I don't know if its bug in your opinion,
but it would be nice if plugin handled correctly no reward for damage, now it results in infinite loop
damage.cpp:406
Code:
void DamageOnClientBonus(CBasePlayer* cBaseAttacker, float damageAmount)
{
// Increment total damage
cBaseAttacker->m_nDamageFilter += RoundFloat(damageAmount);
// Counting bonuses
int nBonus = cBaseAttacker->m_bZombie ? GetConVarInt(gCvarList[CVAR_ZOMBIE_DAMAGE_REWARD]) : cBaseAttacker->m_bSurvivor ? GetConVarInt(gCvarList[CVAR_SURVIVOR_DAMAGE_REWARD]) : GetConVarInt(gCvarList[CVAR_HUMAN_DAMAGE_REWARD]);
// Reward ammo packs for the applied damage
if(!nBonus)
return;
new ammopacks = cBaseAttacker->m_nDamageFilter / nBonus;
cBaseAttacker->m_nAmmoPacks += ammopacks;
cBaseAttacker->m_nDamageFilter -= ammopacks*nBonus;
}
BTW: I really enjoyed viewing code written by you , first class ;)