Reverted amb149
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550dbae0c7
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@ -237,31 +237,11 @@ void EventsMngr::parserInit(int msg_type, float* timer, CPlayer* pPlayer, int in
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if (pPlayer)
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{
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// seriously who writes an if statement like this
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// if (!(*iter).m_FlagPlayer || (pPlayer->IsAlive() ? !(*iter).m_FlagAlive : !(*iter).m_FlagDead))
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if (!(*iter).m_FlagPlayer)
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if (!(*iter).m_FlagPlayer || (pPlayer->IsAlive() ? !(*iter).m_FlagAlive : !(*iter).m_FlagDead))
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{
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(*iter).m_Done = true;
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continue;
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}
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else if ((*iter).m_FlagAlive) // can only be sent to an alive user
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{
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if (!pPlayer->IsAlive() ||
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!pPlayer->ingame) // fix for amb149 - is_user_alive checks ingame status, so this should too
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{
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(*iter).m_Done = true;
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continue;
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}
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}
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else if ((*iter).m_FlagDead) // can only be sent to "dead" users
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{
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if (pPlayer->IsAlive() &&
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pPlayer->ingame) // added to compliment amb149 fix: check both incase there is stale health data
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{
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(*iter).m_Done = true;
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continue;
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}
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}
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}
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else if (!(*iter).m_FlagWorld)
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{
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@ -116,6 +116,8 @@ native console_cmd(id,const cmd[],any:...);
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* "c" - send only once when repeated to other players.
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* "d" - call if is send to dead player.
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* "e" - to alive.
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* NOTE: Due to a long-standing bug that would break compatibility with old plugins,
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* the client id should be checked for alive/dead state if you use d or e.
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* Examples for conditions:
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* "2=c4" - 2nd parameter of message must be sting "c4".
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* "3>10" - 3rd parameter must be greater then 10.
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