Code: Select all
set_hudmessage(255, 0, 0, -1.0, 0.01)
show_hudmessage(id, "<Hudmessage>")
#include <zombie_escape>
#include <engine>
new const V_M4A1_MODEL[] = "models/zombie_escape/v_frost_m4a1.mdl"
new const P_M4A1_MODEL[] = "models/zombie_escape/p_frost_m4a1.mdl"
new const W_M4A1_MODEL[] = "models/zombie_escape/w_frost_m4a1.mdl"
new const W_OLD_M4A1_MODEL[] = "models/w_m4a1.mdl"
new g_iItemID, g_iHudSync, g_iSpriteLaser, g_iFreezeDmg, g_iDmgMultiplier
new bool:g_bHasFrostM4A1[33]
new g_iDmg[33]
public plugin_init()
{
register_plugin("[ZE] Extra Item: Frost M4A1", "1.0", "Raheem")
// Cvars
g_iFreezeDmg = register_cvar("ze_freezing_m4a1_damage", "2000") // Damage Requried So Zombie got Frozen
g_iDmgMultiplier = register_cvar("ze_multiplier_m4a1_damage", "2") // Multiplie Weapon Damage
// Message IDS
g_iHudSync = CreateHudSyncObj()
// ITEM NAME & COST
g_iItemID = ze_register_item("Frost M4A1", 30, 0) // It's cost 30 Ammo Pack
ze_set_item_vip(g_iItemID, "f")
// Events
register_event("WeapPickup", "CheckModel", "b", "1=19")
register_event("CurWeapon", "CurrentWeapon", "be", "1=1")
// Forwards
register_forward(FM_SetModel, "Fw_SetModel")
// HookChains
RegisterHookChain(RG_CBasePlayer_TakeDamage, "Fw_TakeDamage_Post", 1)
// Hams
RegisterHam(Ham_TraceAttack, "player", "Fw_TraceAttack_Post", 1)
RegisterHam(Ham_TraceAttack, "worldspawn", "Fw_TraceAttack_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, "weapon_m4a1", "Fw_AddFrostM4A1ToPlayer")
}
public plugin_precache()
{
// Models
precache_model(V_M4A1_MODEL)
precache_model(P_M4A1_MODEL)
precache_model(W_M4A1_MODEL)
// Sprites
g_iSpriteLaser = precache_model( "sprites/Newlightning.spr")
}
public client_disconnected(id)
{
g_bHasFrostM4A1[id] = false
}
public ze_select_item_pre(id, itemid)
{
// Return Available and we will block it in Post, So it dosen't affect other plugins
if (itemid != g_iItemID)
return ZE_ITEM_AVAILABLE
// Available for Humans only, So don't show it for zombies
if (ze_is_user_zombie(id))
return ZE_ITEM_DONT_SHOW
return ZE_ITEM_AVAILABLE
}
public ze_select_item_post(player, itemid)
{
if (itemid != g_iItemID)
return
g_bHasFrostM4A1[player] = true
rg_remove_item(player, "weapon_m4a1")
rg_give_item(player, "weapon_m4a1", GT_APPEND)
rg_set_user_bpammo(player, WeaponIdType:get_weaponid("weapon_m4a1"), 90)
new szName[32]
get_user_name(player, szName, charsmax(szName))
set_hudmessage(random(255), random(255), random(255), -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)
show_hudmessage(0, "%s Has bought Frost M4A1!", szName)
ze_colored_print(player, "!tYou Have bought Frost M4A1!y!")
