Implemented shield immunity mode with zr_shield command.
This commit is contained in:
parent
d0d1de8197
commit
ab6bb6575f
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@ -328,6 +328,25 @@
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"es" "No esta permitido el cambio de clases."
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"es" "No esta permitido el cambio de clases."
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}
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}
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// ===========================
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// Immunity
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// ===========================
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"Immunity Shield Not Available"
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{
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"en" "You don't have a shield."
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}
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"Immunity Shield Cooldown"
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{
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"en" "{1} seconds until shield is available."
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}
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"Immunity Shield Time Left"
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{
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"en" "Shield time left: {1}"
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}
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// ===========================
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// ===========================
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// Overlays (core)
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// Overlays (core)
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// ===========================
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// ===========================
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@ -327,6 +327,25 @@
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"no" "Endring av klasse er ikke tillatt."
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"no" "Endring av klasse er ikke tillatt."
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}
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}
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// ===========================
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// Immunity
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// ===========================
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"Immunity Shield Not Available"
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{
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"en" "Du har ikke skjold."
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}
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"Immunity Shield Cooldown"
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{
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"en" "{1} sekunder igjen til skjoldet er tilgjengelig."
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}
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"Immunity Shield Time Left"
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{
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"en" "Tid igjen med skjold: {1}"
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}
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// ===========================
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// ===========================
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// Overlays (core)
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// Overlays (core)
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// ===========================
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// ===========================
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@ -328,6 +328,25 @@
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"ru" "Изменение класса запрещено."
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"ru" "Изменение класса запрещено."
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}
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}
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// ===========================
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// Immunity
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// ===========================
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"Immunity Shield Not Available"
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{
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"en" "You don't have a shield."
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}
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"Immunity Shield Cooldown"
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{
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"en" "{1} seconds until shield is available."
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}
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"Immunity Shield Time Left"
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{
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"en" "Shield time left: {1}"
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}
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// ===========================
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// ===========================
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// Overlays (core)
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// Overlays (core)
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// ===========================
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// ===========================
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@ -341,6 +341,27 @@
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"en" "Changing classes is not allowed."
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"en" "Changing classes is not allowed."
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}
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}
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// ===========================
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// Immunity
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// ===========================
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"Immunity Shield Not Available"
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{
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"en" "You don't have a shield."
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}
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"Immunity Shield Cooldown"
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{
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"#format" "{1:d}"
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"en" "{1} seconds until shield is available."
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}
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"Immunity Shield Time Left"
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{
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"#format" "{1:d}"
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"en" "Shield time left: {1}"
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}
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// ===========================
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// ===========================
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// Overlays (core)
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// Overlays (core)
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// ===========================
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// ===========================
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@ -46,6 +46,7 @@ CommandsInit()
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ZHPOnCommandsCreate();
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ZHPOnCommandsCreate();
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VolOnCommandsCreate();
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VolOnCommandsCreate();
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ZombieSoundsOnCommandsCreate();
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ZombieSoundsOnCommandsCreate();
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ImmunityOnCommandsCreate();
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#if defined ADD_VERSION_INFO
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#if defined ADD_VERSION_INFO
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VersionOnCommandsCreate();
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VersionOnCommandsCreate();
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@ -62,6 +62,39 @@ new bool:PlayerImmunityThresholdPassed[MAXPLAYERS + 1] = {false, ...};
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/*____________________________________________________________________________*/
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/*____________________________________________________________________________*/
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/**
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* Console commands are being created.
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*/
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ImmunityOnCommandsCreate()
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{
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RegConsoleCmd("zr_shield", Command_DeployShield, "Deploy the shield, if available.");
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}
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/*____________________________________________________________________________*/
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/**
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* Client executed the deploy shield command.
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*
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* @param client Client index.
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* @param argc Number of arguments.
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*/
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public Action:Command_DeployShield(client, argc)
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{
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// Block console.
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if (ZRIsConsole(client))
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{
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TranslationPrintToServer("Must be player");
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return Plugin_Handled;
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}
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// Attempt to deploy shield.
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ImmunityDeployShield(client);
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return Plugin_Handled;
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}
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/*____________________________________________________________________________*/
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/**
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/**
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* Handles immunity when a client is about to be infected. This function may
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* Handles immunity when a client is about to be infected. This function may
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* delay or block infection according to the immunity mode class settings.
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* delay or block infection according to the immunity mode class settings.
