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Request convert to ze

Posted: 21 Jul 2019, 13:16
by imSpartan

Code: Select all

#include < amxmodx >
#include < hamsandwich >
#include < fakemeta >

new const MESSAGE[ ] = "Cover me... I'm reloading!";

new const SOUNDS[ ][ ] = {
	"radio/reloading01.wav",
	"radio/reloading02.wav"
};

new const Float:g_iMaxClip[ CSW_P90 + 1 ] = {
	0.0, 13.0, 0.0, 10.0, 1.0,  7.0, 1.0, 30.0, 30.0, 1.0, 30.0, 
	20.0, 25.0, 30.0, 35.0, 25.0, 12.0, 20.0, 10.0, 30.0, 100.0, 
	8.0, 30.0, 30.0, 20.0, 2.0, 7.0, 30.0, 30.0, 0.0, 50.0 };

const m_iTeam            = 114;
const m_pPlayer          = 41;
const m_fInReload        = 54;
const m_fInSpecialReload = 55;
const m_flTimeWeaponIdle = 48;

new bool:g_bLocation, g_iMsgTextMsg, g_iMsgSendAudio, g_szLocation[ 33 ][ 32 ];
new g_pChat, g_pPercent;

public plugin_init( ) {
	register_plugin( "Reload radio", "1.0", "xPaw" );
	
	g_pChat    = register_cvar( "rr_chat",    "1" );
	g_pPercent = register_cvar( "rr_percent", "55" );
	
	g_iMsgTextMsg   = get_user_msgid( "TextMsg" );
	g_iMsgSendAudio = get_user_msgid( "SendAudio" );
	
	// 2 = CSW_SHIELD = UNDEFINED | PUT SHOTGUNS HERE TO SKIP IN LOOP AND REGISTER MANUALLY
	new const NO_RELOAD = ( 1 << 2 ) | ( 1 << CSW_KNIFE ) | ( 1 << CSW_C4 ) | ( 1 << CSW_M3 ) |
		( 1 << CSW_XM1014 ) | ( 1 << CSW_HEGRENADE ) | ( 1 << CSW_FLASHBANG ) | ( 1 << CSW_SMOKEGRENADE );
	
	new szWeaponName[ 20 ];
	for( new i = CSW_P228; i <= CSW_P90; i++ ) {
		if( NO_RELOAD & ( 1 << i ) )
			continue;
		
		get_weaponname( i, szWeaponName, 19 );
		
		RegisterHam( Ham_Weapon_Reload, szWeaponName, "FwdHamWeaponReload", 1 );
	}
	
	RegisterHam( Ham_Weapon_Reload, "weapon_m3",     "FwdHamShotgunReload", 1 );
	RegisterHam( Ham_Weapon_Reload, "weapon_xm1014", "FwdHamShotgunReload", 1 );
	
	new szModName[ 6 ];
	get_modname( szModName, 5 );
	
	if( equal( szModName, "czero" ) )
		register_event( "Location", "EventLocation", "be" );
}

public plugin_precache( )
	for( new i; i < sizeof SOUNDS; i++ )
		precache_sound( SOUNDS[ i ] );

public EventLocation( const id ) { // Condition Zero
	if( !g_bLocation )
		g_bLocation = true;
	
	if( read_data( 1 ) == id )
		read_data( 2, g_szLocation[ id ], 31 );
}

public FwdHamWeaponReload( const iWeapon )
	if( get_pdata_int( iWeapon, m_fInReload, 4 ) ) // m_fInReload is set to TRUE in DefaultReload( )
		DoRadio( get_pdata_cbase( iWeapon, m_pPlayer, 4 ) );

public FwdHamShotgunReload( const iWeapon ) {
	if( get_pdata_int( iWeapon, m_fInSpecialReload, 4 ) != 1 )
		return;
	
	// The first set of m_fInSpecialReload to 1. m_flTimeWeaponIdle remains 0.55 set from Reload( )
	new Float:flTimeWeaponIdle = get_pdata_float( iWeapon, m_flTimeWeaponIdle, 4 );
	
	if( flTimeWeaponIdle != 0.55 )
		return;
	
	DoRadio( get_pdata_cbase( iWeapon, m_pPlayer, 4 ) );
}

DoRadio( const id ) {
	new iClip, iWeapon  = get_user_weapon( id, iClip );
	new Float:flPercent = floatmul( float( iClip ) / g_iMaxClip[ iWeapon ], 100.0 );
	new Float:flCvar    = get_pcvar_float( g_pPercent );
	
	if( flPercent > flCvar )
		return;
	
	new iPlayers[ 32 ], szId[ 3 ], szName[ 32 ], iNum, iPlayer, iTeam = get_pdata_int( id, m_iTeam, 5 );
	get_players( iPlayers, iNum, "c" );
	get_user_name( id, szName, 31 );
	num_to_str( id, szId, 2 );
	
	new szSound[ 32 ];
	copy( szSound, 31, SOUNDS[ random( sizeof( SOUNDS ) ) ] );
	
	new bool:bChat = bool:!!get_pcvar_num( g_pChat );
	
	for( new i; i < iNum; i++ ) {
		iPlayer = iPlayers[ i ];
		
		if( iTeam != get_pdata_int( iPlayer, m_iTeam, 5 ) )
			continue;
		
		if( bChat ) {
			emessage_begin( MSG_ONE_UNRELIABLE, g_iMsgTextMsg, _, iPlayer );
			ewrite_byte( 5 );
			ewrite_string( szId );
			ewrite_string( g_bLocation ? "#Game_radio_location" : "#Game_radio" );
			ewrite_string( szName );
			
			if( g_bLocation )
				ewrite_string( g_szLocation[ id ] );
			
			ewrite_string( MESSAGE );
			emessage_end( );
		}
		
		emessage_begin( MSG_ONE_UNRELIABLE, g_iMsgSendAudio, _, iPlayer );
		ewrite_byte( id );
		ewrite_string( szSound );
		ewrite_short( PITCH_NORM );
		emessage_end( );
	}
}
Can this convert to ze? thank you