}
public Fw_TraceAttack_Post(iEnt, iAttacker, Float:flDamage, Float:fDir[3], ptr, iDamageType)
{
if(!is_user_alive(iAttacker))
return
if(get_user_weapon(iAttacker) != CSW_M4A1 || !g_bHasFrostM4A1[iAttacker])
return
set_hudmessage(34, 138, 255, -1.0, 0.17, 1, 0.0, 2.0, 1.0, 1.0, -1)
ShowSyncHudMsg(iAttacker, g_iHudSync, "Freeze Damage^n%d/%d", g_iDmg[iAttacker], get_pcvar_num(g_iFreezeDmg))
new vec1[3], vec2[3]
get_user_origin(iAttacker, vec1, 1)
get_user_origin(iAttacker, vec2, 4)
make_beam(vec1, vec2, g_iSpriteLaser, 0, 50, 200, 200)
}
public ze_user_infected(infected)
{
if (g_bHasFrostM4A1[infected])
{
g_bHasFrostM4A1[infected] = false
}
}
public ze_user_humanized(id)
{
g_bHasFrostM4A1[id] = false
g_iDmg[id] = 0
}
public Fw_TakeDamage_Post(iVictim, iInflictor, iAttacker, Float:fDamage, bitsDamageType)
{
// Not Vaild Victim or Attacker
if (!is_user_connected(iVictim) || !is_user_connected(iAttacker))
return HC_CONTINUE
if (g_bHasFrostM4A1[iAttacker] && (get_user_weapon(iAttacker) == CSW_M4A1))
{
SetHookChainArg(4 , ATYPE_FLOAT, fDamage * get_pcvar_num(g_iDmgMultiplier))
}
if((get_user_weapon(iAttacker) == CSW_M4A1) && g_bHasFrostM4A1[iAttacker])
{
g_iDmg[iAttacker] += (floatround(fDamage) * get_pcvar_num(g_iDmgMultiplier))
}
if((g_iDmg[iAttacker] >= get_pcvar_num(g_iFreezeDmg)) && (get_user_weapon(iAttacker) == CSW_M4A1) && g_bHasFrostM4A1[iAttacker])
{
new szName[32]
get_user_name(iVictim, szName, charsmax(szName))
ze_set_frost_grenade(iVictim, true)
g_iDmg[iAttacker] = 0
set_dhudmessage(34, 138, 255, -1.0, 0.25, 2, 6.0, 3.0, 0.1, 1.5)
show_dhudmessage(iAttacker, "%s Has been Freezed!", szName)
}
return HC_CONTINUE
}
public CheckModel(id)
{
if (is_user_alive(id))
{
set_pev(id, pev_viewmodel2, V_M4A1_MODEL)
set_pev(id, pev_weaponmodel2, P_M4A1_MODEL)
}
return PLUGIN_CONTINUE
}
public CurrentWeapon(id)
{
if ((get_user_weapon(id) == CSW_M4A1) && g_bHasFrostM4A1[id] == true)
{
CheckModel(id)
}
else
{
ClearSyncHud(id, g_iHudSync)
}
return PLUGIN_CONTINUE
}
make_beam(const origin2[3], const origin[3], sprite, red, green, blue, alpha)
{
//BEAMENTPOINTS
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte (0) //TE_BEAMENTPOINTS 0
write_coord(origin2[0])
write_coord(origin2[1])
write_coord(origin2[2])
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_short(sprite) // sprite
write_byte(1) // framestart
write_byte(5) // framerate
write_byte(2) // life
write_byte(20) // width
write_byte(0) // noise
write_byte(red) // r, g, b
write_byte(green) // r, g, b
write_byte(blue) // r, g, b
write_byte(alpha) // brightness
write_byte(150) // speed
message_end()
}
public Fw_SetModel(entity, model[])
{
if(!is_valid_ent(entity))
return FMRES_IGNORED
if(!equali(model, W_OLD_M4A1_MODEL))
return FMRES_IGNORED
new className[33]
entity_get_string(entity, EV_SZ_classname, className, 32)
static iOwner, iStoredM4A1ID
// Frost M4A1 Owner
iOwner = entity_get_edict(entity, EV_ENT_owner)
// Get drop weapon index (Frost M4A1) to use in fw_FrostM4A1AddToPlayer forward
