Fixed weaponalpha from changing weapon's rendermode before spawn which caused display problems.
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@ -71,6 +71,7 @@ public Action:EventRoundStart(Handle:event, const String:name[], bool:dontBroadc
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// Forward event to sub-modules.
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OverlaysOnRoundStart();
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WeaponsOnRoundStart();
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RoundEndOnRoundStart();
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InfectOnRoundStart();
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SEffectsOnRoundStart();
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@ -111,6 +112,7 @@ public Action:EventRoundEnd(Handle:event, const String:name[], bool:dontBroadcas
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new reason = GetEventInt(event, "reason");
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// Forward event to modules.
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WeaponsOnRoundEnd();
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RoundEndOnRoundEnd(reason);
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InfectOnRoundEnd();
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SEffectsOnRoundEnd();
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@ -202,6 +204,12 @@ public Action:EventPlayerSpawn(Handle:event, const String:name[], bool:dontBroad
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*/
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public Action:EventPlayerSpawnPost(Handle:timer, any:index)
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{
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// If client isn't in-game, then stop.
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if (!IsClientInGame(index))
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{
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return;
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}
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// Forward event to modules.
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SpawnProtectOnClientSpawnPost(index);
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}
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@ -374,12 +374,6 @@ WpnRestrictQuery:RestrictUnrestrict(const String:weapon[], String:display[] = ""
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// Check if weapon is a custom group name.
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if (RestrictIsWeaponGroup(weapon))
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{
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// Return restrict failed if group isn't restricted.
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if (RestrictIsGroupUnrestricted(weapon))
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{
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return Failed_Group;
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}
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// Jump to weapon group key.
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KvRewind(kvWeaponGroups);
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KvJumpToKey(kvWeaponGroups, weapon);
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@ -387,6 +381,12 @@ WpnRestrictQuery:RestrictUnrestrict(const String:weapon[], String:display[] = ""
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// Get display name of the weapon group.
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KvGetSectionName(kvWeaponGroups, display, WEAPONS_MAX_LENGTH);
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// Return restrict failed if group isn't restricted.
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if (RestrictIsGroupUnrestricted(weapon))
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{
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return Failed_Group;
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}
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// Traverse into the group's weapons.
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if (KvGotoFirstSubKey(kvWeaponGroups))
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{
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@ -20,6 +20,11 @@
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*/
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new g_iWeaponDropHookID[MAXPLAYERS + 1] = {-1, ...};
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/**
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* Global variable that stops render mode modifying
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*/
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new bool:g_bWeaponAlpha;
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/**
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* Client is joining the server.
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*
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@ -46,6 +51,26 @@ WeaponAlphaOnClientDisconnect(client)
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}
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}
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/**
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* The round is starting.
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*/
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WeaponAlphaOnRoundStart()
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{
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// Allow weapon render mode to be modified.
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g_bWeaponAlpha = true;
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}
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/**
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* The round is ending.
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*
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* @param reason Reason the round has ended.
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*/
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WeaponAlphaOnRoundEnd()
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{
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// Disallow weapon render mode to be modified.
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g_bWeaponAlpha = false;
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}
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/**
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* Client has just picked up a weapon.
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*
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@ -54,6 +79,12 @@ WeaponAlphaOnClientDisconnect(client)
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*/
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WeaponAlphaOnItemPickup(client, weapon)
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{
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// If weapon alpha updating is disabled, then stop.
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if (!g_bWeaponAlpha)
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{
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return;
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}
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// Get client's current alpha.
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new alpha = ToolsGetEntityAlpha(client);
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@ -70,6 +101,12 @@ WeaponAlphaOnItemPickup(client, weapon)
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*/
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public ZRTools_Action:WeaponAlphaDrop(client, weapon)
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{
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// If weapon alpha updating is disabled, then stop.
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if (!g_bWeaponAlpha)
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{
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return;
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}
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// If weapon isn't a valid entity, then stop.
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if (weapon < MaxClients)
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{
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@ -174,6 +174,26 @@ WeaponsOnClientDisconnect(client)
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WeaponAlphaOnClientDisconnect(client);
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}
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/**
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* The round is starting.
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*/
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WeaponsOnRoundStart()
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{
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// Forward event to sub-modules
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WeaponAlphaOnRoundStart();
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}
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/**
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* The round is ending.
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*
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* @param reason Reason the round has ended.
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*/
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WeaponsOnRoundEnd()
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{
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// Forward event to sub-modules
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WeaponAlphaOnRoundEnd();
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}
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/**
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* Creates an array of all listed weapons in weapons.txt.
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* @param arrayWeapons The handle of the array, don't forget to call CloseHandle
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