Пользователь
- Сообщения
- 1
- Реакции
- 0
- Ошибка
-
ZPA 1.6.1 Run time error 10: native error (native "cs_get_user_bpammo")
- ОС
- Linux
- Amx Mod X
-
AMXMODX v1.8.3-Re
- Билд
-
Rehlds-3.8.0.702
- ReGamedll
-
Regamedll-5.20.0.492
- Версия Metamod
-
Metamod_1.3.0.128
- Список метамодулей
-
Metamod-r v1.3.0.128, API (5:13)
Metamod-r build: 17:47:54 Aug 24 2018
- Список плагинов
-
Currently loaded plugins:
description stat pend file vers src load unload
[ 1] AMX Mod X RUN - amxmodx_mm_i386.so v1.8.3-Re ini Start ANY
[ 2] Reunion RUN - reunion_mm_i386.so v0.1.0.135 ini Start Never
[ 3] Revoice RUN - revoice_mm_i386.so v0.1.0.34 ini Start Never
[ 4] Ham Sandwich RUN - hamsandwich_amxx_i386.so v1.8.3-Re pl1 ANY ANY
[ 5] CSX RUN - csx_amxx_i386.so v1.8.3-Re pl1 ANY ANY
[ 6] CStrike RUN - cstrike_amxx_i386.so v1.8.3-Re pl1 ANY ANY
[ 7] FakeMeta RUN - fakemeta_amxx_i386.so v1.8.3-Re pl1 ANY ANY
[ 8] Fun RUN - fun_amxx_i386.so v1.8.3-Re pl1 ANY ANY
8 plugins, 8 running
- Автор плагина
- abdul-rehman
- Версия плагина
- Zombie Plague Advance v1.6.1
- Исходный код
-
new const ZP_CUSTOMIZATION_FILE[] = "zombie_plague_advance.ini"
new const ZP_EXTRAITEMS_FILE[] = "zpa_extraitems.ini"
new const ZP_ZOMBIECLASSES_FILE[] = "zpa_zombieclasses.ini"
const MAX_CSDM_SPAWNS = 128
const MAX_STATS_SAVED = 64
#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include <xs>
enum
{
SECTION_NONE = 0,
SECTION_ACCESS_FLAGS,
SECTION_PLAYER_MODELS,
SECTION_WEAPON_MODELS,
SECTION_GRENADE_SPRITES,
SECTION_SOUNDS,
SECTION_AMBIENCE_SOUNDS,
SECTION_BUY_MENU_WEAPONS,
SECTION_EXTRA_ITEMS_WEAPONS,
SECTION_HARD_CODED_ITEMS_COSTS,
SECTION_WEATHER_EFFECTS,
SECTION_SKY,
SECTION_LIGHTNING,
SECTION_ZOMBIE_DECALS,
SECTION_KNOCKBACK,
SECTION_OBJECTIVE_ENTS,
SECTION_SVC_BAD
}
enum
{
ACCESS_ENABLE_MOD = 0,
ACCESS_ADMIN_MENU,
ACCESS_ADMIN_MENU2,
ACCESS_ADMIN_MENU3,
ACCESS_MODE_INFECTION,
ACCESS_MODE_NEMESIS,
ACCESS_MODE_SURVIVOR,
ACCESS_MODE_SWARM,
ACCESS_MODE_MULTI,
ACCESS_MODE_PLAGUE,
ACCESS_MAKE_ZOMBIE,
ACCESS_MAKE_HUMAN,
ACCESS_MAKE_NEMESIS,
ACCESS_MAKE_SURVIVOR,
ACCESS_RESPAWN_PLAYERS,
ACCESS_ADMIN_MODELS,
ACCESS_MODE_SNIPER,
ACCESS_MAKE_SNIPER,
ACCESS_MODE_ASSASSIN,
ACCESS_MAKE_ASSASSIN,
ACCESS_MODE_LNJ,
MAX_ACCESS_FLAGS
}
enum (+= 100)
{
TASK_MODEL = 2000,
TASK_TEAM,
TASK_SPAWN,
TASK_BLOOD,
TASK_AURA,
TASK_BURN,
TASK_NVISION,
TASK_FLASH,
TASK_CHARGE,
TASK_SHOWHUD,
TASK_MAKEZOMBIE,
TASK_WELCOMEMSG,
TASK_THUNDER_PRE,
TASK_THUNDER,
TASK_AMBIENCESOUNDS
}
// IDs inside tasks
#define ID_MODEL (taskid - TASK_MODEL)
#define ID_TEAM (taskid - TASK_TEAM)
#define ID_SPAWN (taskid - TASK_SPAWN)
#define ID_BLOOD (taskid - TASK_BLOOD)
#define ID_AURA (taskid - TASK_AURA)
#define ID_BURN (taskid - TASK_BURN)
#define ID_NVISION (taskid - TASK_NVISION)
#define ID_FLASH (taskid - TASK_FLASH)
#define ID_CHARGE (taskid - TASK_CHARGE)
#define ID_SHOWHUD (taskid - TASK_SHOWHUD)
// BP Ammo Refill task
#define REFILL_WEAPONID args[0]
// For weapon buy menu handlers
#define WPN_STARTID g_menu_data[id][1]
#define WPN_MAXIDS ArraySize(g_primary_items)
#define WPN_SELECTION (g_menu_data[id][1]+key)
#define WPN_AUTO_ON g_menu_data[id][2]
#define WPN_AUTO_PRI g_menu_data[id][3]
#define WPN_AUTO_SEC g_menu_data[id][4]
// For player list menu handlers
#define PL_ACTION g_menu_data[id][0]
// For extra items menu handlers
#define EXTRAS_CUSTOM_STARTID (EXTRA_WEAPONS_STARTID + ArraySize(g_extraweapon_names))
// Menu selections
const MENU_KEY_AUTOSELECT = 7
const MENU_KEY_BACK = 7
const MENU_KEY_NEXT = 8
const MENU_KEY_EXIT = 9
// Hard coded extra items
enum
{
EXTRA_NVISION = 0,
EXTRA_ANTIDOTE,
EXTRA_MADNESS,
EXTRA_INFBOMB,
EXTRA_WEAPONS_STARTID
}
// Game mode settings
new const MODE_SET = 1
// Game modes
enum
{
MODE_NONE = 0,
MODE_INFECTION,
MODE_NEMESIS,
MODE_ASSASSIN,
MODE_SURVIVOR,
MODE_SNIPER,
MODE_SWARM,
MODE_MULTI,
MODE_PLAGUE,
MODE_LNJ,
MAX_GAME_MODES
}
// ZP Teams
const ZP_TEAM_NO_ONE = 0
const ZP_TEAM_ANY = 0
const ZP_TEAM_ZOMBIE = (1<<0) // 1
const ZP_TEAM_HUMAN = (1<<1) // 2
const ZP_TEAM_NEMESIS = (1<<2) // 4
const ZP_TEAM_SURVIVOR = (1<<3) // 8
const ZP_TEAM_SNIPER = (1<<4) // 16
const ZP_TEAM_ASSASSIN = (1<<5) // 32
new const ZP_TEAM_NAMES[][] =
{
"ZOMBIE , HUMAN",
"ZOMBIE",
"HUMAN",
"ZOMBIE , HUMAN",
"NEMESIS",
"ZOMBIE , NEMESIS",
"HUMAN , NEMESIS",
"ZOMBIE , HUMAN , NEMESIS",
"SURVIVOR",
"ZOMBIE , SURVIVOR",
"HUMAN , SURVIVOR",
"ZOMBIE, HUMAN, SURVIVOR",
"NEMESIS , SURVIVOR",
"ZOMBIE , NEMESIS , SURVIVOR",
"HUMAN, NEMESIS, SURVIVOR",
"ZOMBIE , HUMAN , NEMESIS , SURVIVOR",
"SNIPER",
"ZOMBIE, SNIPER",
"HUMAN, SNIPER",
"ZOMBIE, HUMAN, SNIPER",
"NEMESIS , SNIPER",
"ZOMBIE , NEMESIS , SNIPER",
"HUMAN , NEMESIS , SNIPER",
"ZOMBIE , HUMAN , NEMESIS , SNIPER",
"SURVIVOR, SNIPER",
"ZOMBIE, SURVIVOR, SNIPER",
"HUMAN, SURVIVOR, SNIPER",
"ZOMBIE, HUMAN, SURVIVOR, SNIPER",
"NEMESIS, SURVIVOR, SNIPER",
"ZOMBIE, NEMESIS, SURVIVOR, SNIPER",
"HUMAN, NEMESIS, SURVIVOR, SNIPER",
"ZOMBIE, HUMAN, NEMESIS, SURVIVOR, SNIPER",
"ASSASSIN",
"ZOMBIE, ASSASSIN",
"HUMAN, ASSASSIN",
"ZOMBIE, HUMAN, ASSASSIN",
"NEMESIS, ASSASSIN",
"ZOMBIE, NEMESIS, ASSASSIN",
"HUMAN, NEMESIS, ASSASSIN",
"ZOMBIE, HUMAN, NEMESIS, ASSASSIN",
"SURVIVOR, ASSASSIN",
"ZOMBIE, SURVIVOR, ASSASSIN",
"HUMAN, SURVIVOR, ASSASSIN",
"ZOMBIE, HUMAN, SURVIVOR, ASSASSIN",
"NEMESIS, SURVIVOR, ASSASSIN",
"ZOMBIE, NEMESIS, SURVIVOR, ASSASSIN",
"HUMAN, NEMESIS, SURVIVOR, ASSASSIN",
"ZOMBIE, HUMAN, NEMESIS, SURVIVOR, ASSASSIN",
"SNIPER, ASSASSIN",
"ZOMBIE, SNIPER, ASSASSIN",
"HUMAN, SNIPER, ASSASSIN",
"ZOMBIE, HUMAN, SNIPER, ASSASSIN",
"NEMESIS, SNIPER, ASSASSIN",
"ZOMBIE, NEMESIS, SNIPER, ASSASSIN",
"HUMAN, NEMESIS, SNIPER, ASSASSIN",
"ZOMBIE, HUMAN, NEMESIS, SNIPER, ASSASSIN",
"SURVIVOR, SNIPER, ASSASSIN",
"ZOMBIE, SURVIVOR, SNIPER, ASSASSIN",
"HUMAN, SURVIVOR, SNIPER, ASSASSIN",
"ZOMBIE, HUMAN, SURVIVOR, SNIPER, ASSASSIN",
"NEMESIS, SURVIVOR, SNIPER, ASSASSIN",
"ZOMBIE, NEMESIS, SURVIVOR, SNIPER, ASSASSIN",
"HUMAN, NEMESIS, SURVIVOR, SNIPER, ASSASSIN",
"ZOMBIE, HUMAN, NEMESIS, SURVIVOR, SNIPER, ASSASSIN"
}
// Zombie classes
const ZCLASS_NONE = -1
// HUD messages
const Float:HUD_EVENT_X = -1.0
const Float:HUD_EVENT_Y = 0.17
const Float:HUD_INFECT_X = 0.05
const Float:HUD_INFECT_Y = 0.45
const Float:HUD_SPECT_X = -1.0
const Float:HUD_SPECT_Y = 0.8
const Float:HUD_STATS_X = 0.02
const Float:HUD_STATS_Y = 0.9
// CS Player PData Offsets (win32)
const OFFSET_PAINSHOCK = 108 // ConnorMcLeod
const OFFSET_CSTEAMS = 114
const OFFSET_CSMONEY = 115
const OFFSET_FLASHLIGHT_BATTERY = 244
const OFFSET_CSDEATHS = 444
const OFFSET_MODELINDEX = 491 // Orangutanz
// CS Player CBase Offsets (win32)
const OFFSET_ACTIVE_ITEM = 373
// CS Weapon CBase Offsets (win32)
const OFFSET_WEAPONOWNER = 41
// Linux diff's
const OFFSET_LINUX = 5 // offsets 5 higher in Linux builds
const OFFSET_LINUX_WEAPONS = 4 // weapon offsets are only 4 steps higher on Linux
// CS Teams
enum
{
FM_CS_TEAM_UNASSIGNED = 0,
FM_CS_TEAM_T,
FM_CS_TEAM_CT,
FM_CS_TEAM_SPECTATOR
}
new const CS_TEAM_NAMES[][] = { "UNASSIGNED", "TERRORIST", "CT", "SPECTATOR" }
// Some constants
const HIDE_MONEY = (1<<5)
const UNIT_SECOND = (1<<12)
const DMG_HEGRENADE = (1<<24)
const IMPULSE_FLASHLIGHT = 100
const USE_USING = 2
const USE_STOPPED = 0
const STEPTIME_SILENT = 999
const BREAK_GLASS = 0x01
const FFADE_IN = 0x0000
const FFADE_STAYOUT = 0x0004
const PEV_SPEC_TARGET = pev_iuser2
// Max BP ammo for weapons
new const MAXBPAMMO[] = { -1, 52, -1, 90, 1, 32, 1, 100, 90, 1, 120, 100, 100, 90, 90, 90, 100, 120,
30, 120, 200, 32, 90, 120, 90, 2, 35, 90, 90, -1, 100 }
// Max Clip for weapons
new const MAXCLIP[] = { -1, 13, -1, 10, -1, 7, -1, 30, 30, -1, 30, 20, 25, 30, 35, 25, 12, 20,
10, 30, 100, 8, 30, 30, 20, -1, 7, 30, 30, -1, 50 }
// Amount of ammo to give when buying additional clips for weapons
new const BUYAMMO[] = { -1, 13, -1, 30, -1, 8, -1, 12, 30, -1, 30, 50, 12, 30, 30, 30, 12, 30,
10, 30, 30, 8, 30, 30, 30, -1, 7, 30, 30, -1, 50 }
// Ammo IDs for weapons
new const AMMOID[] = { -1, 9, -1, 2, 12, 5, 14, 6, 4, 13, 10, 7, 6, 4, 4, 4, 6, 10,
1, 10, 3, 5, 4, 10, 2, 11, 8, 4, 2, -1, 7 }
// Ammo Type Names for weapons
new const AMMOTYPE[][] = { "", "357sig", "", "762nato", "", "buckshot", "", "45acp", "556nato", "", "9mm", "57mm", "45acp",
"556nato", "556nato", "556nato", "45acp", "9mm", "338magnum", "9mm", "556natobox", "buckshot",
"556nato", "9mm", "762nato", "", "50ae", "556nato", "762nato", "", "57mm" }
// Weapon IDs for ammo types
new const AMMOWEAPON[] = { 0, CSW_AWP, CSW_SCOUT, CSW_M249, CSW_AUG, CSW_XM1014, CSW_MAC10, CSW_FIVESEVEN, CSW_DEAGLE,
CSW_P228, CSW_ELITE, CSW_FLASHBANG, CSW_HEGRENADE, CSW_SMOKEGRENADE, CSW_C4 }
// Primary and Secondary Weapon Names
new const WEAPONNAMES[][] = { "", "P228 Compact", "", "Schmidt Scout", "", "XM1014 M4", "", "Ingram MAC-10", "Steyr AUG A1",
"", "Dual Elite Berettas", "FiveseveN", "UMP 45", "SG-550 Auto-Sniper", "IMI Galil", "Famas",
"USP .45 ACP Tactical", "Glock 18C", "AWP Magnum Sniper", "MP5 Navy", "M249 Para Machinegun",
"M3 Super 90", "M4A1 Carbine", "Schmidt TMP", "G3SG1 Auto-Sniper", "", "Desert Eagle .50 AE",
"SG-552 Commando", "AK-47 Kalashnikov", "", "ES P90" }
// Weapon entity names
new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
"weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550",
"weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
"weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
"weapon_ak47", "weapon_knife", "weapon_p90" }
// CS sounds
new const sound_flashlight[] = "items/flashlight1.wav"
new const sound_buyammo[] = "items/9mmclip1.wav"
new const sound_armorhit[] = "player/bhit_helmet-1.wav"
// Explosion radius for custom grenades
const Float:NADE_EXPLOSION_RADIUS = 240.0
// HACK: pev_ field used to store additional ammo on weapons
const PEV_ADDITIONAL_AMMO = pev_iuser1
// HACK: pev_ field used to store custom nade types and their values
const PEV_NADE_TYPE = pev_flTimeStepSound
const NADE_TYPE_INFECTION = 1111
const NADE_TYPE_NAPALM = 2222
const NADE_TYPE_FROST = 3333
const NADE_TYPE_FLARE = 4444
const PEV_FLARE_COLOR = pev_punchangle
const PEV_FLARE_DURATION = pev_flSwimTime
// Weapon bitsums
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)
// Allowed weapons for zombies (added grenades/bomb for sub-plugin support, since they shouldn't be getting them anyway)
const ZOMBIE_ALLOWED_WEAPONS_BITSUM = (1<<CSW_KNIFE)|(1<<CSW_HEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_SMOKEGRENADE)|(1<<CSW_C4)
// Classnames for separate model entities
new const MODEL_ENT_CLASSNAME[] = "player_model"
new const WEAPON_ENT_CLASSNAME[] = "weapon_model"
// Menu keys
const KEYSMENU = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9|MENU_KEY_0
// Ambience Sounds
enum
{
AMBIENCE_SOUNDS_INFECTION = 0,
AMBIENCE_SOUNDS_NEMESIS,
AMBIENCE_SOUNDS_SURVIVOR,
AMBIENCE_SOUNDS_SWARM,
AMBIENCE_SOUNDS_LNJ,
AMBIENCE_SOUNDS_PLAGUE,
AMBIENCE_SOUNDS_SNIPER,
AMBIENCE_SOUNDS_ASSASSIN,
MAX_AMBIENCE_SOUNDS
}
// Admin menu actions
enum
{
ACTION_ZOMBIEFY_HUMANIZE = 0,
ACTION_MAKE_NEMESIS,
ACTION_MAKE_SURVIVOR,
ACTION_MAKE_SNIPER,
ACTION_MAKE_ASSASSIN,
ACTION_RESPAWN_PLAYER
}
// Custom forward return values
const ZP_PLUGIN_HANDLED = 97
/*================================================================================
[Global Variables]
=================================================================================*/
// Player vars
new g_zombie[33] // is zombie
new g_nemesis[33] // is nemesis
new g_survivor[33] // is survivor
new g_firstzombie[33] // is first zombie
new g_lastzombie[33] // is last zombie
new g_lasthuman[33] // is last human
new g_frozen[33] // is frozen (can't move)
new g_nodamage[33] // has spawn protection/zombie madness
new g_respawn_as_zombie[33] // should respawn as zombie
new g_nvision[33] // has night vision
new g_nvisionenabled[33] // has night vision turned on
new g_zombieclass[33] // zombie class
new g_zombieclassnext[33] // zombie class for next infection
new g_flashlight[33] // has custom flashlight turned on
new g_flashbattery[33] = { 100, ... } // custom flashlight battery
new g_canbuy[33] // is allowed to buy a new weapon through the menu
new g_ammopacks[33] // ammo pack count
new g_damagedealt[33] // damage dealt to zombies (used to calculate ammo packs reward)
new Float:g_lastleaptime[33] // time leap was last used
new Float:g_lastflashtime[33] // time flashlight was last toggled
new g_playermodel[33][32] // current model's short name [player][model]
new g_menu_data[33][5] // data for some menu handlers
new g_ent_playermodel[33] // player model entity
new g_ent_weaponmodel[33] // weapon model entity
new g_burning_duration[33] // burning task duration
new g_sniper[33] // is sniper
new g_assassin[33] // is assassin
// Game vars
new g_pluginenabled // ZPA enabled
new g_newround // new round starting
new g_endround // round ended
new g_nemround // nemesis round
new g_sniperround // sniper round
new g_assassinround // assasin round
new g_lnjround // LNJ round
new g_swarmround // swarm round
new g_plagueround // plague round
new g_survround // survivor round
new g_modestarted // mode fully started
new g_allowinfection // whether infection is allowed in a game mode
new g_deathmatchmode // death match mode
new g_currentmode // current mode which is bieng played
new g_lastmode // last played mode
new g_scorezombies, g_scorehumans // team scores
new g_spawnCount, g_spawnCount2 // available spawn points counter
new Float:g_spawns[MAX_CSDM_SPAWNS][3], Float:g_spawns2[MAX_CSDM_SPAWNS][3] // spawn points data
new g_lights_i // lightning current lights counter
new g_lights_cycle[32] // current lightning cycle
new g_lights_cycle_len // lightning cycle length
new Float:g_models_targettime // for adding delays between Model Change messages
new Float:g_teams_targettime // for adding delays between Team Change messages
new g_MsgSync, g_MsgSync2 , g_MsgSync3// message sync objects
new g_trailSpr, g_exploSpr, g_flameSpr, g_smokeSpr, g_glassSpr // grenade sprites
new g_modname[32] // for formatting the mod name
new g_freezetime // whether CS's freeze time is on
new g_maxplayers // max players counter
new g_czero // whether we are running on a CZ server
new g_hamczbots // whether ham forwards are registered for CZ bots
new g_fwSpawn, g_fwPrecacheSound // spawn and precache sound forward handles
new g_infbombcounter, g_antidotecounter, g_madnesscounter // to limit buying some items
new g_arrays_created // to prevent stuff from being registered before initializing arrays
new g_lastplayerleaving // flag for whenever a player leaves and another takes his place
new g_switchingteam // flag for whenever a player's team change emessage is sent
new g_time // Used for the server shut down count
// Message IDs vars
new g_msgScoreInfo, g_msgNVGToggle, g_msgScoreAttrib, g_msgAmmoPickup, g_msgScreenFade,
g_msgDeathMsg, g_msgSetFOV, g_msgFlashlight, g_msgFlashBat, g_msgTeamInfo, g_msgDamage,
g_msgHideWeapon, g_msgCrosshair, g_msgSayText, g_msgScreenShake, g_msgCurWeapon
// Some forward handlers
new g_fwRoundStart, g_fwRoundStart_pre, g_fwRoundEnd, g_fwUserInfected_pre, g_fwUserInfected_post,
g_fwUserHumanized_pre, g_fwUserHumanized_post, g_fwUserInfect_attempt,
g_fwUserHumanize_attempt, g_fwExtraItemSelected, g_fwUserUnfrozen,
g_fwUserLastZombie, g_fwUserLastHuman, g_fwGameModeSelected, g_fwPlayerSpawnPost, g_fwDummyResult
// Temporary Database vars (used to restore players stats in case they get disconnected)
new db_name[MAX_STATS_SAVED][32] // player name
new db_ammopacks[MAX_STATS_SAVED] // ammo pack count
new db_zombieclass[MAX_STATS_SAVED] // zombie class
new db_slot_i // additional saved slots counter (should start on maxplayers+1)
// Game Modes vars
new Array:g_gamemode_name // caption
new Array:g_gamemode_flag // access flag
new Array:g_gamemode_chance // game modes chance
new Array:g_gamemode_allow // allow infection
new Array:g_gamemode_dm // death match mode
new g_gamemodes_i = MAX_GAME_MODES // loaded game modes counter
// Extra Items vars
new Array:g_extraitem_name // caption
new Array:g_extraitem_cost // cost
new Array:g_extraitem_team // team
new g_extraitem_i // loaded extra items counter
// For extra items file parsing
new Array:g_extraitem2_realname, Array:g_extraitem2_name, Array:g_extraitem2_cost,
Array:g_extraitem2_team, Array:g_extraitem_new
// Zombie Classes vars
new Array:g_zclass_name // caption
new Array:g_zclass_info // description
new Array:g_zclass_modelsstart // start position in models array
new Array:g_zclass_modelsend // end position in models array
new Array:g_zclass_playermodel // player models array
new Array:g_zclass_modelindex // model indices array
new Array:g_zclass_clawmodel // claw model
new Array:g_zclass_hp // health
new Array:g_zclass_spd // speed
new Array:g_zclass_grav // gravity
new Array:g_zclass_kb // knockback
new g_zclass_i // loaded zombie classes counter
// For zombie classes file parsing
new Array:g_zclass2_realname, Array:g_zclass2_name, Array:g_zclass2_info,
Array:g_zclass2_modelsstart, Array:g_zclass2_modelsend, Array:g_zclass2_playermodel,
Array:g_zclass2_modelindex, Array:g_zclass2_clawmodel, Array:g_zclass2_hp,
Array:g_zclass2_spd, Array:g_zclass2_grav, Array:g_zclass2_kb, Array:g_zclass_new
// Customization vars
new g_access_flag[MAX_ACCESS_FLAGS], Array:model_nemesis, Array:model_survivor, Array:model_human,
Array:model_admin_zombie, Array:model_admin_human, Array:g_modelindex_human,
Array:g_modelindex_nemesis, Array:g_modelindex_survivor, g_same_models_for_all,
Array:g_modelindex_admin_zombie, Array:g_modelindex_admin_human, model_vknife_human[64],
model_vknife_nemesis[64], model_vm249_survivor[64], model_grenade_infect[64],
model_grenade_fire[64], model_grenade_frost[64], model_grenade_flare[64],
model_vknife_admin_human[64], model_vknife_admin_zombie[64],
sprite_grenade_trail[64], sprite_grenade_ring[64], sprite_grenade_fire[64],
sprite_grenade_smoke[64], sprite_grenade_glass[64], Array:sound_win_zombies,
Array:sound_win_humans, Array:sound_win_no_one, Array:zombie_infect, Array:zombie_idle,
Array:zombie_pain, Array:nemesis_pain, Array:assassin_pain, Array:zombie_die, Array:zombie_fall,
Array:zombie_miss_wall, Array:zombie_hit_normal, Array:zombie_hit_stab, g_ambience_rain,
Array:zombie_idle_last, Array:zombie_madness, Array:sound_nemesis, Array:sound_survivor,
Array:sound_swarm, Array:sound_multi, Array:sound_plague, Array:grenade_infect,
Array:grenade_infect_player, Array:grenade_fire, Array:grenade_fire_player,
Array:grenade_frost, Array:grenade_frost_player, Array:grenade_frost_break,
Array:grenade_flare, Array:sound_antidote, Array:sound_thunder, g_ambience_sounds[MAX_AMBIENCE_SOUNDS],
Array:sound_ambience1, Array:sound_ambience2, Array:sound_ambience3, Array:sound_ambience4,
Array:sound_ambience5, Array:sound_ambience1_duration, Array:sound_ambience2_duration,
Array:sound_ambience3_duration, Array:sound_ambience4_duration,
Array:sound_ambience5_duration, Array:sound_ambience1_ismp3, Array:sound_ambience2_ismp3,
Array:sound_ambience3_ismp3, Array:sound_ambience4_ismp3, Array:sound_ambience5_ismp3,
Array:g_primary_items, Array:g_secondary_items, Array:g_additional_items,
Array:g_primary_weaponids, Array:g_secondary_weaponids, Array:g_extraweapon_names,
Array:g_extraweapon_items, Array:g_extraweapon_costs, g_extra_costs2[EXTRA_WEAPONS_STARTID],
g_ambience_snow, g_ambience_fog, g_fog_density[10], g_fog_color[12], g_sky_enable,
Array:g_sky_names, Array:lights_thunder, Array:zombie_decals, Array:g_objective_ents,
Float:g_modelchange_delay, g_set_modelindex_offset, g_handle_models_on_separate_ent,
Float:kb_weapon_power[31] = { -1.0, ... }, Array:zombie_miss_slash, g_force_consistency,
Array:model_sniper, Array:g_modelindex_sniper, model_vawp_sniper[64],
Array:sound_sniper, Array:sound_ambience6, Array:sound_ambience6_duration,
Array:sound_ambience6_ismp3,
Array:model_assassin, Array:g_modelindex_assassin, model_vknife_assassin[64],
Array:sound_assassin, Array:sound_ambience7, Array:sound_ambience7_duration,
Array:sound_ambience7_ismp3,
Array:sound_lnj, Array:sound_ambience8, Array:sound_ambience8_duration, Array:sound_ambience8_ismp3
// CVAR pointers
new cvar_lighting, cvar_zombiefov, cvar_plague, cvar_plaguechance, cvar_zombiefirsthp,
cvar_removemoney, cvar_thunder, cvar_zombiebonushp, cvar_nemhp, cvar_nem, cvar_surv,
cvar_nemchance, cvar_deathmatch, cvar_nemglow, cvar_customnvg, cvar_hitzones, cvar_humanhp,
cvar_nemgravity, cvar_flashsize, cvar_ammodamage, cvar_zombiearmor, cvar_survpainfree,
cvar_nempainfree, cvar_nemspd, cvar_survchance, cvar_survhp, cvar_survspd, cvar_humanspd,
cvar_swarmchance, cvar_flashdrain, cvar_zombiebleeding, cvar_removedoors, cvar_customflash,
cvar_randspawn, cvar_multi, cvar_multichance, cvar_infammo, cvar_swarm, cvar_ammoinfect,
cvar_toggle, cvar_knockbackpower, cvar_freezeduration, cvar_triggered, cvar_flashcharge,
cvar_firegrenades, cvar_frostgrenades, cvar_survgravity, cvar_logcommands, cvar_survglow,
cvar_humangravity, cvar_spawnprotection, cvar_nvgsize, cvar_flareduration, cvar_zclasses,
cvar_extraitems, cvar_showactivity, cvar_humanlasthp, cvar_nemignorefrags, cvar_warmup,
cvar_flashdist, cvar_flarecolor, cvar_survignorefrags, cvar_fireduration, cvar_firedamage,
cvar_flaregrenades, cvar_knockbackducking, cvar_knockbackdamage, cvar_knockbackzvel,
cvar_multiratio, cvar_flaresize, cvar_spawndelay, cvar_extraantidote, cvar_extramadness,
cvar_extraweapons, cvar_extranvision, cvar_nvggive, cvar_preventconsecutive, cvar_botquota,
cvar_buycustom, cvar_zombiepainfree, cvar_fireslowdown, cvar_survbasehp, cvar_survaura,
cvar_nemignoreammo, cvar_survignoreammo, cvar_nemaura, cvar_extrainfbomb, cvar_knockback,
cvar_fragsinfect, cvar_fragskill, cvar_humanarmor, cvar_zombiesilent, cvar_removedropped,
cvar_plagueratio, cvar_blocksuicide, cvar_knockbackdist, cvar_nemdamage, cvar_leapzombies,
cvar_leapzombiesforce, cvar_leapzombiesheight, cvar_leapzombiescooldown, cvar_leapnemesis,
cvar_leapnemesisforce, cvar_leapnemesisheight, cvar_leapnemesiscooldown, cvar_leapsurvivor,
cvar_leapsurvivorforce, cvar_leapsurvivorheight, cvar_nemminplayers, cvar_survminplayers,
cvar_respawnonsuicide, cvar_respawnafterlast, cvar_leapsurvivorcooldown, cvar_statssave,
cvar_swarmminplayers, cvar_multiminplayers, cvar_plagueminplayers, cvar_adminmodelshuman,
cvar_adminmodelszombie, cvar_nembasehp, cvar_blockpushables, cvar_respawnworldspawnkill,
cvar_madnessduration, cvar_plaguenemnum, cvar_plaguenemhpmulti, cvar_plaguesurvhpmulti,
cvar_survweapon, cvar_plaguesurvnum, cvar_infectionscreenfade, cvar_infectionscreenshake,
cvar_infectionsparkle, cvar_infectiontracers, cvar_infectionparticles, cvar_infbomblimit,
cvar_allowrespawnsurv, cvar_flashshowall, cvar_allowrespawninfection, cvar_allowrespawnnem,
cvar_allowrespawnswarm, cvar_allowrespawnplague, cvar_survinfammo, cvar_nemknockback,
cvar_hudicons, cvar_respawnzomb, cvar_respawnhum, cvar_respawnnem, cvar_respawnsurv,
cvar_startammopacks, cvar_randweapons, cvar_antidotelimit, cvar_madnesslimit,
cvar_adminknifemodelshuman, cvar_adminknifemodelszombie, cvar_keephealthondisconnect,
cvar_sniper, cvar_sniperchance, cvar_sniperminplayers, cvar_sniperdamage, cvar_sniperhp,
cvar_sniperglow, cvar_sniperbasehp, cvar_sniperpainfree, cvar_sniperinfammo, cvar_sniperspd,
cvar_respawnsniper, cvar_snipergravity, cvar_sniperaura, cvar_sniperfraggore, cvar_nemfraggore,
cvar_sniperignorefrags, cvar_sniperignoreammo, cvar_allowrespawnsniper,cvar_surv_aura_radius ,
cvar_leapsniper, cvar_leapsniperforce, cvar_leapsniperheight, cvar_leapsnipercooldown, cvar_sniperauraradius,
cvar_respawnassassin ,cvar_allowrespawnassassin,cvar_assassin,cvar_assassinchance ,cvar_assassinminplayers ,
cvar_assassinhp , cvar_assassinbasehp ,cvar_assassinspd ,cvar_assassingravity ,cvar_assassindamage ,cvar_assassinknockback ,
cvar_assassinglow ,cvar_assassinaura ,cvar_assassinpainfree ,cvar_assassinignorefrags , cvar_assassinignoreammo,
cvar_leapassassin, cvar_leapassassinforce, cvar_leapassassinheight, cvar_leapassassincooldown, cvar_flaresize2, cvar_humansurvive,
cvar_lnj, cvar_lnjchance, cvar_lnjminplayers, cvar_lnjnemhpmulti, cvar_lnjsurvhpmulti, cvar_allowrespawnlnj,
cvar_lnjratio, cvar_lnjrespsurv, cvar_lnjrespnem , cvar_flashsize2, cvar_frozenhit, cvar_aiminfo, cvar_nemauraradius
// CVARS with arrays
new cvar_nvgcolor[3], cvar_nemnvgcolor[3], cvar_humnvgcolor[3], cvar_flashcolor[3],
cvar_snipercolor[3], cvar_surv_aura[3],cvar_assassinnvgcolor[3], cvar_flashcolor2[3]
// Cached stuff for players
new g_isconnected[33] // whether player is connected
new g_isalive[33] // whether player is alive
new g_isbot[33] // whether player is a bot
new g_currentweapon[33] // player's current weapon id
new g_playername[33][32] // player's name
new Float:g_zombie_spd[33] // zombie class speed
new Float:g_zombie_knockback[33] // zombie class knockback
new g_zombie_classname[33][32] // zombie class name
#define is_user_valid_connected(%1) (1 <= %1 <= g_maxplayers && g_isconnected[%1])
#define is_user_valid_alive(%1) (1 <= %1 <= g_maxplayers && g_isalive[%1])
// Cached CVARs
new g_cached_customflash, g_cached_zombiesilent, Float:g_cached_humanspd, Float:g_cached_nemspd,
Float:g_cached_survspd, g_cached_leapzombies, Float:g_cached_leapzombiescooldown, g_cached_leapnemesis,
Float:g_cached_leapnemesiscooldown, g_cached_leapsurvivor, Float:g_cached_leapsurvivorcooldown,
Float:g_cached_sniperspd, g_cached_leapsniper, Float:g_cached_leapsnipercooldown,
Float:g_cached_assassinspd, g_cached_leapassassin, Float:g_cached_leapassassincooldown
/*================================================================================
[Natives, Precache and Init]
=================================================================================*/
public plugin_natives()
{
// Player specific natives
register_native("zp_get_user_zombie", "native_get_user_zombie", 1)
register_native("zp_get_user_nemesis", "native_get_user_nemesis", 1)
register_native("zp_get_user_survivor", "native_get_user_survivor", 1)
register_native("zp_get_user_first_zombie", "native_get_user_first_zombie", 1)
register_native("zp_get_user_last_zombie", "native_get_user_last_zombie", 1)
register_native("zp_get_user_last_human", "native_get_user_last_human", 1)
register_native("zp_get_user_zombie_class", "native_get_user_zombie_class", 1)
register_native("zp_get_user_next_class", "native_get_user_next_class", 1)
register_native("zp_set_user_zombie_class", "native_set_user_zombie_class", 1)
register_native("zp_get_user_ammo_packs", "native_get_user_ammo_packs", 1)
register_native("zp_set_user_ammo_packs", "native_set_user_ammo_packs", 1)
register_native("zp_get_zombie_maxhealth", "native_get_zombie_maxhealth", 1)
register_native("zp_get_user_batteries", "native_get_user_batteries", 1)
register_native("zp_set_user_batteries", "native_set_user_batteries", 1)
register_native("zp_get_user_nightvision", "native_get_user_nightvision", 1)
register_native("zp_set_user_nightvision", "native_set_user_nightvision", 1)
register_native("zp_infect_user", "native_infect_user", 1)
register_native("zp_disinfect_user", "native_disinfect_user", 1)
register_native("zp_make_user_nemesis", "native_make_user_nemesis", 1)
register_native("zp_make_user_survivor", "native_make_user_survivor", 1)
register_native("zp_respawn_user", "native_respawn_user", 1)
register_native("zp_force_buy_extra_item", "native_force_buy_extra_item", 1)
register_native("zp_get_user_sniper", "native_get_user_sniper", 1)
register_native("zp_make_user_sniper", "native_make_user_sniper", 1)
register_native("zp_get_user_assassin", "native_get_user_assassin", 1)
register_native("zp_make_user_assassin", "native_make_user_assassin", 1)
register_native("zp_get_user_model", "native_get_user_model", 0)
register_native("zp_set_user_model", "native_set_user_model", 1)
// Round natives
register_native("zp_has_round_started", "native_has_round_started", 1)
register_native("zp_is_nemesis_round", "native_is_nemesis_round", 1)
register_native("zp_is_survivor_round", "native_is_survivor_round", 1)
register_native("zp_is_swarm_round", "native_is_swarm_round", 1)
register_native("zp_is_plague_round", "native_is_plague_round", 1)
register_native("zp_get_zombie_count", "native_get_zombie_count", 1)
register_native("zp_get_human_count", "native_get_human_count", 1)
register_native("zp_get_nemesis_count", "native_get_nemesis_count", 1)
register_native("zp_get_survivor_count", "native_get_survivor_count", 1)
register_native("zp_is_sniper_round", "native_is_sniper_round", 1)
register_native("zp_get_sniper_count", "native_get_sniper_count", 1)
register_native("zp_is_assassin_round", "native_is_assassin_round", 1)
register_native("zp_get_assassin_count", "native_get_assassin_count", 1)
register_native("zp_is_lnj_round", "native_is_lnj_round", 1)
register_native("zp_get_current_mode", "native_get_current_mode", 1)
// External additions natives
register_native("zp_register_game_mode", "native_register_game_mode", 1)
register_native("zp_register_extra_item", "native_register_extra_item", 1)
register_native("zp_register_zombie_class", "native_register_zombie_class", 1)
register_native("zp_get_extra_item_id", "native_get_extra_item_id", 1)
register_native("zp_get_zombie_class_id", "native_get_zombie_class_id", 1)
}
public plugin_precache()
{
// Register earlier to show up in plugins list properly after plugin disable/error at loading
register_plugin("Zombie Plague Advance", "1.6.1", "MeRcyLeZZ, @bdul! ,93()|29!/<")
// To switch plugin on/off
register_concmd("zp_toggle", "cmd_toggle", _, "<1/0> - Enable/Disable Zombie Plague Advance (will restart the current map)", 0)
cvar_toggle = register_cvar("zp_on", "1")
// Plugin disabled?
if (!get_pcvar_num(cvar_toggle)) return;
g_pluginenabled = true
// Initialize a few dynamically sized arrays (alright, maybe more than just a few...)