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@ -196,6 +229,23 @@ bool:ImmunityOnClientTraceAttack(client, attacker, Float:damage, hitgroup, damag
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// Block damage from attacker.
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// Block damage from attacker.
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return true;
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return true;
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}
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}
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case Immunity_Shield:
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{
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// Client must be human.
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if (InfectIsClientInfected(client))
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{
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// Allow damage.
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return false;
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}
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// Check if shield is active.
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if (PlayerImmunityTimer[client] != INVALID_HANDLE)
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{
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// Block damage for humans with shield enabled (preventing
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// zombies from stabbing them to death).
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return true;
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}
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}
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}
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}
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// Allow damage.
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// Allow damage.
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@ -262,19 +312,6 @@ bool:ImmunityOnClientDamage(client, attacker, &Float:damage)
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/*____________________________________________________________________________*/
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/*____________________________________________________________________________*/
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/**
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* Client is about to receive knock back (zombie).
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*
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* @param Client that's receiving knock back.
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*
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* @return True if knock back should be blocked, false otherwise.
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*/
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/*bool:ImmunityOnClientKnockBack(client)
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{
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}*/
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/*____________________________________________________________________________*/
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/**
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/**
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* Handles infect mode immunity.
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* Handles infect mode immunity.
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*
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*
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@ -371,7 +408,7 @@ public Action:ImmunityDelayTimerHandler(Handle:timer, any:client)
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if (!IsClientInGame(client) || !IsPlayerAlive(client))
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if (!IsClientInGame(client) || !IsPlayerAlive(client))
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{
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{
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// Client disconnected or died. Abort immunity action.
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// Client disconnected or died. Abort immunity action.
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ImmunityAbortHandler(client, false);
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ImmunityAbortHandler(client);
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return Plugin_Stop;
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return Plugin_Stop;
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}
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}
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@ -397,36 +434,88 @@ public Action:ImmunityDelayTimerHandler(Handle:timer, any:client)
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/*____________________________________________________________________________*/
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/*____________________________________________________________________________*/
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/**
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/**
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* Handles shield mode immunity.
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* Handles shield mode immunity when client is about to become infected.
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*
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*
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* Zombies will get a shield against knock back, while humans become immune of
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* Zombies will get a shield against knock back, while humans become immune of
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* infections.
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* infections.
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*
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*
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* @param client Client deploying shield.
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* @param client Client deploying shield.
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* @param asZombie Client is a zombie.
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*
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*
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* @return True if infection will be handled by this module, false if
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* @return True if infection will be handled by this module, false if
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* infection can be applied instantly.
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* infection can be applied instantly.
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*/
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*/
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bool:ImmunityShieldModeHandler(client, bool:asZombie = true)
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bool:ImmunityShieldModeHandler(client)
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{
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{
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// Stop if cooldown is still in progress.
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// Check if shield is active.
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if (PlayerImmunityTimer[client] != INVALID_HANDLE)
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// Deploy shield.
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if (asZombie)
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{
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{
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// Enable knock back shield.
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// Block infection.
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}
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return true;
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else
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{
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// Enable infection shield.
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}
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}
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// Shield is not active, allow infection.
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return false;
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return false;
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}
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}
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/*____________________________________________________________________________*/
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/*____________________________________________________________________________*/
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/**
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* Attempts to deploy the shield.
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*
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* @param client Client index.
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*/
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ImmunityDeployShield(client)
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{
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// Check if shield is available.
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if (!ImmunityCanDeployShield(client))
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{
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// Not available.
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return;
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}
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// Deploy the shield.
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PlayerImmunityDuration[client] = ClassGetImmunityAmount(client);
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PlayerImmunityLastUse[client] = GetTime();
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PlayerImmunityTimer[client] = CreateTimer(1.0, ImmunityShieldTimerHandler, client, TIMER_FLAG_NO_MAPCHANGE | TIMER_REPEAT);
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// Trigger initial countdown.
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ImmunityShieldTimerHandler(PlayerImmunityTimer[client], client);
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}
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/*____________________________________________________________________________*/
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/**
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* Shield timer handler. Handles countdown and shield removal when time is up.
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*/
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public Action:ImmunityShieldTimerHandler(Handle:timer, any:client)
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{
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// Verify that client is still connected and alive.
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if (!IsClientInGame(client) || !IsPlayerAlive(client))
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{
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// Client disconnected or died. Abort immunity action.
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ImmunityAbortHandler(client);
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return Plugin_Stop;
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}
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// Reduce duration.
