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@ -62,7 +62,7 @@ stock UpdateHUDClient(client)
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}
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}
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new clients[1];
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new clients[1];
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clients[0] = client;
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clients[0] = client;
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UpdateHUD(clients, 1);
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UpdateHUD(clients, 1);
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}
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}
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@ -24,7 +24,7 @@ InitWeaponRestrict()
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ClientHookUse(client)
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ClientHookUse(client)
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{
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{
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SDKHook(client, SDKHook_WeaponCanUse, Weapon_CanUse);
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SDKHook(client, SDKHook_WeaponCanUse, Weapon_CanUse);
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}
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}
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public Action:BuyHook(client, argc)
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public Action:BuyHook(client, argc)
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@ -275,5 +275,5 @@ public Action:RemoveSpawnWeapon(Handle:timer, any:weapon)
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if (IsValidEdict(weapon))
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if (IsValidEdict(weapon))
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{
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{
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RemoveEdict(weapon);
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RemoveEdict(weapon);
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}
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}
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}
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}
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@ -258,21 +258,22 @@ ApplyZombieHealth(client, zombieid)
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{
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{
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if (IsValidZombieID(zombieid))
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if (IsValidZombieID(zombieid))
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{
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{
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new iCount = 0;
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new iClientCount = 0;
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for (new i = 1; i <= MaxClients; i++)
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for (new i = 1; i <= MaxClients; i++)
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{
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{
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if (IsValidClient(i) && (GetClientTeam(i) == 3) && IsPlayerAlive(i))
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if (IsClientInGame(i) && IsPlayerAlive(i) && GetClientTeam(i) == CS_TEAM_CT)
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{
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{
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iCount++;
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iClientCount++;
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}
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}
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}
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}
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if (iCount == 0)
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{
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iCount++;
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}
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SetEntityHealth(client, arrayZombies[zombieid][data_health]*iCount);
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if (iClientCount == 0)
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{
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iClientCount++;
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}
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SetEntityHealth(client, arrayZombies[zombieid][data_health] * iClientCount);
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}
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}
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}
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}
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@ -309,16 +310,3 @@ ApplyZombieFOV(client, zombieid)
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SetPlayerFOV(client, arrayZombies[zombieid][data_fov]);
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SetPlayerFOV(client, arrayZombies[zombieid][data_fov]);
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}
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}
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}
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}
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//----------------------------------------------------------------------------------------------------
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// Purpose:
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//----------------------------------------------------------------------------------------------------
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int:IsValidClient(client, nobots = true)
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{
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if (client <= 0 || client > MaxClients || !IsClientConnected(client) || (nobots && IsFakeClient(client)))
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{
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return false;
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}
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return IsClientInGame(client);
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}
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@ -6,22 +6,22 @@
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* ====================
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* ====================
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*/
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*/
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#define Target_Bombed 0 // Target Successfully Bombed!
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#define Target_Bombed 0 // Target Successfully Bombed!
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#define VIP_Escaped 1 // The VIP has escaped!
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#define VIP_Escaped 1 // The VIP has escaped!
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#define VIP_Assassinated 2 // VIP has been assassinated!
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#define VIP_Assassinated 2 // VIP has been assassinated!
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#define Terrorists_Escaped 3 // The terrorists have escaped!
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#define Terrorists_Escaped 3 // The terrorists have escaped!
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#define CTs_PreventEscape 4 // The CT's have prevented most of the terrorists from escaping!
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#define CTs_PreventEscape 4 // The CT's have prevented most of the terrorists from escaping!
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#define Escaping_Terrorists_Neutralized 5 // Escaping terrorists have all been neutralized!
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#define Escaping_Terrorists_Neutralized 5 // Escaping terrorists have all been neutralized!
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#define Bomb_Defused 6 // The bomb has been defused!
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#define Bomb_Defused 6 // The bomb has been defused!
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#define CTs_Win 7 // Counter-Terrorists Win!
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#define CTs_Win 7 // Counter-Terrorists Win!
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#define Terrorists_Win 8 // Terrorists Win!
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#define Terrorists_Win 8 // Terrorists Win!
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#define Round_Draw 9 // Round Draw!
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#define Round_Draw 9 // Round Draw!
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#define All_Hostages_Rescued 10 // All Hostages have been rescued!
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#define All_Hostages_Rescued 10 // All Hostages have been rescued!
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#define Target_Saved 11 // Target has been saved!
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#define Target_Saved 11 // Target has been saved!
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#define Hostages_Not_Rescued 12 // Hostages have not been rescued!
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#define Hostages_Not_Rescued 12 // Hostages have not been rescued!
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#define Terrorists_Not_Escaped 13 // Terrorists have not escaped!
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#define Terrorists_Not_Escaped 13 // Terrorists have not escaped!
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#define VIP_Not_Escaped 14 // VIP has not escaped!
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#define VIP_Not_Escaped 14 // VIP has not escaped!
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#define Game_Commencing 15 // Game Commencing!
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#define Game_Commencing 15 // Game Commencing!
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#define DXLEVEL_MIN 90
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#define DXLEVEL_MIN 90
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