Added validation of immunity amount and cooldown settings. Cleaned up some comments in code and class config.
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@ -34,18 +34,18 @@
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// napalm_time decimal Napalm burn duration. Zombies only.
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// immunity_mode text Special immunity modes. Some modes only works on humans or zombies:
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// "none" - Instant infection.
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// (Not implemented) "full" - Completely immune. Humans can't be infected, zombies don't receive damage or knock back. Careful with this, it might not be that fun.
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// "full" - Completely immune. Humans can't be infected, zombies don't receive damage or knock back. Careful with this, it might not be that fun.
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// "infect" - Humans are immune to infections until HP go below a threshold. Threshold at zero enable stabbing to death.
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// (Not implemented) "damage" - Zombies are immune to damage from humans/grenades, but still vulnerable to knock back.
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// "damage" - Zombies are immune to damage from humans/grenades, but still vulnerable to knock back.
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// "delay" - Delay infection for a certain number of seconds.
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// (Not implemented) "shield" - Shield against infections (humans) or knock back (zombies) for a certain amount of seconds (similar to TF2's übercharge).
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// immunity_amount number Immunity data value (humans only). Depends on the immunity mode above:
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// "infect" - HP threshold. Infection will be allowed when HP go below this value. Zero will enable stabbing to death.
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// (Not implemented) "delay" - Number of seconds the infection is delayed since first hit by a zombie.
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// "delay" - Number of seconds the infection is delayed since first hit by a zombie.
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// (Not implemented) "shield" - Number of seconds the shield is active.
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// immunity_cooldown number Number of seconds of cooldown for temporary immunity effects, depending on mode.
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// "shield" - Number of seconds the player has to wait before the shield can be used again.
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// "delay" - Number of seconds the delay is reduced every time a zombie attack, while a delayed infection is in progress.
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// "shield" - Number of seconds the player has to wait before the shield can be used again.
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// no_fall_damage on/off Disables fall damage.
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// health number How many health points to give.
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// health_regen_interval decimal Sets the regeneration interval. 0 to disable.
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@ -503,9 +503,9 @@
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"napalm_time" "0.0"
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// Player behavior
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"immunity_mode" "delay" // Delay infection
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"immunity_amount" "10" // 10 seconds.
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"immunity_cooldown" "2" // Reduce delay 2 seconds every subsequent attack (infect faster).
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"immunity_mode" "none"
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"immunity_amount" "1"
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"immunity_cooldown" "60"
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"no_fall_damage" "0"
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"health" "100"
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@ -548,8 +548,8 @@
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"napalm_time" "0.0"
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// Player behavior
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"immunity_mode" "infect" // Immune against infection,
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"immunity_amount" "10" // when HP is above 10.
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"immunity_mode" "none"
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"immunity_amount" "1"
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"immunity_cooldown" "60"
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"no_fall_damage" "yes"
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@ -220,7 +220,6 @@ public ZRTools_Action:DamageTraceAttack(client, inflictor, attacker, Float:damag
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if (ImmunityOnClientTraceAttack(client, attacker, damage, hitgroup, damagetype))
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{
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// Block damage.
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PrintToChatAll("DamageTraceAttack - Blocking damage.");
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return ACTION_HANDLED;
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}
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@ -26,9 +26,14 @@
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*/
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/**
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* Current immunity modes.
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* Maximum delay of infection.
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*/
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//new ImmunityMode:PlayerImmunityMode[MAXPLAYERS + 1] = {Immunity_None, ...};
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#define IMMUNITY_MAX_DELAY 300
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/**
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* Maximum shield duration.
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*/
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#define IMMUNITY_MAX_SHIELD_TIME 300
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/**
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* Timers for handling timed immunity actions.
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@ -139,7 +144,7 @@ bool:ImmunityOnClientTraceAttack(client, attacker, Float:damage, hitgroup, damag
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{
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case Immunity_Full:
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{
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// Block damage.
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// Block damage (implies blocking knock back on zombies).
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return true;
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}
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case Immunity_Infect:
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@ -166,6 +171,7 @@ bool:ImmunityOnClientTraceAttack(client, attacker, Float:damage, hitgroup, damag
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// Client must be zombie.
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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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@ -192,6 +198,7 @@ bool:ImmunityOnClientTraceAttack(client, attacker, Float:damage, hitgroup, damag
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}
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}
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// Allow damage.
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return false;
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}
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@ -364,7 +371,6 @@ public Action:ImmunityDelayTimerHandler(Handle:timer, any:client)
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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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PlayerImmunityTimer[client] = INVALID_HANDLE;
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ImmunityAbortHandler(client, false);
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return Plugin_Stop;
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}
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@ -377,7 +383,6 @@ public Action:ImmunityDelayTimerHandler(Handle:timer, any:client)
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{
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// Time is up. Reset data.