iStoredM4A1ID = find_ent_by_owner(-1, "weapon_m4a1", entity)
// If Player Has Frost M4A1 and It's weapon_m4a1
if(g_bHasFrostM4A1[iOwner] && is_valid_ent(iStoredM4A1ID))
{
// Setting weapon options
entity_set_int(iStoredM4A1ID, EV_INT_impulse, 1997)
// Rest Var
g_bHasFrostM4A1[iOwner] = false
// Set weaponbox new model
entity_set_model(entity, W_M4A1_MODEL)
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
public Fw_AddFrostM4A1ToPlayer(FrostM4A1, id)
{
// Make sure that this is M4A1
if(is_valid_ent(FrostM4A1) && is_user_connected(id) && entity_get_int(FrostM4A1, EV_INT_impulse) == 1997)
{
// Update Var
g_bHasFrostM4A1[id] = true
// Reset weapon options
entity_set_int(FrostM4A1, EV_INT_impulse, 0)
return HAM_HANDLED
}
return HAM_IGNORED
}
Code: Select all
#include <zombie_escape>
#include <ze_levels>
native give_golden_m3(id);
native give_golden_mp5(id);
native give_golden_m4a1(id);
native give_golden_ak47(id);
native ze_giveminigun(id)
native give_thantos5(id)
// Setting File
new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini"
// Keys
const KEYSMENU = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9|MENU_KEY_0
const OFFSET_CSMENUCODE = 205
// Primary Weapons Entities [Default Values]
new const szPrimaryWeaponEnt[][] =
{
"weapon_xm1014", // Level 0
"weapon_ump45", // Level 0
"weapon_m3", // Level 1
"weapon_mp5navy", // Level 2
"weapon_p90", // Level 3
"weapon_galil", // Level 4
"weapon_famas", // Level 5
"weapon_sg550", // Level 6
"weapon_g3sg1", // Level 7
"weapon_m249", // Level 8
"weapon_sg552", // Level 9
"weapon_aug", // Level 10
"weapon_m4a1", // Level 11
"weapon_ak47" // Level 12
}
// Secondary Weapons Entities [Default Values]
new const szSecondaryWeaponEnt[][]=
{
"weapon_usp", // Level 0
"weapon_p228", // Level 0
"weapon_glock18", // Level 1
"weapon_fiveseven", // Level 2
"weapon_deagle", // Level 3
"weapon_elite" // Level 4
}
// Primary and Secondary Weapons Names [Default Values]
new const szWeaponNames[][] =
{
"",
"P228",
"",
"Scout",
"HE Grenade",
"XM1014",
"",
"MAC-10",
"AUG",
"Smoke Grenade",
"Dual Elite",
"Five Seven",
"UMP 45",
"SG-550",
"Galil",
"Famas",
"USP",
"Glock",
"AWP",
"MP5",
"M249",
"M3",
"M4A1",
"TMP",
"G3SG1",
"Flashbang",
"Desert Eagle",
"SG-552",
"AK-47",
"",
"P90"
}
// Max Back Clip Ammo (Change it From here if you need)
new const szMaxBPAmmo[] =
{
-1,
200,
-1,
200,
1,
200,
1,
200,
200,
1,
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
200,
32,
200,
200,
200,
2,
200,
200,
200,
-1,
200
}
// Menu selections
const MENU_KEY_AUTOSELECT = 7
const MENU_KEY_BACK = 7
const MENU_KEY_NEXT = 8
const MENU_KEY_EXIT = 9
// Variables
new Array:g_szPrimaryWeapons, Array:g_szSecondaryWeapons
new g_iMenuData[33][4],
Float:g_fBuyTimeStart[33],
bool:g_bBoughtPrimary[33],
bool:g_bBoughtSecondary[33],
WPN_MAXIDS[33]
// Define
#define WPN_STARTID g_iMenuData[id][0]
#define WPN_SELECTION (g_iMenuData[id][0]+key)
#define WPN_AUTO_ON g_iMenuData[id][1]
#define WPN_AUTO_PRI g_iMenuData[id][2]
#define WPN_AUTO_SEC g_iMenuData[id][3]
