Put infection handling in its own core module, added infect sound to downloads table, updated cvars, made an account module (handles cash), zombies now drop weapons on infect (all of them), removed RemoveAllItems, weapon api can handle it and its unneeded now.
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@@ -41,18 +41,24 @@
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// Class System (core)
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#include "zr/playerclasses/playerclasses"
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// Weapons (core)
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#include "zr/weapons/weapons"
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// Round End (core)
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#include "zr/roundend"
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// Infect (core)
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#include "zr/infect"
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// Damage (core)
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#include "zr/damage"
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// Weapons (core)
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#include "zr/weapons/weapons"
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// Hitgroups (core)
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#include "zr/hitgroups"
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// Account (module)
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#include "zr/account"
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// Sound Effects (module)
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#include "zr/soundeffects/soundeffects"
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@@ -162,15 +168,14 @@ public OnLibraryAdded(const String:name[])
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public OnMapStart()
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{
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MapChangeCleanup();
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LoadModelData();
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LoadDownloadData();
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// Forward event to modules.
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ClassLoad();
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RoundEndOnMapStart();
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WeaponsLoad();
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RoundEndOnMapStart();
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InfectOnMapStart();
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HitgroupsLoad();
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SEffectsOnMapStart();
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AntiStickOnMapStart();
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@@ -211,14 +216,13 @@ public OnConfigsExecuted()
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public OnClientPutInServer(client)
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{
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bMotherInfectImmune[client] = false;
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// Forward event to modules.
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ClassClientInit(client);
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WeaponsClientInit(client);
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RoundEndClientInit(client);
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InfectClientInit(client);
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DamageClientInit(client);
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SEffectsClientInit(client);
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WeaponsClientInit(client);
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SpawnProtectClientInit(client);
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RespawnClientInit(client);
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ZHPClientInit(client);
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@@ -226,44 +230,10 @@ public OnClientPutInServer(client)
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public OnClientDisconnect(client)
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{
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PlayerLeft(client);
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// Forward event to modules.
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ClassOnClientDisconnect(client);
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DamageOnClientDisconnect(client);
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WeaponsOnClientDisconnect(client);
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InfectOnClientDisconnect(client);
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DamageOnClientDisconnect(client);
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ZTeleResetClient(client);
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}
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MapChangeCleanup()
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{
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tInfect = INVALID_HANDLE;
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}
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/*ZREnd()
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{
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TerminateRound(3.0, Game_Commencing);
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CvarsHook();
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CvarsUnhook();
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// TODO: Disable all modules! Teleport, ambience, overlays, antistick, etc.
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new maxplayers = GetMaxClients();
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for (new x = 1; x <= maxplayers; x++)
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{
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if (!IsClientInGame(x))
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{
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continue;
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}
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for (new y = 0; y < MAXTIMERS; y++)
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{
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if (tHandles[x][y] != INVALID_HANDLE)
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{
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KillTimer(tHandles[x][y]);
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tHandles[x][y] = INVALID_HANDLE;
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}
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}
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}
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}*/
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}
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