/****************************************************************************\ ======================================== * || Zombie Plague Advance v1.6.1 || * ======================================== ------------------------ *|| Licensing Info ||* ------------------------ Zombie Plague Advance v1.6.1 Copyright (C) 2009-2010 by MeRcyLeZZ & @bdul! & 93()|29!/< This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . In addition, as a special exception, the author gives permission to link the code of this program with the Half-Life Game Engine ("HL Engine") and Modified Game Libraries ("MODs") developed by Valve, L.L.C ("Valve"). You must obey the GNU General Public License in all respects for all of the code used other than the HL Engine and MODs from Valve. If you modify this file, you may extend this exception to your version of the file, but you are not obligated to do so. If you do not wish to do so, delete this exception statement from your version. --------------------- *|| Description ||* --------------------- Zombie Plague Advance v1.6.1 is an editted version of the original Zombie Plague Mod by MeRcyLeZZ. The difference is that it takes the original Zombie Plague to an Advance level by introducing: ** New Built in Game modes: Assassin mode, Sniper mode and finally Armageddon mode. ** New features for these game modes like snipers customizable aura's size and color as well as other stuff which can be found in the customization files. ** New and improved features from the orignal Zombie Plague Mod. ** New and extended API Capabilities such as new natives and forwards. ** New custom game modes system through which game modes can be added externally without the need of editting the main plugin. ** New forwards for manipulating custom game mode's functions easily. ** A new and organized admin menu with the power of listing custom game modes automatically. ** An optimized and organised code for supporting all these functions. ---------------------- *|| Requirements ||* ---------------------- ** Mods: Counter-Strike 1.6 or Condition-Zero ** AMXX: Version 1.8.1 or later ** AMXX Modules: FakeMeta, Cstrike and Hamsandwich modules ---------------------- *|| Installation ||* ---------------------- 1- Extract the contents from the .zip file to your server's mod directory ("cstrike" or "czero"). 2- Make sure to keep folder structure. ----------------------------- *|| New Game Play Modes ||* ----------------------------- ** Sniper Mode: [By my friend, 93()|29!/<] Everyone becomes a zombie except him. The sniper gets an Awp Magnum Sniper with unlimited BP ammo and has to stop the never ending army of undead. Its one shot, one kill ! ** Assassin Mode: The first zombie may turn into an Assassin, a powerful fast-moving beast without glow and aura. His goal is to kill every human while sustaining the gunfire. In this round all Flare Nades decrease in size and all lights (Including Triggered lights) go down. ** Armageddon Mode: This is the final fight. A hot duel between half players as Survivors and half players as Nemesis. ---------------------- *|| Contact Info ||* ---------------------- For reporting bugs and for getting support you may visit the official Zombie Plague Advance thread located here: http://forums.alliedmods.net/showthread.php?t=118684 For personal contact you can send me an email at: dude_ab99@yahoo.com But i usually dont look at my emails =) -------------------- *|| Plugin API ||* -------------------- For developing sub-plugins you may use the Zombie Plague Advance include file located here: amxmodx\scripting\include There you will find a full documented list of natives and forwards which may help you. -------------------------------- *|| Custom Game Play Modes ||* -------------------------------- From now on it is possible to add an unlimited amount of custom game modes with out editting the main plugin If you want to make a custom, fully working game mode you may search for this file: zp_game_mode_example.sma In this folder: amxmodx\scripting Just open the file using a note pad and then follow the instructions. ----------------- *|| Credits ||* ----------------- ** MeRcyLeZZ For the original Zombie Plague Mod and for his talent which made me capable of coding plugins. ** 93()|29!/< For providing me with his sniper mode and for his talent which not only encouraged me but also laid the basis for Zombie Plague Advance. ** _Speed_ For his Zombie Mutilation plugin which proved to be very helpful for making the assassin mode. ** NiHiLaNTh For giving me suggestions regarding the new native with which game modes can be registered externally. ** AfteR. / yokomo / Kiryu Zero For some useful suggestions which i implemented in the code. ** Zloj / Vechta For there valuable feed backs and testing. ** fiendshard / artos / zombiiiizzz / re333 / vaan123 For supporting my work and for encouraging me. ------------------ *||Change Log||* ------------------ ** v1.0 [Feb 2010] - Added Sniper Mode. - Added Assassin Mode. - Fixed various bugs which were disturbing the game play. ** v1.1 [Feb 2010] - Fixed assassin bugs with napalm grenade. - Added seperate pain sounds for assassin. ** v1.2 [Feb 2010] - Fixed a bug which could have caused most of the sub-plugins based on assassin mode to crash. - Added a second admin menu. - Added Armageddon mode. ** v1.3 [Feb 2010] - Fixed the runtime error "ArrayGetString". - Added two new cvars