// Cvars
new g_pCvarBuyTime,
g_pCvarHeGrenade,
g_pCvarSmokeGrenade,
g_pCvarFlashGrenade,
g_pCvarBlockWeapLowLevel
public plugin_natives()
{
register_native("ze_show_weapon_menu", "native_ze_show_weapon_menu", 1)
register_native("ze_is_auto_buy_enabled", "native_ze_is_auto_buy_enabled", 1)
register_native("ze_disable_auto_buy", "native_ze_disable_auto_buy", 1)
}
public plugin_precache()
{
// Initialize arrays (32 is the max length of Weapon Entity like: weapon_ak47)
g_szPrimaryWeapons = ArrayCreate(32, 1)
g_szSecondaryWeapons = ArrayCreate(32, 1)
// Load from external file
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapons Menu", "PRIMARY", g_szPrimaryWeapons)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapons Menu", "SECONDARY", g_szSecondaryWeapons)
// If we couldn't load from file, use and save default ones
new iIndex
if (ArraySize(g_szPrimaryWeapons) == 0)
{
for (iIndex = 0; iIndex < sizeof szPrimaryWeaponEnt; iIndex++)
ArrayPushString(g_szPrimaryWeapons, szPrimaryWeaponEnt[iIndex])
// If not found .ini File Create it and save default values in it
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapons Menu", "PRIMARY", g_szPrimaryWeapons)
}
if (ArraySize(g_szSecondaryWeapons) == 0)
{
for (iIndex = 0; iIndex < sizeof szSecondaryWeaponEnt; iIndex++)
ArrayPushString(g_szSecondaryWeapons, szSecondaryWeaponEnt[iIndex])
// If not found .ini File Create it and save default values in it
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapons Menu", "SECONDARY", g_szSecondaryWeapons)
}
}
public plugin_init()
{
register_plugin("[ZE] Levels Weapons Menu", "1.1", "Raheem")
// Commands
register_clcmd("guns", "Cmd_Buy")
register_clcmd("say /enable", "Cmd_Enable")
register_clcmd("say_team /enable", "Cmd_Enable")
// Cvars
g_pCvarBuyTime = register_cvar("ze_buy_time", "60")
g_pCvarHeGrenade = register_cvar("ze_give_HE_nade", "1") // 0 Nothing || 1 Give HE
g_pCvarSmokeGrenade = register_cvar("ze_give_SM_nade", "0")
g_pCvarFlashGrenade = register_cvar("ze_give_FB_nade", "0")
g_pCvarBlockWeapLowLevel = register_cvar("ze_block_weapons_lowlvl", "1")
// Menus
register_menu("Primary Weapons", KEYSMENU, "Menu_Buy_Primary")
register_menu("Secondary Weapons", KEYSMENU, "Menu_Buy_Secondary")
// Hams
RegisterHam(Ham_Touch, "weaponbox", "Fw_TouchWeapon_Pre", 0)
RegisterHam(Ham_Touch, "armoury_entity", "Fw_TouchWeapon_Pre", 0)
}
public client_disconnected(id)
{
WPN_AUTO_ON = 0
WPN_STARTID = 0
}
public Cmd_Enable(id)
{
if (WPN_AUTO_ON)
{
ze_colored_print(id, "%L", LANG_PLAYER, "BUY_ENABLED")
WPN_AUTO_ON = 0
}
}
public Cmd_Buy(id)
{
// Player Zombie
if (ze_is_user_zombie(id))
{
ze_colored_print(id, "%L", LANG_PLAYER, "NO_BUY_ZOMBIE")
return
}
// Player Dead
if (!is_user_alive(id))
{
ze_colored_print(id, "%L", LANG_PLAYER, "DEAD_CANT_BUY_WEAPON")
return
}
// Already bought
if (g_bBoughtPrimary[id] && g_bBoughtSecondary[id])
{
ze_colored_print(id, "%L", LANG_PLAYER, "ALREADY_BOUGHT")
}
Show_Available_Buy_Menus(id)
}
public ze_user_humanized(id)
{