model_human = ArrayCreate(32, 1)
model_nemesis = ArrayCreate(32, 1)
model_survivor = ArrayCreate(32, 1)
model_admin_human = ArrayCreate(32, 1)
model_admin_zombie = ArrayCreate(32, 1)
g_modelindex_human = ArrayCreate(1, 1)
g_modelindex_nemesis = ArrayCreate(1, 1)
g_modelindex_survivor = ArrayCreate(1, 1)
g_modelindex_admin_human = ArrayCreate(1, 1)
g_modelindex_admin_zombie = ArrayCreate(1, 1)
sound_win_zombies = ArrayCreate(64, 1)
sound_win_humans = ArrayCreate(64, 1)
sound_win_no_one = ArrayCreate(64, 1)
zombie_infect = ArrayCreate(64, 1)
zombie_pain = ArrayCreate(64, 1)
nemesis_pain = ArrayCreate(64, 1)
assassin_pain = ArrayCreate(64, 1)
zombie_die = ArrayCreate(64, 1)
zombie_fall = ArrayCreate(64, 1)
zombie_miss_slash = ArrayCreate(64, 1)
zombie_miss_wall = ArrayCreate(64, 1)
zombie_hit_normal = ArrayCreate(64, 1)
zombie_hit_stab = ArrayCreate(64, 1)
zombie_idle = ArrayCreate(64, 1)
zombie_idle_last = ArrayCreate(64, 1)
zombie_madness = ArrayCreate(64, 1)
sound_nemesis = ArrayCreate(64, 1)
sound_survivor = ArrayCreate(64, 1)
sound_swarm = ArrayCreate(64, 1)
sound_multi = ArrayCreate(64, 1)
sound_plague = ArrayCreate(64, 1)
grenade_infect = ArrayCreate(64, 1)
grenade_infect_player = ArrayCreate(64, 1)
grenade_fire = ArrayCreate(64, 1)
grenade_fire_player = ArrayCreate(64, 1)
grenade_frost = ArrayCreate(64, 1)
grenade_frost_player = ArrayCreate(64, 1)
grenade_frost_break = ArrayCreate(64, 1)
grenade_flare = ArrayCreate(64, 1)
sound_antidote = ArrayCreate(64, 1)
sound_thunder = ArrayCreate(64, 1)
sound_ambience1 = ArrayCreate(64, 1)
sound_ambience2 = ArrayCreate(64, 1)
sound_ambience3 = ArrayCreate(64, 1)
sound_ambience4 = ArrayCreate(64, 1)
sound_ambience5 = ArrayCreate(64, 1)
sound_ambience1_duration = ArrayCreate(1, 1)
sound_ambience2_duration = ArrayCreate(1, 1)
sound_ambience3_duration = ArrayCreate(1, 1)
sound_ambience4_duration = ArrayCreate(1, 1)
sound_ambience5_duration = ArrayCreate(1, 1)
sound_ambience1_ismp3 = ArrayCreate(1, 1)
sound_ambience2_ismp3 = ArrayCreate(1, 1)
sound_ambience3_ismp3 = ArrayCreate(1, 1)
sound_ambience4_ismp3 = ArrayCreate(1, 1)
sound_ambience5_ismp3 = ArrayCreate(1, 1)
g_primary_items = ArrayCreate(32, 1)
g_secondary_items = ArrayCreate(32, 1)
g_additional_items = ArrayCreate(32, 1)
g_primary_weaponids = ArrayCreate(1, 1)
g_secondary_weaponids = ArrayCreate(1, 1)
g_extraweapon_names = ArrayCreate(32, 1)
g_extraweapon_items = ArrayCreate(32, 1)
g_extraweapon_costs = ArrayCreate(1, 1)
g_sky_names = ArrayCreate(32, 1)
lights_thunder = ArrayCreate(32, 1)
zombie_decals = ArrayCreate(1, 1)
g_objective_ents = ArrayCreate(32, 1)
g_gamemode_name = ArrayCreate(32, 1)
g_gamemode_flag = ArrayCreate(1, 1)
g_gamemode_chance = ArrayCreate(1, 1)
g_gamemode_allow = ArrayCreate(1, 1)
g_gamemode_dm = ArrayCreate(1, 1)
g_extraitem_name = ArrayCreate(32, 1)
g_extraitem_cost = ArrayCreate(1, 1)
g_extraitem_team = ArrayCreate(1, 1)
g_extraitem2_realname = ArrayCreate(32, 1)
g_extraitem2_name = ArrayCreate(32, 1)
g_extraitem2_cost = ArrayCreate(1, 1)
g_extraitem2_team = ArrayCreate(1, 1)
g_extraitem_new = ArrayCreate(1, 1)
g_zclass_name = ArrayCreate(32, 1)
g_zclass_info = ArrayCreate(32, 1)
g_zclass_modelsstart = ArrayCreate(1, 1)
g_zclass_modelsend = ArrayCreate(1, 1)
g_zclass_playermodel = ArrayCreate(32, 1)
g_zclass_modelindex = ArrayCreate(1, 1)
g_zclass_clawmodel = ArrayCreate(32, 1)
g_zclass_hp = ArrayCreate(1, 1)
g_zclass_spd = ArrayCreate(1, 1)
g_zclass_grav = ArrayCreate(1, 1)
g_zclass_kb = ArrayCreate(1, 1)
g_zclass2_realname = ArrayCreate(32, 1)
g_zclass2_name = ArrayCreate(32, 1)
g_zclass2_info = ArrayCreate(32, 1)
g_zclass2_modelsstart = ArrayCreate(1, 1)
g_zclass2_modelsend = ArrayCreate(1, 1)
g_zclass2_playermodel = ArrayCreate(32, 1)
g_zclass2_modelindex = ArrayCreate(1, 1)
g_zclass2_clawmodel = ArrayCreate(32, 1)
g_zclass2_hp = ArrayCreate(1, 1)
g_zclass2_spd = ArrayCreate(1, 1)
g_zclass2_grav = ArrayCreate(1, 1)
g_zclass2_kb = ArrayCreate(1, 1)
g_zclass_new = ArrayCreate(1, 1)
model_sniper = ArrayCreate(32, 1)
g_modelindex_sniper = ArrayCreate(1, 1)
sound_sniper = ArrayCreate(64, 1)
sound_ambience6 = ArrayCreate(64, 1)
sound_ambience6_duration = ArrayCreate(1, 1)
sound_ambience6_ismp3 = ArrayCreate(1, 1)
sound_lnj = ArrayCreate(64, 1)
sound_ambience8 = ArrayCreate(64, 1)
sound_ambience8_duration = ArrayCreate(1, 1)
sound_ambience8_ismp3 = ArrayCreate(1, 1)
model_assassin = ArrayCreate(32, 1)
g_modelindex_assassin = ArrayCreate(1, 1)
sound_assassin = ArrayCreate(64, 1)
sound_ambience7 = ArrayCreate(64, 1)
sound_ambience7_duration = ArrayCreate(1, 1)
sound_ambience7_ismp3 = ArrayCreate(1, 1)
// Allow registering stuff now
g_arrays_created = true
// Load customization data
load_customization_from_files()
new i, buffer[100]
// Load up the hard coded extra items
native_register_extra_item2("NightVision", g_extra_costs2[EXTRA_NVISION], ZP_TEAM_HUMAN)
native_register_extra_item2("T-Virus Antidote", g_extra_costs2[EXTRA_ANTIDOTE], ZP_TEAM_ZOMBIE)
native_register_extra_item2("Zombie Madness", g_extra_costs2[EXTRA_MADNESS], ZP_TEAM_ZOMBIE)
native_register_extra_item2("Infection Bomb", g_extra_costs2[EXTRA_INFBOMB], ZP_TEAM_ZOMBIE)
// Extra weapons
for (i = 0; i < ArraySize(g_extraweapon_names); i++)
{
ArrayGetString(g_extraweapon_names, i, buffer, charsmax(buffer))
native_register_extra_item2(buffer, ArrayGetCell(g_extraweapon_costs, i), ZP_TEAM_HUMAN)
}
// Custom player models
for (i = 0; i < ArraySize(model_human); i++)
{
ArrayGetString(model_human, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_human, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_nemesis); i++)
{
ArrayGetString(model_nemesis, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_nemesis, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_survivor); i++)
{
ArrayGetString(model_survivor, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_survivor, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_admin_zombie); i++)
{
ArrayGetString(model_admin_zombie, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_admin_zombie, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_admin_human); i++)
{
ArrayGetString(model_admin_human, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_admin_human, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_sniper); i++)
{
ArrayGetString(model_sniper, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_sniper, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_assassin); i++)
{
ArrayGetString(model_assassin, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_assassin, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
// Custom weapon models
engfunc(EngFunc_PrecacheModel, model_vknife_human)
engfunc(EngFunc_PrecacheModel, model_vknife_nemesis)
engfunc(EngFunc_PrecacheModel, model_vm249_survivor)
engfunc(EngFunc_PrecacheModel, model_grenade_infect)
engfunc(EngFunc_PrecacheModel, model_grenade_fire)
engfunc(EngFunc_PrecacheModel, model_grenade_frost)
engfunc(EngFunc_PrecacheModel, model_grenade_flare)
engfunc(EngFunc_PrecacheModel, model_vknife_admin_human)
engfunc(EngFunc_PrecacheModel, model_vknife_admin_zombie)
engfunc(EngFunc_PrecacheModel, model_vawp_sniper)
engfunc(EngFunc_PrecacheModel, model_vknife_assassin)
// Custom sprites for grenades
g_trailSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_trail)
g_exploSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_ring)
g_flameSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_fire)
g_smokeSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_smoke)
g_glassSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_glass)
// Custom sounds
for (i = 0; i < ArraySize(sound_win_zombies); i++)
{
ArrayGetString(sound_win_zombies, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_win_humans); i++)
{
ArrayGetString(sound_win_humans, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_win_no_one); i++)
{
ArrayGetString(sound_win_no_one, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_infect); i++)
{
ArrayGetString(zombie_infect, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_pain); i++)
{
ArrayGetString(zombie_pain, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(nemesis_pain); i++)
{
ArrayGetString(nemesis_pain, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(assassin_pain); i++)
{
ArrayGetString(assassin_pain, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_die); i++)
{
ArrayGetString(zombie_die, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_fall); i++)
{
ArrayGetString(zombie_fall, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_miss_slash); i++)
{
ArrayGetString(zombie_miss_slash, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_miss_wall); i++)
{
ArrayGetString(zombie_miss_wall, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_hit_normal); i++)
{
ArrayGetString(zombie_hit_normal, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_hit_stab); i++)
{
ArrayGetString(zombie_hit_stab, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_idle); i++)
{
ArrayGetString(zombie_idle, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_idle_last); i++)
{
ArrayGetString(zombie_idle_last, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_madness); i++)
{
ArrayGetString(zombie_madness, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_nemesis); i++)
{
ArrayGetString(sound_nemesis, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_survivor); i++)
{
ArrayGetString(sound_survivor, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_swarm); i++)
{
ArrayGetString(sound_swarm, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_multi); i++)
{
ArrayGetString(sound_multi, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_plague); i++)
{
ArrayGetString(sound_plague, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_infect); i++)
{
ArrayGetString(grenade_infect, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_infect_player); i++)
{
ArrayGetString(grenade_infect_player, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_fire); i++)
{
ArrayGetString(grenade_fire, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_fire_player); i++)
{
ArrayGetString(grenade_fire_player, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_frost); i++)
{
ArrayGetString(grenade_frost, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_frost_player); i++)
{
ArrayGetString(grenade_frost_player, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_frost_break); i++)
{
ArrayGetString(grenade_frost_break, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_flare); i++)
{
ArrayGetString(grenade_flare, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_antidote); i++)
{
ArrayGetString(sound_antidote, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_thunder); i++)
{
ArrayGetString(sound_thunder, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_sniper); i++)
{
ArrayGetString(sound_sniper, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_assassin); i++)
{
ArrayGetString(sound_assassin, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_lnj); i++)
{
ArrayGetString(sound_lnj, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
// Ambience Sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION])
{
for (i = 0; i < ArraySize(sound_ambience1); i++)
{
ArrayGetString(sound_ambience1, i, buffer, charsmax(buffer))
if (ArrayGetCell(sound_ambience1_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS])
{
for (i = 0; i < ArraySize(sound_ambience2); i++)
{
ArrayGetString(sound_ambience2, i, buffer, charsmax(buffer))
if (ArrayGetCell(sound_ambience2_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR])
{
for (i = 0; i < ArraySize(sound_ambience3); i++)
{
ArrayGetString(sound_ambience3, i, buffer, charsmax(buffer))
if (ArrayGetCell(sound_ambience3_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM])
{
for (i = 0; i < ArraySize(sound_ambience4); i++)
{
ArrayGetString(sound_ambience4, i, buffer, charsmax(buffer))
if (ArrayGetCell(sound_ambience4_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE])
{
for (i = 0; i < ArraySize(sound_ambience5); i++)
{
ArrayGetString(sound_ambience5, i, buffer, charsmax(buffer))
if (ArrayGetCell(sound_ambience5_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER])
{
for (i = 0; i < ArraySize(sound_ambience6); i++)
{
ArrayGetString(sound_ambience6, i, buffer, charsmax(buffer))
if (ArrayGetCell(sound_ambience6_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN])
{
for (i = 0; i < ArraySize(sound_ambience7); i++)
{
ArrayGetString(sound_ambience7, i, buffer, charsmax(buffer))
if (ArrayGetCell(sound_ambience7_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_LNJ])
{
for (i = 0; i < ArraySize(sound_ambience8); i++)
{
ArrayGetString(sound_ambience8, i, buffer, charsmax(buffer))
if (ArrayGetCell(sound_ambience8_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
// CS sounds (just in case)
engfunc(EngFunc_PrecacheSound, sound_flashlight)
engfunc(EngFunc_PrecacheSound, sound_buyammo)
engfunc(EngFunc_PrecacheSound, sound_armorhit)
new ent
// Fake Hostage (to force round ending)
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "hostage_entity"))
if (pev_valid(ent))
{
engfunc(EngFunc_SetOrigin, ent, Float:{8192.0,8192.0,8192.0})
dllfunc(DLLFunc_Spawn, ent)
}
// Weather/ambience effects
if (g_ambience_fog)
{
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_fog"))
if (pev_valid(ent))
{
fm_set_kvd(ent, "density", g_fog_density, "env_fog")
fm_set_kvd(ent, "rendercolor", g_fog_color, "env_fog")
}
}
if (g_ambience_rain) engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_rain"))
if (g_ambience_snow) engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_snow"))
// Prevent some entities from spawning
g_fwSpawn = register_forward(FM_Spawn, "fw_Spawn")
// Prevent hostage sounds from being precached
g_fwPrecacheSound = register_forward(FM_PrecacheSound, "fw_PrecacheSound")
}
public plugin_init()
{
// Plugin disabled?
if (!g_pluginenabled) return;
// No zombie classes?
if (!g_zclass_i) set_fail_state("No zombie classes loaded!")
// Print the number of registered Game Modes (if any)
if (g_gamemodes_i > MAX_GAME_MODES)
server_print("[ZP] Total Registered Custom Game Modes: %d", g_gamemodes_i - MAX_GAME_MODES)
// Print the number of registered Zombie Classes
server_print("[ZP] Total Registered Zombie Classes: %d", g_zclass_i)
// Print the number of registered Extra Items
server_print("[ZP] Total Registered Extra Items: %d", g_extraitem_i)
// Language files
register_dictionary("zombie_plague_advance.txt")
// Events
register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
register_event("StatusValue", "event_show_status", "be", "1=2", "2!0")
register_event("StatusValue", "event_hide_status", "be", "1=1", "2=0")
register_logevent("logevent_round_start",2, "1=Round_Start")
register_logevent("logevent_round_end", 2, "1=Round_End")
register_event("AmmoX", "event_ammo_x", "be")
if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] || g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] || g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] || g_ambience_sounds[AMBIENCE_SOUNDS_SWARM]
|| g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] || g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER] || g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN] || g_ambience_sounds[AMBIENCE_SOUNDS_LNJ])
register_event("30", "event_intermission", "a")
// HAM Forwards
RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1)
RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
RegisterHam(Ham_Killed, "player", "fw_PlayerKilled_Post", 1)
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage_Post", 1)
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack")
RegisterHam(Ham_Use, "func_tank", "fw_UseStationary")
RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary")
RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary")
RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary")
RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1)
RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1)
RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1)
RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1)
RegisterHam(Ham_Use, "func_pushable", "fw_UsePushable")
RegisterHam(Ham_Touch, "weaponbox", "fw_TouchWeapon")
RegisterHam(Ham_Touch, "armoury_entity", "fw_TouchWeapon")
RegisterHam(Ham_Touch, "weapon_shield", "fw_TouchWeapon")
RegisterHam(Ham_AddPlayerItem, "player", "fw_AddPlayerItem")
for (new i = 1; i < sizeof WEAPONENTNAMES; i++)
if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1)
// FM Forwards
register_forward(FM_ClientDisconnect, "fw_ClientDisconnect")
register_forward(FM_ClientDisconnect, "fw_ClientDisconnect_Post", 1)
register_forward(FM_ClientKill, "fw_ClientKill")
register_forward(FM_EmitSound, "fw_EmitSound")
if (!g_handle_models_on_separate_ent) register_forward(FM_SetClientKeyValue, "fw_SetClientKeyValue")
register_forward(FM_ClientUserInfoChanged, "fw_ClientUserInfoChanged")
register_forward(FM_GetGameDescription, "fw_GetGameDescription")
register_forward(FM_SetModel, "fw_SetModel")
RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade")
register_forward(FM_CmdStart, "fw_CmdStart")
register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
unregister_forward(FM_Spawn, g_fwSpawn)
unregister_forward(FM_PrecacheSound, g_fwPrecacheSound)
// Client commands
register_clcmd("say zpmenu", "clcmd_saymenu")
register_clcmd("say /zpmenu", "clcmd_saymenu")
register_clcmd("say unstuck", "clcmd_sayunstuck")
register_clcmd("say /unstuck", "clcmd_sayunstuck")
register_clcmd("nightvision", "clcmd_nightvision")
register_clcmd("drop", "clcmd_drop")
register_clcmd("buyammo1", "clcmd_buyammo")
register_clcmd("buyammo2", "clcmd_buyammo")
register_clcmd("chooseteam", "clcmd_changeteam")
register_clcmd("jointeam", "clcmd_changeteam")
// Menus
register_menu("Game Menu", KEYSMENU, "menu_game")
register_menu("Buy Menu 1", KEYSMENU, "menu_buy1")
register_menu("Buy Menu 2", KEYSMENU, "menu_buy2")
register_menu("Mod Info", KEYSMENU, "menu_info")
register_menu("Admin Menu", KEYSMENU, "menu_admin")
register_menu("Menu2 Admin", KEYSMENU, "menu2_admin")
register_menu("Menu3 Admin", KEYSMENU, "menu3_admin")
register_menu("Menu4 Admin", KEYSMENU, "menu4_admin")
// Admin commands
register_concmd("zp_zombie", "cmd_zombie", _, "<target> - Turn someone into a Zombie", 0)
register_concmd("zp_human", "cmd_human", _, "<target> - Turn someone back to Human", 0)
register_concmd("zp_nemesis", "cmd_nemesis", _, "<target> - Turn someone into a Nemesis", 0)
register_concmd("zp_survivor", "cmd_survivor", _, "<target> - Turn someone into a Survivor", 0)
register_concmd("zp_respawn", "cmd_respawn", _, "<target> - Respawn someone", 0)
register_concmd("zp_swarm", "cmd_swarm", _, " - Start Swarm Mode", 0)
register_concmd("zp_multi", "cmd_multi", _, " - Start Multi Infection", 0)
register_concmd("zp_plague", "cmd_plague", _, " - Start Plague Mode", 0)
register_concmd("zp_sniper", "cmd_sniper", _, "<target> - Turn someone into a Sniper", 0)
register_concmd("zp_assassin", "cmd_assassin", _, "<target> - Turn someone into an Assassin", 0)
register_concmd("zp_lnj", "cmd_lnj", _, " - Start Apocalypse Mode", 0)
// Message IDs
g_msgScoreInfo = get_user_msgid("ScoreInfo")
g_msgTeamInfo = get_user_msgid("TeamInfo")
g_msgDeathMsg = get_user_msgid("DeathMsg")
g_msgScoreAttrib = get_user_msgid("ScoreAttrib")
g_msgSetFOV = get_user_msgid("SetFOV")
g_msgScreenFade = get_user_msgid("ScreenFade")
g_msgScreenShake = get_user_msgid("ScreenShake")
g_msgNVGToggle = get_user_msgid("NVGToggle")
g_msgFlashlight = get_user_msgid("Flashlight")
g_msgFlashBat = get_user_msgid("FlashBat")
g_msgAmmoPickup = get_user_msgid("AmmoPickup")
g_msgDamage = get_user_msgid("Damage")
g_msgHideWeapon = get_user_msgid("HideWeapon")
g_msgCrosshair = get_user_msgid("Crosshair")
g_msgSayText = get_user_msgid("SayText")
g_msgCurWeapon = get_user_msgid("CurWeapon")
// Message hooks
register_message(g_msgCurWeapon, "message_cur_weapon")
register_message(get_user_msgid("Money"), "message_money")
register_message(get_user_msgid("Health"), "message_health")
register_message(g_msgFlashBat, "message_flashbat")
register_message(g_msgScreenFade, "message_screenfade")
register_message(g_msgNVGToggle, "message_nvgtoggle")
if (g_handle_models_on_separate_ent) register_message(get_user_msgid("ClCorpse"), "message_clcorpse")
register_message(get_user_msgid("WeapPickup"), "message_weappickup")
register_message(g_msgAmmoPickup, "message_ammopickup")
register_message(get_user_msgid("Scenario"), "message_scenario")
register_message(get_user_msgid("HostagePos"), "message_hostagepos")
register_message(get_user_msgid("TextMsg"), "message_textmsg")
register_message(get_user_msgid("SendAudio"), "message_sendaudio")
register_message(get_user_msgid("TeamScore"), "message_teamscore")
register_message(g_msgTeamInfo, "message_teaminfo")
// CVARS - General Purpose
cvar_warmup = register_cvar("zp_delay", "10")
cvar_lighting = register_cvar("zp_lighting", "a")
cvar_thunder = register_cvar("zp_thunderclap", "90")
cvar_triggered = register_cvar("zp_triggered_lights", "1")
cvar_removedoors = register_cvar("zp_remove_doors", "0")
cvar_blockpushables = register_cvar("zp_blockuse_pushables", "1")
cvar_blocksuicide = register_cvar("zp_block_suicide", "1")
cvar_randspawn = register_cvar("zp_random_spawn", "1")
cvar_respawnworldspawnkill = register_cvar("zp_respawn_on_worldspawn_kill", "1")
cvar_removedropped = register_cvar("zp_remove_dropped", "0")
cvar_removemoney = register_cvar("zp_remove_money", "1")
cvar_buycustom = register_cvar("zp_buy_custom", "1")
cvar_randweapons = register_cvar("zp_random_weapons", "0")
cvar_adminmodelshuman = register_cvar("zp_admin_models_human", "1")
cvar_adminknifemodelshuman = register_cvar("zp_admin_knife_models_human", "0")
cvar_adminmodelszombie = register_cvar("zp_admin_models_zombie", "1")
cvar_adminknifemodelszombie = register_cvar("zp_admin_knife_models_zombie", "0")
cvar_zclasses = register_cvar("zp_zombie_classes", "1")
cvar_statssave = register_cvar("zp_stats_save", "1")
cvar_startammopacks = register_cvar("zp_starting_ammo_packs", "5")
cvar_preventconsecutive = register_cvar("zp_prevent_consecutive_modes", "1")
cvar_keephealthondisconnect = register_cvar("zp_keep_health_on_disconnect", "1")
cvar_humansurvive = register_cvar("zp_human_survive", "0")
cvar_aiminfo = register_cvar("zp_aim_info", "1")
// CVARS - Deathmatch
cvar_deathmatch = register_cvar("zp_deathmatch", "0")
cvar_spawndelay = register_cvar("zp_spawn_delay", "5")
cvar_spawnprotection = register_cvar("zp_spawn_protection", "5")
cvar_respawnonsuicide = register_cvar("zp_respawn_on_suicide", "0")
cvar_respawnafterlast = register_cvar("zp_respawn_after_last_human", "1")
cvar_allowrespawninfection = register_cvar("zp_infection_allow_respawn", "1")
cvar_allowrespawnnem = register_cvar("zp_nem_allow_respawn", "0")
cvar_allowrespawnsurv = register_cvar("zp_surv_allow_respawn", "0")
cvar_allowrespawnswarm = register_cvar("zp_swarm_allow_respawn", "0")
cvar_allowrespawnplague = register_cvar("zp_plague_allow_respawn", "0")
cvar_respawnzomb = register_cvar("zp_respawn_zombies", "1")
cvar_respawnhum = register_cvar("zp_respawn_humans", "1")
cvar_respawnnem = register_cvar("zp_respawn_nemesis", "1")
cvar_respawnsurv = register_cvar("zp_respawn_survivors", "1")
cvar_allowrespawnsniper = register_cvar("zp_sniper_allow_respawn", "0")
cvar_respawnsniper = register_cvar("zp_respawn_snipers", "1")
cvar_allowrespawnassassin = register_cvar("zp_assassin_allow_respawn", "0")
cvar_respawnassassin = register_cvar("zp_respawn_assassins", "1")
cvar_allowrespawnlnj = register_cvar("zp_lnj_allow_respawn", "0")
cvar_lnjrespsurv = register_cvar("zp_lnj_respawn_surv", "0")
cvar_lnjrespnem = register_cvar("zp_lnj_respawn_nem", "0")
// CVARS - Extra Items
cvar_extraitems = register_cvar("zp_extra_items", "1")
cvar_extraweapons = register_cvar("zp_extra_weapons", "1")
cvar_extranvision = register_cvar("zp_extra_nvision", "1")
cvar_extraantidote = register_cvar("zp_extra_antidote", "1")
cvar_antidotelimit = register_cvar("zp_extra_antidote_limit", "999")
cvar_extramadness = register_cvar("zp_extra_madness", "1")
cvar_madnesslimit = register_cvar("zp_extra_madness_limit", "999")
cvar_madnessduration = register_cvar("zp_extra_madness_duration", "5.0")
cvar_extrainfbomb = register_cvar("zp_extra_infbomb", "1")
cvar_infbomblimit = register_cvar("zp_extra_infbomb_limit", "999")
// CVARS - Flashlight and Nightvision
cvar_nvggive = register_cvar("zp_nvg_give", "1")
cvar_customnvg = register_cvar("zp_nvg_custom", "1")
cvar_nvgsize = register_cvar("zp_nvg_size", "80")
cvar_nvgcolor[0] = register_cvar("zp_nvg_color_R", "0")
cvar_nvgcolor[1] = register_cvar("zp_nvg_color_G", "150")
cvar_nvgcolor[2] = register_cvar("zp_nvg_color_B", "0")
cvar_humnvgcolor[0] = register_cvar("zp_nvg_hum_color_R", "0")
cvar_humnvgcolor[1] = register_cvar("zp_nvg_hum_color_G", "150")
cvar_humnvgcolor[2] = register_cvar("zp_nvg_hum_color_B", "0")
cvar_nemnvgcolor[0] = register_cvar("zp_nvg_nem_color_R", "150")
cvar_nemnvgcolor[1] = register_cvar("zp_nvg_nem_color_G", "0")
cvar_nemnvgcolor[2] = register_cvar("zp_nvg_nem_color_B", "0")
cvar_assassinnvgcolor[0] = register_cvar("zp_nvg_assassin_color_R", "150")
cvar_assassinnvgcolor[1] = register_cvar("zp_nvg_assassin_color_G", "70")
cvar_assassinnvgcolor[2] = register_cvar("zp_nvg_assassin_color_B", "70")
cvar_customflash = register_cvar("zp_flash_custom", "0")
cvar_flashsize = register_cvar("zp_flash_size", "10")
cvar_flashsize2 = register_cvar("zp_flash_size_assassin", "7")
cvar_flashdrain = register_cvar("zp_flash_drain", "1")
cvar_flashcharge = register_cvar("zp_flash_charge", "5")
cvar_flashdist = register_cvar("zp_flash_distance", "1000")
cvar_flashcolor[0] = register_cvar("zp_flash_color_R", "100")
cvar_flashcolor[1] = register_cvar("zp_flash_color_G", "100")
cvar_flashcolor[2] = register_cvar("zp_flash_color_B", "100")
cvar_flashcolor2[0] = register_cvar("zp_flash_color_assassin_R", "100")
cvar_flashcolor2[1] = register_cvar("zp_flash_color_assassin_G", "0")
cvar_flashcolor2[2] = register_cvar("zp_flash_color_assassin_B", "0")
cvar_flashshowall = register_cvar("zp_flash_show_all", "1")
// CVARS - Knockback
cvar_knockback = register_cvar("zp_knockback", "0")
cvar_knockbackdamage = register_cvar("zp_knockback_damage", "1")
cvar_knockbackpower = register_cvar("zp_knockback_power", "1")
cvar_knockbackzvel = register_cvar("zp_knockback_zvel", "0")
cvar_knockbackducking = register_cvar("zp_knockback_ducking", "0.25")
cvar_knockbackdist = register_cvar("zp_knockback_distance", "500")
cvar_nemknockback = register_cvar("zp_knockback_nemesis", "0.25")
cvar_assassinknockback = register_cvar("zp_knockback_assassin", "0.25")
// CVARS - Leap
cvar_leapzombies = register_cvar("zp_leap_zombies", "0")
cvar_leapzombiesforce = register_cvar("zp_leap_zombies_force", "500")
cvar_leapzombiesheight = register_cvar("zp_leap_zombies_height", "300")
cvar_leapzombiescooldown = register_cvar("zp_leap_zombies_cooldown", "5.0")
cvar_leapnemesis = register_cvar("zp_leap_nemesis", "1")
cvar_leapnemesisforce = register_cvar("zp_leap_nemesis_force", "500")
cvar_leapnemesisheight = register_cvar("zp_leap_nemesis_height", "300")
cvar_leapnemesiscooldown = register_cvar("zp_leap_nemesis_cooldown", "5.0")
cvar_leapsurvivor = register_cvar("zp_leap_survivor", "0")
cvar_leapsurvivorforce = register_cvar("zp_leap_survivor_force", "500")
cvar_leapsurvivorheight = register_cvar("zp_leap_survivor_height", "300")
cvar_leapsurvivorcooldown = register_cvar("zp_leap_survivor_cooldown", "5.0")
cvar_leapsniper = register_cvar("zp_leap_sniper", "0")
cvar_leapsniperforce = register_cvar("zp_leap_sniper_force", "500")
cvar_leapsniperheight = register_cvar("zp_leap_sniper_height", "300")
cvar_leapsnipercooldown = register_cvar("zp_leap_sniper_cooldown", "5.0")
cvar_leapassassin = register_cvar("zp_leap_assassin", "0")
cvar_leapassassinforce = register_cvar("zp_leap_assassin_force", "500")
cvar_leapassassinheight = register_cvar("zp_leap_assassin_height", "300")
cvar_leapassassincooldown = register_cvar("zp_leap_assassin_cooldown", "5.0")
// CVARS - Humans
cvar_humanhp = register_cvar("zp_human_health", "100")
cvar_humanlasthp = register_cvar("zp_human_last_extrahp", "0")
cvar_humanspd = register_cvar("zp_human_speed", "240")
cvar_humangravity = register_cvar("zp_human_gravity", "1.0")
cvar_humanarmor = register_cvar("zp_human_armor_protect", "1")
cvar_infammo = register_cvar("zp_human_unlimited_ammo", "0")
cvar_ammodamage = register_cvar("zp_human_damage_reward", "500")
cvar_fragskill = register_cvar("zp_human_frags_for_kill", "1")
// CVARS - Custom Grenades
cvar_firegrenades = register_cvar("zp_fire_grenades", "1")
cvar_fireduration = register_cvar("zp_fire_duration", "10")
cvar_firedamage = register_cvar("zp_fire_damage", "5")
cvar_fireslowdown = register_cvar("zp_fire_slowdown", "0.5")
cvar_frostgrenades = register_cvar("zp_frost_grenades", "1")
cvar_freezeduration = register_cvar("zp_frost_duration", "3")
cvar_frozenhit = register_cvar("zp_frost_hit", "1")
cvar_flaregrenades = register_cvar("zp_flare_grenades","1")
cvar_flareduration = register_cvar("zp_flare_duration", "60")
cvar_flaresize = register_cvar("zp_flare_size", "25")
cvar_flarecolor = register_cvar("zp_flare_color", "5")
cvar_flaresize2 = register_cvar("zp_flare_size_assassin", "15")
// CVARS - Zombies
cvar_zombiefirsthp = register_cvar("zp_zombie_first_hp", "2.0")
cvar_zombiearmor = register_cvar("zp_zombie_armor", "0.75")
cvar_hitzones = register_cvar("zp_zombie_hitzones", "0")
cvar_zombiebonushp = register_cvar("zp_zombie_infect_health", "100")
cvar_zombiefov = register_cvar("zp_zombie_fov", "110")
cvar_zombiesilent = register_cvar("zp_zombie_silent", "1")
cvar_zombiepainfree = register_cvar("zp_zombie_painfree", "2")
cvar_zombiebleeding = register_cvar("zp_zombie_bleeding", "1")
cvar_ammoinfect = register_cvar("zp_zombie_infect_reward", "1")
cvar_fragsinfect = register_cvar("zp_zombie_frags_for_infect", "1")
// CVARS - Special Effects
cvar_infectionscreenfade = register_cvar("zp_infection_screenfade", "1")
cvar_infectionscreenshake = register_cvar("zp_infection_screenshake", "1")
cvar_infectionsparkle = register_cvar("zp_infection_sparkle", "1")
cvar_infectiontracers = register_cvar("zp_infection_tracers", "1")
cvar_infectionparticles = register_cvar("zp_infection_particles", "1")
cvar_hudicons = register_cvar("zp_hud_icons", "1")
cvar_sniperfraggore = register_cvar("zp_sniper_frag_gore", "1")
cvar_nemfraggore = register_cvar("zp_assassin_frag_gore", "1")
cvar_nemauraradius = register_cvar("zp_zombies_aura_size", "21")
// CVARS - Nemesis
cvar_nem = register_cvar("zp_nem_enabled", "1")
cvar_nemchance = register_cvar("zp_nem_chance", "20")
cvar_nemminplayers = register_cvar("zp_nem_min_players", "0")
cvar_nemhp = register_cvar("zp_nem_health", "0")
cvar_nembasehp = register_cvar("zp_nem_base_health", "0")
cvar_nemspd = register_cvar("zp_nem_speed", "250")
cvar_nemgravity = register_cvar("zp_nem_gravity", "0.5")
cvar_nemdamage = register_cvar("zp_nem_damage", "250")
cvar_nemglow = register_cvar("zp_nem_glow", "1")
cvar_nemaura = register_cvar("zp_nem_aura", "1")
cvar_nempainfree = register_cvar("zp_nem_painfree", "0")
cvar_nemignorefrags = register_cvar("zp_nem_ignore_frags", "1")
cvar_nemignoreammo = register_cvar("zp_nem_ignore_rewards", "1")
// CVARS - Survivor
cvar_surv = register_cvar("zp_surv_enabled", "1")
cvar_survchance = register_cvar("zp_surv_chance", "20")
cvar_survminplayers = register_cvar("zp_surv_min_players", "0")
cvar_survhp = register_cvar("zp_surv_health", "0")
cvar_survbasehp = register_cvar("zp_surv_base_health", "0")
cvar_survspd = register_cvar("zp_surv_speed", "230")
cvar_survgravity = register_cvar("zp_surv_gravity", "1.25")
cvar_survglow = register_cvar("zp_surv_glow", "1")
cvar_survaura = register_cvar("zp_surv_aura", "1")
cvar_surv_aura[0] = register_cvar("zp_surv_aura_R", "200")
cvar_surv_aura[1] = register_cvar("zp_surv_aura_G", "200")
cvar_surv_aura[2] = register_cvar("zp_surv_aura_B", "200")
cvar_survpainfree = register_cvar("zp_surv_painfree", "1")
cvar_survignorefrags = register_cvar("zp_surv_ignore_frags", "1")
cvar_survignoreammo = register_cvar("zp_surv_ignore_rewards", "1")
cvar_survweapon = register_cvar("zp_surv_weapon", "weapon_m249")
cvar_survinfammo = register_cvar("zp_surv_unlimited_ammo", "2")
cvar_surv_aura_radius = register_cvar("zp_surv_aura_size", "35")
// CVARS - Swarm Mode
cvar_swarm = register_cvar("zp_swarm_enabled", "1")
cvar_swarmchance = register_cvar("zp_swarm_chance", "20")
cvar_swarmminplayers = register_cvar("zp_swarm_min_players", "0")
// CVARS - Multi Infection
cvar_multi = register_cvar("zp_multi_enabled", "1")
cvar_multichance = register_cvar("zp_multi_chance", "20")
cvar_multiminplayers = register_cvar("zp_multi_min_players", "0")
cvar_multiratio = register_cvar("zp_multi_ratio", "0.15")
// CVARS - Plague Mode
cvar_plague = register_cvar("zp_plague_enabled", "1")
cvar_plaguechance = register_cvar("zp_plague_chance", "30")
cvar_plagueminplayers = register_cvar("zp_plague_min_players", "0")
cvar_plagueratio = register_cvar("zp_plague_ratio", "0.5")
cvar_plaguenemnum = register_cvar("zp_plague_nem_number", "1")
cvar_plaguenemhpmulti = register_cvar("zp_plague_nem_hp_multi", "0.5")
cvar_plaguesurvnum = register_cvar("zp_plague_surv_number", "1")
cvar_plaguesurvhpmulti = register_cvar("zp_plague_surv_hp_multi", "0.5")
// CVARS - Sniper
cvar_sniper = register_cvar("zp_sniper_enabled", "1")
cvar_sniperchance = register_cvar("zp_sniper_chance", "20")
cvar_sniperminplayers = register_cvar("zp_sniper_min_players", "0")
cvar_sniperhp = register_cvar("zp_sniper_health", "0")
cvar_sniperbasehp = register_cvar("zp_sniper_base_health", "0")
cvar_sniperspd = register_cvar("zp_sniper_speed", "230")
cvar_snipergravity = register_cvar("zp_sniper_gravity", "0.75")
cvar_sniperglow = register_cvar("zp_sniper_glow", "1")
cvar_sniperaura = register_cvar("zp_sniper_aura", "1")
cvar_sniperpainfree = register_cvar("zp_sniper_painfree", "1")
cvar_sniperignorefrags = register_cvar("zp_sniper_ignore_frags", "1")
cvar_sniperignoreammo = register_cvar("zp_sniper_ignore_rewards", "1")
cvar_sniperdamage = register_cvar("zp_sniper_damage", "5000.0")
cvar_sniperinfammo = register_cvar("zp_sniper_unlimited_ammo", "1")
cvar_sniperauraradius = register_cvar("zp_sniper_aura_size", "25")
cvar_snipercolor[0] = register_cvar("zp_sniper_aura_color_R", "200")
cvar_snipercolor[1] = register_cvar("zp_sniper_aura_color_G", "200")
cvar_snipercolor[2]= register_cvar("zp_sniper_aura_color_B", "0")
// CVARS - Assassin
cvar_assassin = register_cvar("zp_assassin_enabled", "1")
cvar_assassinchance = register_cvar("zp_assassin_chance", "20")
cvar_assassinminplayers = register_cvar("zp_assassin_min_players", "0")
cvar_assassinhp = register_cvar("zp_assassin_health", "0")
cvar_assassinbasehp = register_cvar("zp_assassin_base_health", "0")
cvar_assassinspd = register_cvar("zp_assassin_speed", "250")
cvar_assassingravity = register_cvar("zp_assassin_gravity", "0.5")
cvar_assassindamage = register_cvar("zp_assassin_damage", "250")
cvar_assassinglow = register_cvar("zp_assassin_glow", "1")
cvar_assassinaura = register_cvar("zp_assassin_aura", "1")
cvar_assassinpainfree = register_cvar("zp_assassin_painfree", "0")
cvar_assassinignorefrags = register_cvar("zp_assassin_ignore_frags", "1")
cvar_assassinignoreammo = register_cvar("zp_assassin_ignore_rewards", "1")
// CVARS - LNJ Mode
cvar_lnj = register_cvar("zp_lnj_enabled", "1")
cvar_lnjchance = register_cvar("zp_lnj_chance", "30")
cvar_lnjminplayers = register_cvar("zp_lnj_min_players", "0")
cvar_lnjnemhpmulti = register_cvar("zp_lnj_nem_hp_multi", "2.0")
cvar_lnjsurvhpmulti = register_cvar("zp_lnj_surv_hp_multi", "4.0")
cvar_lnjratio = register_cvar("zp_lnj_ratio", "0.5")
// CVARS - Others
cvar_logcommands = register_cvar("zp_logcommands", "1")
cvar_showactivity = get_cvar_pointer("amx_show_activity")
cvar_botquota = get_cvar_pointer("bot_quota")
register_cvar("zp_version_adv", "1.6.1", FCVAR_SERVER|FCVAR_SPONLY)
set_cvar_string("zp_version_adv", "1.6.1")
// Custom Forwards
g_fwRoundStart = CreateMultiForward("zp_round_started", ET_IGNORE, FP_CELL, FP_CELL)
g_fwRoundStart_pre = CreateMultiForward("zp_round_started_pre", ET_CONTINUE, FP_CELL)
g_fwRoundEnd = CreateMultiForward("zp_round_ended", ET_IGNORE, FP_CELL)
g_fwUserInfected_pre = CreateMultiForward("zp_user_infected_pre", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL)
g_fwUserInfected_post = CreateMultiForward("zp_user_infected_post", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL)
g_fwUserHumanized_pre = CreateMultiForward("zp_user_humanized_pre", ET_IGNORE, FP_CELL, FP_CELL)
g_fwUserHumanized_post = CreateMultiForward("zp_user_humanized_post", ET_IGNORE, FP_CELL, FP_CELL)
g_fwUserInfect_attempt = CreateMultiForward("zp_user_infect_attempt", ET_CONTINUE, FP_CELL, FP_CELL, FP_CELL)
g_fwUserHumanize_attempt = CreateMultiForward("zp_user_humanize_attempt", ET_CONTINUE, FP_CELL, FP_CELL)
g_fwExtraItemSelected = CreateMultiForward("zp_extra_item_selected", ET_CONTINUE, FP_CELL, FP_CELL)
g_fwUserUnfrozen = CreateMultiForward("zp_user_unfrozen", ET_IGNORE, FP_CELL)
g_fwUserLastZombie = CreateMultiForward("zp_user_last_zombie", ET_IGNORE, FP_CELL)
g_fwUserLastHuman = CreateMultiForward("zp_user_last_human", ET_IGNORE, FP_CELL)
g_fwGameModeSelected = CreateMultiForward("zp_game_mode_selected", ET_IGNORE, FP_CELL, FP_CELL)
g_fwPlayerSpawnPost = CreateMultiForward("zp_player_spawn_post", ET_IGNORE, FP_CELL)
// Collect random spawn points
load_spawns()
// Set a random skybox?
if (g_sky_enable)
{
new sky[32]
ArrayGetString(g_sky_names, random_num(0, ArraySize(g_sky_names) - 1), sky, charsmax(sky))
set_cvar_string("sv_skyname", sky)
}
// Disable sky lighting so it doesn't mess with our custom lighting
set_cvar_num("sv_skycolor_r", 0)
set_cvar_num("sv_skycolor_g", 0)
set_cvar_num("sv_skycolor_b", 0)
// Create the HUD Sync Objects
g_MsgSync = CreateHudSyncObj()
g_MsgSync2 = CreateHudSyncObj()
g_MsgSync3 = CreateHudSyncObj()
// Format mod name
formatex(g_modname, charsmax(g_modname), "Zombie Plague Advance 1.6.1")
// Get Max Players
g_maxplayers = get_maxplayers()
// Reserved saving slots starts on maxplayers+1
db_slot_i = g_maxplayers+1
// Check if it's a CZ server
new mymod[6]
get_modname(mymod, charsmax(mymod))
if (equal(mymod, "czero")) g_czero = 1
}
public plugin_cfg()
{
// Plugin disabled?
if (!g_pluginenabled) return;
// Get configs dir
new cfgdir[32]
get_configsdir(cfgdir, charsmax(cfgdir))
// Execute config file (zombie_plague_advance.cfg)
server_cmd("exec %s/zombie_plague_advance.cfg", cfgdir)
// Prevent any more stuff from registering
g_arrays_created = false
// Save customization data
save_customization()
// Lighting task
set_task(5.0, "lighting_effects", _, _, _, "b")
// Cache CVARs after configs are loaded / call roundstart manually
set_task(0.5, "cache_cvars")
set_task(0.5, "event_round_start")
set_task(0.5, "logevent_round_start")
}
/*================================================================================
[Main Events]
=================================================================================*/
// Event Round Start
public event_round_start()
{
// Remove doors/lights?
set_task(0.1, "remove_stuff")
// New round starting
g_newround = true
g_endround = false
g_survround = false
g_nemround = false
g_swarmround = false
g_plagueround = false
g_sniperround = false
g_assassinround = false
g_modestarted = false
g_lnjround = false
g_allowinfection = false
// No present mode in progress ?
g_currentmode = MODE_NONE
// Reset bought infection bombs counter
g_infbombcounter = 0
g_antidotecounter = 0
g_madnesscounter = 0
// Freezetime begins
g_freezetime = true
// Show welcome message and T-Virus notice
remove_task(TASK_WELCOMEMSG)
set_task(2.0, "welcome_msg", TASK_WELCOMEMSG)
// Set a new "Make Zombie Task"
remove_task(TASK_MAKEZOMBIE)
set_task(2.0 + get_pcvar_float(cvar_warmup), "make_zombie_task", TASK_MAKEZOMBIE)
}
// Log Event Round Start
public logevent_round_start()
{
// Freezetime ends
g_freezetime = false
}
// Log Event Round End
public logevent_round_end()
{
// Prevent this from getting called twice when restarting (bugfix)
static Float:lastendtime, Float:current_time
current_time = get_gametime()
if (current_time - lastendtime < 0.5) return;
lastendtime = current_time
// Temporarily save player stats?
if (get_pcvar_num(cvar_statssave))
{
static id, team
for (id = 1; id <= g_maxplayers; id++)
{
// Not connected
if (!g_isconnected[id])
continue;
team = fm_cs_get_user_team(id)
// Not playing
if (team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED)
continue;
save_stats(id)
}
}
// Round ended
g_endround = true
// No infection allowed
g_allowinfection = false
// No current mode is bieng played
g_currentmode = MODE_NONE
// Stop old tasks (if any)
remove_task(TASK_WELCOMEMSG)
remove_task(TASK_MAKEZOMBIE)
// Stop ambience sounds
if ((g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && g_nemround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && g_survround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && g_swarmround) || (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && g_plagueround)
|| (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && !g_nemround && !g_survround && !g_swarmround && !g_plagueround && !g_sniperround && !g_assassinround && !g_lnjround)
|| (g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER] && g_sniperround) || (g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN] && g_assassinround) || (g_ambience_sounds[AMBIENCE_SOUNDS_LNJ] && g_lnjround))
{
remove_task(TASK_AMBIENCESOUNDS)
ambience_sound_stop()
}
// Show HUD notice, play win sound, update team scores...
static sound[64]
if (!fnGetZombies())
{
// Human team wins
set_hudmessage(0, 0, 200, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "WIN_HUMAN")
// Play win sound and increase score
ArrayGetString(sound_win_humans, random_num(0, ArraySize(sound_win_humans) - 1), sound, charsmax(sound))
PlaySound(sound)
g_scorehumans++
// Round end forward
ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_HUMAN);
}
else if (!fnGetHumans())
{
// Zombie team wins
set_hudmessage(200, 0, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "WIN_ZOMBIE")
// Play win sound and increase score
ArrayGetString(sound_win_zombies, random_num(0, ArraySize(sound_win_zombies) - 1), sound, charsmax(sound))
PlaySound(sound)
g_scorezombies++
// Round end forward
ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_ZOMBIE);
}
else if (get_pcvar_num(cvar_humansurvive))
{
// Humans survived the plague
set_hudmessage(0, 200, 100, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "WIN_HUMAN_SURVIVE")
// Play win sound and increase human score
ArrayGetString(sound_win_humans, random_num(0, ArraySize(sound_win_humans) - 1), sound, charsmax(sound))
PlaySound(sound)
g_scorehumans++
// Round end forward (will remain same)
ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_NO_ONE);
}
else
{
// No one wins
set_hudmessage(0, 200, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "WIN_NO_ONE")
// Play win sound and increase human score
ArrayGetString(sound_win_no_one, random_num(0, ArraySize(sound_win_no_one) - 1), sound, charsmax(sound))
PlaySound(sound)
// Round end forward
ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_NO_ONE);
}
// Balance the teams
balance_teams()
}
// Event Map Ended
public event_intermission()
{
// Remove ambience sounds task
remove_task(TASK_AMBIENCESOUNDS)
}
// BP Ammo update
public event_ammo_x(id)
{
// Humans only
if (g_zombie[id])
return;
// Get ammo type
static type
type = read_data(1)
// Unknown ammo type
if (type >= sizeof AMMOWEAPON)
return;
// Get weapon's id
static weapon
weapon = AMMOWEAPON[type]
// Primary and secondary only
if (MAXBPAMMO[weapon] <= 2)
return;
// Get ammo amount
static amount
amount = read_data(2)
// Unlimited BP Ammo?
if (g_survivor[id] ? get_pcvar_num(cvar_survinfammo) : get_pcvar_num(cvar_infammo) || g_sniper[id] ? get_pcvar_num(cvar_sniperinfammo) : get_pcvar_num(cvar_infammo))
{
if (amount < MAXBPAMMO[weapon])
{
// The BP Ammo refill code causes the engine to send a message, but we
// can't have that in this forward or we risk getting some recursion bugs.
