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sPe3doN
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#1

Post by sPe3doN » 5 years ago

hello can any one help me on this i use VIP Features and like you know VIP Features have he is own weapon menu plugin and i want to add to this golden weapon to this menu

Code: Select all

#include <zombie_escape>
#include <ze_levels>

#define ze_give_user_multijump
#define ze_remove_user_multijump

native ze_giveminigun(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 1
	"weapon_glock18",     // Level 2
	"weapon_fiveseven",   // Level 3
	"weapon_deagle",      // Level 4
	"weapon_elite"        // Level 5
}

// 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,
	52,
	-1,
	90,
	1,
	32,
	1,
	100,
	90,
	1,
	120,
	100,
	100,
	90,
	90,
	90,
	100,
	120,
	30,
	120,
	200,
	32,
	90,
	120,
	90,
	2,
	35,
	90,
	90,
	-1,
	100
}

// 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
new Array:g_szSecondaryWeapons
new g_iMenuData[33][4], Float:g_fBuyTimeStart[33], bool:g_bBoughtPrimary[33], bool:g_bBoughtSecondary[33]
new WPN_MAXIDS[33]
new Cvar_Block_Weap_LowLevel

// 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 Cvar_Buy_Time, Cvar_HE_Grenade, Cvar_Smoke_Grenade, Cvar_FB_Grenade

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
	Cvar_Buy_Time = register_cvar("ze_buy_time", "60")
	Cvar_HE_Grenade = register_cvar("ze_give_HE_nade", "1") // 0 Nothing || 1 Give HE
	Cvar_Smoke_Grenade = register_cvar("ze_give_smoke_nade", "1")
	Cvar_FB_Grenade = register_cvar("ze_give_FB_nade", "0")
	Cvar_Block_Weap_LowLevel = 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_disconnect(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: WPN_MAXIDS[id] = 14
	}
	
	if (ze_get_user_level(id) > 12)
	{
		WPN_MAXIDS[id] = 14
	}

	// 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(Cvar_HE_Grenade) != 0)
		rg_give_item(id, "weapon_hegrenade")
	
	// Give Smoke Grenade
	if (get_pcvar_num(Cvar_Smoke_Grenade) != 0)
		rg_give_item(id, "weapon_smokegrenade")
	
	// Give Flashbang Grenade
	if (get_pcvar_num(Cvar_FB_Grenade) != 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(Cvar_Buy_Time) - 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
		}

		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)])
	}

	// 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(Cvar_Buy_Time) - 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)
{
	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])
	ze_giveminigun(id)
	
	// Primary bought
	g_bBoughtPrimary[id] = 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])
	
	// Secondary bought
	g_bBoughtSecondary[id] = true
}

public Fw_TouchWeapon_Pre(iEnt, id)
{
	if (get_pcvar_num(Cvar_Block_Weap_LowLevel) == 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;
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ ansicpg1252\\ deff0{\\ fonttbl{\\ f0\\ fnil\\ fcharset0 Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1036\\ f0\\ fs16 \n\\ par }
*/
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sPe3doN
Senior Member
Senior Member
Algeria
Posts: 258
Joined: 7 years ago
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#2

Post by sPe3doN » 5 years ago

Up
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Raheem
Mod Developer
Mod Developer
Posts: 2214
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#3

Post by Raheem » 5 years ago

Post the two main menu codes, the original one that in ZE v1.3 and your one. And i'll try do it.
He who fails to plan is planning to fail

User avatar
sPe3doN
Senior Member
Senior Member
Algeria
Posts: 258
Joined: 7 years ago
Contact:

#4

Post by sPe3doN » 5 years ago

i want to add golden weapon from this

Code: Select all

#include <zombie_escape>
#include <ze_levels>

native give_golden_ak47(id);
native give_golden_mp5(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,
	52,
	-1,
	90,
	1,
	32,
	1,
	100,
	90,
	1,
	120,
	100,
	100,
	90,
	90,
	90,
	100,
	120,
	30,
	120,
	200,
	32,
	90,
	120,
	90,
	2,
	35,
	90,
	90,
	-1,
	100
}

// 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
new Array:g_szSecondaryWeapons
new g_iMenuData[33][4], Float:g_fBuyTimeStart[33], bool:g_bBoughtPrimary[33], bool:g_bBoughtSecondary[33]
new WPN_MAXIDS[33]
new Cvar_Block_Weap_LowLevel