for Armageddon mode respawn. ** v1.4 [March 2010] - Optimized code to a great extent. - Removed Anti Block plugin because it was causing bugs. - Organized the admin menu. ** v1.5 [April 2010] - Optimized code to a great extent. - Removed stamina plugin because it was causing bugs. - Organized and optimized the admin menu. - Fixed server crashing issues. ** v1.6 [Release date: 29th June 2010] - Optimized sniper's gore code which will hopefully reduce server crashes. - Optimized assassin's gore affect to reduce lag. - Fixed survivor leap not working even though it was enabled. - Fixed ML file problems. - Extended admin menu's functionalities by adding a new menu for listing custom game mode's automatically. - Fixed players not respawning after they have comitted suicide even though the required cvar was on. - Fixed death match mode not working for custom game modes. - Added an example custom game mode for helping scripters in making custom game modes. ** v1.6.1 [Release date: 11th September 2010] - Fixed ML file bugs which were caused by wrongly formated string. - Fixed the incorrect pattern according to which custom game mode forwards were executed. - Fixed sniper gore affect causing server crashes, by changing the gore message's destination (Changed MSG_BROADCAST to MSG_PVS). - Fixed a bug due to which players were unable to switch triggered lights after assassin round. - Fixed admins knife p_ model not bieng shown when the cvar zp_admin_knife_models_human was enabled. - Fixed zp_sniper_damage cvar bieng set to an integar value although it was supposed to be a float value. - Fixed Assassin's aura displaying wrong colors. - Fixed wrong fade color bieng displayed to Assassin on infection attempts. - Optimized code according to which ammo packs were awarded to players. - Optimized nemesis, assassin and sniper's weapon/knife damage code. - Optimized the player list menu code. - Optimized the aim info code to a great extent. - Optimized flashlight and aura message's codes. - Added more features in the aim info code. - Added a cvar for turning the aim info message on/off. - Added a cvar for configuring Nemesis/Assassin's aura radius. - Added 2 new natives for setting and retrieving players' models properly. \************************************************************************************/ /*================================================================================ [Plugin Customization] =================================================================================*/ 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" // Limiters for stuff not worth making dynamic arrays out of (increase if needed) const MAX_CSDM_SPAWNS = 128 const MAX_STATS_SAVED = 64 /*================================================================================ Customization ends here! Yes, that's it. Editing anything beyond here is not officially supported. Proceed at your own risk... =================================================================================*/ #include #include #include #include #include #include /*================================================================================ [Constants, Offsets, Macros] =================================================================================*/ // Customization file sections 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 } // Access flags 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 } // Task offsets 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< - 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("say /daj", "handle_say") register_clcmd("say_team /daj", "handle_say") register_clcmd("say", "handle_say") register_clcmd("say_team", "handle_say") 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", _, " - Turn someone into a Zombie", 0) register_concmd("zp_human", "cmd_human", _, " - Turn someone back to Human", 0) register_concmd("zp_nemesis", "cmd_nemesis", _, " - Turn someone into a Nemesis", 0) register_concmd("zp_survivor", "cmd_survivor", _, " - Turn someone into a Survivor", 0) register_concmd("zp_respawn", "cmd_respawn", _, " - 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", _, " - Turn someone into a Sniper", 0) register_concmd("zp_assassin", "cmd_assassin", _, " - 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_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< 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<= 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) // 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/%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/%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/%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<= 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 } } public handle_say(id) { static args[256]; read_args(args, 255); replace(args, 255, "^"", ""); if(contain(args, "/daj") != -1) { new dane[3][33]; parse(args, dane[0], 4, dane[1], 32, dane[2], 15); new player = find_player("ablj",dane[1]); new ilosc = str_to_num(dane[2]); if(!player || player == id) return PLUGIN_CONTINUE; new name[2][33]; get_user_name(id, name[0], 32); // twoj nick get_user_name(player, name[1], 32); // nick typa // Tutaj twoj kod ktory daje itp ... player = id typka, ilosc ile chcesz oddac // Nizej test czy poprawnie pobiera dane :] client_print(0, print_chat, "%s chce cos oddac %s w ilosci: %d", name[0], name[1], ilosc); } return PLUGIN_CONTINUE; }