// Static Values
switch (ze_get_user_level(id))
{
case 0: WPN_MAXIDS[id] = 2
case 1: WPN_MAXIDS[id] = 3
case 2: WPN_MAXIDS[id] = 4
case 3: WPN_MAXIDS[id] = 5
case 4: WPN_MAXIDS[id] = 6
case 5: WPN_MAXIDS[id] = 7
case 6: WPN_MAXIDS[id] = 8
case 7: WPN_MAXIDS[id] = 9
case 8: WPN_MAXIDS[id] = 10
case 9: WPN_MAXIDS[id] = 11
case 10: WPN_MAXIDS[id] = 12
case 11: WPN_MAXIDS[id] = 13
case 12..14: WPN_MAXIDS[id] = 14
case 15..19: WPN_MAXIDS[id] = 15 // Golden m3
case 20..24: WPN_MAXIDS[id] = 16 // Golden MP5
case 25..29: WPN_MAXIDS[id] = 17 // Golden M4A1
case 30: WPN_MAXIDS[id] = 18 // Golden AK47
}
if (ze_get_user_level(id) > 30)
{
WPN_MAXIDS[id] = 18
}
// Buyzone time starts when player is set to human
g_fBuyTimeStart[id] = get_gametime()
g_bBoughtPrimary[id] = false
g_bBoughtSecondary[id] = false
// Player dead or zombie
if (!is_user_alive(id) || ze_is_user_zombie(id))
return
if (WPN_AUTO_ON)
{
ze_colored_print(id, "%L", LANG_PLAYER, "RE_ENABLE_MENU")
Buy_Primary_Weapon(id, WPN_AUTO_PRI)
Buy_Secondary_Weapon(id, WPN_AUTO_SEC)
}
// Open available buy menus
Show_Available_Buy_Menus(id)
// Give HE Grenade
if (get_pcvar_num(g_pCvarHeGrenade) != 0)
rg_give_item(id, "weapon_hegrenade")
// Give Smoke Grenade
if (get_pcvar_num(g_pCvarSmokeGrenade) != 0)
rg_give_item(id, "weapon_smokegrenade")
// Give Flashbang Grenade
if (get_pcvar_num(g_pCvarFlashGrenade) != 0)
rg_give_item(id, "weapon_flashbang")
}
public Show_Available_Buy_Menus(id)
{
// Already Bought
if (g_bBoughtPrimary[id] && g_bBoughtSecondary[id])
return
// Here we use if and else if so we make sure that Primary weapon come first then secondary
if (!g_bBoughtPrimary[id])
{
// Primary
Show_Menu_Buy_Primary(id)
}
else if (!g_bBoughtSecondary[id])
{
// Secondary
Show_Menu_Buy_Secondary(id)
}
}
public Show_Menu_Buy_Primary(id)
{
new iMenuTime = floatround(g_fBuyTimeStart[id] + get_pcvar_float(g_pCvarBuyTime) - get_gametime())
if (iMenuTime <= 0)
{
ze_colored_print(id, "%L", id, "BUY_MENU_TIME_EXPIRED")
return
}
static szMenu[300], szWeaponName[32]
new iLen, iIndex, iMaxLoops = min(WPN_STARTID+7, WPN_MAXIDS[id])
// Title
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\y%L \w[\r%d\w-\r%d\w]^n^n", id, "MENU_PRIMARY_TITLE", WPN_STARTID+1, min(WPN_STARTID+7, WPN_MAXIDS[id]))
// 1-7. Weapon List
for (iIndex = WPN_STARTID; iIndex < iMaxLoops; iIndex++)
{
if (ze_get_user_level(id) == 0 && iIndex >= 2||
ze_get_user_level(id) == 1 && iIndex >= 3 ||
ze_get_user_level(id) == 2 && iIndex >= 4 ||
ze_get_user_level(id) == 3 && iIndex >= 5 ||
ze_get_user_level(id) == 4 && iIndex >= 6 ||
ze_get_user_level(id) == 5 && iIndex >= 7 ||
ze_get_user_level(id) == 6 && iIndex >= 8 ||
ze_get_user_level(id) == 7 && iIndex >= 9 ||
ze_get_user_level(id) == 8 && iIndex >= 10 ||
ze_get_user_level(id) == 9 && iIndex >= 11 ||
ze_get_user_level(id) == 10 && iIndex >= 12 ||
ze_get_user_level(id) == 11 && iIndex >= 13 ||
ze_get_user_level(id) == 12 && iIndex >= 14)
{
break
}
/*
* Note that WPN_MAXIDS start from 1 but iIndex start from 0.
