Removed all non-forwarding code from events.inc and moved to appropriate modules.
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@ -153,32 +153,10 @@ public Action:EventPlayerSpawn(Handle:event, const String:name[], bool:dontBroad
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// Get all required event info.
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// Get all required event info.
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new index = GetClientOfUserId(GetEventInt(event, "userid"));
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new index = GetClientOfUserId(GetEventInt(event, "userid"));
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// Reset FOV and overlay.
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ToolsSetClientDefaultFOV(index, 90);
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ClientCommand(index, "r_screenoverlay \"\"");
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// Check if client is on a team.
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if (ZRIsClientOnTeam(index))
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{
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// Turn off nightvision.
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ToolsClientNightVision(index, false, false);
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// Take nightvision away.
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ToolsClientNightVision(index, false);
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if (g_bZombieSpawned)
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{
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if (ZRIsClientOnTeam(index, CS_TEAM_T))
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{
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CS_SwitchTeam(index, CS_TEAM_CT);
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CS_RespawnPlayer(index);
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}
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}
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}
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// Forward event to modules.
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// Forward event to modules.
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InfectOnClientSpawn(index);
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InfectOnClientSpawn(index); // Multiple modules depend on this to finish first.
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ClassOnClientSpawn(index); // Module event depends on infect module.
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OverlaysOnClientSpawn(index);
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ClassOnClientSpawn(index);
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RestrictOnClientSpawn(index);
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RestrictOnClientSpawn(index);
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SEffectsOnClientSpawn(index);
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SEffectsOnClientSpawn(index);
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AccountOnClientSpawn(index);
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AccountOnClientSpawn(index);
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@ -213,6 +213,16 @@ InfectOnClientSpawn(client)
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{
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{
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// Disable zombie flag on client.
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// Disable zombie flag on client.
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bZombie[client] = false;
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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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{
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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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/** Client has been hurt.
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/** Client has been hurt.
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@ -129,6 +129,17 @@ public OverlaysQueryClientDXLevel(QueryCookie:cookie, client, ConVarQueryResult:
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g_iOverlaysDXL[client] = StringToInt(cvarValue);
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g_iOverlaysDXL[client] = StringToInt(cvarValue);
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}
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}
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/**
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* Client is spawning into the game.
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*
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* @param client The client index.
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*/
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OverlaysOnClientSpawn(client)
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{
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// Update overlay.
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OverlaysClientUpdateOverlay(client);
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}
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/**
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/**
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* The round is starting.
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* The round is starting.
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*/
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*/
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