// 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 Cvar_Buy_Time, Cvar_HE_Grenade, Cvar_Smoke_Grenade, Cvar_FB_Grenade

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
	Cvar_Buy_Time = register_cvar("ze_buy_time", "60")
	Cvar_HE_Grenade = register_cvar("ze_give_HE_nade", "1") // 0 Nothing || 1 Give HE
	Cvar_Smoke_Grenade = register_cvar("ze_give_smoke_nade", "1")
	Cvar_FB_Grenade = register_cvar("ze_give_FB_nade", "1")
	Cvar_Block_Weap_LowLevel = 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..19: WPN_MAXIDS[id] = 14
		case 20..24: WPN_MAXIDS[id] = 15
		case 25: WPN_MAXIDS[id] = 16
	}
	
	if (ze_get_user_level(id) > 25)
	{
		WPN_MAXIDS[id] = 16
	}

	// 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(Cvar_HE_Grenade) != 0)
		rg_give_item(id, "weapon_hegrenade")
	
	// Give Smoke Grenade
	if (get_pcvar_num(Cvar_Smoke_Grenade) != 0)
		rg_give_item(id, "weapon_smokegrenade")
	
	// Give Flashbang Grenade
	if (get_pcvar_num(Cvar_FB_Grenade) != 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(Cvar_Buy_Time) - 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 && ze_get_user_level(id) < 20 && iIndex >= 14 ||
		ze_get_user_level(id) >= 20 && ze_get_user_level(id) < 25 && iIndex >= 15 ||
		ze_get_user_level(id) == 25 && iIndex >= 16)
		{
			break
		}
		
		if (ze_get_user_level(id) >= 20)
		{
			if (iIndex == 15)
			{
				iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, "Golden AK-47")
				continue;
			}
		}
		
		if (ze_get_user_level(id) >= 25)
		{
			if (iIndex == 16)
			{
				iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, "Golden MP5")
				continue;
			}
		}

		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) < 20)
	{
		iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Level 20 Unlock\w: \yGolden AK-47^n")
	}
	else if (ze_get_user_level(id) >= 20 && ze_get_user_level(id) < 25)
	{
		iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Level 25 Unlock\w: \yGolden MP5^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(Cvar_Buy_Time) - 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 == 15)
	{
		give_golden_ak47(id)
		return true;
	}
	else if (selection == 16)
	{
		give_golden_mp5(id)
		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])
	
	// Secondary bought
	g_bBoughtSecondary[id] = true
}

public Fw_TouchWeapon_Pre(iEnt, id)
{
	if (get_pcvar_num(Cvar_Block_Weap_LowLevel) == 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;
}
To this

Code: Select all

#include <zombie_escape>
#include <ze_levels>

#define ze_give_user_multijump
#define ze_remove_user_multijump

native ze_giveminigun(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 1
	"weapon_glock18",     // Level 2
	"weapon_fiveseven",   // Level 3
	"weapon_deagle",      // Level 4
	"weapon_elite"        // Level 5
}

// 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,
	52,
	-1,
	90,
	1,
	32,
	1,
	100,
	90,
	1,
	120,
	100,
	100,
	90,
	90,
	90,
	100,
	120,
	30,
	120,
	200,
	32,
	90,
	120,
	90,
	2,
	35,
	90,
	90,
	-1,
	100
}

// 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
new Array:g_szSecondaryWeapons
new g_iMenuData[33][4], Float:g_fBuyTimeStart[33], bool:g_bBoughtPrimary[33], bool:g_bBoughtSecondary[33]
new WPN_MAXIDS[33]
new Cvar_Block_Weap_LowLevel

// 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 Cvar_Buy_Time, Cvar_HE_Grenade, Cvar_Smoke_Grenade, Cvar_FB_Grenade

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
	Cvar_Buy_Time = register_cvar("ze_buy_time", "60")
	Cvar_HE_Grenade = register_cvar("ze_give_HE_nade", "1") // 0 Nothing || 1 Give HE
	Cvar_Smoke_Grenade = register_cvar("ze_give_smoke_nade", "1")
	Cvar_FB_Grenade = register_cvar("ze_give_FB_nade", "0")
	Cvar_Block_Weap_LowLevel = 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_disconnect(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: WPN_MAXIDS[id] = 14
	}
	
	if (ze_get_user_level(id) > 12)
	{
		WPN_MAXIDS[id] = 14
	}

	// 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(Cvar_HE_Grenade) != 0)
		rg_give_item(id, "weapon_hegrenade")
	