*/
// Golden M3
if (ze_get_user_level(id) >= 15 && ze_get_user_level(id) < 20)
{
if (iIndex == 14)
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, "Golden M3")
break;
}
}
// Golden MP5
if (ze_get_user_level(id) >= 20 && ze_get_user_level(id) < 25)
{
if (iIndex == 14)
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, "Golden M3")
}
if (iIndex == 15)
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, "Golden MP5")
break;
}
}
// Golden M4A1
if (ze_get_user_level(id) >= 25 && ze_get_user_level(id) < 30)
{
if (iIndex == 14)
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, "Golden M3")
}
if (iIndex == 15)
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, "Golden MP5")
}
if (iIndex == 16)
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, "Golden M4A1")
break;
}
}
// Golden AK47
if (ze_get_user_level(id) >= 30)
{
if (iIndex == 14)
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, "Golden M3")
}
if (iIndex == 15)
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, "Golden MP5")
}
if (iIndex == 16)
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, "Golden M4A1")
}
if (iIndex == 17)
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, "Thantos-5")
break;
}
}
// Must check if iIndex < 14 means max is AK47
if (iIndex < 14)
{
ArrayGetString(g_szPrimaryWeapons, iIndex, szWeaponName, charsmax(szWeaponName))
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, szWeaponNames[get_weaponid(szWeaponName)])
}
}
if (iIndex < 7)
{
ArrayGetString(g_szPrimaryWeapons, iIndex, szWeaponName, charsmax(szWeaponName))
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Next Level Unlock\w: \y%s^n", szWeaponNames[get_weaponid(szWeaponName)])
}
if (ze_get_user_level(id) == 5)
{
ArrayGetString(g_szPrimaryWeapons, 7, szWeaponName, charsmax(szWeaponName))
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Next Level Unlock\w: \y%s^n", szWeaponNames[get_weaponid(szWeaponName)])
}
else if (ze_get_user_level(id) == 6)
{
ArrayGetString(g_szPrimaryWeapons, 8, szWeaponName, charsmax(szWeaponName))
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Next Level Unlock\w: \y%s^n", szWeaponNames[get_weaponid(szWeaponName)])
}
else if (ze_get_user_level(id) == 7)
{
ArrayGetString(g_szPrimaryWeapons, 9, szWeaponName, charsmax(szWeaponName))
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Next Level Unlock\w: \y%s^n", szWeaponNames[get_weaponid(szWeaponName)])
}
else if (ze_get_user_level(id) == 8)
{
ArrayGetString(g_szPrimaryWeapons, 10, szWeaponName, charsmax(szWeaponName))
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Next Level Unlock\w: \y%s^n", szWeaponNames[get_weaponid(szWeaponName)])
}
else if (ze_get_user_level(id) == 9)
{
ArrayGetString(g_szPrimaryWeapons, 11, szWeaponName, charsmax(szWeaponName))
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Next Level Unlock\w: \y%s^n", szWeaponNames[get_weaponid(szWeaponName)])
}
else if (ze_get_user_level(id) == 10)
{
ArrayGetString(g_szPrimaryWeapons, 12, szWeaponName, charsmax(szWeaponName))
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Next Level Unlock\w: \y%s^n", szWeaponNames[get_weaponid(szWeaponName)])
}
else if (ze_get_user_level(id) == 11)
{
ArrayGetString(g_szPrimaryWeapons, 13, szWeaponName, charsmax(szWeaponName))
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Next Level Unlock\w: \y%s^n", szWeaponNames[get_weaponid(szWeaponName)])
}
else if (ze_get_user_level(id) >= 12 && ze_get_user_level(id) < 15) // Golden M3
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Level 15 Unlock\w: \yGolden M3^n")