Re: Request convert to ze

Posted: 21 Jul 2019, 14:30
by Muhammet20
imSpartan wrote: 4 years ago

Code: Select all

#include < amxmodx >
#include < hamsandwich >
#include < fakemeta >

new const MESSAGE[ ] = "Cover me... I'm reloading!";

new const SOUNDS[ ][ ] = {
	"radio/reloading01.wav",
	"radio/reloading02.wav"
};

new const Float:g_iMaxClip[ CSW_P90 + 1 ] = {
	0.0, 13.0, 0.0, 10.0, 1.0,  7.0, 1.0, 30.0, 30.0, 1.0, 30.0, 
	20.0, 25.0, 30.0, 35.0, 25.0, 12.0, 20.0, 10.0, 30.0, 100.0, 
	8.0, 30.0, 30.0, 20.0, 2.0, 7.0, 30.0, 30.0, 0.0, 50.0 };

const m_iTeam            = 114;
const m_pPlayer          = 41;
const m_fInReload        = 54;
const m_fInSpecialReload = 55;
const m_flTimeWeaponIdle = 48;

new bool:g_bLocation, g_iMsgTextMsg, g_iMsgSendAudio, g_szLocation[ 33 ][ 32 ];
new g_pChat, g_pPercent;

public plugin_init( ) {
	register_plugin( "Reload radio", "1.0", "xPaw" );
	
	g_pChat    = register_cvar( "rr_chat",    "1" );
	g_pPercent = register_cvar( "rr_percent", "55" );
	
	g_iMsgTextMsg   = get_user_msgid( "TextMsg" );
	g_iMsgSendAudio = get_user_msgid( "SendAudio" );
	
	// 2 = CSW_SHIELD = UNDEFINED | PUT SHOTGUNS HERE TO SKIP IN LOOP AND REGISTER MANUALLY
	new const NO_RELOAD = ( 1 << 2 ) | ( 1 << CSW_KNIFE ) | ( 1 << CSW_C4 ) | ( 1 << CSW_M3 ) |
		( 1 << CSW_XM1014 ) | ( 1 << CSW_HEGRENADE ) | ( 1 << CSW_FLASHBANG ) | ( 1 << CSW_SMOKEGRENADE );
	
	new szWeaponName[ 20 ];
	for( new i = CSW_P228; i <= CSW_P90; i++ ) {
		if( NO_RELOAD & ( 1 << i ) )
			continue;
		
		get_weaponname( i, szWeaponName, 19 );
		
		RegisterHam( Ham_Weapon_Reload, szWeaponName, "FwdHamWeaponReload", 1 );
	}
	
	RegisterHam( Ham_Weapon_Reload, "weapon_m3",     "FwdHamShotgunReload", 1 );
	RegisterHam( Ham_Weapon_Reload, "weapon_xm1014", "FwdHamShotgunReload", 1 );
	
	new szModName[ 6 ];
	get_modname( szModName, 5 );
	
	if( equal( szModName, "czero" ) )
		register_event( "Location", "EventLocation", "be" );
}

public plugin_precache( )
	for( new i; i < sizeof SOUNDS; i++ )
		precache_sound( SOUNDS[ i ] );

public EventLocation( const id ) { // Condition Zero
	if( !g_bLocation )
		g_bLocation = true;
	
	if( read_data( 1 ) == id )
		read_data( 2, g_szLocation[ id ], 31 );
}

public FwdHamWeaponReload( const iWeapon )
	if( get_pdata_int( iWeapon, m_fInReload, 4 ) ) // m_fInReload is set to TRUE in DefaultReload( )
		DoRadio( get_pdata_cbase( iWeapon, m_pPlayer, 4 ) );

public FwdHamShotgunReload( const iWeapon ) {
	if( get_pdata_int( iWeapon, m_fInSpecialReload, 4 ) != 1 )
		return;
	
	// The first set of m_fInSpecialReload to 1. m_flTimeWeaponIdle remains 0.55 set from Reload( )
	new Float:flTimeWeaponIdle = get_pdata_float( iWeapon, m_flTimeWeaponIdle, 4 );
	
	if( flTimeWeaponIdle != 0.55 )
		return;
	