// For more info see: https://bugs.alliedmods.net/show_bug.cgi?id=3664
static args[1]
args[0] = weapon
set_task(0.1, "refill_bpammo", id, args, sizeof args)
}
}
// Bots automatically buy ammo when needed
if (g_isbot[id] && amount <= BUYAMMO[weapon])
{
// Task needed for the same reason as above
set_task(0.1, "clcmd_buyammo", id)
}
}
/*================================================================================
[Main Forwards]
=================================================================================*/
// Entity Spawn Forward
public fw_Spawn(entity)
{
// Invalid entity
if (!pev_valid(entity)) return FMRES_IGNORED;
// Get classname
new classname[32], objective[32], size = ArraySize(g_objective_ents)
pev(entity, pev_classname, classname, charsmax(classname))
// Check whether it needs to be removed
for (new i = 0; i < size; i++)
{
ArrayGetString(g_objective_ents, i, objective, charsmax(objective))
if (equal(classname, objective))
{
engfunc(EngFunc_RemoveEntity, entity)
return FMRES_SUPERCEDE;
}
}
return FMRES_IGNORED;
}
// Sound Precache Forward
public fw_PrecacheSound(const sound[])
{
// Block all those unneeeded hostage sounds
if (equal(sound, "hostage", 7))
return FMRES_SUPERCEDE;
return FMRES_IGNORED;
}
// Ham Player Spawn Post Forward
public fw_PlayerSpawn_Post(id)
{
// Not alive or didn't join a team yet
if (!is_user_alive(id) || !fm_cs_get_user_team(id))
return;
// Player spawned
g_isalive[id] = true
// Remove previous tasks
remove_task(id+TASK_SPAWN)
remove_task(id+TASK_MODEL)
remove_task(id+TASK_BLOOD)
remove_task(id+TASK_AURA)
remove_task(id+TASK_BURN)
remove_task(id+TASK_CHARGE)
remove_task(id+TASK_FLASH)
remove_task(id+TASK_NVISION)
// Spawn at a random location?
if (get_pcvar_num(cvar_randspawn)) do_random_spawn(id)
// Hide money?
if (get_pcvar_num(cvar_removemoney))
set_task(0.4, "task_hide_money", id+TASK_SPAWN)
// Respawn player if he dies because of a worldspawn kill?
if (get_pcvar_num(cvar_respawnworldspawnkill))
set_task(2.0, "respawn_player_task", id+TASK_SPAWN)
// Check whether to transform the player before spawning
if (!g_newround)
{
// Respawn as a zombie ?
if (g_respawn_as_zombie[id])
{
// Reset player vars
reset_vars(id, 0)
// Respawn as a nemesis on LNJ round ?
if (g_lnjround && get_pcvar_num(cvar_lnjrespnem))
{
// Make him nemesis right away
zombieme(id, 0, 1, 0, 0, 0)
// Apply the nemesis health multiplier
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_lnjnemhpmulti)))
}
// Make him zombie right away
else zombieme(id, 0, 0, 0, 0, 0)
}
else
{
// Reset player vars
reset_vars(id, 0)
// Respawn as a survivor on LNJ round ?
if (g_lnjround && get_pcvar_num(cvar_lnjrespsurv))
{
// Make him survivor right away
humanme(id, 1, 0, 0)
// Apply the survivor health multiplier
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_lnjsurvhpmulti)))
}
}
// Execute our player spawn post forward
if (g_zombie[id] || g_survivor[id])
{
ExecuteForward(g_fwPlayerSpawnPost, g_fwDummyResult, id);
return;
}
}
// Reset player vars
reset_vars(id, 0)
// Show custom buy menu?
if (get_pcvar_num(cvar_buycustom))
set_task(0.2, "show_menu_buy1", id+TASK_SPAWN)
// Set health and gravity
fm_set_user_health(id, get_pcvar_num(cvar_humanhp))
set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))
// Switch to CT if spawning mid-round
if (!g_newround && fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
// Custom models stuff
static currentmodel[32], tempmodel[32], already_has_model, i, iRand, size
already_has_model = false
if (g_handle_models_on_separate_ent)
{
// Set the right model
if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
{
iRand = random_num(0, ArraySize(model_admin_human) - 1)
ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
}
else
{
iRand = random_num(0, ArraySize(model_human) - 1)
ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
}
// Set model on player model entity
fm_set_playermodel_ent(id)
// Remove glow on player model entity
fm_set_rendering(g_ent_playermodel[id])
}
else
{
// Get current model for comparing it with the current one
fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
// Set the right model, after checking that we don't already have it
if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
{
size = ArraySize(model_admin_human)
for (i = 0; i < size; i++)
{
ArrayGetString(model_admin_human, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
}
}
else
{
size = ArraySize(model_human)
for (i = 0; i < size; i++)
{
ArrayGetString(model_human, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
}
}
// Need to change the model?
if (!already_has_model)
{
// An additional delay is offset at round start
// since SVC_BAD is more likely to be triggered there
if (g_newround)
set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
else
fm_user_model_update(id+TASK_MODEL)
}
// Remove glow
fm_set_rendering(id)
}
// Bots stuff
if (g_isbot[id])
{
// Turn off NVG for bots
cs_set_user_nvg(id, 0)
// Automatically buy extra items/weapons after first zombie is chosen
if (get_pcvar_num(cvar_extraitems))
{
if (g_newround) set_task(10.0 + get_pcvar_float(cvar_warmup), "bot_buy_extras", id+TASK_SPAWN)
else set_task(10.0, "bot_buy_extras", id+TASK_SPAWN)
}
}
// Enable spawn protection for humans spawning mid-round
if (!g_newround && get_pcvar_float(cvar_spawnprotection) > 0.0)
{
// Do not take damage
g_nodamage[id] = true
// Make temporarily invisible
set_pev(id, pev_effects, pev(id, pev_effects) | EF_NODRAW)
// Set task to remove it
set_task(get_pcvar_float(cvar_spawnprotection), "remove_spawn_protection", id+TASK_SPAWN)
}
// Set the flashlight charge task to update battery status
if (g_cached_customflash)
set_task(1.0, "flashlight_charge", id+TASK_CHARGE, _, _, "b")
// Replace weapon models (bugfix)
static weapon_ent
weapon_ent = fm_cs_get_current_weapon_ent(id)
if (pev_valid(weapon_ent)) replace_weapon_models(id, cs_get_weapon_id(weapon_ent))
// Last Zombie Check
fnCheckLastZombie()
// Execute our player spawn post forward
ExecuteForward(g_fwPlayerSpawnPost, g_fwDummyResult, id);
}
// Ham Player Killed Forward
public fw_PlayerKilled(victim, attacker, shouldgib)
{
// Player killed
g_isalive[victim] = false
// Enable dead players nightvision
set_task(0.1, "spec_nvision", victim)
// Disable nightvision when killed (bugfix)
if (get_pcvar_num(cvar_nvggive) == 0 && g_nvision[victim])
{
if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
else if (g_nvisionenabled[victim]) set_user_gnvision(victim, 0)
g_nvision[victim] = false
g_nvisionenabled[victim] = false
}
// Turn off nightvision when killed (bugfix)
if (get_pcvar_num(cvar_nvggive) == 2 && g_nvision[victim] && g_nvisionenabled[victim])
{
if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
else set_user_gnvision(victim, 0)
g_nvisionenabled[victim] = false
}
// Turn off custom flashlight when killed
if (g_cached_customflash)
{
// Turn it off
g_flashlight[victim] = false
g_flashbattery[victim] = 100
// Remove previous tasks
remove_task(victim+TASK_CHARGE)
remove_task(victim+TASK_FLASH)
}
// Stop bleeding/burning/aura when killed
if (g_zombie[victim] || g_survivor[victim] || g_sniper[victim])
{
remove_task(victim+TASK_BLOOD)
remove_task(victim+TASK_AURA)
remove_task(victim+TASK_BURN)
}
// Nemesis and Assassin explode! or when killed by a Assassin victim is cut in pieces
if (g_nemesis[victim] || g_assassin[victim] || (g_assassin[attacker] && get_pcvar_num(cvar_nemfraggore)))
SetHamParamInteger(3, 2)
// Get deathmatch mode status and whether the player killed himself
static selfkill
selfkill = (victim == attacker || !is_user_valid_connected(attacker)) ? true : false
// Make sure that the player was not killed by a non-player entity or through self killing
if (!selfkill)
{
// Ignore Nemesis/Survivor/Sniper Frags?
if ((g_nemesis[attacker] && get_pcvar_num(cvar_nemignorefrags)) || (g_survivor[attacker] && get_pcvar_num(cvar_survignorefrags))
|| (g_sniper[attacker] && get_pcvar_num(cvar_sniperignorefrags))|| (g_assassin[attacker] && get_pcvar_num(cvar_assassinignorefrags)))
RemoveFrags(attacker, victim)
// Zombie/nemesis/assassin killed human, reward ammo packs
if (g_zombie[attacker] && (!g_nemesis[attacker] || !get_pcvar_num(cvar_nemignoreammo)) && (!g_assassin[attacker] || !get_pcvar_num(cvar_assassinignoreammo)))
g_ammopacks[attacker] += get_pcvar_num(cvar_ammoinfect)
// Human killed zombie, add up the extra frags for kill
if (!g_zombie[attacker] && get_pcvar_num(cvar_fragskill) > 1)
UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragskill) - 1, 0, 0)
// Zombie killed human, add up the extra frags for kill
if (g_zombie[attacker] && get_pcvar_num(cvar_fragsinfect) > 1)
UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragsinfect) - 1, 0, 0)
// When killed by a Sniper victim explodes
if (g_sniper[attacker] && (g_currentweapon[attacker] == CSW_AWP) && get_pcvar_num(cvar_sniperfraggore) && g_zombie[victim])
{
// Cut him into pieces
SetHamParamInteger(3, 2)
// Get his origin
static origin[3]
get_user_origin(victim, origin)
// Make some blood in the air
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_LAVASPLASH) // TE id
write_coord(origin[0]) // origin x
write_coord(origin[1]) // origin y
write_coord(origin[2] - 26) // origin z
message_end()
}
}
// Respawn if deathmatch is enabled
if (get_pcvar_num(cvar_deathmatch) || ((g_currentmode > MODE_LNJ) && (g_deathmatchmode > 0)))
{
// Respawn on suicide?
if (selfkill && !get_pcvar_num(cvar_respawnonsuicide))
return;
// Respawn if only the last human is left?
if (!get_pcvar_num(cvar_respawnafterlast) && fnGetHumans() <= 1)
return;
// Respawn if human/zombie/nemesis/assassin/survivor/sniper?
if ((g_zombie[victim] && !g_nemesis[victim] && !g_assassin[victim] && !get_pcvar_num(cvar_respawnzomb)) || (!g_zombie[victim] && !g_survivor[victim] && !g_sniper[victim] && !get_pcvar_num(cvar_respawnhum))
|| (g_nemesis[victim] && !get_pcvar_num(cvar_respawnnem)) || (g_survivor[victim] && !get_pcvar_num(cvar_respawnsurv))
|| (g_sniper[victim] && !get_pcvar_num(cvar_respawnsniper)) || (g_assassin[victim] && !get_pcvar_num(cvar_respawnassassin)))
return;
// Respawn as zombie?
if ((g_currentmode > MODE_LNJ) && (g_deathmatchmode > 0)) // Custom round ?
{
if(g_deathmatchmode == 2 || (g_deathmatchmode == 3 && random_num(0, 1)) || (g_deathmatchmode == 4 && (fnGetZombies() < (fnGetAlive()/2))))
g_respawn_as_zombie[victim] = true
}
else if (get_pcvar_num(cvar_deathmatch) > 0) // Normal round
{
if (get_pcvar_num(cvar_deathmatch) == 2 || (get_pcvar_num(cvar_deathmatch) == 3 && random_num(0, 1)) || (get_pcvar_num(cvar_deathmatch) == 4 && (fnGetZombies() < (fnGetAlive()/2))))
g_respawn_as_zombie[victim] = true
}
// Set the respawn task
set_task(get_pcvar_float(cvar_spawndelay), "respawn_player_task", victim+TASK_SPAWN)
}
}
// Ham Player Killed Post Forward
public fw_PlayerKilled_Post()
{
// Last Zombie Check
fnCheckLastZombie()
}
// Ham Take Damage Forward
public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type)
{
// Non-player damage or self damage
if (victim == attacker || !is_user_valid_connected(attacker))
return HAM_IGNORED;
// New round starting or round ended
if (g_newround || g_endround)
return HAM_SUPERCEDE;
// Victim shouldn't take damage or victim is frozen
if (g_nodamage[victim] || (g_frozen[victim] && !(get_pcvar_num(cvar_frozenhit))))
return HAM_SUPERCEDE;
// Prevent friendly fire
if (g_zombie[attacker] == g_zombie[victim])
return HAM_SUPERCEDE;
// Attacker is human...
if (!g_zombie[attacker])
{
// Armor multiplier for the final damage on normal zombies
if (!g_nemesis[victim] && !g_assassin[victim] && !g_sniper[attacker])
{
damage *= get_pcvar_float(cvar_zombiearmor)
SetHamParamFloat(4, damage)
}
// Reward ammo packs
if ((g_survivor[attacker] && !get_pcvar_num(cvar_survignoreammo)) || (g_sniper[attacker] && !get_pcvar_num(cvar_sniperignoreammo)) || (!g_survivor[attacker] && !g_sniper[attacker]))
{
// Store damage dealt
g_damagedealt[attacker] += floatround(damage)
// Reward ammo packs for every [ammo damage] dealt
while (g_damagedealt[attacker] > get_pcvar_num(cvar_ammodamage))
{
g_ammopacks[attacker]++
g_damagedealt[attacker] -= get_pcvar_num(cvar_ammodamage)
}
}
// Replace damage done by Sniper's weapon with the one set by the cvar
if (g_sniper[attacker] && g_currentweapon[attacker] == CSW_AWP)
SetHamParamFloat(4, get_pcvar_float(cvar_sniperdamage))
return HAM_IGNORED;
}
// Attacker is zombie...
// Prevent infection/damage by HE grenade (bugfix)
if (damage_type & DMG_HEGRENADE)
return HAM_SUPERCEDE;
// Nemesis/Assassin?
if (g_nemesis[attacker] || g_assassin[attacker])
{
// Ignore nemesis/assassin damage override if damage comes from a 3rd party entity
// (to prevent this from affecting a sub-plugin's rockets e.g.)
if (inflictor == attacker)
{
// Set proper damage
SetHamParamFloat(4, g_nemesis[attacker] ? get_pcvar_float(cvar_nemdamage) : get_pcvar_float(cvar_assassindamage))
}
return HAM_IGNORED;
}
// Last human or infection not allowed
if (!g_allowinfection || fnGetHumans() == 1)
return HAM_IGNORED; // human is killed
// Does human armor need to be reduced before infecting?
if (get_pcvar_num(cvar_humanarmor))
{
// Get victim armor
static Float:armor
pev(victim, pev_armorvalue, armor)
// Block the attack if he has some
if (armor > 0.0)
{
emit_sound(victim, CHAN_BODY, sound_armorhit, 1.0, ATTN_NORM, 0, PITCH_NORM)
set_pev(victim, pev_armorvalue, floatmax(0.0, armor - damage))
return HAM_SUPERCEDE;
}
}
// Infection allowed
zombieme(victim, attacker, 0, 0, 1, 0) // turn into zombie
return HAM_SUPERCEDE;
}
// Ham Take Damage Post Forward
public fw_TakeDamage_Post(victim)
{
// --- Check if victim should be Pain Shock Free ---
// Check if proper CVARs are enabled
if (g_zombie[victim])
{
// Nemesis
if (g_nemesis[victim])
{
if (!get_pcvar_num(cvar_nempainfree)) return;
}
// Assassin
else if (g_assassin[victim])
{
if (!get_pcvar_num(cvar_assassinpainfree)) return;
}
// Zombie
else
{
switch (get_pcvar_num(cvar_zombiepainfree))
{
case 0: return;
case 2: if (!g_lastzombie[victim]) return;
}
}
}
else
{
// Survivor
if (g_survivor[victim])
{
if (!get_pcvar_num(cvar_survpainfree)) return;
}
// Sniper
if (g_sniper[victim])
{
if (!get_pcvar_num(cvar_sniperpainfree)) return;
}
// Human
else return;
}
// Set pain shock free offset
set_pdata_float(victim, OFFSET_PAINSHOCK, 1.0, OFFSET_LINUX)
}
// Ham Trace Attack Forward
public fw_TraceAttack(victim, attacker, Float:damage, Float:direction[3], tracehandle, damage_type)
{
// Non-player damage or self damage
if (victim == attacker || !is_user_valid_connected(attacker))
return HAM_IGNORED;
// New round starting or round ended
if (g_newround || g_endround)
return HAM_SUPERCEDE;
// Victim shouldn't take damage or victim is frozen
if (g_nodamage[victim] || (g_frozen[victim] && !get_pcvar_num(cvar_frozenhit)))
return HAM_SUPERCEDE;
// Prevent friendly fire
if (g_zombie[attacker] == g_zombie[victim])
return HAM_SUPERCEDE;
// Victim isn't a zombie or not bullet damage, nothing else to do here
if (!g_zombie[victim] || !(damage_type & DMG_BULLET))
return HAM_IGNORED;
// If zombie hitzones are enabled, check whether we hit an allowed one
if (get_pcvar_num(cvar_hitzones) && !g_nemesis[victim] && !g_assassin[victim] && !(get_pcvar_num(cvar_hitzones) & (1<<get_tr2(tracehandle, TR_iHitgroup))))
return HAM_SUPERCEDE;
// Knockback disabled, nothing else to do here
if (!get_pcvar_num(cvar_knockback))
return HAM_IGNORED;
// Nemesis knockback disabled, nothing else to do here
if (g_nemesis[victim] && get_pcvar_float(cvar_nemknockback) == 0.0)
return HAM_IGNORED;
// Assassin knockback disabled, nothing else to do here
if (g_assassin[victim] && get_pcvar_float(cvar_assassinknockback) == 0.0)
return HAM_IGNORED;
// Get whether the victim is in a crouch state
static ducking
ducking = pev(victim, pev_flags) & (FL_DUCKING | FL_ONGROUND) == (FL_DUCKING | FL_ONGROUND)
// Zombie knockback when ducking disabled
if (ducking && get_pcvar_float(cvar_knockbackducking) == 0.0)
return HAM_IGNORED;
// Get distance between players
static origin1[3], origin2[3]
get_user_origin(victim, origin1)
get_user_origin(attacker, origin2)
// Max distance exceeded
if (get_distance(origin1, origin2) > get_pcvar_num(cvar_knockbackdist))
return HAM_IGNORED;
// Get victim's velocity
static Float:velocity[3]
pev(victim, pev_velocity, velocity)
// Use damage on knockback calculation
if (get_pcvar_num(cvar_knockbackdamage))
xs_vec_mul_scalar(direction, damage, direction)
// Use weapon power on knockback calculation
if (get_pcvar_num(cvar_knockbackpower) && kb_weapon_power[g_currentweapon[attacker]] > 0.0)
xs_vec_mul_scalar(direction, kb_weapon_power[g_currentweapon[attacker]], direction)
// Apply ducking knockback multiplier
if (ducking)
xs_vec_mul_scalar(direction, get_pcvar_float(cvar_knockbackducking), direction)
// Apply zombie class/nemesis knockback multiplier
if (g_nemesis[victim])
xs_vec_mul_scalar(direction, get_pcvar_float(cvar_nemknockback), direction)
else if (g_assassin[victim])
xs_vec_mul_scalar(direction, get_pcvar_float(cvar_assassinknockback), direction)
else if (!g_assassin[victim] && !g_nemesis[victim])
xs_vec_mul_scalar(direction, g_zombie_knockback[victim], direction)
// Add up the new vector
xs_vec_add(velocity, direction, direction)
// Should knockback also affect vertical velocity?
if (!get_pcvar_num(cvar_knockbackzvel))
direction[2] = velocity[2]
// Set the knockback'd victim's velocity
set_pev(victim, pev_velocity, direction)
return HAM_IGNORED;
}
// Ham Use Stationary Gun Forward
public fw_UseStationary(entity, caller, activator, use_type)
{
// Prevent zombies from using stationary guns
if (use_type == USE_USING && is_user_valid_connected(caller) && g_zombie[caller])
return HAM_SUPERCEDE;
return HAM_IGNORED;
}
// Ham Use Stationary Gun Post Forward
public fw_UseStationary_Post(entity, caller, activator, use_type)
{
// Someone stopped using a stationary gun
if (use_type == USE_STOPPED && is_user_valid_connected(caller))
replace_weapon_models(caller, g_currentweapon[caller]) // replace weapon models (bugfix)
}
// Ham Use Pushable Forward
public fw_UsePushable()
{
// Prevent speed bug with pushables?
if (get_pcvar_num(cvar_blockpushables))
return HAM_SUPERCEDE;
return HAM_IGNORED;
}
// Ham Weapon Touch Forward
public fw_TouchWeapon(weapon, id)
{
// Not a player
if (!is_user_valid_connected(id))
return HAM_IGNORED;
// Dont pickup weapons if zombie, survivor or sniper (+PODBot MM fix)
if (g_zombie[id] || (g_survivor[id] && !g_isbot[id]) || (g_sniper[id] && !g_isbot[id]))
return HAM_SUPERCEDE;
return HAM_IGNORED;
}
// Ham Weapon Pickup Forward
public fw_AddPlayerItem(id, weapon_ent)
{
// HACK: Retrieve our custom extra ammo from the weapon
static extra_ammo
extra_ammo = pev(weapon_ent, PEV_ADDITIONAL_AMMO)
// If present
if (extra_ammo)
{
// Get weapon's id
static weaponid
weaponid = cs_get_weapon_id(weapon_ent)
// Add to player's bpammo
ExecuteHamB(Ham_GiveAmmo, id, extra_ammo, AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, 0)
}
}
// Ham Weapon Deploy Forward
public fw_Item_Deploy_Post(weapon_ent)
{
// Get weapon's owner
static owner
owner = fm_cs_get_weapon_ent_owner(weapon_ent)
// Get weapon's id
static weaponid
weaponid = cs_get_weapon_id(weapon_ent)
// Store current weapon's id for reference
g_currentweapon[owner] = weaponid
// Replace weapon models with custom ones
replace_weapon_models(owner, weaponid)
// Zombie not holding an allowed weapon for some reason
if (g_zombie[owner] && !((1<<weaponid) & ZOMBIE_ALLOWED_WEAPONS_BITSUM))
{
// Switch to knife
g_currentweapon[owner] = CSW_KNIFE
engclient_cmd(owner, "weapon_knife")
}
}
// WeaponMod bugfix
// forward wpn_gi_reset_weapon(id);
public wpn_gi_reset_weapon(id)
{
// Replace knife model
replace_weapon_models(id, CSW_KNIFE)
}
// Client joins the game
public client_putinserver(id)
{
// Plugin disabled?
if (!g_pluginenabled) return;
// Player joined
g_isconnected[id] = true
// Cache player's name
get_user_name(id, g_playername[id], charsmax(g_playername[]))
// Initialize player vars
reset_vars(id, 1)
// Load player stats?
if (get_pcvar_num(cvar_statssave)) load_stats(id)
// Set some tasks for humans only
if (!is_user_bot(id))
{
// Set the custom HUD display task
set_task(1.0, "ShowHUD", id+TASK_SHOWHUD, _, _, "b")
// Disable minmodels for clients to see zombies properly
set_task(5.0, "disable_minmodels", id)
}
else
{
// Set bot flag
g_isbot[id] = true
// CZ bots seem to use a different "classtype" for player entities
// (or something like that) which needs to be hooked separately
if (!g_hamczbots && cvar_botquota)
{
// Set a task to let the private data initialize
set_task(0.1, "register_ham_czbots", id)
}
}
}
// Client leaving
public fw_ClientDisconnect(id)
{
// Check that we still have both humans and zombies to keep the round going
if (g_isalive[id]) check_round(id)
// Temporarily save player stats?
if (get_pcvar_num(cvar_statssave)) save_stats(id)
// Remove previous tasks
remove_task(id+TASK_TEAM)
remove_task(id+TASK_MODEL)
remove_task(id+TASK_FLASH)
remove_task(id+TASK_CHARGE)
remove_task(id+TASK_SPAWN)
remove_task(id+TASK_BLOOD)
remove_task(id+TASK_AURA)
remove_task(id+TASK_BURN)
remove_task(id+TASK_NVISION)
remove_task(id+TASK_SHOWHUD)
if (g_handle_models_on_separate_ent)
{
// Remove custom model entities
fm_remove_model_ents(id)
}
// Player left, clear cached flags
g_isconnected[id] = false
g_isbot[id] = false
g_isalive[id] = false
}
// Client left
public fw_ClientDisconnect_Post()
{
// Last Zombie Check
fnCheckLastZombie()
}
// Client Kill Forward
public fw_ClientKill()
{
// Prevent players from killing themselves?
if (get_pcvar_num(cvar_blocksuicide))
return FMRES_SUPERCEDE;
return FMRES_IGNORED;
}
// Emit Sound Forward
public fw_EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
{
// Block all those unneeeded hostage sounds
if (sample[0] == 'h' && sample[1] == 'o' && sample[2] == 's' && sample[3] == 't' && sample[4] == 'a' && sample[5] == 'g' && sample[6] == 'e')
return FMRES_SUPERCEDE;
// Replace these next sounds for zombies only
if (!is_user_valid_connected(id) || !g_zombie[id])
return FMRES_IGNORED;
static sound[64]
// Zombie being hit
if (sample[7] == 'b' && sample[8] == 'h' && sample[9] == 'i' && sample[10] == 't')
{
if (g_nemesis[id])
{
ArrayGetString(nemesis_pain, random_num(0, ArraySize(nemesis_pain) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
}
else if (g_assassin[id])
{
ArrayGetString(assassin_pain, random_num(0, ArraySize(assassin_pain) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
}
else
{
ArrayGetString(zombie_pain, random_num(0, ArraySize(zombie_pain) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
}
return FMRES_SUPERCEDE;
}
// Zombie attacks with knife
if (sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i')
{
if (sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a') // slash
{
ArrayGetString(zombie_miss_slash, random_num(0, ArraySize(zombie_miss_slash) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
return FMRES_SUPERCEDE;
}
if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't') // hit
{
if (sample[17] == 'w') // wall
{
ArrayGetString(zombie_miss_wall, random_num(0, ArraySize(zombie_miss_wall) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
return FMRES_SUPERCEDE;
}
else
{
ArrayGetString(zombie_hit_normal, random_num(0, ArraySize(zombie_hit_normal) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
return FMRES_SUPERCEDE;
}
}
if (sample[14] == 's' && sample[15] == 't' && sample[16] == 'a') // stab
{
ArrayGetString(zombie_hit_stab, random_num(0, ArraySize(zombie_hit_stab) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
return FMRES_SUPERCEDE;
}
}
// Zombie dies
if (sample[7] == 'd' && ((sample[8] == 'i' && sample[9] == 'e') || (sample[8] == 'e' && sample[9] == 'a')))
{
ArrayGetString(zombie_die, random_num(0, ArraySize(zombie_die) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
return FMRES_SUPERCEDE;
}
// Zombie falls off
if (sample[10] == 'f' && sample[11] == 'a' && sample[12] == 'l' && sample[13] == 'l')
{
ArrayGetString(zombie_fall, random_num(0, ArraySize(zombie_fall) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
return FMRES_SUPERCEDE;
}
return FMRES_IGNORED;
}
// Forward Set ClientKey Value -prevent CS from changing player models-
public fw_SetClientKeyValue(id, const infobuffer[], const key[])
{
// Block CS model changes
if (key[0] == 'm' && key[1] == 'o' && key[2] == 'd' && key[3] == 'e' && key[4] == 'l')
return FMRES_SUPERCEDE;
return FMRES_IGNORED;
}
// Forward Client User Info Changed -prevent players from changing models-
public fw_ClientUserInfoChanged(id)
{
// Cache player's name
get_user_name(id, g_playername[id], charsmax(g_playername[]))
if (!g_handle_models_on_separate_ent)
{
// Get current model
static currentmodel[32]
fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
// If they're different, set model again
if (!equal(currentmodel, g_playermodel[id]) && !task_exists(id+TASK_MODEL))
fm_cs_set_user_model(id+TASK_MODEL)
}
}
// Forward Get Game Description
public fw_GetGameDescription()
{
// Return the mod name so it can be easily identified
forward_return(FMV_STRING, g_modname)
return FMRES_SUPERCEDE;
}
// Forward Set Model
public fw_SetModel(entity, const model[])
{
// We don't care
if (strlen(model) < 8)
return;
// Remove weapons?
if (get_pcvar_float(cvar_removedropped) > 0.0)
{
// Get entity's classname
static classname[10]
pev(entity, pev_classname, classname, charsmax(classname))
// Check if it's a weapon box
if (equal(classname, "weaponbox"))
{
// They get automatically removed when thinking
set_pev(entity, pev_nextthink, get_gametime() + get_pcvar_float(cvar_removedropped))
return;
}
}
// Narrow down our matches a bit
if (model[7] != 'w' || model[8] != '_')
return;
// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)
// Grenade not yet thrown
if (dmgtime == 0.0)
return;
// Get whether grenade's owner is a zombie
if (g_zombie[pev(entity, pev_owner)])
{
if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_extrainfbomb)) // Infection Bomb
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 0, 250, 0, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(0) // r
write_byte(250) // g
write_byte(0) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_INFECTION)
}
}
else if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 200, 0, 0, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(200) // r
write_byte(0) // g
write_byte(0) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
}
else if (model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(0) // r
write_byte(100) // g
write_byte(200) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FROST)
}
else if (model[9] == 's' && model[10] == 'm' && get_pcvar_num(cvar_flaregrenades)) // Flare
{
// Build flare's color
static rgb[3]
switch (get_pcvar_num(cvar_flarecolor))
{
case 0: // white
{
rgb[0] = 255 // r
rgb[1] = 255 // g
rgb[2] = 255 // b
}
case 1: // red
{
rgb[0] = random_num(50,255) // r
rgb[1] = 0 // g
rgb[2] = 0 // b
}
case 2: // green
{
rgb[0] = 0 // r
rgb[1] = random_num(50,255) // g
rgb[2] = 0 // b
}
case 3: // blue
{
rgb[0] = 0 // r
rgb[1] = 0 // g
rgb[2] = random_num(50,255) // b
}
case 4: // random (all colors)
{
rgb[0] = random_num(50,200) // r
rgb[1] = random_num(50,200) // g
rgb[2] = random_num(50,200) // b
}
case 5: // random (r,g,b)
{
switch (random_num(1, 6))
{
case 1: // red
{
rgb[0] = 250 // r
rgb[1] = 0 // g
rgb[2] = 0 // b
}
case 2: // green
{
rgb[0] = 0 // r
rgb[1] = 250 // g
rgb[2] = 0 // b
}
case 3: // blue
{
rgb[0] = 0 // r
rgb[1] = 0 // g
rgb[2] = 250 // b
}
case 4: // cyan
{
rgb[0] = 0 // r
rgb[1] = 250 // g
rgb[2] = 250 // b
}
case 5: // pink
{
rgb[0] = 250 // r
rgb[1] = 0 // g
rgb[2] = 250 // b
}
case 6: // yellow
{
rgb[0] = 250 // r
rgb[1] = 250 // g
rgb[2] = 0 // b
}
}
}
}
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, rgb[0], rgb[1], rgb[2], kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(rgb[0]) // r
write_byte(rgb[1]) // g
write_byte(rgb[2]) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FLARE)
// Set flare color on the thrown grenade entity
set_pev(entity, PEV_FLARE_COLOR, rgb)
}
}
// Ham Grenade Think Forward
public fw_ThinkGrenade(entity)
{
// Invalid entity
if (!pev_valid(entity)) return HAM_IGNORED;
// Get damage time of grenade
static Float:dmgtime, Float:current_time
pev(entity, pev_dmgtime, dmgtime)
current_time = get_gametime()
// Check if it's time to go off
if (dmgtime > current_time)
return HAM_IGNORED;
// Check if it's one of our custom nades
switch (pev(entity, PEV_NADE_TYPE))
{
case NADE_TYPE_INFECTION: // Infection Bomb
{
infection_explode(entity)
return HAM_SUPERCEDE;
}
case NADE_TYPE_NAPALM: // Napalm Grenade
{
fire_explode(entity)
return HAM_SUPERCEDE;
}
case NADE_TYPE_FROST: // Frost Grenade
{
frost_explode(entity)
return HAM_SUPERCEDE;
}
case NADE_TYPE_FLARE: // Flare
{
// Get its duration
static duration
duration = pev(entity, PEV_FLARE_DURATION)
// Already went off, do lighting loop for the duration of PEV_FLARE_DURATION
if (duration > 0)
{
// Check whether this is the last loop
if (duration == 1)
{
// Get rid of the flare entity
engfunc(EngFunc_RemoveEntity, entity)
return HAM_SUPERCEDE;
}
// Light it up!
flare_lighting(entity, duration)
// Set time for next loop
set_pev(entity, PEV_FLARE_DURATION, --duration)
set_pev(entity, pev_dmgtime, current_time + 5.0)
}
// Light up when it's stopped on ground
else if ((pev(entity, pev_flags) & FL_ONGROUND) && fm_get_speed(entity) < 10)
{
// Flare sound
static sound[64]
ArrayGetString(grenade_flare, random_num(0, ArraySize(grenade_flare) - 1), sound, charsmax(sound))
emit_sound(entity, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Set duration and start lightning loop on next think
set_pev(entity, PEV_FLARE_DURATION, 1 + get_pcvar_num(cvar_flareduration)/5)
set_pev(entity, pev_dmgtime, current_time + 0.1)
}
else
{
// Delay explosion until we hit ground
set_pev(entity, pev_dmgtime, current_time + 0.5)
}
}
}
return HAM_IGNORED;
}
// Forward CmdStart
public fw_CmdStart(id, handle)
{
// Not alive
if (!g_isalive[id])
return;
// This logic looks kinda weird, but it should work in theory...
// p = g_zombie[id], q = g_survivor[id], r = g_cached_customflash
// ¬(p v q v (¬p ^ r)) <==> ¬p ^ ¬q ^ (p v ¬r)
if (!g_zombie[id] && !g_survivor[id] && !g_sniper[id] && (g_zombie[id] || !g_cached_customflash))
return;
// Check if it's a flashlight impulse
if (get_uc(handle, UC_Impulse) != IMPULSE_FLASHLIGHT)
return;
// Block it I say!
set_uc(handle, UC_Impulse, 0)
// Should human's custom flashlight be turned on?
if (!g_zombie[id] && !g_survivor[id] && !g_sniper[id] && g_flashbattery[id] > 2 && get_gametime() - g_lastflashtime[id] > 1.2)
{
// Prevent calling flashlight too quickly (bugfix)
g_lastflashtime[id] = get_gametime()
// Toggle custom flashlight
g_flashlight[id] = !(g_flashlight[id])
// Play flashlight toggle sound
emit_sound(id, CHAN_ITEM, sound_flashlight, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Update flashlight status on the HUD
message_begin(MSG_ONE, g_msgFlashlight, _, id)
write_byte(g_flashlight[id]) // toggle
write_byte(g_flashbattery[id]) // battery
message_end()
// Remove previous tasks
remove_task(id+TASK_CHARGE)
remove_task(id+TASK_FLASH)
// Set the flashlight charge task
set_task(1.0, "flashlight_charge", id+TASK_CHARGE, _, _, "b")
// Call our custom flashlight task if enabled
if (g_flashlight[id]) set_task(0.1, "set_user_flashlight", id+TASK_FLASH, _, _, "b")
}
}
// Forward Player PreThink
public fw_PlayerPreThink(id)
{
// Not alive
if (!g_isalive[id])
return;
// Silent footsteps for zombies/assassins ?
if ((g_cached_zombiesilent && g_zombie[id] && !g_nemesis[id] && !g_assassin[id]) || g_assassin[id])
set_pev(id, pev_flTimeStepSound, STEPTIME_SILENT)
// Set Player MaxSpeed
if (g_frozen[id])
{
set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion
set_pev(id, pev_maxspeed, 1.0) // prevent from moving
return; // shouldn't leap while frozen
}
else if (g_freezetime)
{
return; // shouldn't leap while in freezetime
}
else
{
if (g_zombie[id])
{
if (g_nemesis[id])
set_pev(id, pev_maxspeed, g_cached_nemspd)
else if (g_assassin[id])
set_pev(id, pev_maxspeed, g_cached_assassinspd)
else
set_pev(id, pev_maxspeed, g_zombie_spd[id])
}
else
{
if (g_survivor[id])
set_pev(id, pev_maxspeed, g_cached_survspd)
else if (g_sniper[id])
set_pev(id, pev_maxspeed, g_cached_sniperspd)
else
set_pev(id, pev_maxspeed, g_cached_humanspd)
}
}
// --- Check if player should leap ---
// Check if proper CVARs are enabled and retrieve leap settings
static Float:cooldown, Float:current_time
if (g_zombie[id])
{
if (g_nemesis[id])
{
if (!g_cached_leapnemesis) return;
cooldown = g_cached_leapnemesiscooldown
}
else if (g_assassin[id])
{
if (!g_cached_leapassassin) return;
cooldown = g_cached_leapassassincooldown
}
else if (!g_assassin[id] && !g_nemesis[id])
{
switch (g_cached_leapzombies)
{
case 0: return;
case 2: if (!g_firstzombie[id]) return;
case 3: if (!g_lastzombie[id]) return;
}
cooldown = g_cached_leapzombiescooldown
}
}
else
{
if (g_survivor[id])
{
if (!g_cached_leapsurvivor) return;
cooldown = g_cached_leapsurvivorcooldown
}
else if (g_sniper[id])
{
if (!g_cached_leapsniper) return;
cooldown = g_cached_leapsnipercooldown
}
else return;
}
current_time = get_gametime()
// Cooldown not over yet
if (current_time - g_lastleaptime[id] < cooldown)
return;
// Not doing a longjump (don't perform check for bots, they leap automatically)
if (!g_isbot[id] && !(pev(id, pev_button) & (IN_JUMP | IN_DUCK) == (IN_JUMP | IN_DUCK)))
return;
// Not on ground or not enough speed
if (!(pev(id, pev_flags) & FL_ONGROUND) || fm_get_speed(id) < 80)
return;
static Float:velocity[3]
if (g_survivor[id])
velocity_by_aim(id, get_pcvar_num(cvar_leapsurvivorforce), velocity)
else if (g_nemesis[id])
velocity_by_aim(id, get_pcvar_num(cvar_leapnemesisforce), velocity)
else if (g_assassin[id])
velocity_by_aim(id, get_pcvar_num(cvar_leapassassinforce), velocity)
else if (g_sniper[id])
velocity_by_aim(id, get_pcvar_num(cvar_leapsniperforce), velocity)
else if (g_zombie[id] && !g_assassin[id] && !g_nemesis[id])
velocity_by_aim(id, get_pcvar_num(cvar_leapzombiesforce), velocity)
// Set custom height
if (g_survivor[id])
velocity[2] = get_pcvar_float(cvar_leapsurvivorheight)
else if (g_nemesis[id])
velocity[2] = get_pcvar_float(cvar_leapnemesisheight)
else if (g_assassin[id])
velocity[2] = get_pcvar_float(cvar_leapassassinheight)
else if (g_sniper[id])
velocity[2] = get_pcvar_float(cvar_leapsniperheight)
else if (g_zombie[id] && !g_assassin[id] && !g_nemesis[id])
velocity[2] = get_pcvar_float(cvar_leapzombiesheight)
// Apply the new velocity
set_pev(id, pev_velocity, velocity)
// Update last leap time
g_lastleaptime[id] = current_time
}
/*================================================================================
[Client Commands]
=================================================================================*/
// Say "/zpmenu"
public clcmd_saymenu(id)
{
show_menu_game(id) // show game menu
}
// Say "/unstuck"
public clcmd_sayunstuck(id)
{
menu_game(id, 3) // try to get unstuck
}
// Nightvision toggle
public clcmd_nightvision(id)
{
if (g_nvision[id])
{
// Enable-disable
g_nvisionenabled[id] = !(g_nvisionenabled[id])
// Custom nvg?