}
else if (ze_get_user_level(id) >= 15 && ze_get_user_level(id) < 20) // Golden MP5
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Level 20 Unlock\w: \yGolden MP5^n")
}
else if (ze_get_user_level(id) >= 20 && ze_get_user_level(id) < 25) // Golden M4A1
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Level 25 Unlock\w: \yGolden M4A1^n")
}
else if (ze_get_user_level(id) >= 25 && ze_get_user_level(id) < 30) // Thantos-5
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Level 30 Unlock\w: \yThantos-5^n")
}
// 8. Auto Select
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\w8.\y %L \w[\r%L\w]", id, "MENU_AUTOSELECT", id, (WPN_AUTO_ON) ? "SAVE_YES" : "SAVE_NO")
// 9. Next/Back - 0. Exit
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n^n\y9.\r %L \w/ \r%L^n^n\w0.\y %L", id, "NEXT", id, "BACK", id, "EXIT")
// Fix for AMXX custom menus
set_pdata_int(id, OFFSET_CSMENUCODE, 0)
show_menu(id, KEYSMENU, szMenu, iMenuTime, "Primary Weapons")
}
public Show_Menu_Buy_Secondary(id)
{
new iMenuTime = floatround(g_fBuyTimeStart[id] + get_pcvar_float(g_pCvarBuyTime) - get_gametime())
if (iMenuTime <= 0)
{
ze_colored_print(id, "%L", id, "BUY_MENU_TIME_EXPIRED")
return
}
static szMenu[250], szWeaponName[32]
new iLen, iIndex, iMaxLoops = ArraySize(g_szSecondaryWeapons)
// Title
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\y%L^n", id, "MENU_SECONDARY_TITLE")
// 1-6. Weapon List
for (iIndex = 0; iIndex < iMaxLoops; iIndex++)
{
if (ze_get_user_level(id) == 0 && iIndex >= 2 ||
ze_get_user_level(id) == 1 && iIndex >= 3 ||
ze_get_user_level(id) == 2 && iIndex >= 4 ||
ze_get_user_level(id) == 3 && iIndex >= 5 ||
ze_get_user_level(id) == 4 && iIndex >= 6)
{
break
}
ArrayGetString(g_szSecondaryWeapons, iIndex, szWeaponName, charsmax(szWeaponName))
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\w%d.\y %s", iIndex+1, szWeaponNames[get_weaponid(szWeaponName)])
}
if (iIndex < ArraySize(g_szSecondaryWeapons))
{
ArrayGetString(g_szSecondaryWeapons, iIndex, szWeaponName, charsmax(szWeaponName))
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n^n\r Next Level Unlock\w: \y%s", szWeaponNames[get_weaponid(szWeaponName)])
}
// 8. Auto Select
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n^n\w8.\y %L \w[\r%L\w]", id, "MENU_AUTOSELECT", id, (WPN_AUTO_ON) ? "SAVE_YES" : "SAVE_NO")
// 0. Exit
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n^n\w0.\y %L", id, "EXIT")
// Fix for AMXX custom menus
set_pdata_int(id, OFFSET_CSMENUCODE, 0)
show_menu(id, KEYSMENU, szMenu, iMenuTime, "Secondary Weapons")
}
public Menu_Buy_Primary(id, key)
{
// Player dead or zombie or already bought primary
if (!is_user_alive(id) || ze_is_user_zombie(id) || g_bBoughtPrimary[id])
return PLUGIN_HANDLED
// Special keys / weapon list exceeded
if (key >= MENU_KEY_AUTOSELECT || WPN_SELECTION >= WPN_MAXIDS[id])
{
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[id])
WPN_STARTID += 7
else
WPN_STARTID = 0
}
case MENU_KEY_EXIT: // exit
{
return PLUGIN_HANDLED
}
}
// Show buy menu again
Show_Menu_Buy_Primary(id)
return PLUGIN_HANDLED
}
// Store selected weapon id
WPN_AUTO_PRI = WPN_SELECTION
// Buy primary weapon
Buy_Primary_Weapon(id, WPN_AUTO_PRI)
// Show Secondary Weapons
Show_Available_Buy_Menus(id)
return PLUGIN_HANDLED
}
public Buy_Primary_Weapon(id, selection)
{
if (selection == 14) // Golden M3
{
give_golden_m3(id)
g_bBoughtPrimary[id] = true
return true;
}
else if (selection == 15) // Golden MP5
{
give_golden_mp5(id)
g_bBoughtPrimary[id] = true
