Mój problem polega na tym że po skończonym trybie nie ustawia się normalna set_lights "b" tylko cały czas jest "a"
Mógłby mi ktoś z tym pomóc ?
/*================================================================================ --------------------------- -*- [ZP] Class: ASSASSIN -*- --------------------------- This plugin is part of Zombie Plague Mod and is distributed under the terms of the GNU General Public License. Check ZP_ReadMe.txt for details. ---------------------------- -*- [ZP] 5.0.6 config installment -*- ---------------------------- This plugin is included on zombie plague's config file 1st real: to make sure it works, goto "[Access Flags]" line and add "MAKE ASSASSIN = d" 1st: Open "zombieplague.ini" on your configs file 2nd: goto "[Sounds]" line and add "ROUND ASSASSIN = zombie_plague/nemesis1.wav , zombie_plague/nemesis2.wav" Note: If this dont work then report it :) ================================================================================*/ #include <amxmodx> #include <amx_settings_api> #include <cs_teams_api> #include <zp50_gamemodes> #include <zp50_class_assassin> #include <zp50_deathmatch> // Settings file new const ZP_SETTINGS_FILE[] = "zombieplague.ini" // Default sounds new const sound_assassin[][] = { "zombie_plague/assassin1.wav" , "zombie_plague/assassin2.wav" } #define SOUND_MAX_LENGTH 64 new Array:g_sound_assassin // HUD messages #define HUD_EVENT_X -1.0 #define HUD_EVENT_Y 0.17 #define HUD_EVENT_R 0 #define HUD_EVENT_G 255 #define HUD_EVENT_B 255 new g_MaxPlayers new g_HudSync new g_TargetPlayer new cvar_assassin_chance, cvar_assassin_min_players new cvar_assassin_show_hud, cvar_assassin_sounds new cvar_assassin_allow_respawn public plugin_precache() { // Register game mode at precache (plugin gets paused after this) register_plugin("[ZP] Game Mode: assassin", ZP_VERSION_STRING, "ZP Dev Team") zp_gamemodes_register("ASSASSIN Mode") // Create the HUD Sync Objects g_HudSync = CreateHudSyncObj() g_MaxPlayers = get_maxplayers() cvar_assassin_chance = register_cvar("zp_assassin_chance", "20") cvar_assassin_min_players = register_cvar("zp_assassin_min_players", "0") cvar_assassin_show_hud = register_cvar("zp_assassin_show_hud", "1") cvar_assassin_sounds = register_cvar("zp_assassin_sounds", "1") cvar_assassin_allow_respawn = register_cvar("zp_assassin_allow_respawn", "0") // Initialize arrays g_sound_assassin = ArrayCreate(SOUND_MAX_LENGTH, 1) // Load from external file amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND ASSASSIN", g_sound_assassin) // If we couldn't load custom sounds from file, use and save default ones new index if (ArraySize(g_sound_assassin) == 0) { for (index = 0; index < sizeof sound_assassin; index++) ArrayPushString(g_sound_assassin, sound_assassin[index]) // Save to external file amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND ASSASSIN", g_sound_assassin) } // Precache sounds new sound[SOUND_MAX_LENGTH] for (index = 0; index < ArraySize(g_sound_assassin); index++) { ArrayGetString(g_sound_assassin, index, sound, charsmax(sound)) if (equal(sound[strlen(sound)-4], ".mp3")) { format(sound, charsmax(sound), "sound/%s", sound) precache_generic(sound) } else precache_sound(sound) } } // Deathmatch module's player respawn forward public zp_fw_deathmatch_respawn_pre(id) { // Respawning allowed? if (!get_pcvar_num(cvar_assassin_allow_respawn)) return PLUGIN_HANDLED; return PLUGIN_CONTINUE; } public zp_fw_core_spawn_post(id) { // Always respawn as human on assassin rounds zp_core_respawn_as_zombie(id, false) } public zp_fw_gamemodes_choose_pre(game_mode_id, skipchecks) { if (!skipchecks) { // Random chance if (random_num(1, get_pcvar_num(cvar_assassin_chance)) != 1) return PLUGIN_HANDLED; // Min players if (GetAliveCount() < get_pcvar_num(cvar_assassin_min_players)) return PLUGIN_HANDLED; } // Game mode allowed return PLUGIN_CONTINUE; } public zp_fw_gamemodes_choose_post(game_mode_id, target_player) { // Pick player randomly? g_TargetPlayer = (target_player == RANDOM_TARGET_PLAYER) ? GetRandomAlive(random_num(1, GetAliveCount())) : target_player } public zp_fw_gamemodes_start() { // Turn player into assassin zp_class_assassin_set(g_TargetPlayer) server_cmd("zp_lighting ^"a") // Remaining players should be humans (CTs) new id for (id = 1; id <= g_MaxPlayers; id++) { // Not alive if (!is_user_alive(id)) continue; // This is our assassin if (zp_class_assassin_get(id)) continue; // Switch to CT cs_set_player_team(id, CS_TEAM_CT) } // Play assassin sound if (get_pcvar_num(cvar_assassin_sounds)) { new sound[SOUND_MAX_LENGTH] ArrayGetString(g_sound_assassin, random_num(0, ArraySize(g_sound_assassin) - 1), sound, charsmax(sound)) PlaySoundToClients(sound) } if (get_pcvar_num(cvar_assassin_show_hud)) { // Show assassin HUD notice new name[32] get_user_name(g_TargetPlayer, name, charsmax(name)) set_hudmessage(HUD_EVENT_R, HUD_EVENT_G, HUD_EVENT_B, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1) ShowSyncHudMsg(0, g_HudSync, "%s is a Assassin !!!", name) } } // Plays a sound on clients PlaySoundToClients(const sound[]) { if (equal(sound[strlen(sound)-4], ".mp3")) client_cmd(0, "mp3 play ^"sound/%s^"", sound) else client_cmd(0, "spk ^"%s^"", sound) } // Get Alive Count -returns alive players number- GetAliveCount() { new iAlive, id for (id = 1; id <= g_MaxPlayers; id++) { if (is_user_alive(id)) iAlive++ } return iAlive; } // Get Random Alive -returns index of alive player number target_index - GetRandomAlive(target_index) { new iAlive, id for (id = 1; id <= g_MaxPlayers; id++) { if (is_user_alive(id)) iAlive++ if (iAlive == target_index) return id; } return -1; }