if (get_pcvar_num(cvar_customnvg))
{
remove_task(id+TASK_NVISION)
if (g_nvisionenabled[id]) set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
}
else
set_user_gnvision(id, g_nvisionenabled[id])
}
return PLUGIN_HANDLED;
}
// Weapon Drop
public clcmd_drop(id)
{
// Survivor/Sniper should stick with its weapon
if (g_survivor[id] || g_sniper[id])
return PLUGIN_HANDLED
return PLUGIN_CONTINUE;
}
// Buy BP Ammo
public clcmd_buyammo(id)
{
// Not alive or infinite ammo setting enabled
if (!g_isalive[id] || get_pcvar_num(cvar_infammo))
return PLUGIN_HANDLED;
// Not human
if (g_zombie[id])
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_HUMAN_ONLY")
return PLUGIN_HANDLED;
}
// Not enough ammo packs
if (g_ammopacks[id] < 1)
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "NOT_ENOUGH_AMMO")
return PLUGIN_HANDLED;
}
// Get user weapons
static weapons[32], num, i, currentammo, weaponid, refilled
num = 0 // reset passed weapons count (bugfix)
refilled = false
get_user_weapons(id, weapons, num)
// Loop through them and give the right ammo type
for (i = 0; i < num; i++)
{
// Prevents re-indexing the array
weaponid = weapons[i]
// Primary and secondary only
if (MAXBPAMMO[weaponid] > 2)
{
// Get current ammo of the weapon
currentammo = cs_get_user_bpammo(id, weaponid)
// Give additional ammo
ExecuteHamB(Ham_GiveAmmo, id, BUYAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
// Check whether we actually refilled the weapon's ammo
if (cs_get_user_bpammo(id, weaponid) - currentammo > 0) refilled = true
}
}
// Weapons already have full ammo
if (!refilled) return PLUGIN_HANDLED;
// Deduce ammo packs, play clip purchase sound, and notify player
g_ammopacks[id]--
emit_sound(id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "AMMO_BOUGHT")
return PLUGIN_HANDLED;
}
// Block Team Change
public clcmd_changeteam(id)
{
static team
team = fm_cs_get_user_team(id)
// Unless it's a spectator joining the game
if (team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED)
return PLUGIN_CONTINUE;
// Pressing 'M' (chooseteam) ingame should show the main menu instead
show_menu_game(id)
return PLUGIN_HANDLED;
}
/*================================================================================
[Menus]
=================================================================================*/
// Game Menu
show_menu_game(id)
{
static menu[250], len, userflags
len = 0
userflags = get_user_flags(id)
// Title
len += formatex(menu[len], charsmax(menu) - len, "\y%s^n^n", g_modname)
// 1. Buy weapons
if (get_pcvar_num(cvar_buycustom))
len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU_BUY")
else
len += formatex(menu[len], charsmax(menu) - len, "\d1. %L^n", id, "MENU_BUY")
// 2. Extra items
if (get_pcvar_num(cvar_extraitems) && g_isalive[id])
len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU_EXTRABUY")
else
len += formatex(menu[len], charsmax(menu) - len, "\d2. %L^n", id, "MENU_EXTRABUY")
// 3. Zombie class
if (get_pcvar_num(cvar_zclasses))
len += formatex(menu[len], charsmax(menu) - len, "\r3.\w %L^n", id,"MENU_ZCLASS")
else
len += formatex(menu[len], charsmax(menu) - len, "\d3. %L^n", id,"MENU_ZCLASS")
// 4. Unstuck
if (g_isalive[id])
len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU_UNSTUCK")
else
len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU_UNSTUCK")
// 5. Help
len += formatex(menu[len], charsmax(menu) - len, "\r5.\w %L^n^n", id, "MENU_INFO")
// 6. Join spec
if (!g_isalive[id] || !get_pcvar_num(cvar_blocksuicide) || (userflags & g_access_flag[ACCESS_ADMIN_MENU]))
len += formatex(menu[len], charsmax(menu) - len, "\r6.\w %L^n^n", id, "MENU_SPECTATOR")
else
len += formatex(menu[len], charsmax(menu) - len, "\d6. %L^n^n", id, "MENU_SPECTATOR")
// 9. Admin menu
if (userflags & g_access_flag[ACCESS_ADMIN_MENU3])
len += formatex(menu[len], charsmax(menu) - len, "\r9.\w %L", id, "MENU3_ADMIN")
else
len += formatex(menu[len], charsmax(menu) - len, "\d9. %L", id, "MENU3_ADMIN")
// 0. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n^n\r0.\w %L", id, "MENU_EXIT")
show_menu(id, KEYSMENU, menu, -1, "Game Menu")
}
// Buy Menu 1
public show_menu_buy1(taskid)
{
// Get player's id
static id
(taskid > g_maxplayers) ? (id = ID_SPAWN) : (id = taskid);
// Zombies, survivors or snipers get no guns
if (!g_isalive[id] || g_zombie[id] || g_survivor[id] || g_sniper[id])
return;
// Bots pick their weapons randomly / Random weapons setting enabled
if (get_pcvar_num(cvar_randweapons) || g_isbot[id])
{
buy_primary_weapon(id, random_num(0, ArraySize(g_primary_items) - 1))
menu_buy2(id, random_num(0, ArraySize(g_secondary_items) - 1))
return;
}
// Automatic selection enabled for player and menu called on spawn event
if (WPN_AUTO_ON && taskid > g_maxplayers)
{
buy_primary_weapon(id, WPN_AUTO_PRI)
menu_buy2(id, WPN_AUTO_SEC)
return;
}
static menu[300], len, weap, maxloops
len = 0
maxloops = min(WPN_STARTID+7, WPN_MAXIDS)
// Title
len += formatex(menu[len], charsmax(menu) - len, "\y%L \r[%d-%d]^n^n", id, "MENU_BUY1_TITLE", WPN_STARTID+1, min(WPN_STARTID+7, WPN_MAXIDS))
// 1-7. Weapon List
for (weap = WPN_STARTID; weap < maxloops; weap++)
len += formatex(menu[len], charsmax(menu) - len, "\r%d.\w %s^n", weap-WPN_STARTID+1, WEAPONNAMES[ArrayGetCell(g_primary_weaponids, weap)])
// 8. Auto Select
len += formatex(menu[len], charsmax(menu) - len, "^n\r8.\w %L \y[%L]", id, "MENU_AUTOSELECT", id, (WPN_AUTO_ON) ? "MOTD_ENABLED" : "MOTD_DISABLED")
// 9. Next/Back - 0. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n^n\r9.\w %L/%L^n^n\r0.\w %L", id, "MENU_NEXT", id, "MENU_BACK", id, "MENU_EXIT")
show_menu(id, KEYSMENU, menu, -1, "Buy Menu 1")
}
// Buy Menu 2
show_menu_buy2(id)
{
static menu[250], len, weap, maxloops
len = 0
maxloops = ArraySize(g_secondary_items)
// Title
len += formatex(menu[len], charsmax(menu) - len, "\y%L^n", id, "MENU_BUY2_TITLE")
// 1-6. Weapon List
for (weap = 0; weap < maxloops; weap++)
len += formatex(menu[len], charsmax(menu) - len, "^n\r%d.\w %s", weap+1, WEAPONNAMES[ArrayGetCell(g_secondary_weaponids, weap)])
// 8. Auto Select
len += formatex(menu[len], charsmax(menu) - len, "^n^n\r8.\w %L \y[%L]", id, "MENU_AUTOSELECT", id, (WPN_AUTO_ON) ? "MOTD_ENABLED" : "MOTD_DISABLED")
// 0. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n^n\r0.\w %L", id, "MENU_EXIT")
show_menu(id, KEYSMENU, menu, -1, "Buy Menu 2")
}
// Extra Items Menu
show_menu_extras(id)
{
static menuid, menu[128], item, team, buffer[32]
// Title
if (g_zombie[id])
{
if (g_nemesis[id])
formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, "CLASS_NEMESIS")
if (g_assassin[id])
formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, "CLASS_ASSASSIN")
if (!g_assassin[id] && !g_nemesis[id])
formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[id])
formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, "CLASS_SURVIVOR")
if (g_sniper[id])
formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, "CLASS_SNIPER")
if (!g_survivor[id] && !g_sniper[id])
formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, "CLASS_HUMAN")
}
menuid = menu_create(menu, "menu_extras")
// Item List
for (item = 0; item < g_extraitem_i; item++)
{
// Retrieve item's team
team = ArrayGetCell(g_extraitem_team, item)
// Item not available to player's team/class
if ((g_zombie[id] && !g_nemesis[id] && !g_assassin[id] &&!(team & ZP_TEAM_ZOMBIE)) || (!g_zombie[id] && !g_survivor[id] && !g_sniper[id] && !(team & ZP_TEAM_HUMAN)) || (g_nemesis[id] && !(team & ZP_TEAM_NEMESIS))
|| (g_survivor[id] && !(team & ZP_TEAM_SURVIVOR)) || (g_sniper[id] && !(team & ZP_TEAM_SNIPER)) || (g_assassin[id] && !(team & ZP_TEAM_ASSASSIN)))
continue;
// Check if it's one of the hardcoded items, check availability, set translated caption
switch (item)
{
case EXTRA_NVISION:
{
if (!get_pcvar_num(cvar_extranvision)) continue;
formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA1")
}
case EXTRA_ANTIDOTE:
{
if (!get_pcvar_num(cvar_extraantidote) || g_antidotecounter >= get_pcvar_num(cvar_antidotelimit)) continue;
formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA2")
}
case EXTRA_MADNESS:
{
if (!get_pcvar_num(cvar_extramadness) || g_madnesscounter >= get_pcvar_num(cvar_madnesslimit)) continue;
formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA3")
}
case EXTRA_INFBOMB:
{
if (!get_pcvar_num(cvar_extrainfbomb) || g_infbombcounter >= get_pcvar_num(cvar_infbomblimit)) continue;
formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA4")
}
default:
{
if (item >= EXTRA_WEAPONS_STARTID && item <= EXTRAS_CUSTOM_STARTID-1 && !get_pcvar_num(cvar_extraweapons)) continue;
ArrayGetString(g_extraitem_name, item, buffer, charsmax(buffer))
}
}
// Add Item Name and Cost
formatex(menu, charsmax(menu), "%s \y%d %L", buffer, ArrayGetCell(g_extraitem_cost, item), id, "AMMO_PACKS2")
buffer[0] = item
buffer[1] = 0
menu_additem(menuid, menu, buffer)
}
// No items to display?
if (menu_items(menuid) <= 0)
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id ,"CMD_NOT_EXTRAS")
menu_destroy(menuid)
return;
}
// Back - Next - Exit
formatex(menu, charsmax(menu), "%L", id, "MENU_BACK")
menu_setprop(menuid, MPROP_BACKNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT")
menu_setprop(menuid, MPROP_NEXTNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT")
menu_setprop(menuid, MPROP_EXITNAME, menu)
menu_display(id, menuid)
}
// Zombie Class Menu
public show_menu_zclass(id)
{
// Player disconnected
if (!g_isconnected[id])
return;
// Bots pick their zombie class randomly
if (g_isbot[id])
{
g_zombieclassnext[id] = random_num(0, g_zclass_i - 1)
return;
}
static menuid, menu[128], class, buffer[32], buffer2[32]
// Title
formatex(menu, charsmax(menu), "%L\r", id, "MENU_ZCLASS_TITLE")
menuid = menu_create(menu, "menu_zclass")
// Class List
for (class = 0; class < g_zclass_i; class++)
{
// Retrieve name and info
ArrayGetString(g_zclass_name, class, buffer, charsmax(buffer))
ArrayGetString(g_zclass_info, class, buffer2, charsmax(buffer2))
// Add to menu
if (class == g_zombieclassnext[id])
formatex(menu, charsmax(menu), "\d%s %s", buffer, buffer2)
else
formatex(menu, charsmax(menu), "%s \y%s", buffer, buffer2)
buffer[0] = class
buffer[1] = 0
menu_additem(menuid, menu, buffer)
}
// Back - Next - Exit
formatex(menu, charsmax(menu), "%L", id, "MENU_BACK")
menu_setprop(menuid, MPROP_BACKNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT")
menu_setprop(menuid, MPROP_NEXTNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT")
menu_setprop(menuid, MPROP_EXITNAME, menu)
menu_display(id, menuid)
}
// Custom game mode menu
public show_menu_game_mode(id)
{
// Player disconnected
if (!g_isconnected[id])
return;
// No custom game modes registered ?
if (g_gamemodes_i == MAX_GAME_MODES)
{
// Print a message
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_GAME_MODES")
// Show the main admin menu and stop
show_menu3_admin(id)
return;
}
// Create vars necessary for displaying the game modes menu
static menuid, menu[128], game, buffer[32]
// Title
formatex(menu, charsmax(menu), "%L \r", id, "MENU_ADMIN_CUSTOM_TITLE")
menuid = menu_create(menu, "menu_mode")
// Game mode List
for (game = MAX_GAME_MODES; game < g_gamemodes_i; game++)
{
// Retrieve the game mode's name
ArrayGetString(g_gamemode_name, (game - MAX_GAME_MODES), buffer, charsmax(buffer))
// Check for access flags and other conditions
if ((get_user_flags(id) & ArrayGetCell(g_gamemode_flag, (game - MAX_GAME_MODES))) && allowed_custom_game())
formatex(menu, charsmax(menu), "%L %s ", id, "MENU_ADMIN1_CUSTOM", buffer)
else
formatex(menu, charsmax(menu), "\d%L %s", id, "MENU_ADMIN1_CUSTOM", buffer)
// Add the item to the menu
buffer[0] = game
buffer[1] = 0
menu_additem(menuid, menu, buffer)
}
// Back - Next - Exit
formatex(menu, charsmax(menu), "%L", id, "MENU_BACK")
menu_setprop(menuid, MPROP_BACKNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT")
menu_setprop(menuid, MPROP_NEXTNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT")
menu_setprop(menuid, MPROP_EXITNAME, menu)
menu_display(id, menuid)
}
// Help Menu
show_menu_info(id)
{
static menu[150]
formatex(menu, charsmax(menu), "\y%L^n^n\r1.\w %L^n\r2.\w %L^n\r3.\w %L^n\r4.\w %L^n^n\r0.\w %L", id, "MENU_INFO_TITLE", id, "MENU_INFO1", id,"MENU_INFO2", id,"MENU_INFO3", id,"MENU_INFO4", id, "MENU_EXIT")
show_menu(id, KEYSMENU, menu, -1, "Mod Info")
}
// Admin Menu
show_menu_admin(id)
{
static menu[250], len, userflags
len = 0
userflags = get_user_flags(id)
// Title
len += formatex(menu[len], charsmax(menu) - len, "\y%L^n^n", id, "MENU_ADMIN_TITLE")
// 1. Zombiefy/Humanize command
if (userflags & (g_access_flag[ACCESS_MODE_INFECTION] | g_access_flag[ACCESS_MAKE_ZOMBIE] | g_access_flag[ACCESS_MAKE_HUMAN]))
len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU_ADMIN1")
else
len += formatex(menu[len], charsmax(menu) - len, "\d1. %L^n", id, "MENU_ADMIN1")
// 2. Nemesis command
if (userflags & (g_access_flag[ACCESS_MODE_NEMESIS] | g_access_flag[ACCESS_MAKE_NEMESIS]))
len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU_ADMIN2")
else
len += formatex(menu[len], charsmax(menu) - len, "\d2. %L^n", id, "MENU_ADMIN2")
// 3. Survivor command
if (userflags & (g_access_flag[ACCESS_MODE_SURVIVOR] | g_access_flag[ACCESS_MAKE_SURVIVOR]))
len += formatex(menu[len], charsmax(menu) - len, "\r3.\w %L^n", id, "MENU_ADMIN3")
else
len += formatex(menu[len], charsmax(menu) - len, "\d3. %L^n", id, "MENU_ADMIN3")
// 4. Sniper command
if (userflags & (g_access_flag[ACCESS_MODE_SNIPER] | g_access_flag[ACCESS_MAKE_SNIPER]))
len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU_ADMIN8")
else
len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU_ADMIN8")
// 5. Assassin command
if (userflags & (g_access_flag[ACCESS_MODE_ASSASSIN] | g_access_flag[ACCESS_MAKE_ASSASSIN]))
len += formatex(menu[len], charsmax(menu) - len, "\r5.\w %L^n", id, "MENU_ADMIN9")
else
len += formatex(menu[len], charsmax(menu) - len, "\d5. %L^n", id, "MENU_ADMIN9")
// 6. Respawn command
if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
len += formatex(menu[len], charsmax(menu) - len, "\r6.\w %L^n", id, "MENU_ADMIN4")
else
len += formatex(menu[len], charsmax(menu) - len, "\d6. %L^n", id, "MENU_ADMIN4")
// 9. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n\r9.\w %L", id, "MENU_EXIT")
// 0. Back
len += formatex(menu[len], charsmax(menu) - len, "^n\r0.\w %L", id, "MENU_BACK")
show_menu(id, KEYSMENU, menu, -1, "Admin Menu")
}
// Admin Menu 2
show_menu2_admin(id)
{
static menu[250], len, userflags
len = 0
userflags = get_user_flags(id)
// Title
len += formatex(menu[len], charsmax(menu) - len, "\y%L^n^n", id, "MENU2_ADMIN_TITLE")
// 1. Multi infection command
if ((userflags & g_access_flag[ACCESS_MODE_MULTI]) && allowed_multi())
len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU_ADMIN6")
else
len += formatex(menu[len], charsmax(menu) - len, "\d1. %L^n", id, "MENU_ADMIN6")
// 2. Swarm mode command
if ((userflags & g_access_flag[ACCESS_MODE_SWARM]) && allowed_swarm())
len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU_ADMIN5")
else
len += formatex(menu[len], charsmax(menu) - len, "\d2. %L^n", id, "MENU_ADMIN5")
// 3. Plague mode command
if ((userflags & g_access_flag[ACCESS_MODE_PLAGUE]) && allowed_plague())
len += formatex(menu[len], charsmax(menu) - len, "\r3.\w %L^n", id, "MENU_ADMIN7")
else
len += formatex(menu[len], charsmax(menu) - len, "\d3. %L^n", id, "MENU_ADMIN7")
// 4. Armageddon mode command
if ((userflags & g_access_flag[ACCESS_MODE_LNJ]) && allowed_lnj())
len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU_ADMIN10")
else
len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU_ADMIN10")
// 9. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n\r9.\w %L", id, "MENU_EXIT")
// 0. Back
len += formatex(menu[len], charsmax(menu) - len, "^n\r0.\w %L", id, "MENU_BACK")
show_menu(id, KEYSMENU, menu, -1, "Menu2 Admin")
}
// Admin Menu 3
show_menu3_admin(id)
{
static menu[245], len, userflags
len = 0
userflags = get_user_flags(id)
// Title
len += formatex(menu[len], charsmax(menu) - len, "\y%L^n^n", id, "MENU3_ADMIN_TITLE")
// 1. Admin menu of classes
if (userflags & g_access_flag[ACCESS_ADMIN_MENU])
len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU_ADMIN")
else
len += formatex(menu[len], charsmax(menu) - len, "\d1. %L^n", id, "MENU_ADMIN")
// 2. Main Modes admin menu
if (userflags & g_access_flag[ACCESS_ADMIN_MENU2])
len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU2_ADMIN")
else
len += formatex(menu[len], charsmax(menu) - len, "\d2. %L^n", id, "MENU2_ADMIN")
// 3. Custom modes admin menu
if (userflags & g_access_flag[ACCESS_ADMIN_MENU3])
len += formatex(menu[len], charsmax(menu) - len, "\r3.\w %L^n^n", id, "MENU_ADMIN_CUSTOM")
else
len += formatex(menu[len], charsmax(menu) - len, "\d3. %L^n^n", id, "MENU_ADMIN_CUSTOM")
// 4. Turn the Mod off
if (userflags & g_access_flag[ACCESS_ENABLE_MOD])
{
len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU4_ADMIN")
len += formatex(menu[len], charsmax(menu) - len, "\r %L^n^n", id, "MENU4_ADMIN3")
}
else
len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU4_ADMIN")
// 0. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n\r0.\w %L", id, "MENU_EXIT")
show_menu(id, KEYSMENU, menu, -1, "Menu3 Admin")
}
// Mod turn off menu
show_menu4_admin(id)
{
static menu[240], len
len = 0
// Title
len += formatex(menu[len], charsmax(menu) - len, "\y%L^n^n", id, "MENU4_ADMIN_TITLE")
// Items
len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU4_ADMIN1")
len += formatex(menu[len], charsmax(menu) - len, "\r %L^n^n", id, "MENU4_ADMIN3")
len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU4_ADMIN2")
// 0. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n\r0.\w %L", id, "MENU_EXIT")
show_menu(id, KEYSMENU, menu, -1, "Menu4 Admin")
}
// Player List Menu
show_menu_player_list(id)
{
static menuid, menu[128], player, userflags, buffer[2]
userflags = get_user_flags(id)
// Title
switch (PL_ACTION)
{
case ACTION_ZOMBIEFY_HUMANIZE: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN1")
case ACTION_MAKE_NEMESIS: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN2")
case ACTION_MAKE_SURVIVOR: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN3")
case ACTION_MAKE_SNIPER: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN8")
case ACTION_MAKE_ASSASSIN: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN9")
case ACTION_RESPAWN_PLAYER: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN4")
}
menuid = menu_create(menu, "menu_player_list")
// Player List
for (player = 1; player <= g_maxplayers; player++)
{
// Skip if not connected
if (!g_isconnected[player])
continue;
// Format text depending on the action to take
switch (PL_ACTION)
{
case ACTION_ZOMBIEFY_HUMANIZE: // Zombiefy/Humanize command
{
if (g_zombie[player])
{
if (allowed_human(player) && (userflags & g_access_flag[ACCESS_MAKE_HUMAN]))
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
}
else
{
if (allowed_zombie(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_INFECTION]) : (userflags & g_access_flag[ACCESS_MAKE_ZOMBIE])))
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
}
case ACTION_MAKE_NEMESIS: // Nemesis command
{
if (allowed_nemesis(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_NEMESIS]) : (userflags & g_access_flag[ACCESS_MAKE_NEMESIS])))
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
else
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
}
case ACTION_MAKE_SURVIVOR: // Survivor command
{
if (allowed_survivor(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SURVIVOR]) : (userflags & g_access_flag[ACCESS_MAKE_SURVIVOR])))
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
else
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
}
case ACTION_MAKE_SNIPER: // Sniper command
{
if (allowed_sniper(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SNIPER]) : (userflags & g_access_flag[ACCESS_MAKE_SNIPER])))
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
else
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
}
case ACTION_MAKE_ASSASSIN: // Nemesis command
{
if (allowed_assassin(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_ASSASSIN]) : (userflags & g_access_flag[ACCESS_MAKE_ASSASSIN])))
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
else
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
}
case ACTION_RESPAWN_PLAYER: // Respawn command
{
if (allowed_respawn(player) && (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS]))
formatex(menu, charsmax(menu), "%s", g_playername[player])
else
formatex(menu, charsmax(menu), "\d%s", g_playername[player])
}
}
// Add player
buffer[0] = player
buffer[1] = 0
menu_additem(menuid, menu, buffer)
}
// Back - Next - Exit
formatex(menu, charsmax(menu), "%L", id, "MENU_BACK")
menu_setprop(menuid, MPROP_BACKNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT")
menu_setprop(menuid, MPROP_NEXTNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT")
menu_setprop(menuid, MPROP_EXITNAME, menu)
menu_display(id, menuid)
}
/*================================================================================
[Menu Handlers]
=================================================================================*/
// Game Menu
public menu_game(id, key)
{
switch (key)
{
case 0: // Buy Weapons
{
// Custom buy menus enabled?
if (get_pcvar_num(cvar_buycustom))
{
// Disable the remember selection setting
WPN_AUTO_ON = 0
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "BUY_ENABLED")
// Show menu if player hasn't yet bought anything
if (g_canbuy[id]) show_menu_buy1(id)
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
case 1: // Extra Items
{
// Extra items enabled?
if (get_pcvar_num(cvar_extraitems))
{
// Check whether the player is able to buy anything
if (g_isalive[id])
show_menu_extras(id)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_EXTRAS")
}
case 2: // Zombie Classes
{
// Zombie classes enabled?
if (get_pcvar_num(cvar_zclasses))
show_menu_zclass(id)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ZCLASSES")
}
case 3: // Unstuck
{
// Check if player is stuck
if (g_isalive[id])
{
if (is_player_stuck(id))
{
// Move to an initial spawn
if (get_pcvar_num(cvar_randspawn))
do_random_spawn(id) // random spawn (including CSDM)
else
do_random_spawn(id, 1) // regular spawn
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_STUCK")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
case 4: // Help Menu
{
show_menu_info(id)
}
case 5: // Join Spectator
{
// Player alive?
if (g_isalive[id])
{
// Prevent abuse by non-admins if block suicide setting is enabled
if (get_pcvar_num(cvar_blocksuicide) && !(get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU]))
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}
// Check that we still have both humans and zombies to keep the round going
check_round(id)
// Kill him before he switches team
dllfunc(DLLFunc_ClientKill, id)
}
// Temporarily save player stats?
if (get_pcvar_num(cvar_statssave)) save_stats(id)
// Remove previous tasks
remove_task(id+TASK_TEAM)
remove_task(id+TASK_MODEL)
remove_task(id+TASK_FLASH)
remove_task(id+TASK_CHARGE)
remove_task(id+TASK_SPAWN)
remove_task(id+TASK_BLOOD)
remove_task(id+TASK_AURA)
remove_task(id+TASK_BURN)
// Then move him to the spectator team
fm_cs_set_user_team(id, FM_CS_TEAM_SPECTATOR)
fm_user_team_update(id)
}
case 8: // Admin Menu
{
// Check if player has the required access
if (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU3])
show_menu3_admin(id)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
}
}
return PLUGIN_HANDLED;
}
// Buy Menu 1
public menu_buy1(id, key)
{
// Zombies, survivors or snipers get no guns
if (!g_isalive[id] || g_zombie[id] || g_survivor[id] || g_sniper[id])
return PLUGIN_HANDLED;
// Special keys / weapon list exceeded
if (key >= MENU_KEY_AUTOSELECT || WPN_SELECTION >= WPN_MAXIDS)
{
switch (key)
{
case MENU_KEY_AUTOSELECT: // toggle auto select
{
WPN_AUTO_ON = 1 - WPN_AUTO_ON
}
case MENU_KEY_NEXT: // next/back
{
if (WPN_STARTID+7 < WPN_MAXIDS)
WPN_STARTID += 7
else
WPN_STARTID = 0
}
case MENU_KEY_EXIT: // exit
{
return PLUGIN_HANDLED;
}
}
// Show buy menu again
show_menu_buy1(id)
return PLUGIN_HANDLED;
}
// Store selected weapon id
WPN_AUTO_PRI = WPN_SELECTION
// Buy primary weapon
buy_primary_weapon(id, WPN_AUTO_PRI)
// Show pistols menu
show_menu_buy2(id)
return PLUGIN_HANDLED;
}
// Buy Primary Weapon
buy_primary_weapon(id, selection)
{
// Drop previous weapons
drop_weapons(id, 1)
drop_weapons(id, 2)
// Strip off from weapons
fm_strip_user_weapons(id)
fm_give_item(id, "weapon_knife")
// Get weapon's id and name
static weaponid, wname[32]
weaponid = ArrayGetCell(g_primary_weaponids, selection)
ArrayGetString(g_primary_items, selection, wname, charsmax(wname))
// Give the new weapon and full ammo
fm_give_item(id, wname)
ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
// Weapons bought
g_canbuy[id] = false
// Give additional items
static i
for (i = 0; i < ArraySize(g_additional_items); i++)
{
ArrayGetString(g_additional_items, i, wname, charsmax(wname))
fm_give_item(id, wname)
}
}
// Buy Menu 2
public menu_buy2(id, key)
{
// Zombies, survivors or snipers get no guns
if (!g_isalive[id] || g_zombie[id] || g_survivor[id] || g_sniper[id])
return PLUGIN_HANDLED;
// Special keys / weapon list exceeded
if (key >= ArraySize(g_secondary_items))
{
// Toggle autoselect
if (key == MENU_KEY_AUTOSELECT)
WPN_AUTO_ON = 1 - WPN_AUTO_ON
// Reshow menu unless user exited
if (key != MENU_KEY_EXIT)
show_menu_buy2(id)
return PLUGIN_HANDLED;
}
// Store selected weapon
WPN_AUTO_SEC = key
// Drop secondary gun again, in case we picked another (bugfix)
drop_weapons(id, 2)
// Get weapon's id
static weaponid, wname[32]
weaponid = ArrayGetCell(g_secondary_weaponids, key)
ArrayGetString(g_secondary_items, key, wname, charsmax(wname))
// Give the new weapon and full ammo
fm_give_item(id, wname)
ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
return PLUGIN_HANDLED;
}
// Extra Items Menu
public menu_extras(id, menuid, item)
{
// Menu was closed
if (item == MENU_EXIT)
{
menu_destroy(menuid)
return PLUGIN_HANDLED;
}
// Dead players are not allowed to buy items
if (!g_isalive[id])
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
menu_destroy(menuid)
return PLUGIN_HANDLED;
}
// Retrieve extra item id
static buffer[2], dummy, itemid
menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
itemid = buffer[0]
// Attempt to buy the item
buy_extra_item(id, itemid)
menu_destroy(menuid)
return PLUGIN_HANDLED;
}
// Buy Extra Item
buy_extra_item(id, itemid, ignorecost = 0)
{
// Retrieve item's team
static team
team = ArrayGetCell(g_extraitem_team, itemid)
// Check for team/class specific items
if ((g_zombie[id] && !g_nemesis[id] && !g_assassin[id] && !(team & ZP_TEAM_ZOMBIE)) || (!g_zombie[id] && !g_survivor[id] && !g_sniper[id] && !(team & ZP_TEAM_HUMAN)) || (g_nemesis[id] && !(team & ZP_TEAM_NEMESIS))
|| (g_survivor[id] && !(team & ZP_TEAM_SURVIVOR)) || (g_sniper[id] && !(team & ZP_TEAM_SNIPER)) || (g_assassin[id] && !(team & ZP_TEAM_ASSASSIN)))
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
return;
}
// Check for unavailable items
if ((itemid == EXTRA_NVISION && !get_pcvar_num(cvar_extranvision))
|| (itemid == EXTRA_ANTIDOTE && (!get_pcvar_num(cvar_extraantidote) || g_antidotecounter >= get_pcvar_num(cvar_antidotelimit)))
|| (itemid == EXTRA_MADNESS && (!get_pcvar_num(cvar_extramadness) || g_madnesscounter >= get_pcvar_num(cvar_madnesslimit)))
|| (itemid == EXTRA_INFBOMB && (!get_pcvar_num(cvar_extrainfbomb) || g_infbombcounter >= get_pcvar_num(cvar_infbomblimit)))
|| (itemid >= EXTRA_WEAPONS_STARTID && itemid <= EXTRAS_CUSTOM_STARTID-1 && !get_pcvar_num(cvar_extraweapons)))
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
return;
}
// Check for hard coded items with special conditions
if ((itemid == EXTRA_ANTIDOTE && (g_endround || g_swarmround || g_nemround || g_assassinround || g_survround || g_plagueround || g_sniperround || g_lnjround || fnGetZombies() <= 1 || (get_pcvar_num(cvar_deathmatch) && !get_pcvar_num(cvar_respawnafterlast) && fnGetHumans() == 1)))
|| (itemid == EXTRA_MADNESS && g_nodamage[id]) || (itemid == EXTRA_INFBOMB && (g_endround || g_swarmround || g_nemround || g_survround || g_plagueround || g_assassinround || g_sniperround || g_lnjround)))
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_CANTUSE")
return;
}
// Ignore item's cost?
if (!ignorecost)
{
// Check that we have enough ammo packs
if (g_ammopacks[id] < ArrayGetCell(g_extraitem_cost, itemid))
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "NOT_ENOUGH_AMMO")
return;
}
// Deduce item cost
g_ammopacks[id] -= ArrayGetCell(g_extraitem_cost, itemid)
}
// Check which kind of item we're buying
switch (itemid)
{
case EXTRA_NVISION: // Night Vision
{
g_nvision[id] = true
if (!g_isbot[id])
{
g_nvisionenabled[id] = true
// Custom nvg?
if (get_pcvar_num(cvar_customnvg))
{
remove_task(id+TASK_NVISION)
set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
}
else
set_user_gnvision(id, 1)
}
else
cs_set_user_nvg(id, 1)
}
case EXTRA_ANTIDOTE: // Antidote
{
// Increase antidote purchase count for this round
g_antidotecounter++
humanme(id, 0, 0, 0)
}
case EXTRA_MADNESS: // Zombie Madness
{
// Increase madness purchase count for this round
g_madnesscounter++
g_nodamage[id] = true
set_task(0.1, "zombie_aura", id+TASK_AURA, _, _, "b")
set_task(get_pcvar_float(cvar_madnessduration), "madness_over", id+TASK_BLOOD)
static sound[64]
ArrayGetString(zombie_madness, random_num(0, ArraySize(zombie_madness) - 1), sound, charsmax(sound))
emit_sound(id, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
}
case EXTRA_INFBOMB: // Infection Bomb
{
// Increase infection bomb purchase count for this round
g_infbombcounter++
// Already own one
if (user_has_weapon(id, CSW_HEGRENADE))
{
// Increase BP ammo on it instead
cs_set_user_bpammo(id, CSW_HEGRENADE, cs_get_user_bpammo(id, CSW_HEGRENADE) + 1)
// Flash ammo in hud
message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
write_byte(AMMOID[CSW_HEGRENADE]) // ammo id
write_byte(1) // ammo amount
message_end()
// Play clip purchase sound
emit_sound(id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)
return; // stop here
}
// Give weapon to the player
fm_give_item(id, "weapon_hegrenade")
}
default:
{
if (itemid >= EXTRA_WEAPONS_STARTID && itemid <= EXTRAS_CUSTOM_STARTID-1) // Weapons
{
// Get weapon's id and name
static weaponid, wname[32]
ArrayGetString(g_extraweapon_items, itemid - EXTRA_WEAPONS_STARTID, wname, charsmax(wname))
weaponid = cs_weapon_name_to_id(wname)
// If we are giving a primary/secondary weapon
if (MAXBPAMMO[weaponid] > 2)
{
// Make user drop the previous one
if ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)
drop_weapons(id, 1)
else
drop_weapons(id, 2)
// Give full BP ammo for the new one
ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
}
// If we are giving a grenade which the user already owns
else if (user_has_weapon(id, weaponid))
{
// Increase BP ammo on it instead
cs_set_user_bpammo(id, weaponid, cs_get_user_bpammo(id, weaponid) + 1)
// Flash ammo in hud
message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
write_byte(AMMOID[weaponid]) // ammo id
write_byte(1) // ammo amount
message_end()
// Play clip purchase sound
emit_sound(id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)
return; // stop here
}
// Give weapon to the player
fm_give_item(id, wname)
}
else // Custom additions
{
// Item selected forward
ExecuteForward(g_fwExtraItemSelected, g_fwDummyResult, id, itemid);
// Item purchase blocked, restore buyer's ammo packs
if (g_fwDummyResult >= ZP_PLUGIN_HANDLED && !ignorecost)
g_ammopacks[id] += ArrayGetCell(g_extraitem_cost, itemid)
}
}
}
}
// Zombie Class Menu
public menu_zclass(id, menuid, item)
{
// Menu was closed
if (item == MENU_EXIT)
{
menu_destroy(menuid)
return PLUGIN_HANDLED;
}
// Retrieve zombie class id
static buffer[2], dummy, classid
menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
classid = buffer[0]
// Store selection for the next infection
g_zombieclassnext[id] = classid
static name[32]
ArrayGetString(g_zclass_name, g_zombieclassnext[id], name, charsmax(name))
// Show selected zombie class info and stats
zp_colored_print(id, "^x04[ZP]^x01 %L^x01:^x04 %s", id, "ZOMBIE_SELECT", name)
zp_colored_print(id, "^x04[ZP]^x01 %L^x01:^x04 %d^x01 |^x01 %L^x01:^x04 %d^x01 |^x01 %L^x01:^x04 %d^x01 |^x01 %L^x01:^x04 %d%%", id, "ZOMBIE_ATTRIB1", ArrayGetCell(g_zclass_hp, g_zombieclassnext[id]), id, "ZOMBIE_ATTRIB2", ArrayGetCell(g_zclass_spd, g_zombieclassnext[id]),
id, "ZOMBIE_ATTRIB3", floatround(Float:ArrayGetCell(g_zclass_grav, g_zombieclassnext[id]) * 800.0), id, "ZOMBIE_ATTRIB4", floatround(Float:ArrayGetCell(g_zclass_kb, g_zombieclassnext[id]) * 100.0))
menu_destroy(menuid)
return PLUGIN_HANDLED;
}
// Custom game mode menu
public menu_mode(id, menuid, item)
{
// Player wants to exit the menu
if (item == MENU_EXIT)
{
menu_destroy(menuid)
show_menu3_admin(id)
return PLUGIN_HANDLED;
}
// Create some necassary vars
static buffer[2], dummy , gameid
// Retrieve the id of the game mode which was chosen
menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
gameid = buffer[0]
// Check users access level
if (get_user_flags(id) & ArrayGetCell(g_gamemode_flag, (gameid - MAX_GAME_MODES)))
{
// Only allow the game mode to proceed after some checks
if (allowed_custom_game())
command_custom_game(gameid, id)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
// Show the menu again
show_menu_game_mode(id)
return PLUGIN_HANDLED;
}
else
{
// Player deosnt haves the required access level
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
// Show the menu again
show_menu_game_mode(id)
return PLUGIN_HANDLED;
}
menu_destroy(menuid)
return PLUGIN_HANDLED;
}
// Info Menu
public menu_info(id, key)
{
static motd[1500], len
len = 0
switch (key)
{
case 0: // General
{
static weather, lighting[2]
weather = 0
get_pcvar_string(cvar_lighting, lighting, charsmax(lighting))
strtolower(lighting)
len += formatex(motd[len], charsmax(motd) - len, "%L ", id, "MOTD_INFO11", "Zombie Plague Advance 1.6.1 By MeRcyLeZZ , @bdul! And 93()|29!/<")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO12")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_A")
if (g_ambience_fog)
{
len += formatex(motd[len], charsmax(motd) - len, (weather < 1) ? " %L" : ". %L", id, "MOTD_FOG")
weather++
}
if (g_ambience_rain)
{
len += formatex(motd[len], charsmax(motd) - len, (weather < 1) ? " %L" : ". %L", id, "MOTD_RAIN")
weather++
}
if (g_ambience_snow)
{
len += formatex(motd[len], charsmax(motd) - len, (weather < 1) ? " %L" : ". %L", id, "MOTD_SNOW")
weather++
}
if (weather < 1) len += formatex(motd[len], charsmax(motd) - len, " %L", id, "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_B", lighting)
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_C", id, get_pcvar_num(cvar_triggered) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (lighting[0] >= 'a' && lighting[0] <= 'd' && get_pcvar_float(cvar_thunder) > 0.0) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_D", floatround(get_pcvar_float(cvar_thunder)))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_E", id, get_pcvar_num(cvar_removedoors) > 0 ? get_pcvar_num(cvar_removedoors) > 1 ? "MOTD_DOORS" : "MOTD_ROTATING" : "MOTD_ENABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_F", id, get_pcvar_num(cvar_deathmatch) > 0 ? get_pcvar_num(cvar_deathmatch) > 1 ? get_pcvar_num(cvar_deathmatch) > 2 ? "MOTD_ENABLED" : "MOTD_DM_ZOMBIE" : "MOTD_DM_HUMAN" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_deathmatch)) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_G", floatround(get_pcvar_float(cvar_spawnprotection)))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_H", id, get_pcvar_num(cvar_randspawn) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_I", id, get_pcvar_num(cvar_extraitems) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_J", id, get_pcvar_num(cvar_zclasses) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_K", id, get_pcvar_num(cvar_customnvg) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_L", id, g_cached_customflash ? "MOTD_ENABLED" : "MOTD_DISABLED")
show_motd(id, motd, "Zombie Plague Advance")
}
case 1: // Humans
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_A", get_pcvar_num(cvar_humanhp))
if (get_pcvar_num(cvar_humanlasthp) > 0) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_B", get_pcvar_num(cvar_humanlasthp))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_C", floatround(g_cached_humanspd))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_D", floatround(get_pcvar_float(cvar_humangravity) * 800.0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_E", id, get_pcvar_num(cvar_infammo) > 0 ? get_pcvar_num(cvar_infammo) > 1 ? "MOTD_AMMO_CLIP" : "MOTD_AMMO_BP" : "MOTD_LIMITED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_F", get_pcvar_num(cvar_ammodamage))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_G", id, get_pcvar_num(cvar_firegrenades) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_H", id, get_pcvar_num(cvar_frostgrenades) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_I", id, get_pcvar_num(cvar_flaregrenades) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_J", id, get_pcvar_num(cvar_knockback) ? "MOTD_ENABLED" : "MOTD_DISABLED")
show_motd(id, motd, "Zombie Plague Advance")
}
case 2: // Zombies
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_A", ArrayGetCell(g_zclass_hp, 0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_B", floatround(float(ArrayGetCell(g_zclass_hp, 0)) * get_pcvar_float(cvar_zombiefirsthp)))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_C", floatround(get_pcvar_float(cvar_zombiearmor) * 100.0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_D", ArrayGetCell(g_zclass_spd, 0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_E", floatround(Float:ArrayGetCell(g_zclass_grav, 0) * 800.0))
if (get_pcvar_num(cvar_zombiebonushp)) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_F", get_pcvar_num(cvar_zombiebonushp))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_G", id, get_pcvar_num(cvar_zombiepainfree) > 0 ? get_pcvar_num(cvar_zombiepainfree) > 1 ? "MOTD_LASTZOMBIE" : "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_H", id, get_pcvar_num(cvar_zombiebleeding) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_I", get_pcvar_num(cvar_ammoinfect))
show_motd(id, motd, "Zombie Plague Advance")
}
case 3: // Gameplay Modes
{
static nemhp[5], survhp[5], sniperhp[5], assassinhp[5]
// Get nemesis and survivor health
num_to_str(get_pcvar_num(cvar_nemhp), nemhp, charsmax(nemhp))
num_to_str(get_pcvar_num(cvar_survhp), survhp, charsmax(survhp))
num_to_str(get_pcvar_num(cvar_sniperhp), sniperhp, charsmax(sniperhp))
num_to_str(get_pcvar_num(cvar_assassinhp), assassinhp, charsmax(assassinhp))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_A", id, get_pcvar_num(cvar_nem) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_nem))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_B", get_pcvar_num(cvar_nemchance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_C", get_pcvar_num(cvar_nemhp) > 0 ? nemhp : "[Auto]")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_D", floatround(g_cached_nemspd))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_E", floatround(get_pcvar_float(cvar_nemgravity) * 800.0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_F", id, g_cached_leapnemesis ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_G", id, get_pcvar_num(cvar_nempainfree) ? "MOTD_ENABLED" : "MOTD_DISABLED")
}
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_H", id, get_pcvar_num(cvar_surv) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_surv))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_I", get_pcvar_num(cvar_survchance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_J", get_pcvar_num(cvar_survhp) > 0 ? survhp : "[Auto]")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_K", floatround(g_cached_survspd))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_L", floatround(get_pcvar_float(cvar_survgravity) * 800.0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_M", id, g_cached_leapsurvivor ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_N", id, get_pcvar_num(cvar_survpainfree) ? "MOTD_ENABLED" : "MOTD_DISABLED")
}
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_O", id, get_pcvar_num(cvar_swarm) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_swarm)) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_P", get_pcvar_num(cvar_swarmchance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_Q", id, get_pcvar_num(cvar_multi) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_multi))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_R", get_pcvar_num(cvar_multichance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_S", floatround(get_pcvar_float(cvar_multiratio) * 100.0))
}
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_T", id, get_pcvar_num(cvar_plague) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_plague))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_U", get_pcvar_num(cvar_plaguechance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_V", floatround(get_pcvar_float(cvar_plagueratio) * 100.0))
}
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_A", id, get_pcvar_num(cvar_sniper) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_sniper))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_B", get_pcvar_num(cvar_sniperchance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_C", get_pcvar_num(cvar_sniperhp) > 0 ? sniperhp : "[Auto]")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_D", floatround(g_cached_sniperspd))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_E", floatround(get_pcvar_float(cvar_snipergravity) * 800.0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_F", id, g_cached_leapsniper ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_G", id, get_pcvar_num(cvar_sniperpainfree) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_H", floatround(get_pcvar_float(cvar_sniperdamage)))
}
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_A", id, get_pcvar_num(cvar_assassin) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_assassin))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_B", get_pcvar_num(cvar_assassinchance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_C", get_pcvar_num(cvar_assassinhp) > 0 ? assassinhp : "[Auto]")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_D", floatround(g_cached_assassinspd))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_E", floatround(get_pcvar_float(cvar_assassingravity) * 800.0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_F", id, g_cached_leapassassin ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_G", id, get_pcvar_num(cvar_assassinpainfree) ? "MOTD_ENABLED" : "MOTD_DISABLED")
}
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_H", id, get_pcvar_num(cvar_lnj) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_lnj))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_I", get_pcvar_num(cvar_lnjchance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_J", floatround(get_pcvar_float(cvar_lnjratio) * 100.0))
}
show_motd(id, motd, "Zombie Plague Advance")
}
default: return PLUGIN_HANDLED;
}
// Show help menu again if user wishes to read another topic
show_menu_info(id)
return PLUGIN_HANDLED;
}
// Admin Menu
public menu_admin(id, key)
{
static userflags
userflags = get_user_flags(id)
switch (key)
{
case ACTION_ZOMBIEFY_HUMANIZE: // Zombiefy/Humanize command
{
if (userflags & (g_access_flag[ACCESS_MODE_INFECTION] | g_access_flag[ACCESS_MAKE_ZOMBIE] | g_access_flag[ACCESS_MAKE_HUMAN]))
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_ZOMBIEFY_HUMANIZE
show_menu_player_list(id)
}
else
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu_admin(id)
}
}
case ACTION_MAKE_NEMESIS: // Nemesis command
{
if (userflags & (g_access_flag[ACCESS_MODE_NEMESIS] | g_access_flag[ACCESS_MAKE_NEMESIS]))
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_MAKE_NEMESIS
show_menu_player_list(id)
}
else
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu_admin(id)
}
}
case ACTION_MAKE_SURVIVOR: // Survivor command
{
if (userflags & (g_access_flag[ACCESS_MODE_SURVIVOR] | g_access_flag[ACCESS_MAKE_SURVIVOR]))
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_MAKE_SURVIVOR
show_menu_player_list(id)
}
else
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu_admin(id)
}
}
case ACTION_MAKE_SNIPER: // Sniper command
{
if (userflags & (g_access_flag[ACCESS_MODE_SNIPER] | g_access_flag[ACCESS_MAKE_SNIPER]))
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_MAKE_SNIPER
show_menu_player_list(id)
}
else
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu_admin(id)
}
}
case ACTION_MAKE_ASSASSIN: // Assassin command
{
if (userflags & (g_access_flag[ACCESS_MODE_ASSASSIN] | g_access_flag[ACCESS_MAKE_ASSASSIN]))
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_MAKE_ASSASSIN
show_menu_player_list(id)
}
else
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu_admin(id)
}
}
case ACTION_RESPAWN_PLAYER: // Respawn command
{
if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_RESPAWN_PLAYER
show_menu_player_list(id)
}
else
{
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu_admin(id)
}
}
case 9: // Chose to return
{
show_menu3_admin(id)
}
}
return PLUGIN_HANDLED;
}
public menu2_admin(id, key)
{
static userflags
userflags = get_user_flags(id)
switch (key)
{
case 0: // Multiple Infection command
{
if (userflags & g_access_flag[ACCESS_MODE_MULTI])
{
if (allowed_multi())
command_multi(id)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu2_admin(id)
}
case 1: // Swarm Mode command
{
if (userflags & g_access_flag[ACCESS_MODE_SWARM])
{
if (allowed_swarm())
command_swarm(id)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu2_admin(id)
}
case 2: // Plague Mode command
{
if (userflags & g_access_flag[ACCESS_MODE_PLAGUE])
{
if (allowed_plague())
command_plague(id)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu2_admin(id)
}
case 3: // Armageddon Mode command
{
if (userflags & g_access_flag[ACCESS_MODE_LNJ])
{
if (allowed_lnj())
command_lnj(id)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu2_admin(id)
}
case 9: // Chose to return
{
show_menu3_admin(id)
}
}
return PLUGIN_HANDLED;
}
public menu3_admin(id, key)
{
switch (key)
{
case 0: // Admin Menu Mode
{
// Check if player has the required access
if (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU])
show_menu_admin(id)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
}
case 1: // Admin Menu Class
{
// Check if player has the required access
if (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU2])
show_menu2_admin(id)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
}
case 2: // Admin Menu of Custom Game modes
{
// Check if player has the required access
if (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU3])
show_menu_game_mode(id)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
}
case 3: // Shut the mod
{
// Check if player has the required access
if (get_user_flags(id) & g_access_flag[ACCESS_ENABLE_MOD])
show_menu4_admin(id)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
}
}
return PLUGIN_HANDLED;
}
public menu4_admin(id, key)
{
switch (key)
{
case 0: // Shut the mode
{
g_time = 5
shut_the_mode()
}
case 1: // Return
{
show_menu3_admin(id)
}
}
return PLUGIN_HANDLED;
}
// Player List Menu
public menu_player_list(id, menuid, item)
{
// Menu was closed
if (item == MENU_EXIT)
{
menu_destroy(menuid)
show_menu_admin(id)
return PLUGIN_HANDLED;
}
// Retrieve player id
static buffer[2], dummy, playerid
menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
playerid = buffer[0]
// Perform action on player
// Get admin flags
static userflags
userflags = get_user_flags(id)
// Make sure it's still connected
if (g_isconnected[playerid])
{
// Perform the right action if allowed
switch (PL_ACTION)
{
case ACTION_ZOMBIEFY_HUMANIZE: // Zombiefy/Humanize command
{
if (g_zombie[playerid])
{
if (userflags & g_access_flag[ACCESS_MAKE_HUMAN])
{
if (allowed_human(playerid))
command_human(id, playerid)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
}
else
{
if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_INFECTION]) : (userflags & g_access_flag[ACCESS_MAKE_ZOMBIE]))
{
if (allowed_zombie(playerid))
command_zombie(id, playerid)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
}
}
case ACTION_MAKE_NEMESIS: // Nemesis command
{
if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_NEMESIS]) : (userflags & g_access_flag[ACCESS_MAKE_NEMESIS]))
{
if (allowed_nemesis(playerid))
command_nemesis(id, playerid)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
}
case ACTION_MAKE_SURVIVOR: // Survivor command
{
if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SURVIVOR]) : (userflags & g_access_flag[ACCESS_MAKE_SURVIVOR]))
{
if (allowed_survivor(playerid))
command_survivor(id, playerid)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
}
case ACTION_MAKE_SNIPER: // Sniper command
{
if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SNIPER]) : (userflags & g_access_flag[ACCESS_MAKE_SNIPER]))
{
if (allowed_sniper(playerid))
command_sniper(id, playerid)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
}
case ACTION_MAKE_ASSASSIN: // Assassin command
{
if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_ASSASSIN]) : (userflags & g_access_flag[ACCESS_MAKE_ASSASSIN]))
{
if (allowed_assassin(playerid))
command_assassin(id, playerid)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
}
case ACTION_RESPAWN_PLAYER: // Respawn command
{
if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
{
if (allowed_respawn(playerid))
command_respawn(id, playerid)
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
}
}
}
else
zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
menu_destroy(menuid)
show_menu_player_list(id)
return PLUGIN_HANDLED;
}
/*================================================================================
[Admin Commands]
=================================================================================*/
// zp_toggle [1/0]
public cmd_toggle(id, level, cid)
{
// Check for access flag - Enable/Disable Mod
if (!cmd_access(id, g_access_flag[ACCESS_ENABLE_MOD], cid, 2))
return PLUGIN_HANDLED;
// Retrieve arguments
new arg[2]
read_argv(1, arg, charsmax(arg))
// Mod already enabled/disabled
if (str_to_num(arg) == g_pluginenabled)
return PLUGIN_HANDLED;
// Set toggle cvar
set_pcvar_num(cvar_toggle, str_to_num(arg))
client_print(id, print_console, "Zombie Plague Advance %L.", id, str_to_num(arg) ? "MOTD_ENABLED" : "MOTD_DISABLED")
// Retrieve map name
new mapname[32]
get_mapname(mapname, charsmax(mapname))
// Restart current map
server_cmd("changelevel %s", mapname)
return PLUGIN_HANDLED;
}
// zp_zombie [target]
public cmd_zombie(id, level, cid)
{
// Check for access flag depending on the resulting action
if (g_newround)
{
// Start Mode Infection
if (!cmd_access(id, g_access_flag[ACCESS_MODE_INFECTION], cid, 2))
return PLUGIN_HANDLED;
}
else
{
// Make Zombie
if (!cmd_access(id, g_access_flag[ACCESS_MAKE_ZOMBIE], cid, 2))
return PLUGIN_HANDLED;
}
// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
// Invalid target
if (!player) return PLUGIN_HANDLED;
// Target not allowed to be zombie
if (!allowed_zombie(player))
{
client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
return PLUGIN_HANDLED
}
command_zombie(id, player)
return PLUGIN_HANDLED;
}
// zp_human [target]
public cmd_human(id, level, cid)
{
// Check for access flag - Make Human
if (!cmd_access(id, g_access_flag[ACCESS_MAKE_HUMAN], cid, 2))
return PLUGIN_HANDLED;
// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
// Invalid target
if (!player) return PLUGIN_HANDLED;
// Target not allowed to be human
if (!allowed_human(player))
{
client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}
command_human(id, player)
return PLUGIN_HANDLED;
}
// zp_survivor [target]
public cmd_survivor(id, level, cid)
{
// Check for access flag depending on the resulting action
if (g_newround)
{
// Start Mode Survivor
if (!cmd_access(id, g_access_flag[ACCESS_MODE_SURVIVOR], cid, 2))
return PLUGIN_HANDLED;
}
else
{
// Make Survivor
if (!cmd_access(id, g_access_flag[ACCESS_MAKE_SURVIVOR], cid, 2))
return PLUGIN_HANDLED;
}
// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
// Invalid target
if (!player) return PLUGIN_HANDLED;
// Target not allowed to be survivor
if (!allowed_survivor(player))
{
client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}
command_survivor(id, player)
return PLUGIN_HANDLED;
}
// zp_nemesis [target]
public cmd_nemesis(id, level, cid)
{
// Check for access flag depending on the resulting action
if (g_newround)
{
// Start Mode Nemesis
if (!cmd_access(id, g_access_flag[ACCESS_MODE_NEMESIS], cid, 2))
return PLUGIN_HANDLED;
}
else
{
// Make Nemesis
if (!cmd_access(id, g_access_flag[ACCESS_MAKE_NEMESIS], cid, 2))
return PLUGIN_HANDLED;
}
// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
// Invalid target
if (!player) return PLUGIN_HANDLED;
// Target not allowed to be nemesis
if (!allowed_nemesis(player))
{
client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}
command_nemesis(id, player)
return PLUGIN_HANDLED;
}
// zp_respawn [target]
public cmd_respawn(id, level, cid)
{
// Check for access flag - Respawn
if (!cmd_access(id, g_access_flag[ACCESS_RESPAWN_PLAYERS], cid, 2))
return PLUGIN_HANDLED;
// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, CMDTARGET_ALLOW_SELF)
// Invalid target
if (!player) return PLUGIN_HANDLED;
// Target not allowed to be respawned
if (!allowed_respawn(player))
{
client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}
command_respawn(id, player)
return PLUGIN_HANDLED;
}
// zp_swarm
public cmd_swarm(id, level, cid)
{
// Check for access flag - Mode Swarm
if (!cmd_access(id, g_access_flag[ACCESS_MODE_SWARM], cid, 2))
return PLUGIN_HANDLED;
// Swarm mode not allowed
if (!allowed_swarm())
{
client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}
command_swarm(id)
return PLUGIN_HANDLED;
}
// zp_multi
public cmd_multi(id, level, cid)
{
// Check for access flag - Mode Multi
if (!cmd_access(id, g_access_flag[ACCESS_MODE_MULTI], cid, 2))
return PLUGIN_HANDLED;
// Multi infection mode not allowed
if (!allowed_multi())
{
client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}
command_multi(id)
return PLUGIN_HANDLED;
}
// zp_plague
public cmd_plague(id, level, cid)
{
// Check for access flag - Mode Plague
if (!cmd_access(id, g_access_flag[ACCESS_MODE_PLAGUE], cid, 2))
return PLUGIN_HANDLED;
// Plague mode not allowed
if (!allowed_plague())
{
client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}
command_plague(id)
return PLUGIN_HANDLED;
}
// zp_sniper [target]
public cmd_sniper(id, level, cid)
{
// Check for access flag depending on the resulting action
if (g_newround)
{
// Start Mode Sniper
if (!cmd_access(id, g_access_flag[ACCESS_MODE_SNIPER], cid, 2))
return PLUGIN_HANDLED;
}
else
{
// Make Sniper
if (!cmd_access(id, g_access_flag[ACCESS_MAKE_SNIPER], cid, 2))
return PLUGIN_HANDLED;
}
// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
// Invalid target
if (!player) return PLUGIN_HANDLED;
// Target not allowed to be sniper
if (!allowed_sniper(player))
{
client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}
command_sniper(id, player)
return PLUGIN_HANDLED;
}
// zp_assassin [target]
public cmd_assassin(id, level, cid)
{
// Check for access flag depending on the resulting action
if (g_newround)
{
// Start Mode Assassin
if (!cmd_access(id, g_access_flag[ACCESS_MODE_ASSASSIN], cid, 2))
return PLUGIN_HANDLED;
}
else
{
// Make Assassin
if (!cmd_access(id, g_access_flag[ACCESS_MAKE_ASSASSIN], cid, 2))
return PLUGIN_HANDLED;
}
// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
// Invalid target
if (!player) return PLUGIN_HANDLED;
// Target not allowed to be assassin
if (!allowed_assassin(player))
{
client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}
command_assassin(id, player)
return PLUGIN_HANDLED;
}
// zp_lnj
public cmd_lnj(id, level, cid)
{
// Check for access flag - Mode Apocalypse
if (!cmd_access(id, g_access_flag[ACCESS_MODE_LNJ], cid, 2))
return PLUGIN_HANDLED;
// Apocalypse mode not allowed
if (!allowed_lnj())
{
client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}
command_lnj(id)
return PLUGIN_HANDLED;
}
/*================================================================================
[Message Hooks]
=================================================================================*/
// Current Weapon info
public message_cur_weapon(msg_id, msg_dest, msg_entity)
{
// Not alive or zombie
if (!g_isalive[msg_entity] || g_zombie[msg_entity])
return;
// Not an active weapon
if (get_msg_arg_int(1) != 1)
return;
// Unlimited clip disabled for class
if (g_survivor[msg_entity] ? get_pcvar_num(cvar_survinfammo) <= 1 : get_pcvar_num(cvar_infammo) <= 1 && g_sniper[msg_entity] ? get_pcvar_num(cvar_sniperinfammo) <= 1 : get_pcvar_num(cvar_infammo) <= 1)
return;
// Get weapon's id
static weapon
weapon = get_msg_arg_int(2)
// Unlimited Clip Ammo for this weapon?