return true;
}
else if (selection == 16) // Golden M4A1
{
give_golden_m4a1(id)
g_bBoughtPrimary[id] = true
return true;
}
else if (selection == 17) // Thantos-5
{
give_thantos5(id)
g_bBoughtPrimary[id] = true
return true;
}
static szWeaponName[32]
ArrayGetString(g_szPrimaryWeapons, selection, szWeaponName, charsmax(szWeaponName))
new iWeaponId = get_weaponid(szWeaponName)
// Strip and Give Full Weapon
rg_give_item(id, szWeaponName, GT_REPLACE)
rg_set_user_bpammo(id, WeaponIdType:iWeaponId, szMaxBPAmmo[iWeaponId])
// Primary bought
g_bBoughtPrimary[id] = true
return true;
}
public Menu_Buy_Secondary(id, key)
{
// Player dead or zombie or already bought secondary
if (!is_user_alive(id) || ze_is_user_zombie(id) || g_bBoughtSecondary[id])
return PLUGIN_HANDLED
// Special keys / weapon list exceeded
if (key >= ArraySize(g_szSecondaryWeapons))
{
// 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_Buy_Secondary(id)
return PLUGIN_HANDLED
}
// Store selected weapon id
WPN_AUTO_SEC = key
// Buy secondary weapon
Buy_Secondary_Weapon(id, key)
return PLUGIN_HANDLED
}
public Buy_Secondary_Weapon(id, selection)
{
if ( ((selection == 2) && (ze_get_user_level(id) < 1)) ||
((selection == 3) && (ze_get_user_level(id) < 2)) ||
((selection == 4) && (ze_get_user_level(id) < 3)) ||
((selection == 5) && (ze_get_user_level(id) < 4)) )
{
Show_Menu_Buy_Secondary(id)
return;
}
static szWeaponName[32]
ArrayGetString(g_szSecondaryWeapons, selection, szWeaponName, charsmax(szWeaponName))
new iWeaponId = get_weaponid(szWeaponName)
// Strip and Give Full Weapon
rg_give_item(id, szWeaponName, GT_REPLACE)
rg_set_user_bpammo(id, WeaponIdType:iWeaponId, szMaxBPAmmo[iWeaponId])
ze_giveminigun(id)
// Secondary bought
g_bBoughtSecondary[id] = true
}
public Fw_TouchWeapon_Pre(iEnt, id)
{
if (get_pcvar_num(g_pCvarBlockWeapLowLevel) == 0)
return HAM_IGNORED;
// Not alive or Not Valid Weapon?
if(!is_user_alive(id) || !pev_valid(iEnt))
return HAM_IGNORED;
// Get Weapon Model
new szWeapModel[32]
pev(iEnt, pev_model, szWeapModel, charsmax(szWeapModel))
// Remove "models/w_" and ".mdl"
copyc(szWeapModel, charsmax(szWeapModel), szWeapModel[contain(szWeapModel, "_" ) + 1], '.')
// Set for mp5 to be same as "weapon_mp5navy"
if(szWeapModel[1] == 'p' && szWeapModel[2] == '5')
szWeapModel = "mp5navy"
// Add "weapon_" to all model names
static szWeaponEnt[32]
formatex(szWeaponEnt, charsmax(szWeaponEnt), "weapon_%s", szWeapModel)
// Get it's index in Weapon Array
new iIndex, i
// I won't explain the blew code if you need to understand ask me in Escapers-Zone.XYZ
for (i = 0; i < ArraySize(g_szPrimaryWeapons); i++)
{
new szPrimaryWeapon[32]
ArrayGetString(g_szPrimaryWeapons, i, szPrimaryWeapon, charsmax(szPrimaryWeapon))
if (equali(szWeaponEnt, szPrimaryWeapon))
iIndex = i
}
if (ze_get_user_level(id) == 0 && iIndex > 1)
{
return HAM_SUPERCEDE;
}
for (i = 1; i <= 11; i++)
{
if ((ze_get_user_level(id) == i) && iIndex > i+1)
{
return HAM_SUPERCEDE;
}
}
return HAM_IGNORED;
}
// Natives
public native_ze_show_weapon_menu(id)
{
if (!is_user_connected(id))
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player (%d)", id)
return false
}
Cmd_Buy(id)
return true
}
public native_ze_is_auto_buy_enabled(id)
{
if (!is_user_connected(id))
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player (%d)", id)
return -1;
}
return WPN_AUTO_ON;
}
public native_ze_disable_auto_buy(id)
{
if (!is_user_connected(id))
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player (%d)", id)
return false
}
WPN_AUTO_ON = 0;
return true
}