else // humans
{
// Survivor Class loaded?
if (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_survivor_get(id))
formatex(class_name, charsmax(class_name), "%L", id, "CLASS_SURVIVOR")
else if(LibraryExists(LIBRARY_SNIPER, LibType_Library) && zp_class_sniper_get(id))
formatex(class_name, charsmax(class_name), "%L", id, "CLASS_SNIPER")
else
{
@@@@@@ {1111 linijka}zp_class_human_get_name(zp_class_human_get_current(id), class_name, charsmax(class_name))
// ML support for class name
formatex(transkey, charsmax(transkey), "HUMANNAME %s", class_name)
if (GetLangTransKey(transkey) != TransKey_Bad) formatex(class_name, charsmax(class_name), "%L", id, transkey)
}
}
set_hudmessage(255, 0, 0, 0.02, 0.22, 0, 0.0, 1.1, 0.0, 0.0, 1);
ShowSyncHudMsg(id, g_msgHudSync1 , "%L", LANG_SERVER, "LEVEL_HUD_TEXT", PlayerLevel[id], PlayerXp[id], LEVELS[PlayerLevel[id]], RANK[PlayerLevel[id]], RANKLEVELS[PlayerLevel[id]], class_name, zp_ammopacks_get(id), get_user_health(id))
return PLUGIN_CONTINUE;