if (MAXBPAMMO[weapon] > 2)
{
// Max out clip ammo
cs_set_weapon_ammo(fm_cs_get_current_weapon_ent(msg_entity), MAXCLIP[weapon])
// HUD should show full clip all the time
set_msg_arg_int(3, get_msg_argtype(3), MAXCLIP[weapon])
}
}
// Take off player's money
public message_money(msg_id, msg_dest, msg_entity)
{
// Remove money setting enabled?
if (!get_pcvar_num(cvar_removemoney))
return PLUGIN_CONTINUE;
fm_cs_set_user_money(msg_entity, 0)
return PLUGIN_HANDLED;
}
// Fix for the HL engine bug when HP is multiples of 256
public message_health(msg_id, msg_dest, msg_entity)
{
// Get player's health
static health
health = get_msg_arg_int(1)
// Don't bother
if (health < 256) return;
// Check if we need to fix it
if (health % 256 == 0)
fm_set_user_health(msg_entity, pev(msg_entity, pev_health) + 1)
// HUD can only show as much as 255 hp
set_msg_arg_int(1, get_msg_argtype(1), 255)
}
// Block flashlight battery messages if custom flashlight is enabled instead
public message_flashbat()
{
if (g_cached_customflash)
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
// Flashbangs should only affect zombies
public message_screenfade(msg_id, msg_dest, msg_entity)
{
if (get_msg_arg_int(4) != 255 || get_msg_arg_int(5) != 255 || get_msg_arg_int(6) != 255 || get_msg_arg_int(7) < 200)
return PLUGIN_CONTINUE;
// Nemesis/Assassin shouldn't be FBed
if (g_zombie[msg_entity] && !g_nemesis[msg_entity] && !g_assassin[msg_entity])
{
// Set flash color to nighvision's
set_msg_arg_int(4, get_msg_argtype(4), get_pcvar_num(cvar_nvgcolor[0]))
set_msg_arg_int(5, get_msg_argtype(5), get_pcvar_num(cvar_nvgcolor[1]))
set_msg_arg_int(6, get_msg_argtype(6), get_pcvar_num(cvar_nvgcolor[2]))
return PLUGIN_CONTINUE;
}
return PLUGIN_HANDLED;
}
// Prevent spectators' nightvision from being turned off when switching targets, etc.
public message_nvgtoggle()
{
return PLUGIN_HANDLED;
}
// Set correct model on player corpses
public message_clcorpse()
{
set_msg_arg_string(1, g_playermodel[get_msg_arg_int(12)])
}
// Prevent zombies from seeing any weapon pickup icon
public message_weappickup(msg_id, msg_dest, msg_entity)
{
if (g_zombie[msg_entity])
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
// Prevent zombies from seeing any ammo pickup icon
public message_ammopickup(msg_id, msg_dest, msg_entity)
{
if (g_zombie[msg_entity])
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
// Block hostage HUD display
public message_scenario()
{
if (get_msg_args() > 1)
{
static sprite[8]
get_msg_arg_string(2, sprite, charsmax(sprite))
if (equal(sprite, "hostage"))
return PLUGIN_HANDLED;
}
return PLUGIN_CONTINUE;
}
// Block hostages from appearing on radar
public message_hostagepos()
{
return PLUGIN_HANDLED;
}
// Block some text messages
public message_textmsg()
{
static textmsg[22]
get_msg_arg_string(2, textmsg, charsmax(textmsg))
// Game restarting, reset scores and call round end to balance the teams
if (equal(textmsg, "#Game_will_restart_in"))
{
g_scorehumans = 0
g_scorezombies = 0
logevent_round_end()
}
// Block round end related messages
else if (equal(textmsg, "#Hostages_Not_Rescued") || equal(textmsg, "#Round_Draw") || equal(textmsg, "#Terrorists_Win") || equal(textmsg, "#CTs_Win"))
{
return PLUGIN_HANDLED;
}
return PLUGIN_CONTINUE;
}
// Block CS round win audio messages, since we're playing our own instead
public message_sendaudio()
{
static audio[17]
get_msg_arg_string(2, audio, charsmax(audio))
if (equal(audio[7], "terwin") || equal(audio[7], "ctwin") || equal(audio[7], "rounddraw"))
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
// Send actual team scores (T = zombies // CT = humans)
public message_teamscore()
{
static team[2]
get_msg_arg_string(1, team, charsmax(team))
switch (team[0])
{
// CT
case 'C': set_msg_arg_int(2, get_msg_argtype(2), g_scorehumans)
// Terrorist
case 'T': set_msg_arg_int(2, get_msg_argtype(2), g_scorezombies)
}
}
// Team Switch (or player joining a team for first time)
public message_teaminfo(msg_id, msg_dest)
{
// Only hook global messages
if (msg_dest != MSG_ALL && msg_dest != MSG_BROADCAST) return;
// Don't pick up our own TeamInfo messages for this player (bugfix)
if (g_switchingteam) return;
// Get player's id
static id
id = get_msg_arg_int(1)
// Enable spectators' nightvision if not spawning right away
set_task(0.2, "spec_nvision", id)
// Round didn't start yet, nothing to worry about
if (g_newround) return;
// Get his new team
static team[2]
get_msg_arg_string(2, team, charsmax(team))
// Perform some checks to see if they should join a different team instead
switch (team[0])
{
case 'C': // CT
{
if (g_survround && fnGetHumans() || g_sniperround && fnGetHumans()) // survivor or sniper alive --> switch to T and spawn as zombie
{
g_respawn_as_zombie[id] = true;
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_T)
set_msg_arg_string(2, "TERRORIST")
}
else if (!fnGetZombies()) // no zombies alive --> switch to T and spawn as zombie
{
g_respawn_as_zombie[id] = true;
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_T)
set_msg_arg_string(2, "TERRORIST")
}
}
case 'T': // Terrorist
{
if ((g_swarmround || g_survround || g_sniperround) && fnGetHumans()) // survivor/sniper alive or swarm round w\ humans --> spawn as zombie
{
g_respawn_as_zombie[id] = true;
}
else if (fnGetZombies()) // zombies alive --> switch to CT
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
set_msg_arg_string(2, "CT")
}
}
}
}
/*================================================================================
[Main Functions]
=================================================================================*/
// Make Zombie Task
public make_zombie_task()
{
/**
* Note:
* The make a zombie function has been totally changed
* and rewritten to suit the requirements of the new
* native for registering game modes externally.
*/
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()
// Not enough players, come back later!
if (iPlayersnum < 1)
{
set_task(2.0, "make_zombie_task", TASK_MAKEZOMBIE)
return;
}
// Start the game modes cycle
start_swarm_mode(0, MODE_NONE)
}
// Start swarm mode
start_swarm_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()
static sound[64]
if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SWARM) && random_num(1, get_pcvar_num(cvar_swarmchance)) == get_pcvar_num(cvar_swarm) && iPlayersnum >= get_pcvar_num(cvar_swarmminplayers))
|| mode == MODE_SET)
{
// Swarm Mode
g_swarmround = true
g_currentmode = MODE_SWARM
g_lastmode = MODE_SWARM
// Prevent Infection
g_allowinfection = false
// Make sure there are alive players on both teams (BUGFIX)
if (!fnGetAliveTs())
{
// Move random player to T team
id = fnGetRandomAlive(random_num(1, iPlayersnum))
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_T)
fm_user_team_update(id)
}
else if (!fnGetAliveCTs())
{
// Move random player to CT team
id = fnGetRandomAlive(random_num(1, iPlayersnum))
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
// Turn every T into a zombie
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;
// Not a Terrorist
if (fm_cs_get_user_team(id) != FM_CS_TEAM_T)
continue;
// Turn into a zombie
zombieme(id, 0, 0, 1, 0, 0)
}
// Play swarm sound
ArrayGetString(sound_swarm, random_num(0, ArraySize(sound_swarm) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Swarm HUD notice
set_hudmessage(20, 255, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SWARM")
// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}
// Mode fully started!
g_modestarted = true
g_newround = false
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SWARM, 0);
// Stop here [BUGFIX]
return;
}
// Give chance to another game mode
start_plague_mode(0, MODE_NONE)
}
// Start plague mode
start_plague_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()
static sound[64], iZombies, iMaxZombies
if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_PLAGUE) && random_num(1, get_pcvar_num(cvar_plaguechance)) == get_pcvar_num(cvar_plague)
&& floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil) >= 1&&
iPlayersnum-(get_pcvar_num(cvar_plaguesurvnum)+get_pcvar_num(cvar_plaguenemnum)+floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)) >= 1
&& iPlayersnum >= get_pcvar_num(cvar_plagueminplayers)) || mode == MODE_SET)
{
// Plague Mode
g_plagueround = true
g_currentmode = MODE_PLAGUE
g_lastmode = MODE_PLAGUE
// Prevent Infection
g_allowinfection = false
// Turn specified amount of players into Survivors
static iSurvivors, iMaxSurvivors
iMaxSurvivors = get_pcvar_num(cvar_plaguesurvnum)
iSurvivors = 0
while (iSurvivors < iMaxSurvivors)
{
// Choose random guy
id = fnGetRandomAlive(random_num(1, iPlayersnum))
// Already a survivor?
if (g_survivor[id])
continue;
// If not, turn him into one
humanme(id, 1, 0, 0)
iSurvivors++
// Apply survivor health multiplier
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_plaguesurvhpmulti)))
}
// Turn specified amount of players into Nemesis
static iNemesis, iMaxNemesis
iMaxNemesis = get_pcvar_num(cvar_plaguenemnum)
iNemesis = 0
while (iNemesis < iMaxNemesis)
{
// Choose random guy
id = fnGetRandomAlive(random_num(1, iPlayersnum))
// Already a survivor or nemesis?
if (g_survivor[id] || g_nemesis[id])
continue;
// If not, turn him into one
zombieme(id, 0, 1, 0, 0, 0)
iNemesis++
// Apply nemesis health multiplier
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_plaguenemhpmulti)))
}
// iMaxZombies is rounded up, in case there aren't enough players
iMaxZombies = floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)
iZombies = 0
// Randomly turn iMaxZombies players into zombies
while (iZombies < iMaxZombies)
{
// Keep looping through all players
if (++id > g_maxplayers) id = 1
// Dead or already a zombie or survivor
if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
continue;
// Random chance
if (random_num(0, 1))
{
// Turn into a zombie
zombieme(id, 0, 0, 1, 0, 0)
iZombies++
}
}
// Turn the remaining players into humans
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who arent zombies or survivor
if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
continue;
// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}
// Play plague sound
ArrayGetString(sound_plague, random_num(0, ArraySize(sound_plague) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Plague HUD notice
set_hudmessage(0, 50, 200, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_PLAGUE")
// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}
// Mode fully started!
g_modestarted = true
// No more a new round
g_newround = false
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_PLAGUE, 0);
// Stop here [BUGFIX]
return;
}
// Give chance to other game modes
start_multi_mode(0, MODE_NONE)
}
// Start multiple infection mode
start_multi_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()
static sound[64], iZombies, iMaxZombies
if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_MULTI) && random_num(1, get_pcvar_num(cvar_multichance)) == get_pcvar_num(cvar_multi) &&
floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) >= 2 && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) < iPlayersnum && iPlayersnum >= get_pcvar_num(cvar_multiminplayers))
|| mode == MODE_SET)
{
// Multi Infection Mode
g_currentmode = MODE_MULTI
g_lastmode = MODE_MULTI
// Allow Infection
g_allowinfection = true
// iMaxZombies is rounded up, in case there aren't enough players
iMaxZombies = floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil)
iZombies = 0
// Randomly turn iMaxZombies players into zombies
while (iZombies < iMaxZombies)
{
// Keep looping through all players
if (++id > g_maxplayers) id = 1
// Dead or already a zombie
if (!g_isalive[id] || g_zombie[id])
continue;
// Random chance
if (random_num(0, 1))
{
// Turn into a zombie
zombieme(id, 0, 0, 1, 0, 0)
iZombies++
}
}
// Turn the remaining players into humans
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who aren't zombies
if (!g_isalive[id] || g_zombie[id])
continue;
// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}
// Play multi infection sound
ArrayGetString(sound_multi, random_num(0, ArraySize(sound_multi) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Multi Infection HUD notice
set_hudmessage(200, 50, 0, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_MULTI")
// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}
// Mode fully started!
g_modestarted = true
// No more a new round
g_newround = false
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_MULTI, 0);
// Stop here
return;
}
// Give chance to other game modes
start_lnj_mode(0, MODE_NONE)
}
// Start LNJ mode
start_lnj_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()
static sound[64], iZombies, iMaxZombies
if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_LNJ) && random_num(1, get_pcvar_num(cvar_lnjchance)) == get_pcvar_num(cvar_lnj) &&
iPlayersnum >= get_pcvar_num(cvar_lnjminplayers) && floatround(iPlayersnum*get_pcvar_float(cvar_lnjratio), floatround_ceil) >= 1 && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) < iPlayersnum )
|| mode == MODE_SET)
{
// Armageddon Mode
g_lnjround = true
g_currentmode = MODE_LNJ
g_lastmode = MODE_LNJ
// Prevent Infection
g_allowinfection = false
// iMaxZombies is rounded up, in case there aren't enough players
iMaxZombies = floatround((iPlayersnum * get_pcvar_float(cvar_lnjratio)), floatround_ceil)
iZombies = 0
// Randomly turn iMaxZombies players into Nemesis
while (iZombies < iMaxZombies)
{
// Keep looping through all players
if (++id > g_maxplayers) id = 1
// Dead or already a zombie or survivor
if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
continue;
// Random chance
if (random_num(0, 1))
{
// Turn into a Nemesis
zombieme(id, 0, 1, 0, 0, 0)
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_lnjnemhpmulti)))
iZombies++
}
}
// Turn the remaining players into survivors
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who arent zombies or survivor
if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
continue;
// Turn into a Survivor
humanme(id, 1, 0, 0)
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_lnjsurvhpmulti)))
}
// Play armageddon sound
ArrayGetString(sound_lnj, random_num(0, ArraySize(sound_lnj) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Armageddon HUD notice
set_hudmessage(181 , 62, 244, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_LNJ")
// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_LNJ])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}
// Mode fully started!
g_modestarted = true
// No more a new round
g_newround = false
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_LNJ, 0);
// Stop Here
return;
}
// Give chance to other game modes
start_sniper_mode(0, MODE_NONE)
}
// Start sniper mode
start_sniper_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()
static forward_id, sound[64]
if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SNIPER) && random_num(1, get_pcvar_num(cvar_sniperchance)) == get_pcvar_num(cvar_sniper) && iPlayersnum >= get_pcvar_num(cvar_sniperminplayers))
|| mode == MODE_SET)
{
// Sniper Mode
g_sniperround = true
g_currentmode = MODE_SNIPER
g_lastmode = MODE_SNIPER
// Prevent Infection
g_allowinfection = false
// Choose player randomly?
if (mode == MODE_NONE)
id = fnGetRandomAlive(random_num(1, iPlayersnum))
// Remember id for calling our forward later
forward_id = id
// Make sniper
humanme(id, 0, 0, 1)
// Turn the remaining players into zombies
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;
// Sniper or already a zombie
if (g_sniper[id] || g_zombie[id] )
continue;
// Turn into a zombie
zombieme(id, 0, 0, 1, 0, 0)
}
// Play sniper sound
ArrayGetString(sound_sniper, random_num(0, ArraySize(sound_sniper) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Sniper HUD notice
set_hudmessage(0 , 250, 250, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SNIPER", g_playername[forward_id])
// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}
// Mode fully started!
g_modestarted = true
// No more a new round
g_newround = false
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SNIPER, forward_id);
// Stop here
return;
}
// Give a chance to other game modes
start_survivor_mode(0, MODE_NONE)
}
// Start survivor mode
start_survivor_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()
static forward_id, sound[64]
if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SURVIVOR) && random_num(1, get_pcvar_num(cvar_survchance)) == get_pcvar_num(cvar_surv) && iPlayersnum >= get_pcvar_num(cvar_survminplayers))
|| mode == MODE_SET)
{
// Survivor Mode
g_survround = true
g_currentmode = MODE_SURVIVOR
g_lastmode = MODE_SURVIVOR
// Prevent Infection
g_allowinfection = false
// Choose player randomly?
if (mode == MODE_NONE)
id = fnGetRandomAlive(random_num(1, iPlayersnum))
// Remember id for calling our forward later
forward_id = id
// Turn player into a survivor
humanme(id, 1, 0, 0)
// Turn the remaining players into zombies
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;
// Survivor or already a zombie
if (g_survivor[id] || g_zombie[id] )
continue;
// Turn into a zombie
zombieme(id, 0, 0, 1, 0, 0)
}
// Play survivor sound
ArrayGetString(sound_survivor, random_num(0, ArraySize(sound_survivor) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Survivor HUD notice
set_hudmessage(0, 10, 255, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SURVIVOR", g_playername[forward_id])
// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}
// Mode fully started!
g_modestarted = true
// No more a new round
g_newround = false
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SURVIVOR, forward_id);
// Stop here
return;
}
// Give chance to other game modes
start_assassin_mode(0, MODE_NONE)
}
// Start assassin mode
start_assassin_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()
static forward_id, sound[64]
if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_ASSASSIN) && random_num(1, get_pcvar_num(cvar_assassinchance)) == get_pcvar_num(cvar_assassin) && iPlayersnum >= get_pcvar_num(cvar_assassinminplayers))
|| mode == MODE_SET)
{
// Assassin Mode
g_assassinround = true
g_currentmode = MODE_ASSASSIN
g_lastmode = MODE_ASSASSIN
// Prevent Infection
g_allowinfection = false
// Choose player randomly?
if (mode == MODE_NONE)
id = fnGetRandomAlive(random_num(1, iPlayersnum))
// Remember id for calling our forward later
forward_id = id
// Turn player into assassin
zombieme(id, 0, 0, 0, 0, 1)
// Turn off the lights [Taken From Speeds Zombie Mutilation]
static ent
ent = -1
while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "light")) != 0)
{
dllfunc(DLLFunc_Use, ent, 0);
}
// Remaining players should be humans (CTs)
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;
// First assassin
if (g_zombie[id])
continue;
// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
// Change team
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
// Make a screen fade
message_begin(MSG_ONE, g_msgScreenFade, _, id)
write_short(UNIT_SECOND*5) // duration
write_short(0) // hold time
write_short(FFADE_IN) // fade type
write_byte(250) // red
write_byte(0) // green
write_byte(0) // blue
write_byte(255) // alpha
message_end()
// Make a screen shake [Make it horrorful]
message_begin(MSG_ONE_UNRELIABLE, g_msgScreenShake, _, id)
write_short(UNIT_SECOND*75) // amplitude
write_short(UNIT_SECOND*7) // duration
write_short(UNIT_SECOND*75) // frequency
message_end()
}
// Play Assassin sound
ArrayGetString(sound_assassin, random_num(0, ArraySize(sound_assassin) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Assassin HUD notice
set_hudmessage(255, 150, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_ASSASSIN", g_playername[forward_id])
// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}
// Mode fully started!
g_modestarted = true
// No more a new round
g_newround = false
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_ASSASSIN, forward_id);
// Stop here
return;
}
// Give chance to other game modes
start_nemesis_mode(0, MODE_NONE)
}
// Start nemesis mode
start_nemesis_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()
static forward_id, sound[64]
if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_NEMESIS) && random_num(1, get_pcvar_num(cvar_nemchance)) == get_pcvar_num(cvar_nem) && iPlayersnum >= get_pcvar_num(cvar_nemminplayers))
|| mode == MODE_SET)
{
// Nemesis Mode
g_nemround = true
g_currentmode = MODE_NEMESIS
g_lastmode = MODE_NEMESIS
// Prevent Infection
g_allowinfection = false
// Choose player randomly?
if (mode == MODE_NONE)
id = fnGetRandomAlive(random_num(1, iPlayersnum))
// Remember id for calling our forward later
forward_id = id
// Turn player into nemesis
zombieme(id, 0, 1, 0, 0, 0)
// Remaining players should be humans (CTs)
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;
// First nemesis
if (g_zombie[id])
continue;
// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}
// Play Nemesis sound
ArrayGetString(sound_nemesis, random_num(0, ArraySize(sound_nemesis) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Nemesis HUD notice
set_hudmessage(255, 20, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_NEMESIS", g_playername[forward_id])
// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}
// Mode fully started!
g_modestarted = true
// No more a new round
g_newround = false
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_NEMESIS, forward_id);
// Stop here
return;
}
// Start some custom game modes
start_custom_mode()
}
// Start custom game mode
start_custom_mode()
{
// No custom game modes registered
if(g_gamemodes_i == MAX_GAME_MODES)
{
// Start our infection mode
start_infection_mode(0, MODE_NONE)
return;
}
// No more a new round
g_newround = false
// Loop through every custom game mode present
// This is to ensure that every game mode is given a chance
static game
for (game = MAX_GAME_MODES; game < g_gamemodes_i; game++)
{
// Apply chance level and check if the last played mode was not the same as this one
if ((random_num(1, ArrayGetCell(g_gamemode_chance, (game - MAX_GAME_MODES))) == 1) && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != game))
{
// Execute our round start pre forward
// This is were the game mode will decide whether to run itself or block it self
ExecuteForward(g_fwRoundStart_pre, g_fwDummyResult, game)
// The game mode didnt accept some conditions
if (g_fwDummyResult >= ZP_PLUGIN_HANDLED)
{
// Give other game modes a chance
continue;
}
// Game mode has accepted the conditions
else
{
// Current game mode and last game mode are equal to the game mode id
g_currentmode = game
g_lastmode = game
// Check whether or not to allow infection during this game mode
g_allowinfection = (ArrayGetCell(g_gamemode_allow, (game - MAX_GAME_MODES)) == 1) ? true : false
// Check the death match mode required by the game mode
g_deathmatchmode = ArrayGetCell(g_gamemode_dm, (game - MAX_GAME_MODES))
// Our custom game mode has fully started
g_modestarted = true
// Execute our round start forward with the game mode id
ExecuteForward(g_fwRoundStart, g_fwDummyResult, game, 0)
// Turn the remaining players into humans [BUGFIX]
static id
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who arent zombies or survivor
if (!g_isalive[id] || g_zombie[id] || g_survivor[id] || g_sniper[id])
continue;
// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}
// Stop the loop and prevent other game modes from being given a chance [BUGFIX]
break;
}
}
// The game mode was not given a chance then continue the loop
else continue;
}
// No game mode has started then start our good old infection mode [BUGFIX]
if (!g_modestarted)
start_infection_mode(0, MODE_NONE)
}
// Start the default infection mode
start_infection_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()
static forward_id
// Single Infection Mode
g_currentmode = MODE_INFECTION
g_lastmode = MODE_INFECTION
// Allow Infection
g_allowinfection = true
// Choose player randomly?
if (mode == MODE_NONE)
id = fnGetRandomAlive(random_num(1, iPlayersnum))
// Turn player into the first zombie
zombieme(id, 0, 0, 0, 0, 0)
// Remember id for calling our forward later
forward_id = id
// Remaining players should be humans (CTs)
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;
// First zombie
if (g_zombie[id])
continue;
// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}
// Show First Zombie HUD notice
set_hudmessage(255, 0, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L",LANG_PLAYER, "NOTICE_FIRST", g_playername[forward_id])
// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}
// Mode fully started!
g_modestarted = true
// No more a new round
g_newround = false
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_INFECTION, forward_id);
}
// Zombie Me Function (player id, infector, turn into a nemesis, silent mode, deathmsg and rewards, turn into assassin)
zombieme(id, infector, nemesis, silentmode, rewards, assassin)
{
// User infect attempt forward
ExecuteForward(g_fwUserInfect_attempt, g_fwDummyResult, id, infector, nemesis)
// One or more plugins blocked the infection. Only allow this after making sure it's
// not going to leave us with no zombies. Take into account a last player leaving case.
// BUGFIX: only allow after a mode has started, to prevent blocking first zombie e.g.
if (g_fwDummyResult >= ZP_PLUGIN_HANDLED && g_modestarted && fnGetZombies() > g_lastplayerleaving)
return;
// Pre user infect forward
ExecuteForward(g_fwUserInfected_pre, g_fwDummyResult, id, infector, nemesis)
// Show zombie class menu if they haven't chosen any (e.g. just connected)
if (g_zombieclassnext[id] == ZCLASS_NONE && get_pcvar_num(cvar_zclasses))
set_task(0.2, "show_menu_zclass", id)
// Set selected zombie class
g_zombieclass[id] = g_zombieclassnext[id]
// If no class selected yet, use the first (default) one
if (g_zombieclass[id] == ZCLASS_NONE) g_zombieclass[id] = 0
// Way to go...
g_zombie[id] = true
g_nemesis[id] = false
g_assassin[id] = false
g_survivor[id] = false
g_firstzombie[id] = false
g_sniper[id] = false
// Remove aura (bugfix)
remove_task(id+TASK_AURA)
// Remove spawn protection (bugfix)
g_nodamage[id] = false
set_pev(id, pev_effects, pev(id, pev_effects) &~ EF_NODRAW)
// Reset burning duration counter (bugfix)
g_burning_duration[id] = 0
// Show deathmsg and reward infector?
if (rewards && infector)
{
// Send death notice and fix the "dead" attrib on scoreboard
SendDeathMsg(infector, id)
FixDeadAttrib(id)
// Reward frags, deaths, health, and ammo packs
UpdateFrags(infector, id, get_pcvar_num(cvar_fragsinfect), 1, 1)
g_ammopacks[infector] += get_pcvar_num(cvar_ammoinfect)
fm_set_user_health(infector, pev(infector, pev_health) + get_pcvar_num(cvar_zombiebonushp))
}
// Cache speed, knockback, and name for player's class
g_zombie_spd[id] = float(ArrayGetCell(g_zclass_spd, g_zombieclass[id]))
g_zombie_knockback[id] = Float:ArrayGetCell(g_zclass_kb, g_zombieclass[id])
ArrayGetString(g_zclass_name, g_zombieclass[id], g_zombie_classname[id], charsmax(g_zombie_classname[]))
// Set zombie attributes based on the mode
static sound[64]
if (!silentmode)
{
if (nemesis)
{
// Nemesis
g_nemesis[id] = true
// Set health [0 = auto]
if (get_pcvar_num(cvar_nemhp) == 0)
{
if (get_pcvar_num(cvar_nembasehp) == 0)
fm_set_user_health(id, ArrayGetCell(g_zclass_hp, 0) * fnGetAlive())
else
fm_set_user_health(id, get_pcvar_num(cvar_nembasehp) * fnGetAlive())
}
else
fm_set_user_health(id, get_pcvar_num(cvar_nemhp))
// Set gravity, unless frozen
if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_nemgravity))
}
else if (assassin)
{
// Assassin
g_assassin[id] = true
// Set health [0 = auto]
if (get_pcvar_num(cvar_assassinhp) == 0)
{
if (get_pcvar_num(cvar_assassinbasehp) == 0)
fm_set_user_health(id, ArrayGetCell(g_zclass_hp, 0) * fnGetAlive())
else
fm_set_user_health(id, get_pcvar_num(cvar_assassinbasehp) * fnGetAlive())
}
else
fm_set_user_health(id, get_pcvar_num(cvar_assassinhp))
// Set gravity, unless frozen
if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_assassingravity))
}
else if ((fnGetZombies() == 1) && !g_assassin[id] && !g_nemesis[id] )
{
// First zombie
g_firstzombie[id] = true
// Set health and gravity, unless frozen
fm_set_user_health(id, floatround(float(ArrayGetCell(g_zclass_hp, g_zombieclass[id])) * get_pcvar_float(cvar_zombiefirsthp)))
if (!g_frozen[id]) set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
// Infection sound
ArrayGetString(zombie_infect, random_num(0, ArraySize(zombie_infect) - 1), sound, charsmax(sound))
emit_sound(id, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
}
else
{
// Infected by someone
// Set health and gravity, unless frozen
fm_set_user_health(id, ArrayGetCell(g_zclass_hp, g_zombieclass[id]))
if (!g_frozen[id]) set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
// Infection sound
ArrayGetString(zombie_infect, random_num(0, ArraySize(zombie_infect) - 1), sound, charsmax(sound))
emit_sound(id, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Show Infection HUD notice
set_hudmessage(255, 0, 0, HUD_INFECT_X, HUD_INFECT_Y, 0, 0.0, 5.0, 1.0, 1.0, -1)
if (infector) // infected by someone?
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_INFECT2", g_playername[id], g_playername[infector])
else
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_INFECT", g_playername[id])
}
}
else
{
// Silent mode, no HUD messages, no infection sounds
// Set health and gravity, unless frozen
fm_set_user_health(id, ArrayGetCell(g_zclass_hp, g_zombieclass[id]))
if (!g_frozen[id]) set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
}
// Remove previous tasks
remove_task(id+TASK_MODEL)
remove_task(id+TASK_BLOOD)
remove_task(id+TASK_AURA)
remove_task(id+TASK_BURN)
// Switch to T
if (fm_cs_get_user_team(id) != FM_CS_TEAM_T) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_T)
fm_user_team_update(id)
}
// Custom models stuff
static currentmodel[32], tempmodel[32], already_has_model, i, iRand, size
already_has_model = false
if (g_handle_models_on_separate_ent)
{
// Set the right model
if (g_nemesis[id])
{
iRand = random_num(0, ArraySize(model_nemesis) - 1)
ArrayGetString(model_nemesis, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_nemesis, iRand))
}
else if (g_assassin[id])
{
iRand = random_num(0, ArraySize(model_assassin) - 1)
ArrayGetString(model_assassin, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_assassin, iRand))
}
else
{
if (get_pcvar_num(cvar_adminmodelszombie) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
{
iRand = random_num(0, ArraySize(model_admin_zombie) - 1)
ArrayGetString(model_admin_zombie, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_zombie, iRand))
}
else
{
iRand = random_num(ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id]), ArrayGetCell(g_zclass_modelsend, g_zombieclass[id]) - 1)
ArrayGetString(g_zclass_playermodel, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_zclass_modelindex, iRand))
}
}
// Set model on player model entity
fm_set_playermodel_ent(id)
// Nemesis glow / remove glow on player model entity, unless frozen
if (!g_frozen[id])
{
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 250, 0 , 0, kRenderNormal, 25)
else if (g_nemesis[id] && !(get_pcvar_num(cvar_nemglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0 , 0, kRenderNormal, 25)
else if (g_assassin[id] && get_pcvar_num(cvar_assassinglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 250, 0 , 0, kRenderNormal, 25)
else if (g_assassin[id] && !(get_pcvar_num(cvar_assassinglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0 , 0, kRenderNormal, 25)
else if (!g_assassin[id] && !g_nemesis[id])
fm_set_rendering(g_ent_playermodel[id])
}
}
else
{
// Get current model for comparing it with the current one
fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
// Set the right model, after checking that we don't already have it
if (g_nemesis[id])
{
size = ArraySize(model_nemesis)
for (i = 0; i < size; i++)
{
ArrayGetString(model_nemesis, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_nemesis, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_nemesis, iRand))
}
}
else if (g_assassin[id])
{
size = ArraySize(model_assassin)
for (i = 0; i < size; i++)
{
ArrayGetString(model_assassin, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_assassin, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_assassin, iRand))
}
}
else
{
if (get_pcvar_num(cvar_adminmodelszombie) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
{
size = ArraySize(model_admin_zombie)
for (i = 0; i < size; i++)
{
ArrayGetString(model_admin_zombie, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_admin_zombie, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_zombie, iRand))
}
}
else
{
for (i = ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id]); i < ArrayGetCell(g_zclass_modelsend, g_zombieclass[id]); i++)
{
ArrayGetString(g_zclass_playermodel, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id]), ArrayGetCell(g_zclass_modelsend, g_zombieclass[id]) - 1)
ArrayGetString(g_zclass_playermodel, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_zclass_modelindex, iRand))
}
}
}
// Need to change the model?
if (!already_has_model)
{
// An additional delay is offset at round start
// since SVC_BAD is more likely to be triggered there
if (g_newround)
set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
else
fm_user_model_update(id+TASK_MODEL)
}
// Nemesis glow / remove glow, unless frozen
if (!g_frozen[id])
{
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
fm_set_rendering(id, kRenderFxGlowShell, 250, 0, 0, kRenderNormal, 25)
else if (g_nemesis[id] && !(get_pcvar_num(cvar_nemglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else if (g_assassin[id] && get_pcvar_num(cvar_assassinglow))
fm_set_rendering(id, kRenderFxGlowShell, 250, 0, 0, kRenderNormal, 25)
else if (g_assassin[id] && !(get_pcvar_num(cvar_assassinglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else if (!g_assassin[id] && !g_nemesis[id])
fm_set_rendering(id)
}
}
// Remove any zoom (bugfix)
cs_set_user_zoom(id, CS_RESET_ZOOM, 1)
// Remove armor
set_pev(id, pev_armorvalue, 0.0)
// Drop weapons when infected
drop_weapons(id, 1)
drop_weapons(id, 2)
// Strip zombies from guns and give them a knife
fm_strip_user_weapons(id)
fm_give_item(id, "weapon_knife")
// Fancy effects
infection_effects(id)
// Nemesis aura task
if (g_nemesis[id] && get_pcvar_num(cvar_nemaura))
set_task(0.1, "zombie_aura", id+TASK_AURA, _, _, "b")
// Assassin aura task
if (g_assassin[id] && get_pcvar_num(cvar_assassinaura))
set_task(0.1, "zombie_aura", id+TASK_AURA, _, _, "b")
// Give Zombies Night Vision?
if (get_pcvar_num(cvar_nvggive))
{
g_nvision[id] = true
if (!g_isbot[id])
{
// Turn on Night Vision automatically?
if (get_pcvar_num(cvar_nvggive) == 1)
{
g_nvisionenabled[id] = true
// Custom nvg?
if (get_pcvar_num(cvar_customnvg))
{
remove_task(id+TASK_NVISION)
set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
}
else
set_user_gnvision(id, 1)
}
// Turn off nightvision when infected (bugfix)
else if (g_nvisionenabled[id])
{
if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
else set_user_gnvision(id, 0)
g_nvisionenabled[id] = false
}
}
else
cs_set_user_nvg(id, 1); // turn on NVG for bots
}
// Disable nightvision when infected (bugfix)
else if (g_nvision[id])
{
if (g_isbot[id]) cs_set_user_nvg(id, 0) // Turn off NVG for bots
if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
else if (g_nvisionenabled[id]) set_user_gnvision(id, 0)
g_nvision[id] = false
g_nvisionenabled[id] = false
}
// Set custom FOV?
if (get_pcvar_num(cvar_zombiefov) != 90 && get_pcvar_num(cvar_zombiefov) != 0)
{
message_begin(MSG_ONE, g_msgSetFOV, _, id)
write_byte(get_pcvar_num(cvar_zombiefov)) // fov angle
message_end()
}
// Call the bloody task
if (!g_nemesis[id] && !g_assassin[id] && get_pcvar_num(cvar_zombiebleeding))
set_task(0.7, "make_blood", id+TASK_BLOOD, _, _, "b")
// Idle sounds task
if (!g_nemesis[id] && !g_assassin[id])
set_task(random_float(50.0, 70.0), "zombie_play_idle", id+TASK_BLOOD, _, _, "b")
// Turn off zombie's flashlight
turn_off_flashlight(id)
// Post user infect forward
ExecuteForward(g_fwUserInfected_post, g_fwDummyResult, id, infector, nemesis)
// Last Zombie Check
fnCheckLastZombie()
}
// Function Human Me (player id, turn into a survivor, silent mode)
humanme(id, survivor, silentmode, sniper)
{
// User humanize attempt forward
ExecuteForward(g_fwUserHumanize_attempt, g_fwDummyResult, id, survivor)
// One or more plugins blocked the "humanization". Only allow this after making sure it's
// not going to leave us with no humans. Take into account a last player leaving case.