	DoRadio( get_pdata_cbase( iWeapon, m_pPlayer, 4 ) );
}

DoRadio( const id ) {
	new iClip, iWeapon  = get_user_weapon( id, iClip );
	new Float:flPercent = floatmul( float( iClip ) / g_iMaxClip[ iWeapon ], 100.0 );
	new Float:flCvar    = get_pcvar_float( g_pPercent );
	
	if( flPercent > flCvar )
		return;
	
	new iPlayers[ 32 ], szId[ 3 ], szName[ 32 ], iNum, iPlayer, iTeam = get_pdata_int( id, m_iTeam, 5 );
	get_players( iPlayers, iNum, "c" );
	get_user_name( id, szName, 31 );
	num_to_str( id, szId, 2 );
	
	new szSound[ 32 ];
	copy( szSound, 31, SOUNDS[ random( sizeof( SOUNDS ) ) ] );
	
	new bool:bChat = bool:!!get_pcvar_num( g_pChat );
	
	for( new i; i < iNum; i++ ) {
		iPlayer = iPlayers[ i ];
		
		if( iTeam != get_pdata_int( iPlayer, m_iTeam, 5 ) )
			continue;
		
		if( bChat ) {
			emessage_begin( MSG_ONE_UNRELIABLE, g_iMsgTextMsg, _, iPlayer );
			ewrite_byte( 5 );
			ewrite_string( szId );
			ewrite_string( g_bLocation ? "#Game_radio_location" : "#Game_radio" );
			ewrite_string( szName );
			
			if( g_bLocation )
				ewrite_string( g_szLocation[ id ] );
			
			ewrite_string( MESSAGE );
			emessage_end( );
		}
		
		emessage_begin( MSG_ONE_UNRELIABLE, g_iMsgSendAudio, _, iPlayer );
		ewrite_byte( id );
		ewrite_string( szSound );
		ewrite_short( PITCH_NORM );
		emessage_end( );
	}
}
Can this convert to ze? thank you
this plugin is no need to convert
just change the include files
if yo don't understand just copy this code and replace with your code:

Code: Select all

#include <zombie_escape>

new const MESSAGE[ ] = "Cover me... I'm reloading!";

new const SOUNDS[ ][ ] = {
	"radio/reloading01.wav",
	"radio/reloading02.wav"
};

new const Float:g_iMaxClip[ CSW_P90 + 1 ] = {
	0.0, 13.0, 0.0, 10.0, 1.0,  7.0, 1.0, 30.0, 30.0, 1.0, 30.0, 
	20.0, 25.0, 30.0, 35.0, 25.0, 12.0, 20.0, 10.0, 30.0, 100.0, 
	8.0, 30.0, 30.0, 20.0, 2.0, 7.0, 30.0, 30.0, 0.0, 50.0 };

const m_iTeam            = 114;
const m_pPlayer          = 41;
const m_fInReload        = 54;
const m_fInSpecialReload = 55;
const m_flTimeWeaponIdle = 48;

new bool:g_bLocation, g_iMsgTextMsg, g_iMsgSendAudio, g_szLocation[ 33 ][ 32 ];
new g_pChat, g_pPercent;

public plugin_init( ) {
	register_plugin( "Reload radio", "1.0", "xPaw" );
	
	g_pChat    = register_cvar( "rr_chat",    "1" );
	g_pPercent = register_cvar( "rr_percent", "55" );
	
	g_iMsgTextMsg   = get_user_msgid( "TextMsg" );
	g_iMsgSendAudio = get_user_msgid( "SendAudio" );
	
	// 2 = CSW_SHIELD = UNDEFINED | PUT SHOTGUNS HERE TO SKIP IN LOOP AND REGISTER MANUALLY
	new const NO_RELOAD = ( 1 << 2 ) | ( 1 << CSW_KNIFE ) | ( 1 << CSW_C4 ) | ( 1 << CSW_M3 ) |
		( 1 << CSW_XM1014 ) | ( 1 << CSW_HEGRENADE ) | ( 1 << CSW_FLASHBANG ) | ( 1 << CSW_SMOKEGRENADE );
	
	new szWeaponName[ 20 ];
	for( new i = CSW_P228; i <= CSW_P90; i++ ) {
		if( NO_RELOAD & ( 1 << i ) )
			continue;
		
		get_weaponname( i, szWeaponName, 19 );
		
		RegisterHam( Ham_Weapon_Reload, szWeaponName, "FwdHamWeaponReload", 1 );
	}
	
	RegisterHam( Ham_Weapon_Reload, "weapon_m3",     "FwdHamShotgunReload", 1 );
	RegisterHam( Ham_Weapon_Reload, "weapon_xm1014", "FwdHamShotgunReload", 1 );
	
	new szModName[ 6 ];
	get_modname( szModName, 5 );
	
	if( equal( szModName, "czero" ) )
		register_event( "Location", "EventLocation", "be" );
}

public plugin_precache( )
	for( new i; i < sizeof SOUNDS; i++ )
		precache_sound( SOUNDS[ i ] );

public EventLocation( const id ) { // Condition Zero
	if( !g_bLocation )
		g_bLocation = true;
	
	if( read_data( 1 ) == id )
		read_data( 2, g_szLocation[ id ], 31 );
}

public FwdHamWeaponReload( const iWeapon )
	if( get_pdata_int( iWeapon, m_fInReload, 4 ) ) // m_fInReload is set to TRUE in DefaultReload( )
		DoRadio( get_pdata_cbase( iWeapon, m_pPlayer, 4 ) );

public FwdHamShotgunReload( const iWeapon ) {
	if( get_pdata_int( iWeapon, m_fInSpecialReload, 4 ) != 1 )
		return;
	
	// The first set of m_fInSpecialReload to 1. m_flTimeWeaponIdle remains 0.55 set from Reload( )
	new Float:flTimeWeaponIdle = get_pdata_float( iWeapon, m_flTimeWeaponIdle, 4 );
	
	if( flTimeWeaponIdle != 0.55 )
		return;
	
