Witamy w Nieoficjalnym polskim support'cie AMX Mod X
Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.
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/*================================================================================ ------------------------------------------------------- -*- Zombie Plague 4.3 + New Modes 1.3 Includes File -*- ------------------------------------------------------- ------------------------------------------------------- -*- Dont use this include file for your plugins -*- -*- This file is for backwards compatibility only. -*- -*- Use the zombie_plague_advance.inc file insteead -*- ------------------------------------------------------- ~~~~~~~~~~ - How To - ~~~~~~~~~~ To make use of the Zombie Plague API features in your plugin, just add the following line at the beginning of your script: #include~~~~~~~~~~~ - Natives - ~~~~~~~~~~~ These work just like any other functions: you may have to pass parameters and they usually return values. Example: if ( is_user_alive( id ) && zp_get_user_zombie( id ) ) { server_print( "Player %d is alive and a zombie", id ) } ~~~~~~~~~~~~ - Forwards - ~~~~~~~~~~~~ Forwards get called whenever an event happens during the game. You need to make a public callback somewhere on your script, and it will automatically be triggered when the event occurs. Example: public zp_user_infected_post( id, infector, nemesis ) { if ( !infector || nemesis ) return; server_print( "Player %d just got infected by %d!", id, infector ) } Also, take note of cases when there's a suffix: * _pre : means the forward will be called BEFORE the event happens * _post : means it will be called AFTER the event takes place =================================================================================*/ #if defined _zombieplague_included #endinput #endif #define _zombieplague_included /* Teams for zp_register_extra_item() */ #define ZP_TEAM_ZOMBIE (1<<0) #define ZP_TEAM_HUMAN (1<<1) #define ZP_TEAM_NEMESIS (1<<2) #define ZP_TEAM_SURVIVOR (1<<3) #define ZP_TEAM_SNIPER (1<<4) #define ZP_TEAM_ASSASSIN (1<<5) /* Game modes for zp_round_started() */ enum { MODE_INFECTION = 1, MODE_NEMESIS, MODE_SURVIVOR, MODE_SWARM, MODE_MULTI, MODE_PLAGUE, MODE_SNIPER, MODE_ASSASSIN, MODE_LNJ } /* Winner teams for zp_round_ended() */ enum { WIN_NO_ONE = 0, WIN_ZOMBIES, WIN_HUMANS } /* Custom forward return values */ #define ZP_PLUGIN_HANDLED 97 /** * Returns whether a player is a zombie. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_zombie(id) /** * Returns whether a player is a nemesis. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_nemesis(id) /** * Returns whether a player is a survivor. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_survivor(id) /** * Returns whether a player is the first zombie. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_first_zombie(id) /** * Returns whether a player is the last zombie. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_last_zombie(id) /** * Returns whether a player is the last human. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_last_human(id) /** * Returns a player's current zombie class ID. * * @param id Player index. * @return Internal zombie class ID, or -1 if not yet chosen. */ native zp_get_user_zombie_class(id) /** * Returns a player's next zombie class ID (for the next infection). * * @param id Player index. * @return Internal zombie class ID, or -1 if not yet chosen. */ native zp_get_user_next_class(id) /** * Sets a player's next zombie class ID (for the next infection). * * @param id Player index. * @param classid A valid zombie class ID. * @return True on success, false otherwise. */ native zp_set_user_zombie_class(id, classid) /** * Returns a player's ammo pack count. * * @param id Player index. * @return Number of ammo packs owned. */ native zp_get_user_ammo_packs(id) /** * Sets a player's ammo pack count. * * @param id Player index. * @param amount New quantity of ammo packs owned. */ native zp_set_user_ammo_packs(id, amount) /** * Returns the default maximum health of a zombie. * * Note: Takes into account first zombie's HP multiplier. * * @param id Player index. * @return Maximum amount of health points, or -1 if not a normal zombie. */ native zp_get_zombie_maxhealth(id) /** * Returns a player's custom flashlight batteries charge. * * @param id Player index. * @return Charge