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zombie two rounds in a row


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usla
Senior Member
Join Date: Jul 2009
Old 01-15-2010 , 16:04   zombie two rounds in a row
Reply With Quote #1

// Prevent a player from being chosen as mother zombie two rounds in a row.
// Default: "1"
zr_infect_consecutive_block "1"

this was in the zr cfg but i was motherzombie 2 times in a row when there were like 30 players on the server.

p.s
about zmarket autorebuy i posted this back in summer, note this dosen't happen when zr_weapons_zmarket_rebuy_auto "0"
but when its enabled sometimes zombie have the saved weapons floating around them witch is weird or just flying weapons around the map il try to upload some screenshots later on

Last edited by usla; 01-15-2010 at 16:12.
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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 01-16-2010 , 13:54   Re: zombie two rounds in a row
Reply With Quote #2

Did you rejoin or anything between those rounds?

Because if this flag: bInfectImmune[client][INFECT_TYPE_MOTHER] is true and there's 30 players then you won't be mother zombie.

Heres the only place where that flag is reset

OnClientPutInServer (InfectClientInit infect.inc)

And here's where its flagged.

bInfectImmune[client][INFECT_TYPE_MOTHER] = infectconsecutiveblock ? motherinfect : false;

infectconsecutiveblock = value of cvar
motherinfect = whether the infection was a mother zombie or not.

So you must have rejoined or have been mistaken, or there's some really odd bug.


I need to see screenshots of that
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rhelgeby
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Join Date: Oct 2008
Location: 0x4E6F72776179
Old 01-16-2010 , 16:21   Re: zombie two rounds in a row
Reply With Quote #3

I have heard a lot of players complaining they're selected as first zombie several times in the same map, but I have never heard anyone confirm they were first zombie twice in a row.

Rejoining the same round might be the only case because certain stuff is reset on connecting clients. Otherwise I'm pretty sure it's impossible.
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Zombie:Reloaded | PawnUnit | Object Library
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usla
Senior Member
Join Date: Jul 2009
Old 01-17-2010 , 11:52   Re: zombie two rounds in a row
Reply With Quote #4

I tested with a friend and can confirm that the floating guns around the map are spectators in free mode




Last edited by usla; 01-17-2010 at 12:07.
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rhelgeby
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Join Date: Oct 2008
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Old 01-17-2010 , 12:08   Re: zombie two rounds in a row
Reply With Quote #5

They probably had a weapon menu open (zmarket or another plugin) and den joining spectators.
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Richard Helgeby

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usla
Senior Member
Join Date: Jul 2009
Old 01-17-2010 , 12:28   Re: zombie two rounds in a row
Reply With Quote #6

well floating guns around map are ppl in spec free mod and zombies with flooating guns around them are ppl spectating them funny "bug" but when autorebuy is disabled it does not happen so my guess its related to it
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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 01-17-2010 , 14:51   Re: zombie two rounds in a row
Reply With Quote #7

Auto-rebuy is forcing spectators to rebuy weapons?

Code:
// If client hasn't spawned into the game yet, then stop.
    if (!IsPlayerAlive(client))
    {
        return;
    }
    
    // If client is a zombie, then stop.
    if (InfectIsClientInfected(client))
    {
        return;
    }
    
    // If auto-rebuy is enabled, then force client to rebuy weapons.
    if (CookiesGetClientCookieBool(client, g_hZMarketAutoRebuyCookie))
    {
        ZMarketRebuySavedSetup(client, true);
    }
Hm...
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rhelgeby
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Join Date: Oct 2008
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Old 01-17-2010 , 19:43   Re: zombie two rounds in a row
Reply With Quote #8

Spectators are not alive, so it would never reach that point in the code.
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Richard Helgeby

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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
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Old 01-17-2010 , 20:46   Re: zombie two rounds in a row
Reply With Quote #9

I'm starting to doubt using if (!IsPlayerAlive(client))

I don't know if it was an update or a regression in SM but I also noticed that when I joined my server it was printing "For help on Zombie:Reloaded commands, type \"{1}{2}\" in chat." twice.

It was on my screen when I got in the server and it printed again when I picked a team and spawned.

I just changed it to check if I'm on a team instead of if I'm alive and now its working right. So IsPlayerAlive isn't reliable. It returned true while I was connecting to the server.. I think it might be slow.
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