FixPlayerGravity: Use round_start and account for fake clients
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f455ab52c5
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@ -23,7 +23,7 @@ public void OnPluginStart()
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{
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{
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g_CVar_sv_gravity = FindConVar("sv_gravity");
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g_CVar_sv_gravity = FindConVar("sv_gravity");
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HookEvent("round_prestart", OnRoundRestart);
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HookEvent("round_start", OnRoundStart);
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}
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}
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public void OnPluginEnd()
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public void OnPluginEnd()
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@ -33,7 +33,7 @@ public void OnPluginEnd()
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// If a player is on a ladder with modified gravity and the round restarts,
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// If a player is on a ladder with modified gravity and the round restarts,
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// their gravity would be restored to what it was last round since they'd be no longer on a ladder
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// their gravity would be restored to what it was last round since they'd be no longer on a ladder
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public void OnRoundRestart(Handle event, const char[] name, bool dontBroadcast)
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public void OnRoundStart(Handle event, const char[] name, bool dontBroadcast)
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{
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{
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ResetGravityAll();
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ResetGravityAll();
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}
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}
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@ -44,7 +44,7 @@ public void OnGameFrame()
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for (int client = 1; client < MaxClients; client++)
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for (int client = 1; client < MaxClients; client++)
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{
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{
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if (!IsClientInGame(client) || !IsPlayerAlive(client))
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if (!IsClientInGame(client) || !IsPlayerAlive(client) || IsFakeClient(client))
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{
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{
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g_flClientGravity[client] = 1.0;
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g_flClientGravity[client] = 1.0;
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g_bLadder[client] = false;
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g_bLadder[client] = false;
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@ -94,7 +94,7 @@ public void ResetGravityAll()
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g_flClientGravity[client] = 1.0;
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g_flClientGravity[client] = 1.0;
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g_bLadder[client] = false;
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g_bLadder[client] = false;
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if (IsClientInGame(client))
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if (IsClientInGame(client) && !IsFakeClient(client))
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g_CVar_sv_gravity.ReplicateToClient(client, szGravity);
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g_CVar_sv_gravity.ReplicateToClient(client, szGravity);
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}
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}
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}
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}
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