percent (0 to 100). */ native zp_get_user_batteries(id) /** * Sets a player's custom flashlight batteries charge. * * @param id Player index. * @param value New charge percent (0 to 100). */ native zp_set_user_batteries(id, charge) /** * Returns whether a player has night vision. * * @param id Player index. * @return True if it has, false otherwise. */ native zp_get_user_nightvision(id) /** * Sets whether a player has night vision. * * @param id Player index. * @param set True to give, false for removing it. */ native zp_set_user_nightvision(id, set) /** * Forces a player to become a zombie. * * Note: Unavailable for last human/survivor/sniper. * * @param id Player index to be infected. * @param infector Player index who infected him (optional). * @param silent If set, there will be no HUD messages or infection sounds. * @param rewards Whether to show DeathMsg and reward frags, hp, and ammo packs to infector. * @return True on success, false otherwise. */ native zp_infect_user(id, infector = 0, silent = 0, rewards = 0) /** * Forces a player to become a human. * * Note: Unavailable for last zombie/nemesis. * * @param id Player index to be cured. * @param silent If set, there will be no HUD messages or antidote sounds. * @return True on success, false otherwise. */ native zp_disinfect_user(id, silent = 0) /** * Forces a player to become a nemesis. * * Note: Unavailable for last human/survivor/sniper. * * @param id Player index to turn into nemesis. * @return True on success, false otherwise. */ native zp_make_user_nemesis(id) /** * Forces a player to become a survivor. * * Note: Unavailable for last zombie/nemesis. * * @param id Player index to turn into survivor. * @return True on success, false otherwise. */ native zp_make_user_survivor(id) /** * Respawns a player into a specific team. * * @param id Player index to be respawned. * @param team Team to respawn the player into (ZP_TEAM_ZOMBIE or ZP_TEAM_HUMAN). * @return True on success, false otherwise. */ native zp_respawn_user(id, team) /** * Forces a player to buy an extra item. * * @param id Player index. * @param itemid A valid extra item ID. * @param ignorecost If set, item's cost won't be deduced from player. * @return True on success, false otherwise. */ native zp_force_buy_extra_item(id, itemid, ignorecost = 0) /** * Returns whether a player is a sniper. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_sniper(id) /** * Forces a player to become a sniper. * * Note: Unavailable for last zombie/nemesis/assassin. * * @param id Player index to turn into sniper. * @return True on success, false otherwise. */ native zp_make_user_sniper(id) /** * Returns whether a player is an assassin. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_assassin(id) /** * Forces a player to become a assassin. * * Note: Unavailable for last human/survivor/sniper. * * @param id Player index to turn into assassin. * @return True on success, false otherwise. */ native zp_make_user_assassin(id) /** * Returns whether the ZP round has started, i.e. first zombie * has been chosen or a game mode has begun. * * @return 0 - Round not started * 1 - Round started * 2 - Round starting */ native zp_has_round_started() /** * Returns whether the current round is a nemesis round. * * @return True if it is, false otherwise. */ native zp_is_nemesis_round() /** * Returns whether the current round is a survivor round. * * @return True if it is, false otherwise. */ native zp_is_survivor_round() /** * Returns whether the current round is a swarm round. * * @return True if it is, false otherwise. */ native zp_is_swarm_round() /** * Returns whether the current round is a plague round. * * @return True if it is, false otherwise. */ native zp_is_plague_round() /** * Returns whether the current round is a Armageddon round. * * @return True if it is, false otherwise. */ native zp_is_lnj_round() /** * Returns number of alive zombies. * * @return Zombie count. */ native zp_get_zombie_count() /** * Returns number of alive humans. * * @return Human count. */ native zp_get_human_count() /** * Returns number of alive nemesis. * * @return Nemesis count. */ native zp_get_nemesis_count() /** * Returns number of alive survivors. * * @return Survivor count. */ native zp_get_survivor_count() /** * Returns whether the current round is a sniper round. * * @return True if it is, false