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#12
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by czirimbolo » 7 years ago
#include <amxmodx>
#include <cs_player_models_api>
#include <fakemeta>
#include <dhudmessage>
#include <hamsandwich>
#include <engine>
#include <fun>
#include <reapi>
#include <fvault>
#include <zombie_escape_stocks>
#define ZE_VERSION "1.0"
#define AUTHORS "Zombie Escape Dev Team"
/*
* For More Information About These Natives and Forwards, Just vist our site:
* Escapers-Zone.XYZ
*/
enum
{
ZE_TEAM_ZOMBIE = 1,
ZE_TEAM_HUMAN
}
// Returns Used in ze_select_item_pre()
#define ZE_WRONG_ITEM -1
#define ZE_ITEM_AVAILABLE 0
#define ZE_ITEM_UNAVAILABLE 1
#define ZE_ITEM_DONT_SHOW 2
forward ze_roundend(WinTeam);
forward ze_user_humanized(id);
forward ze_user_infected(iVictim, iInfector);
forward ze_zombie_appear();
forward ze_zombie_release();
forward ze_game_started();
forward ze_select_item_pre(id, itemid, ignorecost);
forward ze_select_item_post(id, itemid, ignorecost);
forward ze_fire_pre(id);
forward ze_frost_pre(id);
forward ze_frost_unfreeze(id);
native ze_is_user_zombie(id);
native ze_set_user_zombie(id);
native ze_set_user_human(id);
native ze_get_release_time();
native ze_get_escape_coins(id);
native ze_set_escape_coins(id, iAmount);
native ze_register_item(const szItemName[], iCost);
native ze_show_items_menu(id);
native ze_items_force_buy(id, itemid, ignorecost = false);
native ze_get_item_cost(itemid);
native ze_zombie_in_madness(id);
native ze_set_fire_grenade(id, set);
native ze_zombie_in_fire(id);
native ze_zombie_in_forst(id);
native ze_set_frost_grenade(id, set);
// Setting API Natives
native amx_load_setting_string_arr(const filename[], const section[], const key[], Array:array_handle)
native amx_save_setting_string_arr(const filename[], const section[], const key[], Array:array_handle)
native amx_load_setting_int_arr(const filename[], const section[], const key[], Array:array_handle)
native amx_save_setting_int_arr(const filename[], const section[], const key[], Array:array_handle)
native amx_load_setting_float_arr(const filename[], const section[], const key[], Array:array_handle)
native amx_save_setting_float_arr(const filename[], const section[], const key[], Array:array_handle)
native amx_load_setting_string(const filename[], const section[], const key[], setting_string[], len)
native amx_save_setting_string(const filename[], const section[], const key[], const setting_string[])
native amx_load_setting_int(const filename[], const section[], const key[], &integer_value)
native amx_save_setting_int(const filename[], const section[], const key[], integer_value)
native amx_load_setting_float(const filename[], const section[], const key[], &Float:float_value)
native amx_save_setting_float(const filename[], const section[], const key[], Float:float_value)
// CS Weapon Model
native cs_set_player_view_model(id, weaponid, const view_model[])
native cs_reset_player_view_model(id, weaponid)
native cs_set_player_weap_model(id, weaponid, const weapon_model[])
native cs_reset_player_weap_model(id, weaponid)