Merged heads. (roundstart.inc replaced with LF newlines)
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changes.txt
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changes.txt
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Changes from Zombie: Reloaded 2.5.1
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====================================
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Alpha values (transparency)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Support for alpha values in classes. New values in classes.txt (per class):
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Key: Value: Default: Description:
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alpha_spawn <0-255> 255 initial alpha value (0 = transparent)
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alpha_damaged <0-255> 255 alpha value when damaged
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alpha_damage <damage> 0 how much damage to do before
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alpha_damaged take effect
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Knockback multiplier
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~~~~~~~~~~~~~~~~~~~~~
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If classes are enabled the zr_zombie_knockback cvar is used as a multiplier.
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Makes it possible to set custom knockback on maps using per-map configs.
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Set zr_zombie_knockback to 1 if you use classes and want it the way it was
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before.
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knockback = zr_zombie_knockback * class knockback
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Full spawn protection
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~~~~~~~~~~~~~~~~~~~~~~
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Spawn protection makes the players invisible and move faster, and cannot be
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infected during protection time.
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A centered counter shows the time remaining.
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Overriding class night vision
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Support for overrriding class nvgs with the zr_zombie_nvgs cvar. Generally,
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any non-zero value is considered as on.
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Value: Description:
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-1 no override (use value in classes.txt) / nvgs on
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0 never give nvgs
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1 always give nvgs
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Anticamp feature
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~~~~~~~~~~~~~~~~~
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Define hurt volumes in maps that gives x damage at a custom interval.
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When creating volumes they should start a little bit _below_ the floor, so it
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covers the players feet.
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The volume is rectangular and you only need two locations in the map to create
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it; a top corner, and the bottom corner at the oposite side.
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zr_anticamp_create_volume <damage> <interval> <x1> <y1> <z1> <x2> <y2> <z2>
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- Create a rectangular volume between the specified locations.
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zr_anticamp_remove_volume <volume id>
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- Remove a volume.
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zr_anticamp_list
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- List existing volumes.
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Set default classes
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~~~~~~~~~~~~~~~~~~~~
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Setting the default class with a cvar. Works with per-map configs. Use "random"
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as classname to set random classes on all players when the map loads or they
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connect.
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zr_classes_default <classname>
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Zombie admin menu
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~~~~~~~~~~~~~~~~~~
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Basic zombie admin commands like adjusting knockback, nvgs, infecting players
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and spawn everyone.
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Knockback changes are applied instantly, useful for tuning knockback in-game.
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Note that the changes are not saved. They will reset on map change. In a
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future version this menu might save the changes.
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Knockback multiplier
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- Fine tune the knockback multiplier.
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Class knockback
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- Fine tune a class knockback value.
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Night vision settings
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- Override night vision settings (explained earlier).
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Infect
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- Infect a player. Lists all players, but could be changed to only list
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humans.
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Spawn players
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- Spawns all dead players (except spectactors).
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(more zombie admin stuff might come...)
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Set (and get) class knockback
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Set or get knockback from a class. Changes are not saved. They will be reset on
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map change.
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zr_set_class_knockback <classname> <knockback>
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- Sets knockback to a specified class. Useful when using per-map configs to
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fine tune the class knockback for a map.
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zr_get_class_knockback <classname>
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- Prints the current knockback of a class to the client/server console.
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Using the zombie admin menu to read a knockback value is easier sometimes.
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More stuff
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~~~~~~~~~~~
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Other minior and major bug fixes. See changelog.txt.
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@ -1,58 +1,58 @@
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/*
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* ============================================================================
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*
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* Zombie:Reloaded
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*
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* File: roundstart.inc
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* Type: Core
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* Description: Handles round start actions.
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*
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* ============================================================================
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*/
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/**
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* List of objective entities.
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*/
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#define ROUNDSTART_OBJECTIVE_ENTITIES "func_bomb_target|func_hostage_rescue|c4|hostage_entity"
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/**
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* The round is starting.