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PlayerImmunityDuration[client] -= 1;
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// Print remaining shield time.
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TranslationPrintCenterText(client, "Immunity Shield Time Left", PlayerImmunityDuration[client]);
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// Check if time is up.
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if (PlayerImmunityDuration[client] <= 0)
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{
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// Time is up. Reset data, but not last use timestamp.
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ImmunityAbortHandler(client, false);
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return Plugin_Stop;
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}
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return Plugin_Continue;
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}
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/*____________________________________________________________________________*/
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/**
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/**
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* Aborts any immunity mode in action (shields, delays, etc.). Resets values.
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* Aborts any immunity mode in action (shields, delays, etc.). Resets values.
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*
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*
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@ -466,6 +555,40 @@ ImmunityAbortAll(bool:resetLastUse = true)
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/*____________________________________________________________________________*/
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/*____________________________________________________________________________*/
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/**
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* Client is about to receive knock back.
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*
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* @param Client that's receiving knock back.
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*
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* @return True if knock back should be blocked, false otherwise.
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*/
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bool:ImmunityOnClientKnockBack(client)
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{
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// Knock back filter is currently only used in shield mode.
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if (ClassGetImmunityMode(client) == Immunity_Shield)
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{
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// Client must be zombie. (In case a future change allow knock back
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// on humans.)
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if (!InfectIsClientInfected(client))
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{
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// Client is human, allow knock back.
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return false;
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}
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// Block knock back if shield is deployed.
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if (PlayerImmunityTimer[client] != INVALID_HANDLE)
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{
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// Block knock back.
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return true;
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}
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}
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// Allow knock back.
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return false;
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}
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/*____________________________________________________________________________*/
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/**
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/**
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* Client was infected.
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* Client was infected.
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*/
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*/
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@ -687,6 +810,8 @@ ImmunityModeToString(ImmunityMode:mode, String:buffer[], maxlen)
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return 0;
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return 0;
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}
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}
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/*____________________________________________________________________________*/
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/**
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/**
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* Returns whether the amount value is valid for the specified mode.
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* Returns whether the amount value is valid for the specified mode.
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*
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*
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@ -754,6 +879,8 @@ bool:ImmunityIsValidAmount(ImmunityMode:mode, amount)
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return true;
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return true;
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}
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}
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/*____________________________________________________________________________*/
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/**
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/**
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* Returns whether the cooldown value is valid for the specified mode.
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* Returns whether the cooldown value is valid for the specified mode.
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*
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*
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@ -820,3 +947,55 @@ bool:ImmunityIsValidCooldown(ImmunityMode:mode, cooldown)
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// Passed.
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// Passed.
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return true;
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return true;
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}
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}
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/*____________________________________________________________________________*/
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/**
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* Returns whether the client is allowed to deploy a shield now. Tests whether
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* the client has shield immunity mode and whether cooldown is done, or a shield
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* is already active.
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*
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* @param client Client index.
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* @param printResponse Whether a response message is printed on the
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* client's screen.
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*
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* @return True if shield can be deployed, false otherwise.
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*/
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bool:ImmunityCanDeployShield(client, bool:printResponse = true)
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{
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// Check immunity mode.
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if (ClassGetImmunityMode(client) != Immunity_Shield)
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{
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if (printResponse)
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{
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TranslationPrintToChat(client, "Immunity Shield Not Available");
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}
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return false;
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}
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// Check if cooldown is still in progress.
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new cooldown = ClassGetImmunityCooldown(client);
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new timeLeft = PlayerImmunityLastUse[client] + cooldown - GetTime();
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if (timeLeft > 0)
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{
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if (printResponse)
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{
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TranslationPrintToChat(client, "Immunity Shield Cooldown", timeLeft);
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}
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return false;
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}
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// Check if a shield is already deployed.
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if (PlayerImmunityTimer[client] != INVALID_HANDLE)
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{
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return false;
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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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{
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|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
|
@ -59,6 +59,12 @@ KnockbackOnClientHurt(client, attacker, const String:weapon[], hitgroup, dmg_hea
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Block knock back if an immunity mode is handling this.
|
||||||
|
if (ImmunityOnClientKnockBack(client))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// Get zombie knockback value.
|
// Get zombie knockback value.
|
||||||
new Float:knockback = ClassGetKnockback(client);
|
new Float:knockback = ClassGetKnockback(client);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue
Block a user