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Rank whoring work around.


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KyleS
SourceMod Plugin Approver
Join Date: Jul 2009
Location: Segmentation Fault.
Old 08-29-2010 , 10:44   Rank whoring work around.
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Alrighty, so it came to my attention that some players were abusing ranking systems by leaving as a Human. Rejoining once the Zombies have spawned, and just get their kills so their KDR will be higher.

I cannot remember why, but I didn't like how the cvar built into Zombie:Reloaded prevented clients from joining after a map change (it was something trivial like this, I'm probably remembering it wrong as well). Basically what this plugin will do is fire a death event when clients disconnect, thus decreasing their rank depending on what rank system you use. It's in this section as I don't think this would be an issue with any other game mode. This could either work flawlessly for you, or not at all. Feedback is always nice, and I'm open to suggestions

EDIT: Version 1.1 Event is now counted as a death.
EDIT2: Hit and a miss with firing, the plugin is kind of useless

Last edited by KyleS; 09-01-2010 at 06:05.
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rhelgeby
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Join Date: Oct 2008
Location: 0x4E6F72776179
Old 08-29-2010 , 17:52   Re: Rank whoring work around.
Reply With Quote #2

There's a anti-rejoin feature built in ZR (with a time limit too I think). We could possibly merge these and allow rejoin, but send suicide event if a player rejoin the same round.
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Richard Helgeby

Zombie:Reloaded | PawnUnit | Object Library
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KyleS
SourceMod Plugin Approver
Join Date: Jul 2009
Location: Segmentation Fault.
Old 08-29-2010 , 18:10   Re: Rank whoring work around.
Reply With Quote #3

Works for me
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KyleS
SourceMod Plugin Approver
Join Date: Jul 2009
Location: Segmentation Fault.
Old 09-01-2010 , 04:46   Re: Rank whoring work around.
Reply With Quote #4

Well, besides erroring out (Hadn't checked my error logs), this was a hit and a miss. When incorporated into Zombie:Reloaded though, it seems to work flawlessly ;)

Code:
    new blockrejoin = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_BLOCK_REJOIN]);
    if (!force && SteamidCacheClientExists(g_hZSpawnSteamIDCache, client) && blockrejoin)
    {
		new Handle:DeathEvent = CreateEvent("player_death", true);
		if (DeathEvent != INVALID_HANDLE)
		{
			SetEventBool(DeathEvent, "headshot", true);
			SetEventInt(DeathEvent, "userid", GetClientUserId(client));
			SetEventInt(DeathEvent, "attacker", 0);
			SetEventString(DeathEvent, "weapon", "knife");
			FireEvent(DeathEvent);
			return true;
		}
		return false;
    }
I'm missing the translation in there for some reason. However, the code works flawlessly.
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