	DoRadio( get_pdata_cbase( iWeapon, m_pPlayer, 4 ) );
}

DoRadio( const id ) {
	new iClip, iWeapon  = get_user_weapon( id, iClip );
	new Float:flPercent = floatmul( float( iClip ) / g_iMaxClip[ iWeapon ], 100.0 );
	new Float:flCvar    = get_pcvar_float( g_pPercent );
	
	if( flPercent > flCvar )
		return;
	
	new iPlayers[ 32 ], szId[ 3 ], szName[ 32 ], iNum, iPlayer, iTeam = get_pdata_int( id, m_iTeam, 5 );
	get_players( iPlayers, iNum, "c" );
	get_user_name( id, szName, 31 );
	num_to_str( id, szId, 2 );
	
	new szSound[ 32 ];
	copy( szSound, 31, SOUNDS[ random( sizeof( SOUNDS ) ) ] );
	
	new bool:bChat = bool:!!get_pcvar_num( g_pChat );
	
	for( new i; i < iNum; i++ ) {
		iPlayer = iPlayers[ i ];
		
		if( iTeam != get_pdata_int( iPlayer, m_iTeam, 5 ) )
			continue;
		
		if( bChat ) {
			emessage_begin( MSG_ONE_UNRELIABLE, g_iMsgTextMsg, _, iPlayer );
			ewrite_byte( 5 );
			ewrite_string( szId );
			ewrite_string( g_bLocation ? "#Game_radio_location" : "#Game_radio" );
			ewrite_string( szName );
			
			if( g_bLocation )
				ewrite_string( g_szLocation[ id ] );
			
			ewrite_string( MESSAGE );
			emessage_end( );
		}
		
		emessage_begin( MSG_ONE_UNRELIABLE, g_iMsgSendAudio, _, iPlayer );
		ewrite_byte( id );
		ewrite_string( szSound );
		ewrite_short( PITCH_NORM );
		emessage_end( );
	}
}

Re: Request convert to ze

Posted: 21 Jul 2019, 20:05
by imSpartan
Ok i'll try

Code: Select all

//AMXXPC compile.exe
// by the AMX Mod X Dev Team


//// Reloading_sound.sma
//
// C:\Users\Dell\Desktop\ze 1.4 (17072019)\Version 1.4 Compiler\scripting\Reloading_sound.sma(71) : warning 213: tag mismatch
// C:\Users\Dell\Desktop\ze 1.4 (17072019)\Version 1.4 Compiler\scripting\Reloading_sound.sma(78) : warning 213: tag mismatch
// C:\Users\Dell\Desktop\ze 1.4 (17072019)\Version 1.4 Compiler\scripting\Reloading_sound.sma(83) : warning 213: tag mismatch
// C:\Users\Dell\Desktop\ze 1.4 (17072019)\Version 1.4 Compiler\scripting\Reloading_sound.sma(94) : warning 213: tag mismatch
// C:\Users\Dell\Desktop\ze 1.4 (17072019)\Version 1.4 Compiler\scripting\Reloading_sound.sma(107) : warning 213: tag mismatch
// Header size:           1276 bytes
// Code size:             4648 bytes
// Data size:             6228 bytes
// Stack/heap size:      16384 bytes
// Total requirements:   28536 bytes
//
// 5 Warnings.
// Done.
//
// Compilation Time: 0.75 sec
// ----------------------------------------

Press enter to exit ...
I get this error.

Re: Request convert to ze

Posted: 21 Jul 2019, 21:32
by Muhammet20
imSpartan wrote: 4 years ago Ok i'll try

Code: Select all

//AMXXPC compile.exe
// by the AMX Mod X Dev Team


//// Reloading_sound.sma
//
// C:\Users\Dell\Desktop\ze 1.4 (17072019)\Version 1.4 Compiler\scripting\Reloading_sound.sma(71) : warning 213: tag mismatch
// C:\Users\Dell\Desktop\ze 1.4 (17072019)\Version 1.4 Compiler\scripting\Reloading_sound.sma(78) : warning 213: tag mismatch
// C:\Users\Dell\Desktop\ze 1.4 (17072019)\Version 1.4 Compiler\scripting\Reloading_sound.sma(83) : warning 213: tag mismatch
// C:\Users\Dell\Desktop\ze 1.4 (17072019)\Version 1.4 Compiler\scripting\Reloading_sound.sma(94) : warning 213: tag mismatch
// C:\Users\Dell\Desktop\ze 1.4 (17072019)\Version 1.4 Compiler\scripting\Reloading_sound.sma(107) : warning 213: tag mismatch
// Header size:           1276 bytes
// Code size:             4648 bytes
// Data size:             6228 bytes
// Stack/heap size:      16384 bytes
// Total requirements:   28536 bytes
//
// 5 Warnings.
// Done.
//
// Compilation Time: 0.75 sec
// ----------------------------------------

Press enter to exit ...
I get this error.
idk about this warnings ask @Raheem

Re: Request convert to ze

Posted: 22 Jul 2019, 18:40
by Raheem
Also you can just compile it without need to change the includes and will work fine in zombie escape mod.

