lecz problem polega na tym ze nie dzialaja odznaki gracz jak zdobedzie ta odznake to pisze mu np. odznaki: 1 ale problem w tym ze ona nie dziala ma np odznake expert z shotguna to dalej jest tak samo widziany a powinien byc lekko niewidzialny proszę o pomoc niewiem w czym tkwi problem dam wam wycinek z badgepowers:
//Bf2 Rank Mod badge powers File
//Contains all the power giving etc checking functions.
#if defined bf2_powers_included
#endinput
#endif
#define bf2_powers_included
public set_speed(id)
{
if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return;
if ( !is_user_alive(id) || freezetime ) return;
new Float:speed;
if ( g_imobile[id] )
{
speed = 100.0;
}
else
{
if ( cs_get_user_vip(id) )
{
//VIPs only have 1 speed no matter the weapon
speed = 227.0;
}
else
{
new weapon = get_user_weapon(id);
speed = gCSWeaponSpeed[weapon];
if ( gCurrentFOV[id] <= 45 )
{
switch(weapon)
{
case CSW_SCOUT: speed = 220.0;
case CSW_SG550, CSW_AWP, CSW_G3SG1: speed = 150.0;
}
}
}
new smglevel = g_PlayerBadges[id][BADGE_SMG];
if ( smglevel )
{
//15 units faster per level.
speed += (smglevel * 15.0);
}
}
if ( speed != get_user_maxspeed(id) )
{
set_user_maxspeed(id, speed);
}
}
public set_invis(id)
{
if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return;
if ( !is_user_alive(id) ) return;
new shotgunlevel = g_PlayerBadges[id][BADGE_SHOTGUN];
if ( shotgunlevel && get_user_weapon(id) == CSW_KNIFE )
{
fm_set_rendering(id, kRenderFxNone, 0, 0, 0, kRenderTransTexture, gInvisAlphaValue[shotgunlevel-1]);
g_invis[id] = true;
}
else
{
fm_set_rendering(id);
g_invis[id] = false;
}
}
public remove_imobile(id)
{
g_imobile[id] = false;
set_speed(id);
}
public give_userweapon(id)
{
if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return;
if ( !is_user_alive(id) ) return;
new bool:givenitem = false;
new assaultlevel = g_PlayerBadges[id][BADGE_ASSAULT];
if ( assaultlevel )
{
new hp;
hp = 100 + (assaultlevel*10);
set_user_health(id, hp);
givenitem = true;
}
new sniperlevel = g_PlayerBadges[id][BADGE_SNIPER];
if ( sniperlevel )
{
if ( random_num(1, (4-sniperlevel)) == 1 )
{
new weaponName[32];
new weaponID = get_user_weapon(id);
if ( !get_pcvar_num(gPcvarFreeAwp) )
{
fm_give_item(id, "weapon_scout");
}
else
{
fm_give_item(id, "weapon_awp");
}
if ( weaponID )
{
get_weaponname(weaponID, weaponName, charsmax(weaponName));
engclient_cmd(id, weaponName);
}
givenitem = true;
}
}
new CsArmorType:ArmorType;
switch (numofbadges[id])
{
case 6 .. 11: {
if ( cs_get_user_armor(id, ArmorType) < 50 )
{
cs_set_user_armor(id, 50, CS_ARMOR_VESTHELM);
givenitem = true;
}
}
case 12 .. 17: {
if ( cs_get_user_armor(id, ArmorType) < 100 )
{
cs_set_user_armor(id, 100, CS_ARMOR_VESTHELM);
givenitem = true;
}
}
case 18 .. 24: {
cs_set_user_armor(id, 200, CS_ARMOR_VESTHELM);
givenitem = true;
}
}
if ( givenitem )
screen_flash(id, 0, 255, 0, 100); //Green screen flash
}