// BUGFIX: only allow after a mode has started, to prevent blocking first survivor e.g.
if (g_fwDummyResult >= ZP_PLUGIN_HANDLED && g_modestarted && fnGetHumans() > g_lastplayerleaving)
return;
// Pre user humanize forward
ExecuteForward(g_fwUserHumanized_pre, g_fwDummyResult, id, survivor)
// Remove previous tasks
remove_task(id+TASK_MODEL)
remove_task(id+TASK_BLOOD)
remove_task(id+TASK_AURA)
remove_task(id+TASK_BURN)
remove_task(id+TASK_NVISION)
// Reset some vars
g_zombie[id] = false
g_nemesis[id] = false
g_survivor[id] = false
g_firstzombie[id] = false
g_canbuy[id] = true
g_nvision[id] = false
g_nvisionenabled[id] = false
g_sniper[id] = false
g_assassin[id] = false
// Remove survivor/sniper's aura (bugfix)
remove_task(id+TASK_AURA)
// Remove spawn protection (bugfix)
g_nodamage[id] = false
set_pev(id, pev_effects, pev(id, pev_effects) &~ EF_NODRAW)
// Reset burning duration counter (bugfix)
g_burning_duration[id] = 0
// Drop previous weapons
drop_weapons(id, 1)
drop_weapons(id, 2)
// Strip off from weapons
fm_strip_user_weapons(id)
fm_give_item(id, "weapon_knife")
// Set human attributes based on the mode
if (survivor)
{
// Survivor
g_survivor[id] = true
// Set Health [0 = auto]
if (get_pcvar_num(cvar_survhp) == 0)
{
if (get_pcvar_num(cvar_survbasehp) == 0)
fm_set_user_health(id, get_pcvar_num(cvar_humanhp) * fnGetAlive())
else
fm_set_user_health(id, get_pcvar_num(cvar_survbasehp) * fnGetAlive())
}
else
fm_set_user_health(id, get_pcvar_num(cvar_survhp))
// Set gravity, unless frozen
if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_survgravity))
// Give survivor his own weapon
static survweapon[32]
get_pcvar_string(cvar_survweapon, survweapon, charsmax(survweapon))
fm_give_item(id, survweapon)
ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[cs_weapon_name_to_id(survweapon)], AMMOTYPE[cs_weapon_name_to_id(survweapon)], MAXBPAMMO[cs_weapon_name_to_id(survweapon)])
// Turn off his flashlight
turn_off_flashlight(id)
// Give the survivor a nice aura
if (get_pcvar_num(cvar_survaura))
set_task(0.1, "human_aura", id+TASK_AURA, _, _, "b")
// Survivor bots will also need nightvision to see in the dark
if (g_isbot[id])
{
g_nvision[id] = true
cs_set_user_nvg(id, 1)
}
}
else if (sniper)
{
// Sniper
g_sniper[id] = true
// Set Health [0 = auto]
if (get_pcvar_num(cvar_sniperhp) == 0)
{
if (get_pcvar_num(cvar_sniperbasehp) == 0)
fm_set_user_health(id, get_pcvar_num(cvar_humanhp) * fnGetAlive())
else
fm_set_user_health(id, get_pcvar_num(cvar_sniperbasehp) * fnGetAlive())
}
else
fm_set_user_health(id, get_pcvar_num(cvar_sniperhp))
// Set gravity, unless frozen
if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_snipergravity))
// Give sniper his own weapon and fill the ammo
fm_give_item(id, "weapon_awp")
ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[CSW_AWP], AMMOTYPE[CSW_AWP], MAXBPAMMO[CSW_AWP])
// Turn off his flashlight
turn_off_flashlight(id)
// Give the sniper a nice aura
if (get_pcvar_num(cvar_sniperaura))
set_task(0.1, "human_aura", id+TASK_AURA, _, _, "b")
// Sniper bots will also need nightvision to see in the dark
if (g_isbot[id])
{
g_nvision[id] = true
cs_set_user_nvg(id, 1)
}
}
else
{
// Human taking an antidote
// Set health
fm_set_user_health(id, get_pcvar_num(cvar_humanhp))
// Set gravity, unless frozen
if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))
// Show custom buy menu?
if (get_pcvar_num(cvar_buycustom))
set_task(0.2, "show_menu_buy1", id+TASK_SPAWN)
// Silent mode = no HUD messages, no antidote sound
if (!silentmode)
{
// Antidote sound
static sound[64]
ArrayGetString(sound_antidote, random_num(0, ArraySize(sound_antidote) - 1), sound, charsmax(sound))
emit_sound(id, CHAN_ITEM, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Show Antidote HUD notice
set_hudmessage(10, 255, 235, HUD_INFECT_X, HUD_INFECT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_ANTIDOTE", g_playername[id])
}
}
// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
// Custom models stuff
static currentmodel[32], tempmodel[32], already_has_model, i, iRand, size
already_has_model = false
if (g_handle_models_on_separate_ent)
{
// Set the right model
if (g_survivor[id])
{
iRand = random_num(0, ArraySize(model_survivor) - 1)
ArrayGetString(model_survivor, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_survivor, iRand))
}
else if (g_sniper[id])
{
iRand = random_num(0, ArraySize(model_sniper) - 1)
ArrayGetString(model_sniper, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_sniper, iRand))
}
else
{
if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
{
iRand = random_num(0, ArraySize(model_admin_human) - 1)
ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
}
else
{
iRand = random_num(0, ArraySize(model_human) - 1)
ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
}
}
// Set model on player model entity
fm_set_playermodel_ent(id)
// Set survivor glow / remove glow on player model entity, unless frozen
if (!g_frozen[id])
{
if (g_survivor[id] && get_pcvar_num(cvar_survglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 250, 250, kRenderNormal, 25)
else if (g_survivor[id] && !(get_pcvar_num(cvar_survglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else if (g_sniper[id] && get_pcvar_num(cvar_sniperglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, get_pcvar_num(cvar_snipercolor[0]), get_pcvar_num(cvar_snipercolor[1]), get_pcvar_num(cvar_snipercolor[2]), kRenderNormal, 25)
else if (g_sniper[id] && !(get_pcvar_num(cvar_sniperglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else if (!g_sniper[id] && !g_survivor[id])
fm_set_rendering(g_ent_playermodel[id])
}
}
else
{
// Get current model for comparing it with the current one
fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
// Set the right model, after checking that we don't already have it
if (g_survivor[id])
{
size = ArraySize(model_survivor)
for (i = 0; i < size; i++)
{
ArrayGetString(model_survivor, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_survivor, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_survivor, iRand))
}
}
else if (g_sniper[id])
{
size = ArraySize(model_sniper)
for (i = 0; i < size; i++)
{
ArrayGetString(model_sniper, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_sniper, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_sniper, iRand))
}
}
else
{
if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
{
size = ArraySize(model_admin_human)
for (i = 0; i < size; i++)
{
ArrayGetString(model_admin_human, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
}
}
else
{
size = ArraySize(model_human)
for (i = 0; i < size; i++)
{
ArrayGetString(model_human, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
}
}
}
// Need to change the model?
if (!already_has_model)
{
// An additional delay is offset at round start
// since SVC_BAD is more likely to be triggered there
if (g_newround)
set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
else
fm_user_model_update(id+TASK_MODEL)
}
// Set survivor glow / remove glow, unless frozen
if (!g_frozen[id])
{
if (g_survivor[id] && get_pcvar_num(cvar_survglow))
fm_set_rendering(id, kRenderFxGlowShell, 0, 250, 250, kRenderNormal, 25)
else if (g_survivor[id] && !(get_pcvar_num(cvar_survglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else if (g_sniper[id] && get_pcvar_num(cvar_sniperglow))
fm_set_rendering(id, kRenderFxGlowShell, get_pcvar_num(cvar_snipercolor[0]), get_pcvar_num(cvar_snipercolor[1]), get_pcvar_num(cvar_snipercolor[2]), kRenderNormal, 25)
else if (g_sniper[id] && !(get_pcvar_num(cvar_sniperglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else if (!g_sniper[id] && !g_survivor[id])
fm_set_rendering(id)
}
}
// Restore FOV?
if (get_pcvar_num(cvar_zombiefov) != 90 && get_pcvar_num(cvar_zombiefov) != 0)
{
message_begin(MSG_ONE, g_msgSetFOV, _, id)
write_byte(90) // angle
message_end()
}
// Disable nightvision
if (g_isbot[id]) cs_set_user_nvg(id, 0)
else if (!get_pcvar_num(cvar_customnvg) && g_nvisionenabled[id]) set_user_gnvision(id, 0)
// Post user humanize forward
ExecuteForward(g_fwUserHumanized_post, g_fwDummyResult, id, survivor)
// Last Zombie Check
fnCheckLastZombie()
}
/*================================================================================
[Other Functions and Tasks]
=================================================================================*/
public cache_cvars()
{
g_cached_zombiesilent = get_pcvar_num(cvar_zombiesilent)
g_cached_customflash = get_pcvar_num(cvar_customflash)
g_cached_humanspd = get_pcvar_float(cvar_humanspd)
g_cached_nemspd = get_pcvar_float(cvar_nemspd)
g_cached_survspd = get_pcvar_float(cvar_survspd)
g_cached_leapzombies = get_pcvar_num(cvar_leapzombies)
g_cached_leapzombiescooldown = get_pcvar_float(cvar_leapzombiescooldown)
g_cached_leapnemesis = get_pcvar_num(cvar_leapnemesis)
g_cached_leapnemesiscooldown = get_pcvar_float(cvar_leapnemesiscooldown)
g_cached_leapsurvivor = get_pcvar_num(cvar_leapsurvivor)
g_cached_leapsurvivorcooldown = get_pcvar_float(cvar_leapsurvivorcooldown)
g_cached_sniperspd = get_pcvar_float(cvar_sniperspd)
g_cached_leapsniper = get_pcvar_num(cvar_leapsniper)
g_cached_leapsnipercooldown = get_pcvar_float(cvar_leapsnipercooldown)
g_cached_assassinspd = get_pcvar_float(cvar_assassinspd)
g_cached_leapassassin = get_pcvar_num(cvar_leapassassin)
g_cached_leapassassincooldown = get_pcvar_float(cvar_leapassassincooldown)
}
load_customization_from_files()
{
// Build customization file path
new path[64]
get_configsdir(path, charsmax(path))
format(path, charsmax(path), "%s/%s", path, ZP_CUSTOMIZATION_FILE)
// File not present
if (!file_exists(path))
{
new error[100]
formatex(error, charsmax(error), "Cannot load customization file %s!", path)
set_fail_state(error)
return;
}
// Set up some vars to hold parsing info
new linedata[1024], key[64], value[960], section, teams
// Open customization file for reading
new file = fopen(path, "rt")
while (file && !feof(file))
{
// Read one line at a time
fgets(file, linedata, charsmax(linedata))
// Replace newlines with a null character to prevent headaches
replace(linedata, charsmax(linedata), "^n", "")
// Blank line or comment
if (!linedata[0] || linedata[0] == ';') continue;
// New section starting
if (linedata[0] == '[')
{
section++
continue;
}
// Get key and value(s)
strtok(linedata, key, charsmax(key), value, charsmax(value), '=')
// Trim spaces
trim(key)
trim(value)
switch (section)
{
case SECTION_ACCESS_FLAGS:
{
if (equal(key, "ENABLE/DISABLE MOD"))
g_access_flag[ACCESS_ENABLE_MOD] = read_flags(value)
else if (equal(key, "ADMIN MENU OF CLASSES"))
g_access_flag[ACCESS_ADMIN_MENU] = read_flags(value)
else if (equal(key, "ADMIN MENU OF MODES"))
g_access_flag[ACCESS_ADMIN_MENU2] = read_flags(value)
else if (equal(key, "ADMIN MENU MAIN ACCESS"))
g_access_flag[ACCESS_ADMIN_MENU3] = read_flags(value)
else if (equal(key, "START MODE INFECTION"))
g_access_flag[ACCESS_MODE_INFECTION] = read_flags(value)
else if (equal(key, "START MODE NEMESIS"))
g_access_flag[ACCESS_MODE_NEMESIS] = read_flags(value)
else if (equal(key, "START MODE SURVIVOR"))
g_access_flag[ACCESS_MODE_SURVIVOR] = read_flags(value)
else if (equal(key, "START MODE SWARM"))
g_access_flag[ACCESS_MODE_SWARM] = read_flags(value)
else if (equal(key, "START MODE MULTI"))
g_access_flag[ACCESS_MODE_MULTI] = read_flags(value)
else if (equal(key, "START MODE PLAGUE"))
g_access_flag[ACCESS_MODE_PLAGUE] = read_flags(value)
else if (equal(key, "MAKE ZOMBIE"))
g_access_flag[ACCESS_MAKE_ZOMBIE] = read_flags(value)
else if (equal(key, "MAKE HUMAN"))
g_access_flag[ACCESS_MAKE_HUMAN] = read_flags(value)
else if (equal(key, "MAKE NEMESIS"))
g_access_flag[ACCESS_MAKE_NEMESIS] = read_flags(value)
else if (equal(key, "MAKE SURVIVOR"))
g_access_flag[ACCESS_MAKE_SURVIVOR] = read_flags(value)
else if (equal(key, "RESPAWN PLAYERS"))
g_access_flag[ACCESS_RESPAWN_PLAYERS] = read_flags(value)
else if (equal(key, "ADMIN MODELS"))
g_access_flag[ACCESS_ADMIN_MODELS] = read_flags(value)
else if (equal(key, "START MODE SNIPER"))
g_access_flag[ACCESS_MODE_SNIPER] = read_flags(value)
else if (equal(key, "MAKE SNIPER"))
g_access_flag[ACCESS_MAKE_SNIPER] = read_flags(value)
else if (equal(key, "START MODE ASSASSIN"))
g_access_flag[ACCESS_MODE_ASSASSIN] = read_flags(value)
else if (equal(key, "MAKE ASSASSIN"))
g_access_flag[ACCESS_MAKE_ASSASSIN] = read_flags(value)
else if (equal(key, "START MODE LNJ"))
g_access_flag[ACCESS_MODE_LNJ] = read_flags(value)
}
case SECTION_PLAYER_MODELS:
{
if (equal(key, "HUMAN"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to models array
ArrayPushString(model_human, key)
}
}
else if (equal(key, "NEMESIS"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to models array
ArrayPushString(model_nemesis, key)
}
}
else if (equal(key, "SURVIVOR"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to models array
ArrayPushString(model_survivor, key)
}
}
else if (equal(key, "ADMIN ZOMBIE"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to models array
ArrayPushString(model_admin_zombie, key)
}
}
else if (equal(key, "ADMIN HUMAN"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to models array
ArrayPushString(model_admin_human, key)
}
}
else if (equal(key, "SNIPER"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to models array
ArrayPushString(model_sniper, key)
}
}
else if (equal(key, "ASSASSIN"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to models array
ArrayPushString(model_assassin, key)
}
}
else if (equal(key, "FORCE CONSISTENCY"))
g_force_consistency = str_to_num(value)
else if (equal(key, "SAME MODELS FOR ALL"))
g_same_models_for_all = str_to_num(value)
else if (g_same_models_for_all && equal(key, "ZOMBIE"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to models array
ArrayPushString(g_zclass_playermodel, key)
// Precache model and retrieve its modelindex
formatex(linedata, charsmax(linedata), "models/player/%s/%s.mdl", key, key)
ArrayPushCell(g_zclass_modelindex, engfunc(EngFunc_PrecacheModel, linedata))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, linedata)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, linedata)
}
}
}
case SECTION_WEAPON_MODELS:
{
if (equal(key, "V_KNIFE HUMAN"))
copy(model_vknife_human, charsmax(model_vknife_human), value)
else if (equal(key, "V_KNIFE NEMESIS"))
copy(model_vknife_nemesis, charsmax(model_vknife_nemesis), value)
else if (equal(key, "V_M249 SURVIVOR"))
copy(model_vm249_survivor, charsmax(model_vm249_survivor), value)
else if (equal(key, "GRENADE INFECT"))
copy(model_grenade_infect, charsmax(model_grenade_infect), value)
else if (equal(key, "GRENADE FIRE"))
copy(model_grenade_fire, charsmax(model_grenade_fire), value)
else if (equal(key, "GRENADE FROST"))
copy(model_grenade_frost, charsmax(model_grenade_frost), value)
else if (equal(key, "GRENADE FLARE"))
copy(model_grenade_flare, charsmax(model_grenade_flare), value)
else if (equal(key, "V_KNIFE ADMIN HUMAN"))
copy(model_vknife_admin_human, charsmax(model_vknife_admin_human), value)
else if (equal(key, "V_KNIFE ADMIN ZOMBIE"))
copy(model_vknife_admin_zombie, charsmax(model_vknife_admin_zombie), value)
else if (equal(key, "V_AWP SNIPER"))
copy(model_vawp_sniper, charsmax(model_vawp_sniper), value)
else if (equal(key, "V_KNIFE ASSASSIN"))
copy(model_vknife_assassin, charsmax(model_vknife_assassin), value)
}
case SECTION_GRENADE_SPRITES:
{
if (equal(key, "TRAIL"))
copy(sprite_grenade_trail, charsmax(sprite_grenade_trail), value)
else if (equal(key, "RING"))
copy(sprite_grenade_ring, charsmax(sprite_grenade_ring), value)
else if (equal(key, "FIRE"))
copy(sprite_grenade_fire, charsmax(sprite_grenade_fire), value)
else if (equal(key, "SMOKE"))
copy(sprite_grenade_smoke, charsmax(sprite_grenade_smoke), value)
else if (equal(key, "GLASS"))
copy(sprite_grenade_glass, charsmax(sprite_grenade_glass), value)
}
case SECTION_SOUNDS:
{
if (equal(key, "WIN ZOMBIES"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_win_zombies, key)
}
}
else if (equal(key, "WIN HUMANS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_win_humans, key)
}
}
else if (equal(key, "WIN NO ONE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_win_no_one, key)
}
}
else if (equal(key, "ZOMBIE INFECT"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(zombie_infect, key)
}
}
else if (equal(key, "ZOMBIE PAIN"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(zombie_pain, key)
}
}
else if (equal(key, "NEMESIS PAIN"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(nemesis_pain, key)
}
}
else if (equal(key, "ASSASSIN PAIN"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(assassin_pain, key)
}
}
else if (equal(key, "ZOMBIE DIE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(zombie_die, key)
}
}
else if (equal(key, "ZOMBIE FALL"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(zombie_fall, key)
}
}
else if (equal(key, "ZOMBIE MISS SLASH"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(zombie_miss_slash, key)
}
}
else if (equal(key, "ZOMBIE MISS WALL"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(zombie_miss_wall, key)
}
}
else if (equal(key, "ZOMBIE HIT NORMAL"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(zombie_hit_normal, key)
}
}
else if (equal(key, "ZOMBIE HIT STAB"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(zombie_hit_stab, key)
}
}
else if (equal(key, "ZOMBIE IDLE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(zombie_idle, key)
}
}
else if (equal(key, "ZOMBIE IDLE LAST"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(zombie_idle_last, key)
}
}
else if (equal(key, "ZOMBIE MADNESS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(zombie_madness, key)
}
}
else if (equal(key, "ROUND NEMESIS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_nemesis, key)
}
}
else if (equal(key, "ROUND SURVIVOR"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_survivor, key)
}
}
else if (equal(key, "ROUND SWARM"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_swarm, key)
}
}
else if (equal(key, "ROUND MULTI"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_multi, key)
}
}
else if (equal(key, "ROUND PLAGUE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_plague, key)
}
}
else if (equal(key, "GRENADE INFECT EXPLODE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(grenade_infect, key)
}
}
else if (equal(key, "GRENADE INFECT PLAYER"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(grenade_infect_player, key)
}
}
else if (equal(key, "GRENADE FIRE EXPLODE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(grenade_fire, key)
}
}
else if (equal(key, "GRENADE FIRE PLAYER"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(grenade_fire_player, key)
}
}
else if (equal(key, "GRENADE FROST EXPLODE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(grenade_frost, key)
}
}
else if (equal(key, "GRENADE FROST PLAYER"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(grenade_frost_player, key)
}
}
else if (equal(key, "GRENADE FROST BREAK"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(grenade_frost_break, key)
}
}
else if (equal(key, "GRENADE FLARE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(grenade_flare, key)
}
}
else if (equal(key, "ANTIDOTE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_antidote, key)
}
}
else if (equal(key, "THUNDER"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_thunder, key)
}
}
else if (equal(key, "ROUND SNIPER"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_sniper, key)
}
}
else if (equal(key, "ROUND ASSASSIN"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_assassin, key)
}
}
else if (equal(key, "ROUND LNJ"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_lnj, key)
}
}
}
case SECTION_AMBIENCE_SOUNDS:
{
if (equal(key, "INFECTION ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && equal(key, "INFECTION SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_ambience1, key)
ArrayPushCell(sound_ambience1_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && equal(key, "INFECTION DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushCell(sound_ambience1_duration, str_to_num(key))
}
}
else if (equal(key, "NEMESIS ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && equal(key, "NEMESIS SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_ambience2, key)
ArrayPushCell(sound_ambience2_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && equal(key, "NEMESIS DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushCell(sound_ambience2_duration, str_to_num(key))
}
}
else if (equal(key, "SURVIVOR ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && equal(key, "SURVIVOR SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_ambience3, key)
ArrayPushCell(sound_ambience3_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && equal(key, "SURVIVOR DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushCell(sound_ambience3_duration, str_to_num(key))
}
}
else if (equal(key, "SWARM ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && equal(key, "SWARM SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_ambience4, key)
ArrayPushCell(sound_ambience4_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && equal(key, "SWARM DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushCell(sound_ambience4_duration, str_to_num(key))
}
}
else if (equal(key, "PLAGUE ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && equal(key, "PLAGUE SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_ambience5, key)
ArrayPushCell(sound_ambience5_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && equal(key, "PLAGUE DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushCell(sound_ambience5_duration, str_to_num(key))
}
}
else if (equal(key, "SNIPER ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER] && equal(key, "SNIPER SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_ambience6, key)
ArrayPushCell(sound_ambience6_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER] && equal(key, "SNIPER DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushCell(sound_ambience6_duration, str_to_num(key))
}
}
else if (equal(key, "ASSASSIN ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN] && equal(key, "ASSASSIN SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_ambience7, key)
ArrayPushCell(sound_ambience7_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN] && equal(key, "ASSASSIN DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushCell(sound_ambience7_duration, str_to_num(key))
}
}
else if (equal(key, "LNJ ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_LNJ] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_LNJ] && equal(key, "LNJ SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushString(sound_ambience8, key)
ArrayPushCell(sound_ambience8_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_LNJ] && equal(key, "LNJ DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to sounds array
ArrayPushCell(sound_ambience8_duration, str_to_num(key))
}
}
}
case SECTION_BUY_MENU_WEAPONS:
{
if (equal(key, "PRIMARY"))
{
// Parse weapons
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to weapons array
ArrayPushString(g_primary_items, key)
ArrayPushCell(g_primary_weaponids, cs_weapon_name_to_id(key))
}
}
else if (equal(key, "SECONDARY"))
{
// Parse weapons
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to weapons array
ArrayPushString(g_secondary_items, key)
ArrayPushCell(g_secondary_weaponids, cs_weapon_name_to_id(key))
}
}
else if (equal(key, "ADDITIONAL ITEMS"))
{
// Parse weapons
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to weapons array
ArrayPushString(g_additional_items, key)
}
}
}
case SECTION_EXTRA_ITEMS_WEAPONS:
{
if (equal(key, "NAMES"))
{
// Parse weapon items
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to weapons array
ArrayPushString(g_extraweapon_names, key)
}
}
else if (equal(key, "ITEMS"))
{
// Parse weapon items
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to weapons array
ArrayPushString(g_extraweapon_items, key)
}
}
else if (equal(key, "COSTS"))
{
// Parse weapon items
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to weapons array
ArrayPushCell(g_extraweapon_costs, str_to_num(key))
}
}
}
case SECTION_HARD_CODED_ITEMS_COSTS:
{
if (equal(key, "NIGHT VISION"))
g_extra_costs2[EXTRA_NVISION] = str_to_num(value)
else if (equal(key, "ANTIDOTE"))
g_extra_costs2[EXTRA_ANTIDOTE] = str_to_num(value)
else if (equal(key, "ZOMBIE MADNESS"))
g_extra_costs2[EXTRA_MADNESS] = str_to_num(value)
else if (equal(key, "INFECTION BOMB"))
g_extra_costs2[EXTRA_INFBOMB] = str_to_num(value)
}
case SECTION_WEATHER_EFFECTS:
{
if (equal(key, "RAIN"))
g_ambience_rain = str_to_num(value)
else if (equal(key, "SNOW"))
g_ambience_snow = str_to_num(value)
else if (equal(key, "FOG"))
g_ambience_fog = str_to_num(value)
else if (equal(key, "FOG DENSITY"))
copy(g_fog_density, charsmax(g_fog_density), value)
else if (equal(key, "FOG COLOR"))
copy(g_fog_color, charsmax(g_fog_color), value)
}
case SECTION_SKY:
{
if (equal(key, "ENABLE"))
g_sky_enable = str_to_num(value)
else if (equal(key, "SKY NAMES"))
{
// Parse sky names
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to skies array
ArrayPushString(g_sky_names, key)
// Preache custom sky files
formatex(linedata, charsmax(linedata), "gfx/env/%sbk.tga", key)
engfunc(EngFunc_PrecacheGeneric, linedata)
formatex(linedata, charsmax(linedata), "gfx/env/%sdn.tga", key)
engfunc(EngFunc_PrecacheGeneric, linedata)
formatex(linedata, charsmax(linedata), "gfx/env/%sft.tga", key)
engfunc(EngFunc_PrecacheGeneric, linedata)
formatex(linedata, charsmax(linedata), "gfx/env/%slf.tga", key)
engfunc(EngFunc_PrecacheGeneric, linedata)
formatex(linedata, charsmax(linedata), "gfx/env/%srt.tga", key)
engfunc(EngFunc_PrecacheGeneric, linedata)
formatex(linedata, charsmax(linedata), "gfx/env/%sup.tga", key)
engfunc(EngFunc_PrecacheGeneric, linedata)
}
}
}
case SECTION_LIGHTNING:
{
if (equal(key, "LIGHTS"))
{
// Parse lights
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to lightning array
ArrayPushString(lights_thunder, key)
}
}
}
case SECTION_ZOMBIE_DECALS:
{
if (equal(key, "DECALS"))
{
// Parse decals
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to zombie decals array
ArrayPushCell(zombie_decals, str_to_num(key))
}
}
}
case SECTION_KNOCKBACK:
{
// Format weapon entity name
strtolower(key)
format(key, charsmax(key), "weapon_%s", key)
// Add value to knockback power array
kb_weapon_power[cs_weapon_name_to_id(key)] = str_to_float(value)
}
case SECTION_OBJECTIVE_ENTS:
{
if (equal(key, "CLASSNAMES"))
{
// Parse classnames
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to objective ents array
ArrayPushString(g_objective_ents, key)
}
}
}
case SECTION_SVC_BAD:
{
if (equal(key, "MODELCHANGE DELAY"))
g_modelchange_delay = str_to_float(value)
else if (equal(key, "HANDLE MODELS ON SEPARATE ENT"))
g_handle_models_on_separate_ent = str_to_num(value)
else if (equal(key, "SET MODELINDEX OFFSET"))
g_set_modelindex_offset = str_to_num(value)
}
}
}
if (file) fclose(file)
// Build zombie classes file path
get_configsdir(path, charsmax(path))
format(path, charsmax(path), "%s/%s", path, ZP_ZOMBIECLASSES_FILE)
// Parse if present
if (file_exists(path))
{
// Open zombie classes file for reading
file = fopen(path, "rt")
while (file && !feof(file))
{
// Read one line at a time
fgets(file, linedata, charsmax(linedata))
// Replace newlines with a null character to prevent headaches
replace(linedata, charsmax(linedata), "^n", "")
// Blank line or comment
if (!linedata[0] || linedata[0] == ';') continue;
// New class starting
if (linedata[0] == '[')
{
// Remove first and last characters (braces)
linedata[strlen(linedata) - 1] = 0
copy(linedata, charsmax(linedata), linedata[1])
// Store its real name for future reference
ArrayPushString(g_zclass2_realname, linedata)
continue;
}
// Get key and value(s)
strtok(linedata, key, charsmax(key), value, charsmax(value), '=')
// Trim spaces
trim(key)
trim(value)
if (equal(key, "NAME"))
ArrayPushString(g_zclass2_name, value)
else if (equal(key, "INFO"))
ArrayPushString(g_zclass2_info, value)
else if (equal(key, "MODELS"))
{
// Set models start index
ArrayPushCell(g_zclass2_modelsstart, ArraySize(g_zclass2_playermodel))
// Parse class models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
// Add to class models array
ArrayPushString(g_zclass2_playermodel, key)
ArrayPushCell(g_zclass2_modelindex, -1)
}
// Set models end index
ArrayPushCell(g_zclass2_modelsend, ArraySize(g_zclass2_playermodel))
}
else if (equal(key, "CLAWMODEL"))
ArrayPushString(g_zclass2_clawmodel, value)
else if (equal(key, "HEALTH"))
ArrayPushCell(g_zclass2_hp, str_to_num(value))
else if (equal(key, "SPEED"))
ArrayPushCell(g_zclass2_spd, str_to_num(value))
else if (equal(key, "GRAVITY"))
ArrayPushCell(g_zclass2_grav, str_to_float(value))
else if (equal(key, "KNOCKBACK"))
ArrayPushCell(g_zclass2_kb, str_to_float(value))
}
if (file) fclose(file)
}
// Build extra items file path
get_configsdir(path, charsmax(path))
format(path, charsmax(path), "%s/%s", path, ZP_EXTRAITEMS_FILE)
// Parse if present
if (file_exists(path))
{
// Open extra items file for reading
file = fopen(path, "rt")
while (file && !feof(file))
{
// Read one line at a time
fgets(file, linedata, charsmax(linedata))
// Replace newlines with a null character to prevent headaches
replace(linedata, charsmax(linedata), "^n", "")
// Blank line or comment
if (!linedata[0] || linedata[0] == ';') continue;
// New item starting
if (linedata[0] == '[')
{
// Remove first and last characters (braces)
linedata[strlen(linedata) - 1] = 0
copy(linedata, charsmax(linedata), linedata[1])
// Store its real name for future reference
ArrayPushString(g_extraitem2_realname, linedata)
continue;
}
// Get key and value(s)
strtok(linedata, key, charsmax(key), value, charsmax(value), '=')
// Trim spaces
trim(key)
trim(value)
if (equal(key, "NAME"))
ArrayPushString(g_extraitem2_name, value)
else if (equal(key, "COST"))
ArrayPushCell(g_extraitem2_cost, str_to_num(value))
else if (equal(key, "TEAMS"))
{
// Clear teams bitsum
teams = 0
// Parse teams
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)
if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_ZOMBIE]))
teams |= ZP_TEAM_ZOMBIE
else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_HUMAN]))
teams |= ZP_TEAM_HUMAN
else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_NEMESIS]))
teams |= ZP_TEAM_NEMESIS
else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_SURVIVOR]))
teams |= ZP_TEAM_SURVIVOR
else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_SNIPER]))
teams |= ZP_TEAM_SNIPER
else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_ASSASSIN]))
teams |= ZP_TEAM_ASSASSIN
}
// Add to teams array
ArrayPushCell(g_extraitem2_team, teams)
}
}
if (file) fclose(file)
}
}
save_customization()
{
new i, k, buffer[512]
// Build zombie classes file path
new path[64]
get_configsdir(path, charsmax(path))
format(path, charsmax(path), "%s/%s", path, ZP_ZOMBIECLASSES_FILE)
// Open zombie classes file for appending data
new file = fopen(path, "at"), size = ArraySize(g_zclass_name)
// Add any new zombie classes data at the end if needed
for (i = 0; i < size; i++)
{
if (ArrayGetCell(g_zclass_new, i))
{
// Add real name
ArrayGetString(g_zclass_name, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "^n[%s]", buffer)
fputs(file, buffer)
// Add caption
ArrayGetString(g_zclass_name, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "^nNAME = %s", buffer)
fputs(file, buffer)
// Add info
ArrayGetString(g_zclass_info, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "^nINFO = %s", buffer)
fputs(file, buffer)
// Add models
for (k = ArrayGetCell(g_zclass_modelsstart, i); k < ArrayGetCell(g_zclass_modelsend, i); k++)
{
if (k == ArrayGetCell(g_zclass_modelsstart, i))
{
// First model, overwrite buffer
ArrayGetString(g_zclass_playermodel, k, buffer, charsmax(buffer))
}
else
{
// Successive models, append to buffer
ArrayGetString(g_zclass_playermodel, k, path, charsmax(path))
format(buffer, charsmax(buffer), "%s , %s", buffer, path)
}
}
format(buffer, charsmax(buffer), "^nMODELS = %s", buffer)
fputs(file, buffer)
// Add clawmodel
ArrayGetString(g_zclass_clawmodel, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "^nCLAWMODEL = %s", buffer)
fputs(file, buffer)
// Add health
formatex(buffer, charsmax(buffer), "^nHEALTH = %d", ArrayGetCell(g_zclass_hp, i))
fputs(file, buffer)
// Add speed
formatex(buffer, charsmax(buffer), "^nSPEED = %d", ArrayGetCell(g_zclass_spd, i))
fputs(file, buffer)
// Add gravity
formatex(buffer, charsmax(buffer), "^nGRAVITY = %.2f", Float:ArrayGetCell(g_zclass_grav, i))
fputs(file, buffer)
// Add knockback
formatex(buffer, charsmax(buffer), "^nKNOCKBACK = %.2f^n", Float:ArrayGetCell(g_zclass_kb, i))
fputs(file, buffer)
}
}
fclose(file)
// Build extra items file path
get_configsdir(path, charsmax(path))
format(path, charsmax(path), "%s/%s", path, ZP_EXTRAITEMS_FILE)
// Open extra items file for appending data
file = fopen(path, "at")
size = ArraySize(g_extraitem_name)
// Add any new extra items data at the end if needed
for (i = EXTRAS_CUSTOM_STARTID; i < size; i++)
{
if (ArrayGetCell(g_extraitem_new, i))
{
// Add real name
ArrayGetString(g_extraitem_name, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "^n[%s]", buffer)
fputs(file, buffer)
// Add caption
ArrayGetString(g_extraitem_name, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "^nNAME = %s", buffer)
fputs(file, buffer)
// Add cost
formatex(buffer, charsmax(buffer), "^nCOST = %d", ArrayGetCell(g_extraitem_cost, i))
fputs(file, buffer)
// Add team
formatex(buffer, charsmax(buffer), "^nTEAMS = %s^n", ZP_TEAM_NAMES[ArrayGetCell(g_extraitem_team, i)])
fputs(file, buffer)
}
}
fclose(file)
// Free arrays containing class/item overrides
ArrayDestroy(g_zclass2_realname)
ArrayDestroy(g_zclass2_name)
ArrayDestroy(g_zclass2_info)
ArrayDestroy(g_zclass2_modelsstart)
ArrayDestroy(g_zclass2_modelsend)
ArrayDestroy(g_zclass2_playermodel)
ArrayDestroy(g_zclass2_modelindex)
ArrayDestroy(g_zclass2_clawmodel)
ArrayDestroy(g_zclass2_hp)
ArrayDestroy(g_zclass2_spd)
ArrayDestroy(g_zclass2_grav)
ArrayDestroy(g_zclass2_kb)
ArrayDestroy(g_zclass_new)
ArrayDestroy(g_extraitem2_realname)
ArrayDestroy(g_extraitem2_name)
ArrayDestroy(g_extraitem2_cost)
ArrayDestroy(g_extraitem2_team)
ArrayDestroy(g_extraitem_new)
}
// Register Ham Forwards for CZ bots
public register_ham_czbots(id)
{
// Make sure it's a CZ bot and it's still connected
if (g_hamczbots || !g_isconnected[id] || !get_pcvar_num(cvar_botquota))
return;
RegisterHamFromEntity(Ham_Spawn, id, "fw_PlayerSpawn_Post", 1)
RegisterHamFromEntity(Ham_Killed, id, "fw_PlayerKilled")
RegisterHamFromEntity(Ham_Killed, id, "fw_PlayerKilled_Post", 1)
RegisterHamFromEntity(Ham_TakeDamage, id, "fw_TakeDamage")
RegisterHamFromEntity(Ham_TakeDamage, id, "fw_TakeDamage_Post", 1)
RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack")
// Ham forwards for CZ bots succesfully registered
g_hamczbots = true
// If the bot has already spawned, call the forward manually for him
if (is_user_alive(id)) fw_PlayerSpawn_Post(id)
}
// Disable minmodels task
public disable_minmodels(id)
{
if (!g_isconnected[id]) return;
client_cmd(id, "cl_minmodels 0")
}
// Bots automatically buy extra items
public bot_buy_extras(taskid)
{
// Nemesis, Survivor or Sniper bots have nothing to buy by default
if (!g_isalive[ID_SPAWN] || g_survivor[ID_SPAWN] || g_nemesis[ID_SPAWN] || g_sniper[ID_SPAWN])
return;
if (!g_zombie[ID_SPAWN]) // human bots
{
// Attempt to buy Night Vision
buy_extra_item(ID_SPAWN, EXTRA_NVISION)
// Attempt to buy a weapon
buy_extra_item(ID_SPAWN, random_num(EXTRA_WEAPONS_STARTID, EXTRAS_CUSTOM_STARTID-1))
}
else // zombie bots
{
// Attempt to buy an Antidote
buy_extra_item(ID_SPAWN, EXTRA_ANTIDOTE)
}
}
// Refill BP Ammo Task
public refill_bpammo(const args[], id)
{
// Player died or turned into a zombie
if (!g_isalive[id] || g_zombie[id])
return;
set_msg_block(g_msgAmmoPickup, BLOCK_ONCE)
ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[REFILL_WEAPONID], AMMOTYPE[REFILL_WEAPONID], MAXBPAMMO[REFILL_WEAPONID])
}
// Balance Teams Task
balance_teams()
{
// Get amount of users playing
static iPlayersnum
iPlayersnum = fnGetPlaying()
// No players, don't bother
if (iPlayersnum < 1) return;
// Split players evenly
static iTerrors, iMaxTerrors, id, team[33]
iMaxTerrors = iPlayersnum/2
iTerrors = 0
// First, set everyone to CT
for (id = 1; id <= g_maxplayers; id++)
{
// Skip if not connected
if (!g_isconnected[id])
continue;
team[id] = fm_cs_get_user_team(id)
// Skip if not playing
if (team[id] == FM_CS_TEAM_SPECTATOR || team[id] == FM_CS_TEAM_UNASSIGNED)
continue;
// Set team
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
team[id] = FM_CS_TEAM_CT
}
// Then randomly set half of the players to Terrorists
while (iTerrors < iMaxTerrors)
{
// Keep looping through all players
if (++id > g_maxplayers) id = 1
// Skip if not connected
if (!g_isconnected[id])
continue;
// Skip if not playing or already a Terrorist
if (team[id] != FM_CS_TEAM_CT)
continue;
// Random chance
if (random_num(0, 1))
{
fm_cs_set_user_team(id, FM_CS_TEAM_T)
team[id] = FM_CS_TEAM_T
iTerrors++
}
}
}
// Welcome Message Task
public welcome_msg()
{
// Show mod info
zp_colored_print(0, "^x01**** ^x04%s^x01 ****", g_modname)
zp_colored_print(0, "^x04[ZP]^x01 %L", LANG_PLAYER, "NOTICE_INFO1")
if (!get_pcvar_num(cvar_infammo)) zp_colored_print(0, "^x04[ZP]^x01 %L", LANG_PLAYER, "NOTICE_INFO2")
// Show T-virus HUD notice
set_hudmessage(0, 125, 200, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 3.0, 2.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_VIRUS_FREE")
}
// Respawn Player Task
public respawn_player_task(taskid)
{
// Get player's team
static team
team = fm_cs_get_user_team(ID_SPAWN)
// Respawn player automatically if allowed on current round
if ((!g_endround && team != FM_CS_TEAM_SPECTATOR && team != FM_CS_TEAM_UNASSIGNED && !g_isalive[ID_SPAWN] && (!g_survround || get_pcvar_num(cvar_allowrespawnsurv)) && (!g_swarmround || get_pcvar_num(cvar_allowrespawnswarm))
&& (!g_nemround || get_pcvar_num(cvar_allowrespawnnem))&& (!g_plagueround || get_pcvar_num(cvar_allowrespawnplague)) && (!g_sniperround || get_pcvar_num(cvar_allowrespawnsniper)) && (!g_assassinround || get_pcvar_num(cvar_allowrespawnassassin))
&& (!g_lnjround || get_pcvar_num(cvar_allowrespawnlnj))) && (!(g_currentmode > MODE_LNJ) || (g_deathmatchmode > 0)))
{
// Infection rounds = none of the above
if (!get_pcvar_num(cvar_allowrespawninfection) && (g_currentmode == MODE_INFECTION || g_currentmode == MODE_MULTI))
return;
// Override respawn as zombie setting on nemesis, assassin, survivor and sniper rounds
if (g_survround || g_sniperround) g_respawn_as_zombie[ID_SPAWN] = true
else if (g_nemround || g_assassinround) g_respawn_as_zombie[ID_SPAWN] = false
respawn_player_manually(ID_SPAWN)
}
}
// Respawn Player Manually (called after respawn checks are done)
respawn_player_manually(id)
{
// Set proper team before respawning, so that the TeamInfo message that's sent doesn't confuse PODBots
if (g_respawn_as_zombie[id])
fm_cs_set_user_team(id, FM_CS_TEAM_T)
else
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
// Respawning a player has never been so easy
ExecuteHamB(Ham_CS_RoundRespawn, id)
}
// Check Round Task -check that we still have both zombies and humans on a round-
check_round(leaving_player)
{
// Round ended or make_a_zombie task still active
if (g_endround || task_exists(TASK_MAKEZOMBIE))
return;
// Get alive players count
static iPlayersnum, id
iPlayersnum = fnGetAlive()
// Last alive player, don't bother
if (iPlayersnum < 2)
return;
// Last zombie disconnecting
if (g_zombie[leaving_player] && fnGetZombies() == 1)
{
// Only one CT left, don't bother
if (fnGetHumans() == 1 && fnGetCTs() == 1)
return;
// Pick a random one to take his place
while ((id = fnGetRandomAlive(random_num(1, iPlayersnum))) == leaving_player ) { /* keep looping */ }
// Show last zombie left notice
zp_colored_print(0, "^x04[ZP]^x01 %L", LANG_PLAYER, "LAST_ZOMBIE_LEFT", g_playername[id])
// Set player leaving flag
g_lastplayerleaving = true
// Turn into a Nemesis, Assassin or just a zombie?
if (g_nemesis[leaving_player])
zombieme(id, 0, 1, 0, 0, 0)
else if (g_assassin[leaving_player])
zombieme(id, 0, 0, 0, 0, 1)
else
zombieme(id, 0, 0, 0, 0, 0)
// Remove player leaving flag
g_lastplayerleaving = false
// If Nemesis, set chosen player's health to that of the one who's leaving
if (get_pcvar_num(cvar_keephealthondisconnect) && g_nemesis[leaving_player])
fm_set_user_health(id, pev(leaving_player, pev_health))
// If Assassin, set chosen player's health to that of the one who's leaving
if (get_pcvar_num(cvar_keephealthondisconnect) && g_assassin[leaving_player])
fm_set_user_health(id, pev(leaving_player, pev_health))
}
// Last human disconnecting
else if (!g_zombie[leaving_player] && fnGetHumans() == 1)
{
// Only one T left, don't bother
if (fnGetZombies() == 1 && fnGetTs() == 1)
return;
// Pick a random one to take his place
while ((id = fnGetRandomAlive(random_num(1, iPlayersnum))) == leaving_player ) { /* keep looping */ }
// Show last human left notice
zp_colored_print(0, "^x04[ZP]^x01 %L", LANG_PLAYER, "LAST_HUMAN_LEFT", g_playername[id])
// Set player leaving flag
g_lastplayerleaving = true
// Turn into a Survivor, Sniper or just a human?
