Removed the alive check from sm_rename. Added in additional support for CSS / OB engines.
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a299533508
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@ -49,6 +49,10 @@ public Plugin:myinfo =
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new Handle:hTopMenu = INVALID_HANDLE;
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/* Used to get the SDK / Engine version. */
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/* This is used in sm_rename and sm_changeteam */
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new g_ModVersion = 0;
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#include "playercommands/slay.sp"
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#include "playercommands/slap.sp"
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#include "playercommands/rename.sp"
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@ -61,6 +65,8 @@ public OnPluginStart()
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RegAdminCmd("sm_slap", Command_Slap, ADMFLAG_SLAY, "sm_slap <#userid|name> [damage]");
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RegAdminCmd("sm_slay", Command_Slay, ADMFLAG_SLAY, "sm_slay <#userid|name>");
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RegAdminCmd("sm_rename", Command_Rename, ADMFLAG_SLAY, "sm_rename <#userid|name>");
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g_ModVersion = GuessSDKVersion();
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/* Account for late loading */
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new Handle:topmenu;
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@ -36,7 +36,24 @@ new String:g_NewName[MAXPLAYERS+1][MAX_NAME_LENGTH];
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PerformRename(client, target)
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{
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LogAction(client, target, "\"%L\" renamed \"%L\" to \"%s\")", client, target, g_NewName[target]);
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SetClientInfo(target, "name", g_NewName[target]);
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/* Used on OB / L4D engine */
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if (g_ModVersion > SOURCE_SDK_EPISODE1)
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{
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SetClientInfo(target, "name", g_NewName[target]);
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}
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else /* Used on CSS and EP1 / older engine */
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{
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if (!IsPlayerAlive(target)) /* Lets tell them about the player renamed on the next round since they're dead. */
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{
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decl String:m_TargetName[MAX_NAME_LENGTH];
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GetClientName(target, m_TargetName, sizeof(m_TargetName));
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ReplyToCommand(client, "[SM] %t", "Dead Player Rename", m_TargetName);
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}
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ClientCommand(target, "name %s", g_NewName[target]);
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}
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g_NewName[target][0] = '\0';
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}
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public AdminMenu_Rename(Handle:topmenu,
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@ -156,7 +173,7 @@ public Action:Command_Rename(client, args)
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client,
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target_list,
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MAXPLAYERS,
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COMMAND_FILTER_ALIVE,
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COMMAND_TARGET_NONE,
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target_name,
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sizeof(target_name),
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tn_is_ml)) > 0)
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@ -15,6 +15,12 @@
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{
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"en" "Rename player"
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}
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"Dead Player Rename"
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{
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"#format" "{1:s}"
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"en" "{1} will be renamed on the next round."
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}
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"Slap player"
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{
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