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*/
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RoundStartOnRoundStart()
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{
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// Kill all objective entities.
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RoundStartKillObjectives();
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}
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/**
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* Kills all objective entities.
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*/
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RoundStartKillObjectives()
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{
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decl String:classname[64];
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// Get max entity count.
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new maxentities = GetMaxEntities();
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// x = entity index.
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for (new x = 0; x <= maxentities; x++)
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{
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// If entity isn't valid, then stop.
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if(!IsValidEdict(x))
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{
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continue;
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}
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// Get valid edict's classname.
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GetEdictClassname(x, classname, sizeof(classname));
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// Check if it matches any objective entities, then stop if it doesn't.
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if(StrContains(ROUNDSTART_OBJECTIVE_ENTITIES, classname) == -1)
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{
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continue;
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}
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// Entity is an objective, kill it.
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RemoveEdict(x);
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}
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}
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/*
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* ============================================================================
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*
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* Zombie:Reloaded
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*
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* File: roundstart.inc
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* Type: Core
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* Description: Handles round start actions.
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*
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* ============================================================================
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*/
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/**
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* List of objective entities.
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*/
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#define ROUNDSTART_OBJECTIVE_ENTITIES "func_bomb_target|func_hostage_rescue|c4|hostage_entity"
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/**
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* The round is starting.
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*/
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RoundStartOnRoundStart()
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{
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// Kill all objective entities.
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RoundStartKillObjectives();
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}
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/**
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* Kills all objective entities.
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*/
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RoundStartKillObjectives()
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{
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decl String:classname[64];
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// Get max entity count.
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new maxentities = GetMaxEntities();
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// x = entity index.
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for (new x = 0; x <= maxentities; x++)
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{
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// If entity isn't valid, then stop.
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if(!IsValidEdict(x))
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{
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continue;
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}
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// Get valid edict's classname.
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GetEdictClassname(x, classname, sizeof(classname));
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// Check if it matches any objective entities, then stop if it doesn't.
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if(StrContains(ROUNDSTART_OBJECTIVE_ENTITIES, classname) == -1)
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{
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continue;
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}
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// Entity is an objective, kill it.
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RemoveEdict(x);
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}
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}
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46
todo.txt
46
todo.txt
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Section content is listed in order of importance. Some of these can be ideas too.
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---- CRITICAL/IMPORTANT ----
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---- NORMAL/GAMEPLAY ----
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* Fix zvision not displayed if classes are disabled.
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* Make admin commands to get or set player classes:
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zr_classes_set <classname> <target>
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zr_classes_get <#userid|name>
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* Make it possible to disable certain classes on certain maps. Only specify the
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class name to read the value:
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zr_class_enabled <classname> [<0/1>]
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* Per-weapon clip sizes. A new module with detailed control of ammo (modes, limits, timers).
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* Remove dead bodies to improve performance (CVAR).
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* More grenades for humans (probably with a buy-command or something). It's on
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the edge to become a RPG-like feature.
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* Super features for both zombies and humans:
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- Humans: No fall damage for X seconds. X limits per round.
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- Zombies: No knockback/damage for X seconds. X limits per round.
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* Make a admin command to read and write settings to a spesific class,
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using key/value. Integrate it with the zr_admin menu.
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* Knockback presets (integrated into zombie admin menu).
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Temporary do many changes on the zombies (by executing configs). Useful
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settings or fun settings. SourceMod already has a execute config menu, but it
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would be better if this was integrated in ZR.
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* zombie.inc:KnockBack / cvars.inc
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Make a CVAR for adjusting shotgun/hegrenade knockback boost.
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* Validate ALL configs and cvars while loading the plugin. Log messages and unload ZR (or use default) if invalid data is found.
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* Make a jetpack feature.
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* Fix some zombies not able to zombify some humans when using the infect
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command before the first zombie. (make him a mother zombie, kill infect timer,
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set some switches)
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