if (g_survivor[leaving_player])
humanme(id, 1, 0, 0)
else if (g_sniper[leaving_player])
humanme(id, 0, 0, 1)
else
humanme(id, 0, 0, 0)
// Remove player leaving flag
g_lastplayerleaving = false
// If Survivor, set chosen player's health to that of the one who's leaving
if (get_pcvar_num(cvar_keephealthondisconnect) && g_survivor[leaving_player])
fm_set_user_health(id, pev(leaving_player, pev_health))
// If Sniper, set chosen player's health to that of the one who's leaving
if (get_pcvar_num(cvar_keephealthondisconnect) && g_sniper[leaving_player])
fm_set_user_health(id, pev(leaving_player, pev_health))
}
}
// Lighting Effects Task
public lighting_effects()
{
// Cache some CVAR values at every 5 secs
cache_cvars()
// Get lighting style
static lighting[2]
get_pcvar_string(cvar_lighting, lighting, charsmax(lighting))
strtolower(lighting)
// Lighting disabled? ["0"]
if (lighting[0] == '0')
return;
// Darkest light settings?
if (lighting[0] >= 'a' && lighting[0] <= 'd')
{
static thunderclap_in_progress, Float:thunder
thunderclap_in_progress = task_exists(TASK_THUNDER)
thunder = get_pcvar_float(cvar_thunder)
// Set thunderclap tasks if not existant
if (thunder > 0.0 && !task_exists(TASK_THUNDER_PRE) && !thunderclap_in_progress)
{
g_lights_i = 0
ArrayGetString(lights_thunder, random_num(0, ArraySize(lights_thunder) - 1), g_lights_cycle, charsmax(g_lights_cycle))
g_lights_cycle_len = strlen(g_lights_cycle)
set_task(thunder, "thunderclap", TASK_THUNDER_PRE)
}
// Set lighting only when no thunderclaps are going on
if (!thunderclap_in_progress) engfunc(EngFunc_LightStyle, 0, g_assassinround ? "a" : lighting) // no lighting in assassin round
}
else
{
// Remove thunderclap tasks
remove_task(TASK_THUNDER_PRE)
remove_task(TASK_THUNDER)
// Set lighting
engfunc(EngFunc_LightStyle, 0, g_assassinround ? "a" : lighting) // no lighting in assassin round
}
}
// Thunderclap task
public thunderclap()
{
// Play thunder sound
if (g_lights_i == 0)
{
static sound[64]
ArrayGetString(sound_thunder, random_num(0, ArraySize(sound_thunder) - 1), sound, charsmax(sound))
PlaySound(sound)
}
// Set lighting
static light[2]
light[0] = g_lights_cycle[g_lights_i]
engfunc(EngFunc_LightStyle, 0, light)
g_lights_i++
// Lighting cycle end?
if (g_lights_i >= g_lights_cycle_len)
{
remove_task(TASK_THUNDER)
lighting_effects()
}
// Lighting cycle start?
else if (!task_exists(TASK_THUNDER))
set_task(0.1, "thunderclap", TASK_THUNDER, _, _, "b")
}
// Ambience Sound Effects Task
public ambience_sound_effects(taskid)
{
// Play a random sound depending on the round
static sound[64], iRand, duration, ismp3
// Check for current game mode
switch (g_currentmode)
{
case MODE_INFECTION:
{
iRand = random_num(0, ArraySize(sound_ambience1) - 1)
ArrayGetString(sound_ambience1, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience1_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience1_ismp3, iRand)
}
case MODE_NEMESIS:
{
iRand = random_num(0, ArraySize(sound_ambience2) - 1)
ArrayGetString(sound_ambience2, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience2_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience2_ismp3, iRand)
}
case MODE_ASSASSIN:
{
iRand = random_num(0, ArraySize(sound_ambience7) - 1)
ArrayGetString(sound_ambience7, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience7_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience7_ismp3, iRand)
}
case MODE_SURVIVOR:
{
iRand = random_num(0, ArraySize(sound_ambience3) - 1)
ArrayGetString(sound_ambience3, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience3_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience3_ismp3, iRand)
}
case MODE_SNIPER:
{
iRand = random_num(0, ArraySize(sound_ambience6) - 1)
ArrayGetString(sound_ambience6, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience6_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience6_ismp3, iRand)
}
case MODE_SWARM:
{
iRand = random_num(0, ArraySize(sound_ambience4) - 1)
ArrayGetString(sound_ambience4, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience4_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience4_ismp3, iRand)
}
case MODE_MULTI:
{
iRand = random_num(0, ArraySize(sound_ambience1) - 1)
ArrayGetString(sound_ambience1, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience1_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience1_ismp3, iRand)
}
case MODE_PLAGUE:
{
iRand = random_num(0, ArraySize(sound_ambience5) - 1)
ArrayGetString(sound_ambience5, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience5_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience5_ismp3, iRand)
}
case MODE_LNJ:
{
iRand = random_num(0, ArraySize(sound_ambience8) - 1)
ArrayGetString(sound_ambience8, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience8_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience8_ismp3, iRand)
}
}
// Play it on clients
if (ismp3)
client_cmd(0, "mp3 play ^"sound/%s^"", sound)
else
PlaySound(sound)
// Set the task for when the sound is done playing
set_task(float(duration), "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}
// Ambience Sounds Stop Task
ambience_sound_stop()
{
client_cmd(0, "mp3 stop; stopsound")
}
// Flashlight Charge Task
public flashlight_charge(taskid)
{
// Drain or charge?
if (g_flashlight[ID_CHARGE])
g_flashbattery[ID_CHARGE] -= get_pcvar_num(cvar_flashdrain)
else
g_flashbattery[ID_CHARGE] += get_pcvar_num(cvar_flashcharge)
// Battery fully charged
if (g_flashbattery[ID_CHARGE] >= 100)
{
// Don't exceed 100%
g_flashbattery[ID_CHARGE] = 100
// Update flashlight battery on HUD
message_begin(MSG_ONE, g_msgFlashBat, _, ID_CHARGE)
write_byte(100) // battery
message_end()
// Task not needed anymore
remove_task(taskid);
return;
}
// Battery depleted
if (g_flashbattery[ID_CHARGE] <= 0)
{
// Turn it off
g_flashlight[ID_CHARGE] = false
g_flashbattery[ID_CHARGE] = 0
// Play flashlight toggle sound
emit_sound(ID_CHARGE, CHAN_ITEM, sound_flashlight, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Update flashlight status on HUD
message_begin(MSG_ONE, g_msgFlashlight, _, ID_CHARGE)
write_byte(0) // toggle
write_byte(0) // battery
message_end()
// Remove flashlight task for this player
remove_task(ID_CHARGE+TASK_FLASH)
}
else
{
// Update flashlight battery on HUD
message_begin(MSG_ONE_UNRELIABLE, g_msgFlashBat, _, ID_CHARGE)
write_byte(g_flashbattery[ID_CHARGE]) // battery
message_end()
}
}
// Remove Spawn Protection Task
public remove_spawn_protection(taskid)
{
// Not alive
if (!g_isalive[ID_SPAWN])
return;
// Remove spawn protection
g_nodamage[ID_SPAWN] = false
set_pev(ID_SPAWN, pev_effects, pev(ID_SPAWN, pev_effects) & ~EF_NODRAW)
}
// Hide Player's Money Task
public task_hide_money(taskid)
{
// Not alive
if (!g_isalive[ID_SPAWN])
return;
// Hide money
message_begin(MSG_ONE, g_msgHideWeapon, _, ID_SPAWN)
write_byte(HIDE_MONEY) // what to hide bitsum
message_end()
// Hide the HL crosshair that's drawn
message_begin(MSG_ONE, g_msgCrosshair, _, ID_SPAWN)
write_byte(0) // toggle
message_end()
}
// Turn Off Flashlight and Restore Batteries
turn_off_flashlight(id)
{
// Restore batteries for the next use
fm_cs_set_user_batteries(id, 100)
// Check if flashlight is on
if (pev(id, pev_effects) & EF_DIMLIGHT)
{
// Turn it off
set_pev(id, pev_impulse, IMPULSE_FLASHLIGHT)
}
else
{
// Clear any stored flashlight impulse (bugfix)
set_pev(id, pev_impulse, 0)
}
// Turn off custom flashlight
if (g_cached_customflash)
{
// Turn it off
g_flashlight[id] = false
g_flashbattery[id] = 100
// Update flashlight HUD
message_begin(MSG_ONE, g_msgFlashlight, _, id)
write_byte(0) // toggle
write_byte(100) // battery
message_end()
// Remove previous tasks
remove_task(id+TASK_CHARGE)
remove_task(id+TASK_FLASH)
}
}
// Some one aimed at someone
public event_show_status(id)
{
// Not a bot and is still connected
if (!g_isbot[id] && g_isconnected[id] && get_pcvar_num(cvar_aiminfo))
{
// Retrieve the aimed player's id
static aimid
aimid = read_data(2)
// Only show friends status ?
if (g_zombie[id] == g_zombie[aimid])
{
static class[32], red, blue
// Format the class name according to the player's team
if (g_zombie[id])
{
red = 255
blue = 0
if (g_nemesis[aimid])
formatex(class, charsmax(class), "%L %L", id, "CLASS_CLASS", id, "CLASS_NEMESIS")
else if (g_assassin[aimid])
formatex(class, charsmax(class), "%L %L", id, "CLASS_CLASS", id, "CLASS_ASSASSIN")
else
formatex(class, charsmax(class), "%L %s", id, "CLASS_CLASS", g_zombie_classname[aimid])
}
else
{
red = 0
blue = 255
if (g_survivor[aimid])
formatex(class, charsmax(class), "%L %L", id, "CLASS_CLASS", id, "CLASS_SURVIVOR")
else if (g_sniper[aimid])
formatex(class, charsmax(class), "%L %L", id, "CLASS_CLASS", id, "CLASS_SNIPER")
else
formatex(class, charsmax(class), "%L %L", id, "CLASS_CLASS", id, "CLASS_HUMAN")
}
// Show the notice
set_hudmessage(red, 50, blue, -1.0, 0.60, 1, 0.01, 3.0, 0.01, 0.01, -1)
ShowSyncHudMsg(id, g_MsgSync3,"%L", id, "AIM_INFO", g_playername[aimid], class, pev(aimid, pev_health), pev(aimid, pev_armorvalue), g_ammopacks[aimid])
}
}
}
// Remove the aim-info message
public event_hide_status(id)
{
ClearSyncHud(id, g_MsgSync3)
}
// ZPA Shut Down
public shut_the_mode()
{
// Time to switch off ZPA ?
if (g_time <= 0)
{
server_cmd("zp_toggle 0")
return;
}
// Send the notice to all players
set_hudmessage(250, 10, 10, -1.0, -1.0, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SHUT_DOWN", g_time)
// Decrease counter
g_time--
// Repeat
set_task(1.0, "shut_the_mode")
}
// Infection Bomb Explosion
infection_explode(ent)
{
// Round ended (bugfix)
if (g_endround) return;
// Get origin
static Float:originF[3]
pev(ent, pev_origin, originF)
// Make the explosion
create_blast(originF)
// Infection nade explode sound
static sound[64]
ArrayGetString(grenade_infect, random_num(0, ArraySize(grenade_infect) - 1), sound, charsmax(sound))
emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Get attacker
static attacker
attacker = pev(ent, pev_owner)
// Infection bomb owner disconnected? (bugfix)
if (!is_user_valid_connected(attacker))
{
// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, ent)
return;
}
// Collisions
static victim
victim = -1
while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
{
// Only effect alive non-spawnprotected humans
if (!is_user_valid_alive(victim) || g_zombie[victim] || g_nodamage[victim])
continue;
// Last human is killed
if (fnGetHumans() == 1)
{
ExecuteHamB(Ham_Killed, victim, attacker, 0)
continue;
}
// Infected victim's sound
ArrayGetString(grenade_infect_player, random_num(0, ArraySize(grenade_infect_player) - 1), sound, charsmax(sound))
emit_sound(victim, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Turn into zombie
zombieme(victim, attacker, 0, 1, 1, 0)
}
// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, ent)
}
// Fire Grenade Explosion
fire_explode(ent)
{
// Get origin
static Float:originF[3]
pev(ent, pev_origin, originF)
// Make the explosion
create_blast2(originF)
// Fire nade explode sound
static sound[64]
ArrayGetString(grenade_fire, random_num(0, ArraySize(grenade_fire) - 1), sound, charsmax(sound))
emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Collisions
static victim
victim = -1
while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
{
// Only effect alive zombies
if (!is_user_valid_alive(victim) || !g_zombie[victim] || g_nodamage[victim])
continue;
// Heat icon?
if (get_pcvar_num(cvar_hudicons))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_BURN) // damage type
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
}
if (g_nemesis[victim] || g_assassin[victim]) // fire duration (nemesis/assassin is fire resistant)
g_burning_duration[victim] += get_pcvar_num(cvar_fireduration)
else
g_burning_duration[victim] += get_pcvar_num(cvar_fireduration) * 5
// Set burning task on victim if not present
if (!task_exists(victim+TASK_BURN))
set_task(0.2, "burning_flame", victim+TASK_BURN, _, _, "b")
}
// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, ent)
}
// Frost Grenade Explosion
frost_explode(ent)
{
// Get origin
static Float:originF[3]
pev(ent, pev_origin, originF)
// Make the explosion
create_blast3(originF)
// Frost nade explode sound
static sound[64]
ArrayGetString(grenade_frost, random_num(0, ArraySize(grenade_frost) - 1), sound, charsmax(sound))
emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Collisions
static victim
victim = -1
while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
{
// Only effect alive unfrozen zombies
if (!is_user_valid_alive(victim) || !g_zombie[victim] || g_frozen[victim] || g_nodamage[victim])
continue;
// Nemesis and Assassin shouldn't be frozen
if (g_nemesis[victim] || g_assassin[victim])
{
// Get player's origin
static origin2[3]
get_user_origin(victim, origin2)
// Broken glass sound
ArrayGetString(grenade_frost_break, random_num(0, ArraySize(grenade_frost_break) - 1), sound, charsmax(sound))
emit_sound(victim, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Glass shatter
message_begin(MSG_PVS, SVC_TEMPENTITY, origin2)
write_byte(TE_BREAKMODEL) // TE id
write_coord(origin2[0]) // x
write_coord(origin2[1]) // y
write_coord(origin2[2]+24) // z
write_coord(16) // size x
write_coord(16) // size y
write_coord(16) // size z
write_coord(random_num(-50, 50)) // velocity x
write_coord(random_num(-50, 50)) // velocity y
write_coord(25) // velocity z
write_byte(10) // random velocity
write_short(g_glassSpr) // model
write_byte(10) // count
write_byte(25) // life
write_byte(BREAK_GLASS) // flags
message_end()
continue;
}
// Freeze icon?
if (get_pcvar_num(cvar_hudicons))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_DROWN) // damage type - DMG_FREEZE
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
}
// Light blue glow while frozen
if (g_handle_models_on_separate_ent)
fm_set_rendering(g_ent_playermodel[victim], kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
else
fm_set_rendering(victim, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
// Freeze sound
ArrayGetString(grenade_frost_player, random_num(0, ArraySize(grenade_frost_player) - 1), sound, charsmax(sound))
emit_sound(victim, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Add a blue tint to their screen
message_begin(MSG_ONE, g_msgScreenFade, _, victim)
write_short(0) // duration
write_short(0) // hold time
write_short(FFADE_STAYOUT) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()
// Prevent from jumping
if (pev(victim, pev_flags) & FL_ONGROUND)
set_pev(victim, pev_gravity, 999999.9) // set really high
else
set_pev(victim, pev_gravity, 0.000001) // no gravity
// Set a task to remove the freeze
g_frozen[victim] = true;
set_task(get_pcvar_float(cvar_freezeduration), "remove_freeze", victim)
}
// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, ent)
}
// Remove freeze task
public remove_freeze(id)
{
// Not alive or not frozen anymore
if (!g_isalive[id] || !g_frozen[id])
return;
// Unfreeze
g_frozen[id] = false;
// Restore gravity
if (g_zombie[id])
{
if (g_nemesis[id])
set_pev(id, pev_gravity, get_pcvar_float(cvar_nemgravity))
else if (g_assassin[id])
set_pev(id, pev_gravity, get_pcvar_float(cvar_assassingravity))
else
set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
}
else
{
if (g_survivor[id])
set_pev(id, pev_gravity, get_pcvar_float(cvar_survgravity))
else if (g_sniper[id])
set_pev(id, pev_gravity, get_pcvar_float(cvar_snipergravity))
else
set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))
}
// Restore rendering
if (g_handle_models_on_separate_ent)
{
// Nemesis, Assassin, Survivor or Sniper glow / remove glow on player model entity
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 250, 0, 0, kRenderNormal, 25)
else if (g_nemesis[id] && !(get_pcvar_num(cvar_nemglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else if (g_assassin[id] && get_pcvar_num(cvar_assassinglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 250, 0, 0, kRenderNormal, 25)
else if (g_assassin[id] && !(get_pcvar_num(cvar_assassinglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else if (g_survivor[id] && get_pcvar_num(cvar_survglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 250, 250, kRenderNormal, 25)
else if (g_survivor[id] && !(get_pcvar_num(cvar_survglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else if (g_sniper[id] && get_pcvar_num(cvar_sniperglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, get_pcvar_num(cvar_snipercolor[0]), get_pcvar_num(cvar_snipercolor[1]), get_pcvar_num(cvar_snipercolor[2]), kRenderNormal, 25)
else if (g_sniper[id] && !(get_pcvar_num(cvar_sniperglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else
fm_set_rendering(g_ent_playermodel[id])
}
else
{
// Nemesis, Assassin, Survivor or Sniper glow / remove glow
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
fm_set_rendering(id, kRenderFxGlowShell, 250, 0, 0, kRenderNormal, 25)
else if (g_nemesis[id] && !(get_pcvar_num(cvar_nemglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else if (g_assassin[id] && get_pcvar_num(cvar_assassinglow))
fm_set_rendering(id, kRenderFxGlowShell, 250, 0, 0, kRenderNormal, 25)
else if (g_assassin[id] && !(get_pcvar_num(cvar_assassinglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else if (g_survivor[id] && get_pcvar_num(cvar_survglow))
fm_set_rendering(id, kRenderFxGlowShell, 0, 250, 250, kRenderNormal, 25)
else if (g_survivor[id] && !(get_pcvar_num(cvar_survglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else if (g_sniper[id] && get_pcvar_num(cvar_sniperglow))
fm_set_rendering(id, kRenderFxGlowShell, get_pcvar_num(cvar_snipercolor[0]), get_pcvar_num(cvar_snipercolor[1]), get_pcvar_num(cvar_snipercolor[2]), kRenderNormal, 25)
else if (g_sniper[id] && !(get_pcvar_num(cvar_sniperglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)
else
fm_set_rendering(id)
}
// Gradually remove screen's blue tint
message_begin(MSG_ONE, g_msgScreenFade, _, id)
write_short(UNIT_SECOND) // duration
write_short(0) // hold time
write_short(FFADE_IN) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()
// Broken glass sound
static sound[64]
ArrayGetString(grenade_frost_break, random_num(0, ArraySize(grenade_frost_break) - 1), sound, charsmax(sound))
emit_sound(id, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
// Get player's origin
static origin2[3]
get_user_origin(id, origin2)
// Glass shatter
message_begin(MSG_PVS, SVC_TEMPENTITY, origin2)
write_byte(TE_BREAKMODEL) // TE id
write_coord(origin2[0]) // x
write_coord(origin2[1]) // y
write_coord(origin2[2]+24) // z
write_coord(16) // size x
write_coord(16) // size y
write_coord(16) // size z
write_coord(random_num(-50, 50)) // velocity x
write_coord(random_num(-50, 50)) // velocity y
write_coord(25) // velocity z
write_byte(10) // random velocity
write_short(g_glassSpr) // model
write_byte(10) // count
write_byte(25) // life
write_byte(BREAK_GLASS) // flags
message_end()
ExecuteForward(g_fwUserUnfrozen, g_fwDummyResult, id);
}
// Remove Stuff Task
public remove_stuff()
{
static ent
// Remove rotating doors
if (get_pcvar_num(cvar_removedoors) > 0)
{
ent = -1;
while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "func_door_rotating")) != 0)
engfunc(EngFunc_SetOrigin, ent, Float:{8192.0 ,8192.0 ,8192.0})
}
// Remove all doors
if (get_pcvar_num(cvar_removedoors) > 1)
{
ent = -1;
while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "func_door")) != 0)
engfunc(EngFunc_SetOrigin, ent, Float:{8192.0 ,8192.0 ,8192.0})
}
// Triggered lights
if (!get_pcvar_num(cvar_triggered))
{
ent = -1
while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "light")) != 0)
{
dllfunc(DLLFunc_Use, ent, 0); // turn off the light
set_pev(ent, pev_targetname, 0) // prevent it from being triggered
}
}
}
// Set Custom Weapon Models
replace_weapon_models(id, weaponid)
{
switch (weaponid)
{
case CSW_KNIFE: // Custom knife models
{
if (g_zombie[id])
{
if (g_nemesis[id]) // Nemesis
{
set_pev(id, pev_viewmodel2, model_vknife_nemesis)
set_pev(id, pev_weaponmodel2, "")
}
else if (g_assassin[id]) // Assassin
{
set_pev(id, pev_viewmodel2, model_vknife_assassin)
set_pev(id, pev_weaponmodel2, "")
}
else // Zombies
{
// Admin knife models?
if (get_pcvar_num(cvar_adminknifemodelszombie) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS])
{
set_pev(id, pev_viewmodel2, model_vknife_admin_zombie)
set_pev(id, pev_weaponmodel2, "")
}
else
{
static clawmodel[100]
ArrayGetString(g_zclass_clawmodel, g_zombieclass[id], clawmodel, charsmax(clawmodel))
format(clawmodel, charsmax(clawmodel), "models/zombie_plague_advance/%s", clawmodel)
set_pev(id, pev_viewmodel2, clawmodel)
set_pev(id, pev_weaponmodel2, "")
}
}
}
else // Humans
{
// Admin knife models?
if (get_pcvar_num(cvar_adminknifemodelshuman) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS])
{
set_pev(id, pev_viewmodel2, model_vknife_admin_human)
}
else
{
set_pev(id, pev_viewmodel2, model_vknife_human)
set_pev(id, pev_weaponmodel2, "models/p_knife.mdl")
}
}
}
case CSW_M249: // Survivor's M249
{
if (g_survivor[id])
set_pev(id, pev_viewmodel2, model_vm249_survivor)
}
case CSW_HEGRENADE: // Infection bomb or fire grenade
{
if (g_zombie[id])
set_pev(id, pev_viewmodel2, model_grenade_infect)
else
set_pev(id, pev_viewmodel2, model_grenade_fire)
}
case CSW_FLASHBANG: // Frost grenade
{
set_pev(id, pev_viewmodel2, model_grenade_frost)
}
case CSW_SMOKEGRENADE: // Flare grenade
{
set_pev(id, pev_viewmodel2, model_grenade_flare)
}
case CSW_AWP: // Sniper's AWP
{
if (g_sniper[id])
set_pev(id, pev_viewmodel2, model_vawp_sniper)
}
}
// Update model on weaponmodel ent
if (g_handle_models_on_separate_ent) fm_set_weaponmodel_ent(id)
}
// Reset Player Vars
reset_vars(id, resetall)
{
g_zombie[id] = false
g_nemesis[id] = false
g_survivor[id] = false
g_firstzombie[id] = false
g_lastzombie[id] = false
g_lasthuman[id] = false
g_sniper[id] = false
g_assassin[id] = false
g_frozen[id] = false
g_nodamage[id] = false
g_respawn_as_zombie[id] = false
g_nvision[id] = false
g_nvisionenabled[id] = false
g_flashlight[id] = false
g_flashbattery[id] = 100
g_canbuy[id] = true
g_burning_duration[id] = 0
if (resetall)
{
g_ammopacks[id] = get_pcvar_num(cvar_startammopacks)
g_zombieclass[id] = ZCLASS_NONE
g_zombieclassnext[id] = ZCLASS_NONE
g_damagedealt[id] = 0
WPN_AUTO_ON = 0
}
}
// Set spectators nightvision
public spec_nvision(id)
{
// Not connected, alive, or bot
if (!g_isconnected[id] || g_isalive[id] || g_isbot[id])
return;
// Give Night Vision?
if (get_pcvar_num(cvar_nvggive))
{
g_nvision[id] = true
// Turn on Night Vision automatically?
if (get_pcvar_num(cvar_nvggive) == 1)
{
g_nvisionenabled[id] = true
// Custom nvg?
if (get_pcvar_num(cvar_customnvg))
{
remove_task(id+TASK_NVISION)
set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
}
else
set_user_gnvision(id, 1)
}
}
}
// Show HUD Task
public ShowHUD(taskid)
{
static id
id = ID_SHOWHUD;
// Player died?
if (!g_isalive[id])
{
// Get spectating target
id = pev(id, PEV_SPEC_TARGET)
// Target not alive
if (!g_isalive[id]) return;
}
// Format classname
static class[32], red, green, blue
if (g_zombie[id]) // zombies
{
red = 250
green = 250
blue = 10
if (g_nemesis[id])
formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_NEMESIS")
else if (g_assassin[id])
formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_ASSASSIN")
else
copy(class, charsmax(class), g_zombie_classname[id])
}
else // humans
{
red = 0
green = 180
blue = 255
if (g_survivor[id])
formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_SURVIVOR")
else if (g_sniper[id])
formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_SNIPER")
else
formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_HUMAN")
}
// Spectating someone else?
if (id != ID_SHOWHUD)
{
// Show name, health, class, and ammo packs and armor
set_hudmessage(255, 10, 255, HUD_SPECT_X, HUD_SPECT_Y, 1, 6.0, 1.1, 0.0, 0.0, -1)
ShowSyncHudMsg(ID_SHOWHUD, g_MsgSync2, "%L %s^nHP: %d - %L %s - %L %d - %L %d", ID_SHOWHUD, "SPECTATING", g_playername[id],
pev(id, pev_health), ID_SHOWHUD, "CLASS_CLASS", class, ID_SHOWHUD, "AMMO_PACKS1", g_ammopacks[id], ID_SHOWHUD, "ARMOR", pev(id, pev_armorvalue))
}
else
{
// Show health, class and ammo packs and armor
set_hudmessage(red, green, blue, HUD_STATS_X, HUD_STATS_Y, 0, 6.0, 1.1, 0.0, 0.0, -1)
ShowSyncHudMsg(ID_SHOWHUD, g_MsgSync2, "%L: %d - %L %s - %L %d - %L %d", id, "ZOMBIE_ATTRIB1", pev(ID_SHOWHUD, pev_health), ID_SHOWHUD, "CLASS_CLASS",
class, ID_SHOWHUD, "AMMO_PACKS1", g_ammopacks[ID_SHOWHUD], ID_SHOWHUD, "ARMOR", pev(ID_SHOWHUD, pev_armorvalue))
}
}
// Play idle zombie sounds
public zombie_play_idle(taskid)
{
// Round ended/new one starting
if (g_endround || g_newround)
return;
static sound[64]
// Last zombie?
if (g_lastzombie[ID_BLOOD])
{
ArrayGetString(zombie_idle_last, random_num(0, ArraySize(zombie_idle_last) - 1), sound, charsmax(sound))
emit_sound(ID_BLOOD, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
}
else
{
ArrayGetString(zombie_idle, random_num(0, ArraySize(zombie_idle) - 1), sound, charsmax(sound))
emit_sound(ID_BLOOD, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
}
}
// Madness Over Task
public madness_over(taskid)
{
g_nodamage[ID_BLOOD] = false
}
// Place user at a random spawn
do_random_spawn(id, regularspawns = 0)
{
static hull, sp_index, i
// Get whether the player is crouching
hull = (pev(id, pev_flags) & FL_DUCKING) ? HULL_HEAD : HULL_HUMAN
// Use regular spawns?
if (!regularspawns)
{
// No spawns?
if (!g_spawnCount)
return;
// Choose random spawn to start looping at
sp_index = random_num(0, g_spawnCount - 1)
// Try to find a clear spawn
for (i = sp_index + 1; /*no condition*/; i++)
{
// Start over when we reach the end
if (i >= g_spawnCount) i = 0
// Free spawn space?
if (is_hull_vacant(g_spawns[i], hull))
{
// Engfunc_SetOrigin is used so ent's mins and maxs get updated instantly
engfunc(EngFunc_SetOrigin, id, g_spawns[i])
break;
}
// Loop completed, no free space found
if (i == sp_index) break;
}
}
else
{
// No spawns?
if (!g_spawnCount2)
return;
// Choose random spawn to start looping at
sp_index = random_num(0, g_spawnCount2 - 1)
// Try to find a clear spawn
for (i = sp_index + 1; /*no condition*/; i++)
{
// Start over when we reach the end
if (i >= g_spawnCount2) i = 0
// Free spawn space?
if (is_hull_vacant(g_spawns2[i], hull))
{
// Engfunc_SetOrigin is used so ent's mins and maxs get updated instantly
engfunc(EngFunc_SetOrigin, id, g_spawns2[i])
break;
}
// Loop completed, no free space found
if (i == sp_index) break;
}
}
}
// Get Zombies -returns alive zombies number-
fnGetZombies()
{
static iZombies, id
iZombies = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id] && g_zombie[id])
iZombies++
}
return iZombies;
}
// Get Humans -returns alive humans number-
fnGetHumans()
{
static iHumans, id
iHumans = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id] && !g_zombie[id])
iHumans++
}
return iHumans;
}
// Get Nemesis -returns alive nemesis number-
fnGetNemesis()
{
static iNemesis, id
iNemesis = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id] && g_nemesis[id])
iNemesis++
}
return iNemesis;
}
// Get Survivors -returns alive survivors number-
fnGetSurvivors()
{
static iSurvivors, id
iSurvivors = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id] && g_survivor[id])
iSurvivors++
}
return iSurvivors;
}
// Get Snipers -returns alive snipers number-
fnGetSnipers()
{
static iSnipers, id
iSnipers = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id] && g_sniper[id])
iSnipers++
}
return iSnipers;
}
// Get Assassins -returns alive assassin numbers-
fnGetAssassin()
{
static iAssassin, id
iAssassin = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id] && g_assassin[id])
iAssassin++
}
return iAssassin;
}
// Get Alive -returns alive players number-
fnGetAlive()
{
static iAlive, id
iAlive = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id])
iAlive++
}
return iAlive;
}
// Get Random Alive -returns index of alive player number n -
fnGetRandomAlive(n)
{
static iAlive, id
iAlive = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id])
iAlive++
if (iAlive == n)
return id;
}
return -1;
}
// Get Playing -returns number of users playing-
fnGetPlaying()
{
static iPlaying, id, team
iPlaying = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isconnected[id])
{
team = fm_cs_get_user_team(id)
if (team != FM_CS_TEAM_SPECTATOR && team != FM_CS_TEAM_UNASSIGNED)
iPlaying++
}
}
return iPlaying;
}
// Get CTs -returns number of CTs connected-
fnGetCTs()
{
static iCTs, id
iCTs = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isconnected[id])
{
if (fm_cs_get_user_team(id) == FM_CS_TEAM_CT)
iCTs++
}
}
return iCTs;
}
// Get Ts -returns number of Ts connected-
fnGetTs()
{
static iTs, id
iTs = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isconnected[id])
{
if (fm_cs_get_user_team(id) == FM_CS_TEAM_T)
iTs++
}
}
return iTs;
}
// Get Alive CTs -returns number of CTs alive-
fnGetAliveCTs()
{
static iCTs, id
iCTs = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id])
{
if (fm_cs_get_user_team(id) == FM_CS_TEAM_CT)
iCTs++
}
}
return iCTs;
}
// Get Alive Ts -returns number of Ts alive-
fnGetAliveTs()
{
static iTs, id
iTs = 0
for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id])
{
if (fm_cs_get_user_team(id) == FM_CS_TEAM_T)
iTs++
}
}
return iTs;
}
// Last Zombie Check -check for last zombie and set its flag-
fnCheckLastZombie()
{
static id
for (id = 1; id <= g_maxplayers; id++)
{
// Last zombie
if (g_isalive[id] && g_zombie[id] && !g_nemesis[id] && !g_assassin[id] && fnGetZombies() == 1)
{
if (!g_lastzombie[id])
{
// Last zombie forward
ExecuteForward(g_fwUserLastZombie, g_fwDummyResult, id);
}
g_lastzombie[id] = true
}
else
g_lastzombie[id] = false
// Last human
if (g_isalive[id] && !g_zombie[id] && !g_survivor[id] && !g_sniper[id] && fnGetHumans() == 1)
{
if (!g_lasthuman[id])
{
// Last human forward
ExecuteForward(g_fwUserLastHuman, g_fwDummyResult, id);
// Reward extra hp
fm_set_user_health(id, pev(id, pev_health) + get_pcvar_num(cvar_humanlasthp))
}
g_lasthuman[id] = true
}
else
g_lasthuman[id] = false
}
}
// Save player's stats to database
save_stats(id)
{
// Check whether there is another record already in that slot
if (db_name[id][0] && !equal(g_playername[id], db_name[id]))
{
// If DB size is exceeded, write over old records
if (db_slot_i >= sizeof db_name)
db_slot_i = g_maxplayers+1
// Move previous record onto an additional save slot
copy(db_name[db_slot_i], charsmax(db_name[]), db_name[id])
db_ammopacks[db_slot_i] = db_ammopacks[id]
db_zombieclass[db_slot_i] = db_zombieclass[id]
db_slot_i++
}
// Now save the current player stats
copy(db_name[id], charsmax(db_name[]), g_playername[id]) // name
db_ammopacks[id] = g_ammopacks[id] // ammo packs
db_zombieclass[id] = g_zombieclassnext[id] // zombie class
}
// Load player's stats from database (if a record is found)
load_stats(id)
{
// Look for a matching record
static i
for (i = 0; i < sizeof db_name; i++)
{
if (equal(g_playername[id], db_name[i]))
{
// Bingo!
g_ammopacks[id] = db_ammopacks[i]
g_zombieclass[id] = db_zombieclass[i]
g_zombieclassnext[id] = db_zombieclass[i]
return;
}
}
}
// Checks if a player is allowed to be zombie
allowed_zombie(id)
{
if ((g_zombie[id] && !g_nemesis[id] && !g_assassin[id]) || g_endround || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && !g_zombie[id] && fnGetHumans() == 1))
return false;
return true;
}
// Checks if a player is allowed to be human
allowed_human(id)
{
if ((!g_zombie[id] && !g_survivor[id] && !g_sniper[id]) || g_endround || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && g_zombie[id] && fnGetZombies() == 1))
return false;
return true;
}
// Checks if a player is allowed to be survivor
allowed_survivor(id)
{
if (g_endround || g_survivor[id] || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && g_zombie[id] && fnGetZombies() == 1))
return false;
return true;
}
// Checks if a player is allowed to be nemesis
allowed_nemesis(id)
{
if (g_endround || g_nemesis[id] || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && !g_zombie[id] && fnGetHumans() == 1))
return false;
return true;
}
// Checks if a player is allowed to respawn
allowed_respawn(id)
{
static team
team = fm_cs_get_user_team(id)
if (g_endround || team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED || g_isalive[id])
return false;
return true;
}
// Checks if swarm mode is allowed
allowed_swarm()
{
if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG))
return false;
return true;
}
// Checks if multi infection mode is allowed
allowed_multi()
{
if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG) || floatround(fnGetAlive()*get_pcvar_float(cvar_multiratio), floatround_ceil) < 2 || floatround(fnGetAlive()*get_pcvar_float(cvar_multiratio), floatround_ceil) >= fnGetAlive())
return false;
return true;
}
// Checks if plague mode is allowed
allowed_plague()
{
if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG) || floatround((fnGetAlive()-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil) < 1
|| fnGetAlive()-(get_pcvar_num(cvar_plaguesurvnum)+get_pcvar_num(cvar_plaguenemnum)+floatround((fnGetAlive()-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)) < 1)
return false;
return true;
}
// Checks if a player is allowed to be sniper
allowed_sniper(id)
{
if (g_endround || g_sniper[id] || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && g_zombie[id] && fnGetZombies() == 1))
return false;
return true;
}
// Checks if a player ia sllowed to be assassin
allowed_assassin(id)
{
if (g_endround || g_assassin[id] || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && !g_zombie[id] && fnGetHumans() == 1))
return false;
return true;
}
// Checks if armageddon mode is allowed
allowed_lnj()
{
if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG) || fnGetAlive() < 2)
return false;
return true;
}
// Checks if a custom game mode is allowed
allowed_custom_game()
{
if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG) || fnGetAlive() < 2)
return false;
return true;
}
// Admin Command. zp_zombie
command_zombie(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_INFECT")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_INFECT")
}
// Log to Zombie Plague Advance log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER, "CMD_INFECT", fnGetPlaying(), g_maxplayers)
log_to_file("zombie_plague_advance.log", logdata)
}
// New round?
if (g_newround)
{
// Set as first zombie
remove_task(TASK_MAKEZOMBIE)
start_infection_mode(player, MODE_SET)
}
else
{
// Just infect
zombieme(player, 0, 0, 0, 0, 0)
}
}
// Admin Command. zp_human
command_human(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_DISINFECT")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_DISINFECT")
}
// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_DISINFECT", fnGetPlaying(), g_maxplayers)
log_to_file("zombie_plague_advance.log", logdata)
}
// Turn to human
humanme(player, 0, 0, 0)
}
// Admin Command. zp_survivor
command_survivor(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_SURVIVAL")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_SURVIVAL")
}
// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_SURVIVAL", fnGetPlaying(), g_maxplayers)
log_to_file("zombie_plague_advance.log", logdata)
}
// New round?
if (g_newround)
{
// Set as first survivor
remove_task(TASK_MAKEZOMBIE)
start_survivor_mode(player, MODE_SET)
}
else
{
// Turn player into a Survivor
humanme(player, 1, 0, 0)
}
}
// Admin Command. zp_nemesis
command_nemesis(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_NEMESIS")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_NEMESIS")
}
// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_NEMESIS", fnGetPlaying(), g_maxplayers)
log_to_file("zombie_plague_advance.log", logdata)
}
// New round?
if (g_newround)
{
// Set as first nemesis
remove_task(TASK_MAKEZOMBIE)
start_nemesis_mode(player, MODE_SET)
}
else
{
// Turn player into a Nemesis
zombieme(player, 0, 1, 0, 0, 0)
}
}
// Admin Command. zp_respawn
command_respawn(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_RESPAWN")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_RESPAWN")
}
// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER, "CMD_RESPAWN", fnGetPlaying(), g_maxplayers)
log_to_file("zombie_plague_advance.log", logdata)
}
// Respawn as zombie?
if (g_currentmode > MODE_LNJ) // Custom round ?