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PlayerImmunityDuration[client] = 0;
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//PlayerImmunityTimer[client] = INVALID_HANDLE;
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ImmunityAbortHandler(client);
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// Infect client.
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@ -405,7 +410,7 @@ public Action:ImmunityDelayTimerHandler(Handle:timer, any:client)
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*/
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bool:ImmunityShieldModeHandler(client, bool:asZombie = true)
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{
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// Check cooldown.
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// Stop if cooldown is still in progress.
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// Deploy shield.
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if (asZombie)
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@ -681,3 +686,137 @@ ImmunityModeToString(ImmunityMode:mode, String:buffer[], maxlen)
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return 0;
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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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*
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* @param mode Immunity mode to validate against.
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* @param amount Amount value to test.
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*
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* @return True if valid, false otherwise.
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*/
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bool:ImmunityIsValidAmount(ImmunityMode:mode, amount)
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{
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switch (mode)
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{
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case Immunity_Invalid:
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{
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return false;
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}
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case Immunity_None:
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{
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// Immunity mode disabled, amount ignored.
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return true;
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}
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case Immunity_Full:
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{
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// Amount isn't used in this mode.
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return true;
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}
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case Immunity_Infect:
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{
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// Check if HP threshold is negative.
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if (amount < 0)
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{
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return false;
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}
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// There's no upper limit. If the value is too high it will
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// overflow and become negative.
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}
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case Immunity_Damage:
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{
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// Amount isn't used in this mode.
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return true;
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}
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case Immunity_Delay:
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{
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if (amount <= 0 || amount > IMMUNITY_MAX_DELAY)
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{
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return false;
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}
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}
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case Immunity_Shield:
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{
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if (amount <= 0 || amount > IMMUNITY_MAX_SHIELD_TIME)
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{
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return false;
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}
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}
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default:
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{
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// Invalid mode.
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return false;
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}
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}
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// Passed.
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return true;
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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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*
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* @param mode Immunity mode to validate against.
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* @param cooldown Cooldown value to test.
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*
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* @return True if valid, false otherwise.
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*/
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bool:ImmunityIsValidCooldown(ImmunityMode:mode, cooldown)
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{
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switch (mode)
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{
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case Immunity_Invalid:
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{
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return false;
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}
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case Immunity_None:
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{
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// Immunity mode disabled, amount ignored.
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return true;
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}
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case Immunity_Full:
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{
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// Cooldown isn't used in this mode.
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return true;
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}
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case Immunity_Infect:
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{
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// Cooldown isn't used in this mode.
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return true;
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}
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case Immunity_Damage:
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{
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// Cooldown isn't used in this mode.
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return true;
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}
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case Immunity_Delay:
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{
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if (cooldown < 0)
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{
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return false;
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}
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// No upper limit. It may be intentional to use a high value so that
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// the section attack will remove all delay and infect instantly.
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}
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case Immunity_Shield:
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{
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if (cooldown < 0)
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{
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return false;
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}
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// No upper limit. It may be intentional to use a high value so that
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// the shield can only be used once per life.
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}
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default:
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{
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// Invalid mode.
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return false;
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}
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}
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// Passed.
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return true;
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}
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@ -297,7 +297,26 @@ stock ClassValidateAttributes(classindex, bool:logErrors = false)
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}
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// Immunity amount.
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// TODO: Validate amount value. This depends on the immunity mode.
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new immunityAmount = ClassData[classindex][Class_ImmunityAmount];
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if (!ImmunityIsValidAmount(immunityMode, immunityAmount))
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{
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flags += ZR_CLASS_IMMUNITY_AMOUNT;
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if (logErrors)
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{
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LogEvent(false, LogType_Error, LOG_CORE_EVENTS, LogModule_Playerclasses, "Config Validation", "Warning: Invalid immunity_amount at index %d.", classindex);
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}
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}
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// Immunity cooldown.
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new immunityCooldown = ClassData[classindex][Class_ImmunityCooldown];
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if (!ImmunityIsValidCooldown(immunityMode, immunityCooldown))
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{
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flags += ZR_CLASS_IMMUNITY_COOLDOWN;
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if (logErrors)
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{
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LogEvent(false, LogType_Error, LOG_CORE_EVENTS, LogModule_Playerclasses, "Config Validation", "Warning: Invalid immunity_cooldown at index %d.", classindex);
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}
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}
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// Health.
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new health = ClassData[classindex][Class_Health];
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