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feat: Added damage cash for human side.
1 parent f52b556 commit 90d29f4

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cfg/cs2fixes/cs2fixes.cfg

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@@ -115,6 +115,7 @@ zr_infect_shake 1 // Whether to shake a player's view on infect
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zr_infect_shake_amp 15.0 // Amplitude of shaking effect
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zr_infect_shake_frequency 2.0 // Frequency of shaking effect
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zr_infect_shake_duration 5.0 // Duration of shaking effect
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zr_damagecash_enable 1 // Enable cash damage on zombie or not
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// Leader settings
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cs2f_leader_enable 0 // Whether to enable Leader features

src/zombiereborn.cpp

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@@ -98,6 +98,7 @@ CConVar<bool> g_cvarInfectShake("zr_infect_shake", FCVAR_NONE, "Whether to shake
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CConVar<float> g_cvarInfectShakeAmplitude("zr_infect_shake_amp", FCVAR_NONE, "Amplitude of shaking effect", 15.0f, true, 0.0f, true, 16.0f);
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CConVar<float> g_cvarInfectShakeFrequency("zr_infect_shake_frequency", FCVAR_NONE, "Frequency of shaking effect", 2.0f, true, 0.0f, false, 0.0f);
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CConVar<float> g_cvarInfectShakeDuration("zr_infect_shake_duration", FCVAR_NONE, "Duration of shaking effect", 5.0f, true, 0.0f, false, 0.0f);
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CConVar<bool> g_cvarEnableDamageCash("zr_damagecash_enable", FCVAR_NONE, "Enable cash damage on zombie or not", false);
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// meant only for offline config validation and can easily cause issues when used on live server
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#ifdef _DEBUG
@@ -1635,6 +1636,13 @@ void ZR_OnPlayerTakeDamage(CCSPlayerPawn* pVictimPawn, const CTakeDamageInfo* pI
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{
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auto flClassKnockback = 1.0f;
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if(g_cvarEnableDamageCash.Get())
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{
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const auto pKillerController = pKillerPawn->GetOriginalController();
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int money = pKillerController->m_pInGameMoneyServices->m_iAccount;
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pKillerController->m_pInGameMoneyServices->m_iAccount = money + damage;
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}
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if (pVictimController->GetZEPlayer())
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{
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std::shared_ptr<ZRClass> activeClass = pVictimController->GetZEPlayer()->GetActiveZRClass();

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