Warnings resolved, try:
    1. #include < amxmodx >
    2. #include < hamsandwich >
    3. #include < fakemeta >
    4.  
    5. new const MESSAGE[ ] = "Cover me... I'm reloading!";
    6.  
    7. new const SOUNDS[ ][ ] = {
    8.     "radio/reloading01.wav",
    9.     "radio/reloading02.wav"
    10. };
    11.  
    12. new const Float:g_iMaxClip[ CSW_P90 + 1 ] = {
    13.     0.0, 13.0, 0.0, 10.0, 1.0,  7.0, 1.0, 30.0, 30.0, 1.0, 30.0,
    14.     20.0, 25.0, 30.0, 35.0, 25.0, 12.0, 20.0, 10.0, 30.0, 100.0,
    15.     8.0, 30.0, 30.0, 20.0, 2.0, 7.0, 30.0, 30.0, 0.0, 50.0 };
    16.  
    17. new const m_iTeam            = 114;
    18. new const m_pPlayer          = 41;
    19. new const m_fInReload        = 54;
    20. new const m_fInSpecialReload = 55;
    21. new const m_flTimeWeaponIdle = 48;
    22.  
    23. new bool:g_bLocation, g_iMsgTextMsg, g_iMsgSendAudio, g_szLocation[ 33 ][ 32 ];
    24. new g_pChat, g_pPercent;
    25.  
    26. public plugin_init( ) {
    27.     register_plugin( "Reload radio", "1.0", "xPaw" );
    28.    
    29.     g_pChat    = register_cvar( "rr_chat",    "1" );
    30.     g_pPercent = register_cvar( "rr_percent", "55" );
    31.    
    32.     g_iMsgTextMsg   = get_user_msgid( "TextMsg" );
    33.     g_iMsgSendAudio = get_user_msgid( "SendAudio" );
    34.    
    35.     // 2 = CSW_SHIELD = UNDEFINED | PUT SHOTGUNS HERE TO SKIP IN LOOP AND REGISTER MANUALLY
    36.     new const NO_RELOAD = ( 1 << 2 ) | ( 1 << CSW_KNIFE ) | ( 1 << CSW_C4 ) | ( 1 << CSW_M3 ) |
    37.         ( 1 << CSW_XM1014 ) | ( 1 << CSW_HEGRENADE ) | ( 1 << CSW_FLASHBANG ) | ( 1 << CSW_SMOKEGRENADE );
    38.    
    39.     new szWeaponName[ 20 ];
    40.     for( new i = CSW_P228; i <= CSW_P90; i++ ) {
    41.         if( NO_RELOAD & ( 1 << i ) )
    42.             continue;
    43.        
    44.         get_weaponname( i, szWeaponName, 19 );
    45.        
    46.         RegisterHam( Ham_Weapon_Reload, szWeaponName, "FwdHamWeaponReload", 1 );
    47.     }
    48.    
    49.     RegisterHam( Ham_Weapon_Reload, "weapon_m3",     "FwdHamShotgunReload", 1 );
    50.     RegisterHam( Ham_Weapon_Reload, "weapon_xm1014", "FwdHamShotgunReload", 1 );
    51.    
    52.     new szModName[ 6 ];
    53.     get_modname( szModName, 5 );
    54.    
    55.     if( equal( szModName, "czero" ) )
    56.         register_event( "Location", "EventLocation", "be" );
    57. }
    58.  
    59. public plugin_precache( )
    60.     for( new i; i < sizeof SOUNDS; i++ )
    61.         precache_sound( SOUNDS[ i ] );
    62.  
    63. public EventLocation( const id ) { // Condition Zero
    64.     if( !g_bLocation )
    65.         g_bLocation = true;
    66.    
    67.     if( read_data( 1 ) == id )
    68.         read_data( 2, g_szLocation[ id ], 31 );
    69. }
    70.  
    71. public FwdHamWeaponReload( const iWeapon )
    72.     if( get_pdata_int( iWeapon, m_fInReload, 4 ) ) // m_fInReload is set to TRUE in DefaultReload( )
    73.         DoRadio( get_pdata_cbase( iWeapon, m_pPlayer, 4 ) );
    74.  
    75. public FwdHamShotgunReload( const iWeapon ) {
    76.     if( get_pdata_int( iWeapon, m_fInSpecialReload, 4 ) != 1 )
    77.         return;
    78.    
    79.     // The first set of m_fInSpecialReload to 1. m_flTimeWeaponIdle remains 0.55 set from Reload( )
    80.     new Float:flTimeWeaponIdle = get_pdata_float( iWeapon, m_flTimeWeaponIdle, 4 );
    81.    
    82.     if( flTimeWeaponIdle != 0.55 )
    83.         return;
    84.    
    85.     DoRadio( get_pdata_cbase( iWeapon, m_pPlayer, 4 ) );
    86. }
    87.  
    88. DoRadio( const id ) {
    89.     new iClip, iWeapon  = get_user_weapon( id, iClip );
    90.     new Float:flPercent = floatmul( float( iClip ) / g_iMaxClip[ iWeapon ], 100.0 );
    91.     new Float:flCvar    = get_pcvar_float( g_pPercent );
    92.    
    93.     if( flPercent > flCvar )
    94.         return;
    95.    
    96.     new iPlayers[ 32 ], szId[ 3 ], szName[ 32 ], iNum, iPlayer, iTeam = get_pdata_int( id, m_iTeam, 5 );
    97.     get_players( iPlayers, iNum, "c" );
    98.     get_user_name( id, szName, 31 );
    99.     num_to_str( id, szId, 2 );
    100.    
    101.     new szSound[ 32 ];
    102.     copy( szSound, 31, SOUNDS[ random( sizeof( SOUNDS ) ) ] );
    103.    
    104.     new bool:bChat = bool:!!get_pcvar_num( g_pChat );
    105.    
    106.     for( new i; i < iNum; i++ ) {
    107.         iPlayer = iPlayers[ i ];
    108.        
    109.         if( iTeam != get_pdata_int( iPlayer, m_iTeam, 5 ) )
    110.             continue;
    111.        
    112.         if( bChat ) {
    113.             emessage_begin( MSG_ONE_UNRELIABLE, g_iMsgTextMsg, _, iPlayer );
    114.             ewrite_byte( 5 );
    115.             ewrite_string( szId );
    116.             ewrite_string( g_bLocation ? "#Game_radio_location" : "#Game_radio" );
    117.             ewrite_string( szName );
    118.            
    119.             if( g_bLocation )
    120.                 ewrite_string( g_szLocation[ id ] );
    121.            
    122.             ewrite_string( MESSAGE );
    123.             emessage_end( );
    124.         }
    125.        
    126.         emessage_begin( MSG_ONE_UNRELIABLE, g_iMsgSendAudio, _, iPlayer );
    127.         ewrite_byte( id );
    128.         ewrite_string( szSound );
    129.         ewrite_short( PITCH_NORM );
    130.         emessage_end( );
    131.     }
    132. }