	// Give Smoke Grenade
	if (get_pcvar_num(Cvar_Smoke_Grenade) != 0)
		rg_give_item(id, "weapon_smokegrenade")
	
	// Give Flashbang Grenade
	if (get_pcvar_num(Cvar_FB_Grenade) != 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(Cvar_Buy_Time) - 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
		}

		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)])
	}

	// 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(Cvar_Buy_Time) - 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)
{
	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])
	ze_giveminigun(id)
	
	// Primary bought
	g_bBoughtPrimary[id] = 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])
	
	// Secondary bought
	g_bBoughtSecondary[id] = true
}

public Fw_TouchWeapon_Pre(iEnt, id)
{
	if (get_pcvar_num(Cvar_Block_Weap_LowLevel) == 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;
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ ansicpg1252\\ deff0{\\ fonttbl{\\ f0\\ fnil\\ fcharset0 Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1036\\ f0\\ fs16 \n\\ par }
*/
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Raheem
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Posts: 2214
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#5

Post by Raheem » 5 years ago

What is special in your one? Only give minigun?
He who fails to plan is planning to fail

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sPe3doN
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Posts: 258
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#6

Post by sPe3doN » 5 years ago

Raheem wrote: 5 years ago What is special in your one? Only give minigun?
yes
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Raheem
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Posts: 2214
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#7

Post by Raheem » 5 years ago

Wait till i release the new Golden Weapons by Levels, so we edit it one time.
He who fails to plan is planning to fail

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sPe3doN
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#8

Post by sPe3doN » 5 years ago

Raheem wrote: 5 years ago Wait till i release the new Golden Weapons by Levels, so we edit it one time.
raheem i add m249 and its work but if i buy golden weapon i dont get m249

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)

// 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,
	52,
	-1,
	90,
	1,
	32,
	1,
	100,
	90,
	1,
	120,
	100,
	100,
	90,
	90,
	90,
	100,
	120,
	30,
	120,
	200,
	32,
	90,
	120,
	90,
	2,
	35,
	90,
	90,
	-1,
	100
}

// 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", "1")
	g_pCvarFlashGrenade = register_cvar("ze_give_FB_nade", "1")
	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, "Golden AK-47")
				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) // Golden Ak-47
	{
		iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Level 30 Unlock\w: \yGolden AK-47^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) // Golden AK47
	{
		give_golden_ak47(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])
	ze_giveminigun(id)
	
	// 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])
	
	// 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
}
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Raheem
Mod Developer
Mod Developer
Posts: 2214
Joined: 7 years ago
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#9

Post by Raheem » 5 years ago

OK fixed here:
  • 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)
    
    // 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,
    	52,
    	-1,
    	90,
    	1,
    	32,
    	1,
    	100,
    	90,
    	1,
    	120,
    	100,
    	100,
    	90,
    	90,
    	90,
    	100,
    	120,
    	30,
    	120,
    	200,
    	32,
    	90,
    	120,
    	90,
    	2,
    	35,
    	90,
    	90,
    	-1,
    	100
    }
    
    // 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", "1")
    	g_pCvarFlashGrenade = register_cvar("ze_give_FB_nade", "1")
    	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, "Golden AK-47")
    				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) // Golden Ak-47
    	{
    		iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\r Level 30 Unlock\w: \yGolden AK-47^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)
    		ze_giveminigun(id)
    		g_bBoughtPrimary[id] = true
    		return true;
    	}
    	else if (selection == 15) // Golden MP5
    	{
    		give_golden_mp5(id)
    		ze_giveminigun(id)
    		g_bBoughtPrimary[id] = true
    		return true;
    	}
    	else if (selection == 16) // Golden M4A1
    	{
    		give_golden_m4a1(id)
    		ze_giveminigun(id)
    		g_bBoughtPrimary[id] = true
    		return true;
    	}
    	else if (selection == 17) // Golden AK47
    	{
    		give_golden_ak47(id)
    		ze_giveminigun(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])
    	ze_giveminigun(id)
    	
    	// 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])
    	
    	// 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
    }
He who fails to plan is planning to fail

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