Fixed memory leak, fixed disconnect bug.
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0f15efaa85
commit
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@ -262,6 +262,7 @@ public Action:PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
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RespawnOnClientDeath(index, attacker, weapon);
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ZHPOnClientDeath(index);
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// Terminate round if round is over.
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new RoundEndOutcome:outcome;
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if (RoundEndGetRoundStatus(outcome))
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{
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@ -377,6 +377,9 @@ RoundEndBalanceTeams(bool:spawn = false)
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// Respawn client.
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CS_RespawnPlayer(client);
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}
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// Destroy handle.
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CloseHandle(arrayEligibleClients);
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}
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/**
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@ -398,33 +398,47 @@ JumpBoost(client, Float:distance, Float:height)
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*/
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PlayerLeft(client)
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{
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// If zombie hasn't spawned, then stop.
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if (!g_bZombieSpawned)
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{
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return;
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}
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// If client is dead, then stop.
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if (!IsPlayerAlive(client))
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{
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return;
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}
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// If client isn't a zombie, then stop.
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if (!IsPlayerZombie(client))
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{
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return;
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}
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// Get zombie flag on client.
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new zombieclient = IsPlayerZombie(client);
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// Initialize count variables
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new zombiecount;
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new humancount;
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// Count valid clients. (true to only allow living clients)
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// Count valid clients.
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ZRCountValidClients(zombiecount, humancount);
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// If there are other zombies besides the disconnecting player, then stop.
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if (zombiecount - 1)
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// If client is a human, and is the last one, then terminate round.
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if (IsPlayerHuman(client) && humancount <= 1)
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{
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// If there are no more clients in the server, then stop.
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if (!ZRTeamHasClients(CS_TEAM_T))
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{
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return;
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}
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// Manually terminate round.
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RoundEndTerminateRound(ZombiesWin);
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return;
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}
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// If there is 1 or no humans left, then stop.
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if (humancount <= 1)
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// We know here that player is a zombie.
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// If there are other zombies (ignoring this zombie), then stop.
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if (zombiecount - 1)
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{
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return;
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}
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