Re: Request convert to ze

Posted: 23 Jul 2019, 08:10
by imSpartan
Raheem wrote: 4 years ago Also, you can just compile it without need to change the includes and will work fine in zombie escape mod.

Warnings resolved, try:
    1. #include < amxmodx >
    2. #include < hamsandwich >
    3. #include < fakemeta >
    4.  
    5. new const MESSAGE[ ] = "Cover me... I'm reloading!";
    6.  
    7. new const SOUNDS[ ][ ] = {
    8.     "radio/reloading01.wav",
    9.     "radio/reloading02.wav"
    10. };
    11.  
    12. new const Float:g_iMaxClip[ CSW_P90 + 1 ] = {
    13.     0.0, 13.0, 0.0, 10.0, 1.0,  7.0, 1.0, 30.0, 30.0, 1.0, 30.0,
    14.     20.0, 25.0, 30.0, 35.0, 25.0, 12.0, 20.0, 10.0, 30.0, 100.0,
    15.     8.0, 30.0, 30.0, 20.0, 2.0, 7.0, 30.0, 30.0, 0.0, 50.0 };
    16.  
    17. new const m_iTeam            = 114;
    18. new const m_pPlayer          = 41;
    19. new const m_fInReload        = 54;
    20. new const m_fInSpecialReload = 55;
    21. new const m_flTimeWeaponIdle = 48;
    22.  
    23. new bool:g_bLocation, g_iMsgTextMsg, g_iMsgSendAudio, g_szLocation[ 33 ][ 32 ];
    24. new g_pChat, g_pPercent;
    25.  
    26. public plugin_init( ) {
    27.     register_plugin( "Reload radio", "1.0", "xPaw" );
    28.    
    29.     g_pChat    = register_cvar( "rr_chat",    "1" );
    30.     g_pPercent = register_cvar( "rr_percent", "55" );
    31.    
    32.     g_iMsgTextMsg   = get_user_msgid( "TextMsg" );
    33.     g_iMsgSendAudio = get_user_msgid( "SendAudio" );
    34.    
    35.     // 2 = CSW_SHIELD = UNDEFINED | PUT SHOTGUNS HERE TO SKIP IN LOOP AND REGISTER MANUALLY
    36.     new const NO_RELOAD = ( 1 << 2 ) | ( 1 << CSW_KNIFE ) | ( 1 << CSW_C4 ) | ( 1 << CSW_M3 ) |
    37.         ( 1 << CSW_XM1014 ) | ( 1 << CSW_HEGRENADE ) | ( 1 << CSW_FLASHBANG ) | ( 1 << CSW_SMOKEGRENADE );
    38.    
    39.     new szWeaponName[ 20 ];
    40.     for( new i = CSW_P228; i <= CSW_P90; i++ ) {
    41.         if( NO_RELOAD & ( 1 << i ) )
    42.             continue;
    43.        
    44.         get_weaponname( i, szWeaponName, 19 );
    45.        
    46.         RegisterHam( Ham_Weapon_Reload, szWeaponName, "FwdHamWeaponReload", 1 );
    47.     }
    48.    
    49.     RegisterHam( Ham_Weapon_Reload, "weapon_m3",     "FwdHamShotgunReload", 1 );
    50.     RegisterHam( Ham_Weapon_Reload, "weapon_xm1014", "FwdHamShotgunReload", 1 );
    51.    
    52.     new szModName[ 6 ];
    53.     get_modname( szModName, 5 );
    54.    
    55.     if( equal( szModName, "czero" ) )
    56.         register_event( "Location", "EventLocation", "be" );
    57. }
    58.  
    59. public plugin_precache( )
    60.     for( new i; i < sizeof SOUNDS; i++ )
    61.         precache_sound( SOUNDS[ i ] );
    62.  
    63. public EventLocation( const id ) { // Condition Zero
    64.     if( !g_bLocation )
    65.         g_bLocation = true;
    66.    
    67.     if( read_data( 1 ) == id )
    68.         read_data( 2, g_szLocation[ id ], 31 );
    69. }
    70.  
    71. public FwdHamWeaponReload( const iWeapon )
    72.     if( get_pdata_int( iWeapon, m_fInReload, 4 ) ) // m_fInReload is set to TRUE in DefaultReload( )
    73.         DoRadio( get_pdata_cbase( iWeapon, m_pPlayer, 4 ) );
    74.  
    75. public FwdHamShotgunReload( const iWeapon ) {
    76.     if( get_pdata_int( iWeapon, m_fInSpecialReload, 4 ) != 1 )
    77.         return;
    78.    
    79.     // The first set of m_fInSpecialReload to 1. m_flTimeWeaponIdle remains 0.55 set from Reload( )
    80.     new Float:flTimeWeaponIdle = get_pdata_float( iWeapon, m_flTimeWeaponIdle, 4 );
    81.    
    82.     if( flTimeWeaponIdle != 0.55 )
    83.         return;
    84.    
    85.     DoRadio( get_pdata_cbase( iWeapon, m_pPlayer, 4 ) );
    86. }
    87.  
    88. DoRadio( const id ) {
    89.     new iClip, iWeapon  = get_user_weapon( id, iClip );
    90.     new Float:flPercent = floatmul( float( iClip ) / g_iMaxClip[ iWeapon ], 100.0 );
    91.     new Float:flCvar    = get_pcvar_float( g_pPercent );
    92.    
    93.     if( flPercent > flCvar )
    94.         return;
    95.    
    96.     new iPlayers[ 32 ], szId[ 3 ], szName[ 32 ], iNum, iPlayer, iTeam = get_pdata_int( id, m_iTeam, 5 );
    97.     get_players( iPlayers, iNum, "c" );
    98.     get_user_name( id, szName, 31 );
    99.     num_to_str( id, szId, 2 );
    100.    
    101.     new szSound[ 32 ];
    102.     copy( szSound, 31, SOUNDS[ random( sizeof( SOUNDS ) ) ] );
    103.    
    104.     new bool:bChat = bool:!!get_pcvar_num( g_pChat );
    105.    
    106.     for( new i; i < iNum; i++ ) {
    107.         iPlayer = iPlayers[ i ];
    108.        
    109.         if( iTeam != get_pdata_int( iPlayer, m_iTeam, 5 ) )
    110.             continue;
    111.        
    112.         if( bChat ) {
    113.             emessage_begin( MSG_ONE_UNRELIABLE, g_iMsgTextMsg, _, iPlayer );
    114.             ewrite_byte( 5 );
    115.             ewrite_string( szId );
    116.             ewrite_string( g_bLocation ? "#Game_radio_location" : "#Game_radio" );
    117.             ewrite_string( szName );
    118.            
    119.             if( g_bLocation )
    120.                 ewrite_string( g_szLocation[ id ] );
    121.            
    122.             ewrite_string( MESSAGE );
    123.             emessage_end( );
    124.         }
    125.        
    126.         emessage_begin( MSG_ONE_UNRELIABLE, g_iMsgSendAudio, _, iPlayer );
    127.         ewrite_byte( id );
    128.         ewrite_string( szSound );
    129.         ewrite_short( PITCH_NORM );
    130.         emessage_end( );
    131.     }
    132. }
Ok thanks raheem, so some plugin can be use without the need to convert it to ze?