otherwise. */ native zp_is_sniper_round() /** * Returns whether the current round is a assassin round. * * @return True if it is, false otherwise. */ native zp_is_assassin_round() /** * Returns number of alive snipers. * * @return Sniper count. */ native zp_get_sniper_count() /** * Returns number of alive assassins. * * @return Assassin count. */ native zp_get_assassin_count() /** * Registers a custom item which will be added to the extra items menu of ZP. * * Note: The returned extra item ID can be later used to catch item * purchase events for the zp_extra_item_selected() forward. * * Note: ZP_TEAM_NEMESIS, ZP_TEAM_SURVIVOR, ZP_TEAM_ASSASSIN and ZP_TEAM_SNIPER * can be used to make an item available to Nemesis, * Survivors, Assassins and Snipers. * * @param name Caption to display on the menu. * @param cost Ammo packs to be deducted on purchase. * @param teams Bitsum of teams it should be available for. * @return An internal extra item ID, or -1 on failure. */ native zp_register_extra_item(const name[], cost, teams) /** * Registers a custom class which will be added to the zombie classes menu of ZP. * * Note: The returned zombie class ID can be later used to identify * the class when calling the zp_get_user_zombie_class() natives. * * @param name Caption to display on the menu. * @param info Brief description of the class. * @param model Player model to be used. * @param clawmodel Claws model to be used. * @param hp Initial health points. * @param speed Maximum speed. * @param gravity Gravity multiplier. * @param knockback Knockback multiplier. * @return An internal zombie class ID, or -1 on failure. */ native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback) /** * Returns an extra item's ID. * * @param name Item name to look for. * @return Internal extra item ID, or -1 if not found. */ native zp_get_extra_item_id(const name[]) /** * Returns a zombie class' ID. * * @param name Class name to look for. * @return Internal zombie class ID, or -1 if not found. */ native zp_get_zombie_class_id(const name[]) /** * Called when the ZP round starts, i.e. first zombie * is chosen or a game mode begins. * * @param gamemode Mode which has started. * @param id Affected player's index (if applicable). */ forward zp_round_started(gamemode, id) /** * Called when the round ends. * * @param winteam Team which has won the round. */ forward zp_round_ended(winteam) /** * Called when a player gets infected. * * @param id Player index who was infected. * @param infector Player index who infected him (if applicable). * @param nemesis Whether the player was turned into a nemesis. */ forward zp_user_infected_pre(id, infector, nemesis) forward zp_user_infected_post(id, infector, nemesis) /** * Called when a player turns back to human. * * @param id Player index who was cured. * @param survivor Whether the player was turned into a survivor. */ forward zp_user_humanized_pre(id, survivor) forward zp_user_humanized_post(id, survivor) forward zp_user_humanized_pre(id, sniper) forward zp_user_humanized_post(id, sniper) /** * Called on a player infect/cure attempt. You can use this to block * an infection/humanization by returning ZP_PLUGIN_HANDLED in your plugin. * * Note: Right now this is only available after the ZP round starts, since some * situations (like blocking a first zombie's infection) are not yet handled. */ forward zp_user_infect_attempt(id, infector, nemesis) forward zp_user_humanize_attempt(id, survivor) forward zp_user_humanize_attempt(id, sniper) /** * Called when a player buys an extra item from the ZP menu. * * Note: You can now return ZP_PLUGIN_HANDLED in your plugin to block * the purchase and the player will be automatically refunded. * * @param id Player index of purchaser. * @param itemid Internal extra item ID. */ forward zp_extra_item_selected(id, itemid) /** * Called when a player gets unfrozen (frostnades). * * @param id Player index. */ forward zp_user_unfrozen(id) /** * Called when a player becomes the last zombie. * * Note: This is called for the first zombie too. * * @param id Player index. */ forward zp_user_last_zombie(id) /** * Called when a player becomes the last human. * * @param id Player index. */ forward zp_user_last_human(id) /** * @deprecated - Do not use! * For backwards compatibility only. */ #define ZP_TEAM_ANY 0
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