{
return;
}
// Start respawn timer.
new Float:delay = GetConVarFloat(gCvars[CVAR_RESPAWN_DELAY]);
tRespawn[client] = CreateTimer(delay, RespawnTimer, client, TIMER_FLAG_NO_MAPCHANGE);
}
/**
* Spawns a player into the round.
*
* @param client The client index.
*/
RespawnSpawnClient(client)
{
// If client isn't in-game, then stop.
if (!IsClientInGame(client))
{
return;
}
// Spawn player.
CS_RespawnPlayer(client);
// Stop here if the first zombie hasn't spawned yet.
if (!zombieSpawned)
{
return;
}
// Get respawn team.
new bool:respawn_zombie = GetConVarBool(gCvars[CVAR_RESPAWN_ZOMBIE]);
// Get suicide respawn cvar
if (respawn_zombie)
{
InfectPlayer(client);
return;
}
if (GetConVarBool(gCvars[CVAR_SUICIDE_WORLD_DAMAGE]) && gKilledByWorld[client])
{
InfectPlayer(client);
gKilledByWorld[client] = false;
}
}
/**
* Timer callback, respawns a player.
*
* @param timer The timer handle.
* @param client The client index.
*/
public Action:RespawnTimer(Handle:timer, any:client)
{
// Reset timer handle.
tRespawn[client] = INVALID_HANDLE;
// If client isn't in-game, then stop.
if (!IsClientInGame(client))
{
return;
}
// If player isn't alive, then stop.
if (IsPlayerAlive(client))
{
return;
}
// Get client team.
new team = GetClientTeam(client);
// If player isn't on a team, then stop.
if (team != CS_TEAM_T && team != CS_TEAM_CT)
{
return;
}
// Spawn player.
RespawnSpawnClient(client);
}