Re: Request convert to ze

Posted: 23 Jul 2019, 08:14
by Muhammet20
imSpartan wrote: 4 years ago
Raheem wrote: 4 years ago Also, you can just compile it without need to change the includes and will work fine in zombie escape mod.

Warnings resolved, try:
    1. #include < amxmodx >
    2. #include < hamsandwich >
    3. #include < fakemeta >
    4.  
    5. new const MESSAGE[ ] = "Cover me... I'm reloading!";
    6.  
    7. new const SOUNDS[ ][ ] = {
    8.     "radio/reloading01.wav",
    9.     "radio/reloading02.wav"
    10. };
    11.  
    12. new const Float:g_iMaxClip[ CSW_P90 + 1 ] = {
    13.     0.0, 13.0, 0.0, 10.0, 1.0,  7.0, 1.0, 30.0, 30.0, 1.0, 30.0,
    14.     20.0, 25.0, 30.0, 35.0, 25.0, 12.0, 20.0, 10.0, 30.0, 100.0,
    15.     8.0, 30.0, 30.0, 20.0, 2.0, 7.0, 30.0, 30.0, 0.0, 50.0 };
    16.  
    17. new const m_iTeam            = 114;
    18. new const m_pPlayer          = 41;
    19. new const m_fInReload        = 54;
    20. new const m_fInSpecialReload = 55;
    21. new const m_flTimeWeaponIdle = 48;
    22.  
    23. new bool:g_bLocation, g_iMsgTextMsg, g_iMsgSendAudio, g_szLocation[ 33 ][ 32 ];
    24. new g_pChat, g_pPercent;
    25.  
    26. public plugin_init( ) {
    27.     register_plugin( "Reload radio", "1.0", "xPaw" );
    28.    
    29.     g_pChat    = register_cvar( "rr_chat",    "1" );
    30.     g_pPercent = register_cvar( "rr_percent", "55" );
    31.    
    32.     g_iMsgTextMsg   = get_user_msgid( "TextMsg" );
    33.     g_iMsgSendAudio = get_user_msgid( "SendAudio" );
    34.    
    35.     // 2 = CSW_SHIELD = UNDEFINED | PUT SHOTGUNS HERE TO SKIP IN LOOP AND REGISTER MANUALLY
    36.     new const NO_RELOAD = ( 1 << 2 ) | ( 1 << CSW_KNIFE ) | ( 1 << CSW_C4 ) | ( 1 << CSW_M3 ) |
    37.         ( 1 << CSW_XM1014 ) | ( 1 << CSW_HEGRENADE ) | ( 1 << CSW_FLASHBANG ) | ( 1 << CSW_SMOKEGRENADE );
    38.    
    39.     new szWeaponName[ 20 ];
    40.     for( new i = CSW_P228; i <= CSW_P90; i++ ) {
    41.         if( NO_RELOAD & ( 1 << i ) )
    42.             continue;
    43.        
    44.         get_weaponname( i, szWeaponName, 19 );
    45.        
    46.         RegisterHam( Ham_Weapon_Reload, szWeaponName, "FwdHamWeaponReload", 1 );
    47.     }
    48.    
    49.     RegisterHam( Ham_Weapon_Reload, "weapon_m3",     "FwdHamShotgunReload", 1 );
    50.     RegisterHam( Ham_Weapon_Reload, "weapon_xm1014", "FwdHamShotgunReload", 1 );
    51.    
    52.     new szModName[ 6 ];
    53.     get_modname( szModName, 5 );
    54.    
    55.     if( equal( szModName, "czero" ) )
    56.         register_event( "Location", "EventLocation", "be" );
    57. }
    58.  
    59. public plugin_precache( )
    60.     for( new i; i < sizeof SOUNDS; i++ )
    61.         precache_sound( SOUNDS[ i ] );
    62.  
    63. public EventLocation( const id ) { // Condition Zero
    64.     if( !g_bLocation )
    65.         g_bLocation = true;
    66.    
    67.     if( read_data( 1 ) == id )
    68.         read_data( 2, g_szLocation[ id ], 31 );
    69. }