{
if(g_deathmatchmode == 2 || (g_deathmatchmode == 3 && random_num(0, 1)) || (g_deathmatchmode == 4 && (fnGetZombies() < (fnGetAlive()/2))))
g_respawn_as_zombie[player] = true
}
else // Normal round
{
if (get_pcvar_num(cvar_deathmatch) == 2 || (get_pcvar_num(cvar_deathmatch) == 3 && random_num(0, 1)) || (get_pcvar_num(cvar_deathmatch) == 4 && (fnGetZombies() < (fnGetAlive()/2))))
g_respawn_as_zombie[player] = true
}
// Override respawn as zombie setting on nemesis, assassin, survivor and sniper rounds
if (g_survround || g_sniperround) g_respawn_as_zombie[player] = true
else if (g_nemround || g_assassinround) g_respawn_as_zombie[player] = false
respawn_player_manually(player);
}
// Admin Command. zp_swarm
command_swarm(id)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_SWARM")
case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_SWARM")
}
// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER, "CMD_SWARM", fnGetPlaying(), g_maxplayers)
log_to_file("zombie_plague_advance.log", logdata)
}
// Call Swarm Mode
remove_task(TASK_MAKEZOMBIE)
start_swarm_mode(0, MODE_SET)
}
// Admin Command. zp_multi
command_multi(id)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_MULTI")
case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_MULTI")
}
// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER,"CMD_MULTI", fnGetPlaying(), g_maxplayers)
log_to_file("zombie_plague_advance.log", logdata)
}
// Call Multi Infection
remove_task(TASK_MAKEZOMBIE)
start_multi_mode(0, MODE_SET)
}
// Admin Command. zp_plague
command_plague(id)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_PLAGUE")
case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_PLAGUE")
}
// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER,"CMD_PLAGUE", fnGetPlaying(), g_maxplayers)
log_to_file("zombie_plague_advance.log", logdata)
}
// Call Plague Mode
remove_task(TASK_MAKEZOMBIE)
start_plague_mode(0, MODE_SET)
}
// Admin Command. zp_sniper
command_sniper(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_SNIPER")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_SNIPER")
}
// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_SNIPER", fnGetPlaying(), g_maxplayers)
log_to_file("zombie_plague_advance.log", logdata)
}
// New round?
if (g_newround)
{
// Set as first sniper
remove_task(TASK_MAKEZOMBIE)
start_sniper_mode(player, MODE_SET)
}
else
{
// Turn player into a Sniper
humanme(player, 0, 0, 1)
}
}
// Admin command: Assassin
command_assassin(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_ASSASSIN")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_ASSASSIN")
}
// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_ASSASSIN", fnGetPlaying(), g_maxplayers)
log_to_file("zombie_plague_advance.log", logdata)
}
// New round?
if (g_newround)
{
// Set as first assassin
remove_task(TASK_MAKEZOMBIE)
start_assassin_mode(player, MODE_SET)
}
else
{
// Turn player into a Assassin
zombieme(player, 0, 0, 0, 0, 1)
}
}
// Admin Command. zp_lnj
command_lnj(id)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_LNJ")
case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_LNJ")
}
// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER, "CMD_LNJ", fnGetPlaying(), g_maxplayers)
log_to_file("zombie_plague_advance.log", logdata)
}
// Call Armageddon Mode
remove_task(TASK_MAKEZOMBIE)
start_lnj_mode(0, MODE_SET)
}
// Admin command for a custom game mode
command_custom_game(gameid, id)
{
// Retrieve the game mode name as it will be used
static buffer[32]
ArrayGetString(g_gamemode_name, (gameid - MAX_GAME_MODES), buffer, charsmax(buffer))
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %L %s", LANG_PLAYER, "MENU_ADMIN2_CUSTOM", buffer)
case 2: client_print(0, print_chat, "ADMIN %s - %L %s", g_playername[id], LANG_PLAYER, "MENU_ADMIN2_CUSTOM", buffer)
}
// Log to Zombie Plague Advance log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L %s (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER, "MENU_ADMIN2_CUSTOM", buffer, fnGetPlaying(), g_maxplayers)
log_to_file("zombie_plague_advance.log", logdata)
}
// Remove make a zombie task
remove_task(TASK_MAKEZOMBIE)
// No more a new round
g_newround = false
// Current game mode and last game mode are equal to the game mode id
g_currentmode = gameid
g_lastmode = gameid
// Check whether or not to allow infection during this game mode
g_allowinfection = (ArrayGetCell(g_gamemode_allow, (gameid - MAX_GAME_MODES)) == 1) ? true : false
// Check the death match mode required by the game mode
g_deathmatchmode = ArrayGetCell(g_gamemode_dm, (gameid - MAX_GAME_MODES))
// Our custom game mode has fully started
g_modestarted = true
// Execute our round start forward with the game mode id [BUGFIX]
ExecuteForward(g_fwRoundStart, g_fwDummyResult, gameid, 0)
// Execute our game mode selected forward
ExecuteForward(g_fwGameModeSelected, g_fwDummyResult, gameid, id)
}
/*================================================================================
[Custom Natives]
=================================================================================*/
// Native: zp_get_user_zombie
public native_get_user_zombie(id)
{
return g_zombie[id];
}
// Native: zp_get_user_nemesis
public native_get_user_nemesis(id)
{
return g_nemesis[id];
}
// Native: zp_get_user_survivor
public native_get_user_survivor(id)
{
return g_survivor[id];
}
public native_get_user_first_zombie(id)
{
return g_firstzombie[id];
}
// Native: zp_get_user_last_zombie
public native_get_user_last_zombie(id)
{
return g_lastzombie[id];
}
// Native: zp_get_user_last_human
public native_get_user_last_human(id)
{
return g_lasthuman[id];
}
// Native: zp_get_user_zombie_class
public native_get_user_zombie_class(id)
{
return g_zombieclass[id];
}
// Native: zp_get_user_next_class
public native_get_user_next_class(id)
{
return g_zombieclassnext[id];
}
// Native: zp_set_user_zombie_class
public native_set_user_zombie_class(id, classid)
{
if (classid < 0 || classid >= g_zclass_i)
return 0;
g_zombieclassnext[id] = classid
return 1;
}
// Native: zp_get_user_ammo_packs
public native_get_user_ammo_packs(id)
{
return g_ammopacks[id];
}
// Native: zp_set_user_ammo_packs
public native_set_user_ammo_packs(id, amount)
{
g_ammopacks[id] = amount;
}
// Native: zp_get_zombie_maxhealth
public native_get_zombie_maxhealth(id)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
if (g_zombie[id] && !g_nemesis[id] && !g_assassin[id])
{
if (g_firstzombie[id])
return floatround(float(ArrayGetCell(g_zclass_hp, g_zombieclass[id])) * get_pcvar_float(cvar_zombiefirsthp))
else
return ArrayGetCell(g_zclass_hp, g_zombieclass[id])
}
return -1;
}
// Native: zp_get_user_batteries
public native_get_user_batteries(id)
{
return g_flashbattery[id];
}
// Native: zp_set_user_batteries
public native_set_user_batteries(id, value)
{
// ZPA disabled
if (!g_pluginenabled)
return;
g_flashbattery[id] = clamp(value, 0, 100);
if (g_cached_customflash)
{
// Set the flashlight charge task to update battery status
remove_task(id+TASK_CHARGE)
set_task(1.0, "flashlight_charge", id+TASK_CHARGE, _, _, "b")
}
}
// Native: zp_get_user_nightvision
public native_get_user_nightvision(id)
{
return g_nvision[id];
}
// Native: zp_set_user_nightvision
public native_set_user_nightvision(id, set)
{
// ZPA disabled
if (!g_pluginenabled)
return;
if (set)
{
g_nvision[id] = true
if (!g_isbot[id])
{
g_nvisionenabled[id] = true
// Custom nvg?
if (get_pcvar_num(cvar_customnvg))
{
remove_task(id+TASK_NVISION)
set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
}
else
set_user_gnvision(id, 1)
}
else
cs_set_user_nvg(id, 1)
}
else
{
// Turn off NVG for bots
if (g_isbot[id]) cs_set_user_nvg(id, 0);
if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
else if (g_nvisionenabled[id]) set_user_gnvision(id, 0)
g_nvision[id] = false
g_nvisionenabled[id] = false
}
}
// Native: zp_infect_user
public native_infect_user(id, infector, silent, rewards)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Not allowed to be zombie
if (!allowed_zombie(id))
return 0;
// New round?
if (g_newround)
{
// Set as first zombie
remove_task(TASK_MAKEZOMBIE)
start_infection_mode(id, MODE_SET)
}
else
{
// Just infect (plus some checks)
zombieme(id, is_user_valid_alive(infector) ? infector : 0, 0, (silent == 1) ? 1 : 0, (rewards == 1) ? 1 : 0, 0)
}
return 1;
}
// Native: zp_disinfect_user
public native_disinfect_user(id, silent)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Not allowed to be human
if (!allowed_human(id))
return 0;
// Turn to human
humanme(id, 0, (silent == 1) ? 1 : 0, 0)
return 1;
}
// Native: zp_make_user_nemesis
public native_make_user_nemesis(id)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Not allowed to be nemesis
if (!allowed_nemesis(id))
return 0;
// New round?
if (g_newround)
{
// Set as first nemesis
remove_task(TASK_MAKEZOMBIE)
start_nemesis_mode(id, MODE_SET)
}
else
{
// Turn player into a Nemesis
zombieme(id, 0, 1, 0, 0, 0)
}
return 1;
}
// Native: zp_make_user_survivor
public native_make_user_survivor(id)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Not allowed to be survivor
if (!allowed_survivor(id))
return 0;
// New round?
if (g_newround)
{
// Set as first survivor
remove_task(TASK_MAKEZOMBIE)
start_survivor_mode(id, MODE_SET)
}
else
{
// Turn player into a Survivor
humanme(id, 1, 0, 0)
}
return 1;
}
// Native: zp_respawn_user
public native_respawn_user(id, team)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Invalid player
if (!is_user_valid_connected(id))
return 0;
// Respawn not allowed
if (!allowed_respawn(id))
return 0;
// Respawn as zombie?
g_respawn_as_zombie[id] = (team == ZP_TEAM_ZOMBIE) ? true : false
// Respawnish!
respawn_player_manually(id)
return 1;
}
// Native: zp_force_buy_extra_item
public native_force_buy_extra_item(id, itemid, ignorecost)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
if (itemid < 0 || itemid >= g_extraitem_i)
return 0;
buy_extra_item(id, itemid, ignorecost)
return 1;
}
// Native: zp_get_user_sniper
public native_get_user_sniper(id)
{
return g_sniper[id];
}
// Native: zp_make_user_sniper
public native_make_user_sniper(id)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Not allowed to be sniper
if (!allowed_sniper(id))
return 0;
// New round?
if (g_newround)
{
// Set as first sniper
remove_task(TASK_MAKEZOMBIE)
start_sniper_mode(id, MODE_SET)
}
else
{
// Turn player into a Sniper
humanme(id, 0, 0, 1)
}
return 1;
}
// Native: zp_get_user_assassin
public native_get_user_assassin(id)
{
return g_assassin[id];
}
// Native: zp_make_user_assassin
public native_make_user_assassin(id)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Not allowed to be assassin
if (!allowed_assassin(id))
return 0;
// New round?
if (g_newround)
{
// Set as first assassin
remove_task(TASK_MAKEZOMBIE)
start_assassin_mode(id, MODE_SET)
}
else
{
// Turn player into a Assassin
zombieme(id, 0, 0, 0, 0, 1)
}
return 1;
}
// Native: zp_get_user_model
public native_get_user_model(plugin_id, param_nums)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Insufficient number of arguments
if (param_nums != 3)
return -1;
// Retrieve the player's index
static id; id = get_param(1)
// Not an alive player or invalid player
if (!is_user_valid_alive(id))
return 0;
// Retrieve the player's current model
static current_model[32]
fm_cs_get_user_model(id, current_model, charsmax(current_model))
// Copy the model name into the array passed
set_string(2, current_model, get_param(3))
return 1;
}
// Native: zp_set_user_model
public native_set_user_model(id, const model[])
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Not an alive player or invalid player
if (!is_user_valid_alive(id))
return -1;
// Strings passed byref
param_convert(2)
// Retrieve the player's current model
static current_model[32]
fm_cs_get_user_model(id, current_model, charsmax(current_model))
// Check whether we already have the model set on the player
if (equal(current_model, model))
return 0;
// Update player's model
copy(g_playermodel[id], charsmax(g_playermodel[]), model)
// Set the right model for the player
if (g_handle_models_on_separate_ent) fm_set_playermodel_ent(id)
else fm_user_model_update(id+TASK_MODEL)
return 1;
}
// Native: zp_get_current_mode
public native_get_current_mode()
{
return g_currentmode
}
// Native: zp_has_round_started
public native_has_round_started()
{
if (g_newround) return 0; // not started
if (g_modestarted) return 1; // started
return 2; // starting
}
// Native: zp_is_nemesis_round
public native_is_nemesis_round()
{
return g_nemround;
}
// Native: zp_is_survivor_round
public native_is_survivor_round()
{
return g_survround;
}
// Native: zp_is_swarm_round
public native_is_swarm_round()
{
return g_swarmround;
}
// Native: zp_is_plague_round
public native_is_plague_round()
{
return g_plagueround;
}
// Native: zp_get_zombie_count
public native_get_zombie_count()
{
return fnGetZombies();
}
// Native: zp_get_human_count
public native_get_human_count()
{
return fnGetHumans();
}
// Native: zp_get_nemesis_count
public native_get_nemesis_count()
{
return fnGetNemesis();
}
// Native: zp_get_survivor_count
public native_get_survivor_count()
{
return fnGetSurvivors();
}
// Native: zp_is_sniper_round
public native_is_sniper_round()
{
return g_sniperround;
}
// Native: zp_get_sniper_count
public native_get_sniper_count()
{
return fnGetSnipers();
}
// Native: zp_is_assassin_round
public native_is_assassin_round()
{
return g_assassinround;
}
// Native: zp_get_assassin_count
public native_get_assassin_count()
{
return fnGetAssassin();
}
// Native: zp_is_lnj_round
public native_is_lnj_round()
{
return g_lnjround;
}
// Native: zp_register_game_mode
public native_register_game_mode( const name[], flags, chance, allow, dm_mode)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Arrays not yet initialized
if (!g_arrays_created)
return -1;
// Strings passed byref
param_convert(1)
// Add the game mode
ArrayPushString(g_gamemode_name, name)
ArrayPushCell(g_gamemode_flag, flags)
ArrayPushCell(g_gamemode_chance, chance)
ArrayPushCell(g_gamemode_allow, allow)
ArrayPushCell(g_gamemode_dm, dm_mode)
// Increase registered game modes counter
g_gamemodes_i++
// Return id under which we registered the game mode
return (g_gamemodes_i-1);
}
// Native: zp_register_extra_item
public native_register_extra_item(const name[], cost, team)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Arrays not yet initialized
if (!g_arrays_created)
return -1;
// For backwards compatibility
if (team == ZP_TEAM_ANY)
team = ZP_TEAM_ZOMBIE|ZP_TEAM_HUMAN
// Strings passed byref
param_convert(1)
// Add the item
ArrayPushString(g_extraitem_name, name)
ArrayPushCell(g_extraitem_cost, cost)
ArrayPushCell(g_extraitem_team, team)
// Set temporary new item flag
ArrayPushCell(g_extraitem_new, 1)
// Override extra items data with our customizations
new i, buffer[32], size = ArraySize(g_extraitem2_realname)
for (i = 0; i < size; i++)
{
ArrayGetString(g_extraitem2_realname, i, buffer, charsmax(buffer))
// Check if this is the intended item to override
if (!equal(name, buffer))
continue;
// Remove new item flag
ArraySetCell(g_extraitem_new, g_extraitem_i, 0)
// Replace caption
ArrayGetString(g_extraitem2_name, i, buffer, charsmax(buffer))
ArraySetString(g_extraitem_name, g_extraitem_i, buffer)
// Replace cost
buffer[0] = ArrayGetCell(g_extraitem2_cost, i)
ArraySetCell(g_extraitem_cost, g_extraitem_i, buffer[0])
// Replace team
buffer[0] = ArrayGetCell(g_extraitem2_team, i)
ArraySetCell(g_extraitem_team, g_extraitem_i, buffer[0])
}
// Increase registered items counter
g_extraitem_i++
// Return id under which we registered the item
return (g_extraitem_i-1);
}
// Function: zp_register_extra_item (to be used within this plugin only)
native_register_extra_item2(const name[], cost, team)
{
// Add the item
ArrayPushString(g_extraitem_name, name)
ArrayPushCell(g_extraitem_cost, cost)
ArrayPushCell(g_extraitem_team, team)
// Set temporary new item flag
ArrayPushCell(g_extraitem_new, 1)
// Increase registered items counter
g_extraitem_i++
}
// Native: zp_register_zombie_class
public native_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Arrays not yet initialized
if (!g_arrays_created)
return -1;
// Strings passed byref
param_convert(1)
param_convert(2)
param_convert(3)
param_convert(4)
// Add the class
ArrayPushString(g_zclass_name, name)
ArrayPushString(g_zclass_info, info)
// Using same zombie models for all classes?
if (g_same_models_for_all)
{
ArrayPushCell(g_zclass_modelsstart, 0)
ArrayPushCell(g_zclass_modelsend, ArraySize(g_zclass_playermodel))
}
else
{
ArrayPushCell(g_zclass_modelsstart, ArraySize(g_zclass_playermodel))
ArrayPushString(g_zclass_playermodel, model)
ArrayPushCell(g_zclass_modelsend, ArraySize(g_zclass_playermodel))
ArrayPushCell(g_zclass_modelindex, -1)
}
ArrayPushString(g_zclass_clawmodel, clawmodel)
ArrayPushCell(g_zclass_hp, hp)
ArrayPushCell(g_zclass_spd, speed)
ArrayPushCell(g_zclass_grav, gravity)
ArrayPushCell(g_zclass_kb, knockback)
// Set temporary new class flag
ArrayPushCell(g_zclass_new, 1)
// Override zombie classes data with our customizations
new i, k, buffer[32], Float:buffer2, nummodels_custom, nummodels_default, prec_mdl[100], size = ArraySize(g_zclass2_realname)
for (i = 0; i < size; i++)
{
ArrayGetString(g_zclass2_realname, i, buffer, charsmax(buffer))
// Check if this is the intended class to override
if (!equal(name, buffer))
continue;
// Remove new class flag
ArraySetCell(g_zclass_new, g_zclass_i, 0)
// Replace caption
ArrayGetString(g_zclass2_name, i, buffer, charsmax(buffer))
ArraySetString(g_zclass_name, g_zclass_i, buffer)
// Replace info
ArrayGetString(g_zclass2_info, i, buffer, charsmax(buffer))
ArraySetString(g_zclass_info, g_zclass_i, buffer)
// Replace models, unless using same models for all classes
if (!g_same_models_for_all)
{
nummodels_custom = ArrayGetCell(g_zclass2_modelsend, i) - ArrayGetCell(g_zclass2_modelsstart, i)
nummodels_default = ArrayGetCell(g_zclass_modelsend, g_zclass_i) - ArrayGetCell(g_zclass_modelsstart, g_zclass_i)
// Replace each player model and model index
for (k = 0; k < min(nummodels_custom, nummodels_default); k++)
{
ArrayGetString(g_zclass2_playermodel, ArrayGetCell(g_zclass2_modelsstart, i) + k, buffer, charsmax(buffer))
ArraySetString(g_zclass_playermodel, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k, buffer)
// Precache player model and replace its modelindex with the real one
formatex(prec_mdl, charsmax(prec_mdl), "models/player/%s/%s.mdl", buffer, buffer)
ArraySetCell(g_zclass_modelindex, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k, engfunc(EngFunc_PrecacheModel, prec_mdl))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, prec_mdl)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, prec_mdl)
}
// We have more custom models than what we can accommodate,
// Let's make some space...
if (nummodels_custom > nummodels_default)
{
for (k = nummodels_default; k < nummodels_custom; k++)
{
ArrayGetString(g_zclass2_playermodel, ArrayGetCell(g_zclass2_modelsstart, i) + k, buffer, charsmax(buffer))
ArrayInsertStringAfter(g_zclass_playermodel, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k - 1, buffer)
// Precache player model and retrieve its modelindex
formatex(prec_mdl, charsmax(prec_mdl), "models/player/%s/%s.mdl", buffer, buffer)
ArrayInsertCellAfter(g_zclass_modelindex, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k - 1, engfunc(EngFunc_PrecacheModel, prec_mdl))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, prec_mdl)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, prec_mdl)
}
// Fix models end index for this class
ArraySetCell(g_zclass_modelsend, g_zclass_i, ArrayGetCell(g_zclass_modelsend, g_zclass_i) + (nummodels_custom - nummodels_default))
}
/* --- Not needed since classes can't have more than 1 default model for now ---
// We have less custom models than what this class has by default,
// Get rid of those extra entries...
if (nummodels_custom < nummodels_default)
{
for (k = nummodels_custom; k < nummodels_default; k++)
{
ArrayDeleteItem(g_zclass_playermodel, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + nummodels_custom)
}
// Fix models end index for this class
ArraySetCell(g_zclass_modelsend, g_zclass_i, ArrayGetCell(g_zclass_modelsend, g_zclass_i) - (nummodels_default - nummodels_custom))
}
*/
}
// Replace clawmodel
ArrayGetString(g_zclass2_clawmodel, i, buffer, charsmax(buffer))
ArraySetString(g_zclass_clawmodel, g_zclass_i, buffer)
// Precache clawmodel
formatex(prec_mdl, charsmax(prec_mdl), "models/zombie_plague_advance/%s", buffer)
engfunc(EngFunc_PrecacheModel, prec_mdl)
// Replace health
buffer[0] = ArrayGetCell(g_zclass2_hp, i)
ArraySetCell(g_zclass_hp, g_zclass_i, buffer[0])
// Replace speed
buffer[0] = ArrayGetCell(g_zclass2_spd, i)
ArraySetCell(g_zclass_spd, g_zclass_i, buffer[0])
// Replace gravity
buffer2 = Float:ArrayGetCell(g_zclass2_grav, i)
ArraySetCell(g_zclass_grav, g_zclass_i, buffer2)
// Replace knockback
buffer2 = Float:ArrayGetCell(g_zclass2_kb, i)
ArraySetCell(g_zclass_kb, g_zclass_i, buffer2)
}
// If class was not overriden with customization data
if (ArrayGetCell(g_zclass_new, g_zclass_i))
{
// If not using same models for all classes
if (!g_same_models_for_all)
{
// Precache default class model and replace modelindex with the real one
formatex(prec_mdl, charsmax(prec_mdl), "models/player/%s/%s.mdl", model, model)
ArraySetCell(g_zclass_modelindex, ArrayGetCell(g_zclass_modelsstart, g_zclass_i), engfunc(EngFunc_PrecacheModel, prec_mdl))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, prec_mdl)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, prec_mdl)
}
// Precache default clawmodel
formatex(prec_mdl, charsmax(prec_mdl), "models/zombie_plague_advance/%s", clawmodel)
engfunc(EngFunc_PrecacheModel, prec_mdl)
}
// Increase registered classes counter
g_zclass_i++
// Return id under which we registered the class
return (g_zclass_i-1);
}
// Native: zp_get_extra_item_id
public native_get_extra_item_id(const name[])
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Strings passed byref
param_convert(1)
// Loop through every item
static i, item_name[32]
for (i = 0; i < g_extraitem_i; i++)
{
ArrayGetString(g_extraitem_name, i, item_name, charsmax(item_name))
// Check if this is the item to retrieve
if (equali(name, item_name))
return i;
}
return -1;
}
// Native: zp_get_zombie_class_id
public native_get_zombie_class_id(const name[])
{
// ZPA disabled
if (!g_pluginenabled)
return -1;
// Strings passed byref
param_convert(1)
// Loop through every class
static i, class_name[32]
for (i = 0; i < g_zclass_i; i++)
{
ArrayGetString(g_zclass_name, i, class_name, charsmax(class_name))
// Check if this is the class to retrieve
if (equali(name, class_name))
return i;
}
return -1;
}
/*================================================================================
[Custom Messages]
=================================================================================*/
// Custom Night Vision
public set_user_nvision(taskid)
{
// Get player's origin
static origin[3]
get_user_origin(ID_NVISION, origin)
// Nightvision message
message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, ID_NVISION)
write_byte(TE_DLIGHT) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_byte(get_pcvar_num(cvar_nvgsize)) // radius
// Nemesis / Madness / Spectator in nemesis round
if (g_nemesis[ID_NVISION] || (g_zombie[ID_NVISION] && g_nodamage[ID_NVISION]) || (!g_isalive[ID_NVISION] && g_nemround))
{
write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
}
// Assassin / Spectator in assassin round
else if (g_assassin[ID_NVISION] || (!g_isalive[ID_NVISION] && g_assassinround))
{
write_byte(get_pcvar_num(cvar_assassinnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_assassinnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_assassinnvgcolor[2])) // b
}
// Human / Spectator in normal round
else if (!g_zombie[ID_NVISION] || !g_isalive[ID_NVISION])
{
write_byte(get_pcvar_num(cvar_humnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_humnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_humnvgcolor[2])) // b
}
// Zombie
else
{
write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
}
write_byte(2) // life
write_byte(0) // decay rate
message_end()
}
// Game Nightvision
set_user_gnvision(id, toggle)
{
// Toggle NVG message
message_begin(MSG_ONE, g_msgNVGToggle, _, id)
write_byte(toggle) // toggle
message_end()
}
// Custom Flashlight
public set_user_flashlight(taskid)
{
// Get player and aiming origins
static Float:originF[3], Float:destoriginF[3]
pev(ID_FLASH, pev_origin, originF)
fm_get_aim_origin(ID_FLASH, destoriginF)
// Max distance check
if (get_distance_f(originF, destoriginF) > get_pcvar_float(cvar_flashdist))
return;
// Send to all players?
if (get_pcvar_num(cvar_flashshowall))
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, destoriginF, 0)
else
message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, ID_FLASH)
// Flashlight
write_byte(TE_DLIGHT) // TE id
engfunc(EngFunc_WriteCoord, destoriginF[0]) // x
engfunc(EngFunc_WriteCoord, destoriginF[1]) // y
engfunc(EngFunc_WriteCoord, destoriginF[2]) // z
// Different flashlight in assassin round ?
if (g_assassinround)
{
write_byte(get_pcvar_num(cvar_flashsize2)) // radius
write_byte(get_pcvar_num(cvar_flashcolor2[0])) // r
write_byte(get_pcvar_num(cvar_flashcolor2[1])) // g
write_byte(get_pcvar_num(cvar_flashcolor2[2])) // b
}
else
{
write_byte(get_pcvar_num(cvar_flashsize)) // radius
write_byte(get_pcvar_num(cvar_flashcolor[0])) // r
write_byte(get_pcvar_num(cvar_flashcolor[1])) // g
write_byte(get_pcvar_num(cvar_flashcolor[2])) // b
}
write_byte(3) // life
write_byte(0) // decay rate
message_end()
}
// Infection special effects
infection_effects(id)
{
// Screen fade? (unless frozen)
if (!g_frozen[id] && get_pcvar_num(cvar_infectionscreenfade))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgScreenFade, _, id)
write_short(UNIT_SECOND) // duration
write_short(0) // hold time
write_short(FFADE_IN) // fade type
if (g_nemesis[id])
{
write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
}
else if (g_assassin[id])
{
write_byte(get_pcvar_num(cvar_assassinnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_assassinnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_assassinnvgcolor[2])) // b
}
else
{
write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
}
write_byte (255) // alpha
message_end()
}
// Screen shake?
if (get_pcvar_num(cvar_infectionscreenshake))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgScreenShake, _, id)
write_short(UNIT_SECOND*75) // amplitude
write_short(UNIT_SECOND*5) // duration
write_short(UNIT_SECOND*75) // frequency
message_end()
}
// Infection icon?
if (get_pcvar_num(cvar_hudicons))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, id)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_NERVEGAS) // damage type - DMG_RADIATION
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
}
// Get player's origin
static origin[3]
get_user_origin(id, origin)
// Tracers?
if (get_pcvar_num(cvar_infectiontracers))
{
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_IMPLOSION) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_byte(128) // radius
write_byte(20) // count
write_byte(3) // duration
message_end()
}
// Particle burst?
if (get_pcvar_num(cvar_infectionparticles))
{
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_PARTICLEBURST) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_short(50) // radius
write_byte(70) // color
write_byte(3) // duration (will be randomized a bit)
message_end()
}
// Light sparkle?
if (get_pcvar_num(cvar_infectionsparkle))
{
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_DLIGHT) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_byte(20) // radius
write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
write_byte(2) // life
write_byte(0) // decay rate
message_end()
}
}
// Nemesis/madness aura task
public zombie_aura(taskid)
{
// Not nemesis, not in zombie madness
if (!g_nemesis[ID_AURA] && !g_nodamage[ID_AURA] && !g_assassin[ID_AURA])
{
// Task not needed anymore
remove_task(taskid);
return;
}
// Get player's origin
static origin[3]
get_user_origin(ID_AURA, origin)
// Colored Aura
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_DLIGHT) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_byte(get_pcvar_num(cvar_nemauraradius)) // radius
// Different aura color for assassin
if (g_assassin[ID_AURA])
{
write_byte(get_pcvar_num(cvar_assassinnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_assassinnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_assassinnvgcolor[2])) // b
}
else // Aura color for nemesis
{
write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
}
write_byte(2) // life
write_byte(0) // decay rate
message_end()
}
// Survivor/Sniper aura task
public human_aura(taskid)
{
// Not survivor or sniper
if (!g_survivor[ID_AURA] && !g_sniper[ID_AURA])
{
// Task not needed anymore
remove_task(taskid);
return;
}
// Get player's origin
static origin[3]
get_user_origin(ID_AURA, origin)
// Colored Aura
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_DLIGHT) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
// Set aura for sniper
if (g_sniper[ID_AURA])
{
write_byte(get_pcvar_num(cvar_sniperauraradius)) // radius
write_byte(get_pcvar_num(cvar_snipercolor[0])) // r
write_byte(get_pcvar_num(cvar_snipercolor[1])) // g
write_byte(get_pcvar_num(cvar_snipercolor[2])) // b
}
else // Set it for survivor
{
write_byte(get_pcvar_num(cvar_surv_aura_radius)) // radius
write_byte(get_pcvar_num(cvar_surv_aura[0])) // r
write_byte(get_pcvar_num(cvar_surv_aura[1])) // g
write_byte(get_pcvar_num(cvar_surv_aura[2])) // b
}
write_byte(2) // life
write_byte(0) // decay rate
message_end()
}
// Make zombies leave footsteps and bloodstains on the floor
public make_blood(taskid)
{
// Only bleed when moving on ground
if (!(pev(ID_BLOOD, pev_flags) & FL_ONGROUND) || fm_get_speed(ID_BLOOD) < 80)
return;
// Get user origin
static Float:originF[3]
pev(ID_BLOOD, pev_origin, originF)
// If ducking set a little lower
if (pev(ID_BLOOD, pev_bInDuck))
originF[2] -= 18.0
else
originF[2] -= 36.0
// Send the decal message
engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_WORLDDECAL) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
write_byte(ArrayGetCell(zombie_decals, random_num(0, ArraySize(zombie_decals) - 1)) + (g_czero * 12)) // random decal number (offsets +12 for CZ)
message_end()
}
// Flare Lighting Effects
flare_lighting(entity, duration)
{
// Get origin and color
static Float:originF[3], color[3]
pev(entity, pev_origin, originF)
pev(entity, PEV_FLARE_COLOR, color)
if (g_assassinround)
{
// Lighting in assassin round is different
engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_DLIGHT) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
write_byte(get_pcvar_num(cvar_flaresize2)) // radius
write_byte(color[0]) // r
write_byte(color[1]) // g
write_byte(color[2]) // b
write_byte(51) //life
write_byte((duration < 2) ? 3 : 0) //decay rate
message_end()
}
else
{
// Lighting
engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_DLIGHT) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
write_byte(get_pcvar_num(cvar_flaresize)) // radius
write_byte(color[0]) // r
write_byte(color[1]) // g
write_byte(color[2]) // b
write_byte(51) //life
write_byte((duration < 2) ? 3 : 0) //decay rate
message_end()
}
// Sparks
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPARKS) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
message_end()
}
// Burning Flames
public burning_flame(taskid)
{
// Get player origin and flags
static origin[3], flags
get_user_origin(ID_BURN, origin)
flags = pev(ID_BURN, pev_flags)
// Madness mode - in water - burning stopped
if (g_nodamage[ID_BURN] || (flags & FL_INWATER) || g_burning_duration[ID_BURN] < 1)
{
// Smoke sprite
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_SMOKE) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]-50) // z
write_short(g_smokeSpr) // sprite
write_byte(random_num(15, 20)) // scale
write_byte(random_num(10, 20)) // framerate
message_end()
// Task not needed anymore
remove_task(taskid);
return;
}
// Randomly play burning zombie scream sounds (not for nemesis or assassin)
if (!g_nemesis[ID_BURN] && !g_assassin[ID_BURN] && !random_num(0, 20))
{
static sound[64]
ArrayGetString(grenade_fire_player, random_num(0, ArraySize(grenade_fire_player) - 1), sound, charsmax(sound))
emit_sound(ID_BURN, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
}
// Fire slow down, unless nemesis
if (!g_nemesis[ID_BURN] && !g_assassin[ID_BURN] && (flags & FL_ONGROUND) && get_pcvar_float(cvar_fireslowdown) > 0.0)
{
static Float:velocity[3]
pev(ID_BURN, pev_velocity, velocity)
xs_vec_mul_scalar(velocity, get_pcvar_float(cvar_fireslowdown), velocity)
set_pev(ID_BURN, pev_velocity, velocity)
}
// Get player's health
static health
health = pev(ID_BURN, pev_health)
// Take damage from the fire
if (health - floatround(get_pcvar_float(cvar_firedamage), floatround_ceil) > 0)
fm_set_user_health(ID_BURN, health - floatround(get_pcvar_float(cvar_firedamage), floatround_ceil))
// Flame sprite
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_SPRITE) // TE id
write_coord(origin[0]+random_num(-5, 5)) // x
write_coord(origin[1]+random_num(-5, 5)) // y
write_coord(origin[2]+random_num(-10, 10)) // z
write_short(g_flameSpr) // sprite
write_byte(random_num(5, 10)) // scale
write_byte(200) // brightness
message_end()
// Decrease burning duration counter
g_burning_duration[ID_BURN]--
}
// Infection Bomb: Blast
create_blast(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(250) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(250) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(250) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}
// Fire Grenade: Fire Blast
create_blast2(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(100) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(50) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(0) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}
// Frost Grenade: Freeze Blast
create_blast3(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}
// Fix Dead Attrib on scoreboard
FixDeadAttrib(id)
{
message_begin(MSG_BROADCAST, g_msgScoreAttrib)
write_byte(id) // id
write_byte(0) // attrib
message_end()
}
// Send Death Message for infections
SendDeathMsg(attacker, victim)
{
message_begin(MSG_BROADCAST, g_msgDeathMsg)
write_byte(attacker) // killer
write_byte(victim) // victim
write_byte(1) // headshot flag
write_string("infection") // killer's weapon
message_end()
}
// Update Player Frags and Deaths
UpdateFrags(attacker, victim, frags, deaths, scoreboard)
{
// Set attacker frags
set_pev(attacker, pev_frags, float(pev(attacker, pev_frags) + frags))
// Set victim deaths
fm_cs_set_user_deaths(victim, cs_get_user_deaths(victim) + deaths)
// Update scoreboard with attacker and victim info
if (scoreboard)
{
message_begin(MSG_BROADCAST, g_msgScoreInfo)
write_byte(attacker) // id
write_short(pev(attacker, pev_frags)) // frags
write_short(cs_get_user_deaths(attacker)) // deaths
write_short(0) // class?
write_short(fm_cs_get_user_team(attacker)) // team
message_end()
message_begin(MSG_BROADCAST, g_msgScoreInfo)
write_byte(victim) // id
write_short(pev(victim, pev_frags)) // frags
write_short(cs_get_user_deaths(victim)) // deaths
write_short(0) // class?
write_short(fm_cs_get_user_team(victim)) // team
message_end()
}
}
// Remove Player Frags (when Nemesis/Survivor/Sniper ignore_frags cvar is enabled)
RemoveFrags(attacker, victim)
{
// Remove attacker frags
set_pev(attacker, pev_frags, float(pev(attacker, pev_frags) - 1))
// Remove victim deaths
fm_cs_set_user_deaths(victim, cs_get_user_deaths(victim) - 1)
}
// Plays a sound on clients
PlaySound(const sound[])
{
client_cmd(0, "spk ^"%s^"", sound)
}
// Prints a colored message to target (use 0 for everyone), supports ML formatting.
// Note: I still need to make something like gungame's LANG_PLAYER_C to avoid unintended
// argument replacement when a function passes -1 (it will be considered a LANG_PLAYER)
zp_colored_print(target, const message[], any:...)
{
static buffer[512], i, argscount
argscount = numargs()
// Send to everyone
if (!target)
{
static player
for (player = 1; player <= g_maxplayers; player++)
{
// Not connected
if (!g_isconnected[player])
continue;
// Remember changed arguments
static changed[5], changedcount // [5] = max LANG_PLAYER occurencies
changedcount = 0
// Replace LANG_PLAYER with player id
for (i = 2; i < argscount; i++)
{
if (getarg(i) == LANG_PLAYER)
{
setarg(i, 0, player)
changed[changedcount] = i
changedcount++
}
}
// Format message for player
vformat(buffer, charsmax(buffer), message, 3)
// Send it
message_begin(MSG_ONE_UNRELIABLE, g_msgSayText, _, player)
write_byte(player)
write_string(buffer)
message_end()
// Replace back player id's with LANG_PLAYER
for (i = 0; i < changedcount; i++)
setarg(changed[i], 0, LANG_PLAYER)
}
}
// Send to specific target
else
{
// Format message for player
vformat(buffer, charsmax(buffer), message, 3)
// Send it
message_begin(MSG_ONE, g_msgSayText, _, target)
write_byte(target)
write_string(buffer)
message_end()
}
}
/*================================================================================
[Stocks]
=================================================================================*/
// Set an entity's key value (from fakemeta_util)
stock fm_set_kvd(entity, const key[], const value[], const classname[])
{
set_kvd(0, KV_ClassName, classname)
set_kvd(0, KV_KeyName, key)
set_kvd(0, KV_Value, value)
set_kvd(0, KV_fHandled, 0)
dllfunc(DLLFunc_KeyValue, entity, 0)
}
// Set entity's rendering type (from fakemeta_util)
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r)
color[1] = float(g)
color[2] = float(b)
set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}
// Get entity's speed (from fakemeta_util)
stock fm_get_speed(entity)
{
static Float:velocity[3]
pev(entity, pev_velocity, velocity)
return floatround(vector_length(velocity));
}
// Get entity's aim origins (from fakemeta_util)
stock fm_get_aim_origin(id, Float:origin[3])
{
static Float:origin1F[3], Float:origin2F[3]
pev(id, pev_origin, origin1F)
pev(id, pev_view_ofs, origin2F)
xs_vec_add(origin1F, origin2F, origin1F)
pev(id, pev_v_angle, origin2F);
engfunc(EngFunc_MakeVectors, origin2F)
global_get(glb_v_forward, origin2F)
xs_vec_mul_scalar(origin2F, 9999.0, origin2F)
xs_vec_add(origin1F, origin2F, origin2F)
engfunc(EngFunc_TraceLine, origin1F, origin2F, 0, id, 0)
get_tr2(0, TR_vecEndPos, origin)
}
// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) { /* keep looping */ }
return entity;
}
// Set player's health (from fakemeta_util)
stock fm_set_user_health(id, health)
{
(health > 0) ? set_pev(id, pev_health, float(health)) : dllfunc(DLLFunc_ClientKill, id);
}
// Give an item to a player (from fakemeta_util)
stock fm_give_item(id, const item[])
{
static ent
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item))
if (!pev_valid(ent)) return;
static Float:originF[3]
pev(id, pev_origin, originF)
set_pev(ent, pev_origin, originF)
set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN)
dllfunc(DLLFunc_Spawn, ent)
static save
save = pev(ent, pev_solid)
dllfunc(DLLFunc_Touch, ent, id)
if (pev(ent, pev_solid) != save)
return;
engfunc(EngFunc_RemoveEntity, ent)
}
// Strip user weapons (from fakemeta_util)
stock fm_strip_user_weapons(id)
{
static ent
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "player_weaponstrip"))
if (!pev_valid(ent)) return;
dllfunc(DLLFunc_Spawn, ent)
dllfunc(DLLFunc_Use, ent, id)
engfunc(EngFunc_RemoveEntity, ent)
}
// Collect random spawn points
stock load_spawns()
{
// Check for CSDM spawns of the current map
new cfgdir[32], mapname[32], filepath[100], linedata[64]
get_configsdir(cfgdir, charsmax(cfgdir))
get_mapname(mapname, charsmax(mapname))
formatex(filepath, charsmax(filepath), "%s/csdm/%s.spawns.cfg", cfgdir, mapname)
// Load CSDM spawns if present
if (file_exists(filepath))
{
new csdmdata[10][6], file = fopen(filepath,"rt")
while (file && !feof(file))
{
fgets(file, linedata, charsmax(linedata))
// invalid spawn
if (!linedata[0] || str_count(linedata,' ') < 2) continue;
// get spawn point data
parse(linedata,csdmdata[0],5,csdmdata[1],5,csdmdata[2],5,csdmdata[3],5,csdmdata[4],5,csdmdata[5],5,csdmdata[6],5,csdmdata[7],5,csdmdata[8],5,csdmdata[9],5)
// origin
g_spawns[g_spawnCount][0] = floatstr(csdmdata[0])
g_spawns[g_spawnCount][1] = floatstr(csdmdata[1])
g_spawns[g_spawnCount][2] = floatstr(csdmdata[2])
// increase spawn count
g_spawnCount++
if (g_spawnCount >= sizeof g_spawns) break;
}
if (file) fclose(file)
}
else
{
// Collect regular spawns
collect_spawns_ent("info_player_start")
collect_spawns_ent("info_player_deathmatch")
}
// Collect regular spawns for non-random spawning unstuck
collect_spawns_ent2("info_player_start")
collect_spawns_ent2("info_player_deathmatch")
}
// Collect spawn points from entity origins
stock collect_spawns_ent(const classname[])
{
new ent = -1
while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", classname)) != 0)
{
// get origin
new Float:originF[3]
pev(ent, pev_origin, originF)
g_spawns[g_spawnCount][0] = originF[0]
g_spawns[g_spawnCount][1] = originF[1]
g_spawns[g_spawnCount][2] = originF[2]
// increase spawn count
g_spawnCount++
if (g_spawnCount >= sizeof g_spawns) break;
}
}
// Collect spawn points from entity origins
stock collect_spawns_ent2(const classname[])
{
new ent = -1
while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", classname)) != 0)
{
// get origin
new Float:originF[3]
pev(ent, pev_origin, originF)
g_spawns2[g_spawnCount2][0] = originF[0]
g_spawns2[g_spawnCount2][1] = originF[1]
g_spawns2[g_spawnCount2][2] = originF[2]
// increase spawn count
g_spawnCount2++
if (g_spawnCount2 >= sizeof g_spawns2) break;
}
}
// Drop primary/secondary weapons
stock drop_weapons(id, dropwhat)
{
// Get user weapons
static weapons[32], num, i, weaponid
num = 0 // reset passed weapons count (bugfix)
get_user_weapons(id, weapons, num)
// Loop through them and drop primaries or secondaries
for (i = 0; i < num; i++)
{
// Prevent re-indexing the array
weaponid = weapons[i]
if ((dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)) || (dropwhat == 2 && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM)))
{
// Get weapon entity
static wname[32], weapon_ent
get_weaponname(weaponid, wname, charsmax(wname))
weapon_ent = fm_find_ent_by_owner(-1, wname, id)
// Hack: store weapon bpammo on PEV_ADDITIONAL_AMMO
set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, cs_get_user_bpammo(id, weaponid))
// Player drops the weapon and looses his bpammo
engclient_cmd(id, "drop", wname)
cs_set_user_bpammo(id, weaponid, 0)
}
}
}
// Stock by (probably) Twilight Suzuka -counts number of chars in a string
stock str_count(const str[], searchchar)
{
new count, i, len = strlen(str)
for (i = 0; i <= len; i++)
{
if (str[i] == searchchar)
count++
}
return count;
}
// Checks if a space is vacant (credits to VEN)
stock is_hull_vacant(Float:origin[3], hull)
{
engfunc(EngFunc_TraceHull, origin, origin, 0, hull, 0, 0)
if (!get_tr2(0, TR_StartSolid) && !get_tr2(0, TR_AllSolid) && get_tr2(0, TR_InOpen))
return true;
return false;
}
// Check if a player is stuck (credits to VEN)
stock is_player_stuck(id)
{
static Float:originF[3]
pev(id, pev_origin, originF)
engfunc(EngFunc_TraceHull, originF, originF, 0, (pev(id, pev_flags) & FL_DUCKING) ? HULL_HEAD : HULL_HUMAN, id, 0)
if (get_tr2(0, TR_StartSolid) || get_tr2(0, TR_AllSolid) || !get_tr2(0, TR_InOpen))
return true;
return false;
}
// Simplified get_weaponid (CS only)
stock cs_weapon_name_to_id(const weapon[])
{
static i
for (i = 0; i < sizeof WEAPONENTNAMES; i++)
{
if (equal(weapon, WEAPONENTNAMES[i]))
return i;
}
return 0;
}
// Get User Current Weapon Entity
stock fm_cs_get_current_weapon_ent(id)
{
return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX);
}
// Get Weapon Entity's Owner
stock fm_cs_get_weapon_ent_owner(ent)
{
return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS);
}
// Set User Deaths
stock fm_cs_set_user_deaths(id, value)
{
set_pdata_int(id, OFFSET_CSDEATHS, value, OFFSET_LINUX)
}
// Get User Team
stock fm_cs_get_user_team(id)
{
return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX);
}
// Set a Player's Team
stock fm_cs_set_user_team(id, team)
{
set_pdata_int(id, OFFSET_CSTEAMS, team, OFFSET_LINUX)
}
// Set User Money
stock fm_cs_set_user_money(id, value)
{
set_pdata_int(id, OFFSET_CSMONEY, value, OFFSET_LINUX)
}
// Set User Flashlight Batteries
stock fm_cs_set_user_batteries(id, value)
{
set_pdata_int(id, OFFSET_FLASHLIGHT_BATTERY, value, OFFSET_LINUX)
}
// Update Player's Team on all clients (adding needed delays)
stock fm_user_team_update(id)
{
static Float:current_time
current_time = get_gametime()
if (current_time - g_teams_targettime >= 0.1)
{
set_task(0.1, "fm_cs_set_user_team_msg", id+TASK_TEAM)
g_teams_targettime = current_time + 0.1
}
else
{
set_task((g_teams_targettime + 0.1) - current_time, "fm_cs_set_user_team_msg", id+TASK_TEAM)
g_teams_targettime = g_teams_targettime + 0.1
}
}
// Send User Team Message
public fm_cs_set_user_team_msg(taskid)
{
// Note to self: this next message can now be received by other plugins
// Set the switching team flag
g_switchingteam = true
// Tell everyone my new team
emessage_begin(MSG_ALL, g_msgTeamInfo)
ewrite_byte(ID_TEAM) // player
ewrite_string(CS_TEAM_NAMES[fm_cs_get_user_team(ID_TEAM)]) // team
emessage_end()
// Done switching team
g_switchingteam = false
}
// Set the precached model index (updates hitboxes server side)
stock fm_cs_set_user_model_index(id, value)
{
set_pdata_int(id, OFFSET_MODELINDEX, value, OFFSET_LINUX)
}
// Set Player Model on Entity
stock fm_set_playermodel_ent(id)
{
// Make original player entity invisible without hiding shadows or firing effects
fm_set_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
// Format model string
static model[100]
formatex(model, charsmax(model), "models/player/%s/%s.mdl", g_playermodel[id], g_playermodel[id])
// Set model on entity or make a new one if unexistant
if (!pev_valid(g_ent_playermodel[id]))
{
g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if (!pev_valid(g_ent_playermodel[id])) return;
set_pev(g_ent_playermodel[id], pev_classname, MODEL_ENT_CLASSNAME)
set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
set_pev(g_ent_playermodel[id], pev_aiment, id)
set_pev(g_ent_playermodel[id], pev_owner, id)
}
engfunc(EngFunc_SetModel, g_ent_playermodel[id], model)
}
// Set Weapon Model on Entity
stock fm_set_weaponmodel_ent(id)
{
// Get player's p_ weapon model
static model[100]
pev(id, pev_weaponmodel2, model, charsmax(model))
// Set model on entity or make a new one if unexistant
if (!pev_valid(g_ent_weaponmodel[id]))
{
g_ent_weaponmodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if (!pev_valid(g_ent_weaponmodel[id])) return;
set_pev(g_ent_weaponmodel[id], pev_classname, WEAPON_ENT_CLASSNAME)
set_pev(g_ent_weaponmodel[id], pev_movetype, MOVETYPE_FOLLOW)
set_pev(g_ent_weaponmodel[id], pev_aiment, id)
set_pev(g_ent_weaponmodel[id], pev_owner, id)
}
engfunc(EngFunc_SetModel, g_ent_weaponmodel[id], model)
}
// Remove Custom Model Entities
stock fm_remove_model_ents(id)
{
// Remove "playermodel" ent if present
if (pev_valid(g_ent_playermodel[id]))
{
engfunc(EngFunc_RemoveEntity, g_ent_playermodel[id])
g_ent_playermodel[id] = 0
}
// Remove "weaponmodel" ent if present
if (pev_valid(g_ent_weaponmodel[id]))
{
engfunc(EngFunc_RemoveEntity, g_ent_weaponmodel[id])
g_ent_weaponmodel[id] = 0
}
}
// Set User Model
public fm_cs_set_user_model(taskid)
{
set_user_info(ID_MODEL, "model", g_playermodel[ID_MODEL])
}
// Get User Model -model passed byref-
stock fm_cs_get_user_model(player, model[], len)
{
get_user_info(player, "model", model, len)
}
// Update Player's Model on all clients (adding needed delays)
public fm_user_model_update(taskid)
{
static Float:current_time
current_time = get_gametime()
if (current_time - g_models_targettime >= g_modelchange_delay)
{
fm_cs_set_user_model(taskid)
g_models_targettime = current_time
}
else
{
set_task((g_models_targettime + g_modelchange_delay) - current_time, "fm_cs_set_user_model", taskid)
g_models_targettime = g_models_targettime + g_modelchange_delay
}
}
Добрый вечер, друзья, помогите.