* Zombie dont have fall damage (damage by player 0 = server should always work) -> make it a CVAR, so for example zombies can't kill themselfs on same maps by going through lasers. ---- CRITICAL/IMPORTANT ---- * FIXED -- fix spawn protection players gets invisible, but not protected against zombies. the array pProtect isn't used at all, just set to off and on. * DONE -- classes.inc:GetClassKnockback change class knockback to be a miltiplier of the default knockback (like the old ZR), not absolute values: knockback = default * class knockback ---- LOW PRIORITY ---- * zombie.inc:KnockBack / cvars.inc make cvar for shotgun/hegrenade knockback boost. * make a admin command for reloading class data. useful when fine tuning knockback. and even better, if worth it: make admin commands for getting and setting each class knockback, like: SetClassKnockback(classindex, knockback) GetClassKnockback(classindex) - already there, just need to hook a admin command too cvars.inc:EnableHook another solution: zr_enable: disable: a "round draw" occour, then it's regular cs. enable: a new "round draw" occour and it's back. not sure if classes are reloaded. if LoadClassData can be executed twice there's no problem.