    70.  
    71. public FwdHamWeaponReload( const iWeapon )
    72.     if( get_pdata_int( iWeapon, m_fInReload, 4 ) ) // m_fInReload is set to TRUE in DefaultReload( )
    73.         DoRadio( get_pdata_cbase( iWeapon, m_pPlayer, 4 ) );
    74.  
    75. public FwdHamShotgunReload( const iWeapon ) {
    76.     if( get_pdata_int( iWeapon, m_fInSpecialReload, 4 ) != 1 )
    77.         return;
    78.    
    79.     // The first set of m_fInSpecialReload to 1. m_flTimeWeaponIdle remains 0.55 set from Reload( )
    80.     new Float:flTimeWeaponIdle = get_pdata_float( iWeapon, m_flTimeWeaponIdle, 4 );
    81.    
    82.     if( flTimeWeaponIdle != 0.55 )
    83.         return;
    84.    
    85.     DoRadio( get_pdata_cbase( iWeapon, m_pPlayer, 4 ) );
    86. }
    87.  
    88. DoRadio( const id ) {
    89.     new iClip, iWeapon  = get_user_weapon( id, iClip );
    90.     new Float:flPercent = floatmul( float( iClip ) / g_iMaxClip[ iWeapon ], 100.0 );
    91.     new Float:flCvar    = get_pcvar_float( g_pPercent );
    92.    
    93.     if( flPercent > flCvar )
    94.         return;
    95.    
    96.     new iPlayers[ 32 ], szId[ 3 ], szName[ 32 ], iNum, iPlayer, iTeam = get_pdata_int( id, m_iTeam, 5 );
    97.     get_players( iPlayers, iNum, "c" );
    98.     get_user_name( id, szName, 31 );
    99.     num_to_str( id, szId, 2 );
    100.    
    101.     new szSound[ 32 ];
    102.     copy( szSound, 31, SOUNDS[ random( sizeof( SOUNDS ) ) ] );
    103.    
    104.     new bool:bChat = bool:!!get_pcvar_num( g_pChat );
    105.    
    106.     for( new i; i < iNum; i++ ) {
    107.         iPlayer = iPlayers[ i ];
    108.        
    109.         if( iTeam != get_pdata_int( iPlayer, m_iTeam, 5 ) )
    110.             continue;
    111.        
    112.         if( bChat ) {
    113.             emessage_begin( MSG_ONE_UNRELIABLE, g_iMsgTextMsg, _, iPlayer );
    114.             ewrite_byte( 5 );
    115.             ewrite_string( szId );
    116.             ewrite_string( g_bLocation ? "#Game_radio_location" : "#Game_radio" );
    117.             ewrite_string( szName );
    118.            
    119.             if( g_bLocation )
    120.                 ewrite_string( g_szLocation[ id ] );
    121.            
    122.             ewrite_string( MESSAGE );
    123.             emessage_end( );
    124.         }
    125.        
    126.         emessage_begin( MSG_ONE_UNRELIABLE, g_iMsgSendAudio, _, iPlayer );
    127.         ewrite_byte( id );
    128.         ewrite_string( szSound );
    129.         ewrite_short( PITCH_NORM );
    130.         emessage_end( );
    131.     }
    132. }
Ok thanks raheem, so some plugin can be use without the need to convert it to ze?
not all plugins
look, the AMXX plugin no need to conver to ZE
but ZP Plugins it need convert to ZE

Re: Request convert to ze

Posted: 23 Jul 2019, 18:32
by Raheem
Right as [mention]Muhammet20[/mention] said.

Re: Request convert to ze

Posted: 24 Jul 2019, 05:20
by imSpartan
Ok guys, thank you. noted.