General: Apply ZSpawn logic on late spawners.
Improvement on `a45be16399`
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9f157e14e9
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c32cda3fc9
@ -278,14 +278,10 @@ InfectOnClientSpawn(client)
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// Disable zombie flag on client.
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g_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) && InfectHasZombieSpawned())
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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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InfectUnglitchKevlar(client);
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// Forward event to modules.
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ZSpawnOnClientSpawn(client);
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}
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/**
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@ -25,6 +25,16 @@
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* ============================================================================
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*/
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/**
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* Conditions for respawning players.
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*/
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enum ZSpawnCondition
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{
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ZSpawn_Block = -1, /** Let ZR decide according to its settings. */
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ZSpawn_Human = 0, /** Respawn as a human. */
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ZSpawn_Zombie /** Respawn as a zombie. */
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}
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/**
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* Global variable to store infect timer handle.
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*/
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@ -106,6 +116,48 @@ ZSpawnOnClientDeath(client)
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SteamidCacheAddClient(g_hZSpawnSteamIDCache, client);
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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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ZSpawnOnClientSpawn(client)
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{
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if (InfectHasZombieSpawned())
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{
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// Get our zspawn condition.
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new ZSpawnCondition:condition = GetZSpawnCondition();
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switch(condition)
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{
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case ZSpawn_Human:
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{
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// Disable zombie flag on client.
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g_bZombie[client] = false;
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// Check if client is spawning on the terrorists team.
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if (ZRIsClientOnTeam(client, CS_TEAM_T))
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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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case ZSpawn_Zombie:
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{
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// Enable zombie flag on client.
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g_bZombie[client] = true;
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// Check if client is spawning on the counter-terrorists team.
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if (ZRIsClientOnTeam(client, CS_TEAM_CT))
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{
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CS_SwitchTeam(client, CS_TEAM_T);
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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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}
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/**
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* Client has been infected.
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*
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@ -253,41 +305,31 @@ bool:ZSpawnClient(client, bool:force = false, bool:zombie = false)
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if (!force)
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{
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// Check if zspawn override is enabled, and if so get overidden value.
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new bool:teamoverride = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TEAM_OVERRIDE]);
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teamzombie = teamoverride ? GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TEAM_ZOMBIE]) : GetConVarBool(g_hCvarsList[CVAR_RESPAWN_TEAM_ZOMBIE]);
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// Get our zspawn condition.
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new ZSpawnCondition:condition = GetZSpawnCondition();
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// Block is the time limit is up.
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new bool:zspawntimelimit = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT]);
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if (zspawntimelimit)
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switch(condition)
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{
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if (tZSpawn == INVALID_HANDLE)
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case ZSpawn_Block:
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{
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new zspawntimelimitzombie = GetConVarInt(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT_ZOMBIE]);
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switch(zspawntimelimitzombie)
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{
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case -1:
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{
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// Get timelimit
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// Get timelimit.
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new Float:zspawntime = GetConVarFloat(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT_TIME]);
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// Tell client the timelimit for this command has expired.
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TranslationPrintToChat(client, "ZSpawn timelimit", RoundToNearest(zspawntime));
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return false;
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}
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case 0:
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case ZSpawn_Human:
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{
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teamzombie = false;
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}
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case 1:
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case ZSpawn_Zombie:
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{
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teamzombie = true;
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}
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}
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}
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}
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// Client has been infected this round, respawning as a zombie
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// Client has been infected this round, respawning as a zombie.
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if(g_bZSpawnClientInfected[client])
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teamzombie = true;
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}
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@ -488,3 +530,50 @@ public Action:ZSpawnTimer(Handle:timer)
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// Reset timer handle.
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tZSpawn = INVALID_HANDLE;
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}
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/**
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* Get ZSpawn condition.
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*/
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ZSpawnCondition:GetZSpawnCondition()
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{
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new ZSpawnCondition:condition;
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// Check if zspawn override is enabled, and if so use overriden value.
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if (GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TEAM_OVERRIDE]))
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{
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// Convert boolean to zspawn condition.
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condition = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TEAM_ZOMBIE]) ? ZSpawn_Zombie : ZSpawn_Human;
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}
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else
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{
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// Convert boolean to zspawn condition.
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condition = GetConVarBool(g_hCvarsList[CVAR_RESPAWN_TEAM_ZOMBIE]) ? ZSpawn_Zombie : ZSpawn_Human;
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}
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// Check if zspawn timelimit is enabled.
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if (GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT]))
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{
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// Check if zspawn timelimit is expired.
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if (!ZRIsTimerRunning(tZSpawn))
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{
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new zspawntimelimitzombie = GetConVarInt(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT_ZOMBIE]);
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switch(zspawntimelimitzombie)
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{
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case -1:
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{
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condition = ZSpawn_Block;
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}
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case 0:
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{
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condition = ZSpawn_Human;
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}
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case 1:
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{
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condition = ZSpawn_Zombie;
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}
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}
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}
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}
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return condition;
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}
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