this zombie class best : speed , gravity , model , clawmodel , info , name ... like ZP 5.0.*
i need help
i add this plugin in plugins-zombie-escape.ini
Code: Select all
amx_settings_api.amxx
cs_weap_models_api.amxx
cs_weap_restrict_api.amxx
cs_weap_models_api.amxx
cs_maxspeed_api.amxx
ze_zombie_class.sma[AMXX] Plugin "ze_class_zombie.amxx" failed to load: Module/Library "cs_player_models_api" required for plugin. Check modules.ini.
Code: Select all
#include <amxmodx>
#include <fun>
#include <fakemeta>
#include <cstrike>
#include <hamsandwich>
#include <zombie_escape>
#include <cs_player_models_api>
#include <cs_maxspeed_api>
#include <cs_weap_restrict_api>
#include <ze_class_zombie_const>
// Zombie Classes file
new const ZE_ZOMBIECLASSES_FILE[] = "ze_zombieclasses.ini"
#define MAXPLAYERS 32
#define ZOMBIES_DEFAULT_NAME "Zombie"
#define ZOMBIES_DEFAULT_DESCRIPTION "Default"
#define ZOMBIES_DEFAULT_HEALTH 2000
#define ZOMBIES_DEFAULT_SPEED 0.75
#define ZOMBIES_DEFAULT_GRAVITY 1.0
#define ZOMBIES_DEFAULT_MODEL "zombie"
#define ZOMBIES_DEFAULT_CLAWMODEL "models/zombie_escape/v_knife_zombie.mdl"
#define ZOMBIES_DEFAULT_KNOCKBACK 1.0
// Allowed weapons for zombies
const ZOMBIE_ALLOWED_WEAPONS_BITSUM = (1<<CSW_KNIFE)|(1<<CSW_HEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_SMOKEGRENADE)|(1<<CSW_C4)
const ZOMBIE_DEFAULT_ALLOWED_WEAPON = CSW_KNIFE
// CS Player PData Offsets (win32)
const OFFSET_CSMENUCODE = 205
// For class list menu handlers
#define MENU_PAGE_CLASS g_menu_data[id]
new g_menu_data[MAXPLAYERS+1]
enum _:TOTAL_FORWARDS
{
FW_CLASS_SELECT_PRE = 0,
FW_CLASS_SELECT_POST
}
new g_Forwards[TOTAL_FORWARDS]
new g_ForwardResult
new g_ZombieClassCount
new Array:g_ZombieClassRealName
new Array:g_ZombieClassName
new Array:g_ZombieClassDesc
new Array:g_ZombieClassHealth
new Array:g_ZombieClassSpeed
new Array:g_ZombieClassGravity
new Array:g_ZombieClassKnockbackFile
new Array:g_ZombieClassKnockback
new Array:g_ZombieClassModelsFile
new Array:g_ZombieClassModelsHandle
new Array:g_ZombieClassClawsFile
new Array:g_ZombieClassClawsHandle
new g_ZombieClass[MAXPLAYERS+1]
new g_ZombieClassNext[MAXPLAYERS+1]
new g_AdditionalMenuText[32]
public plugin_init()
{
register_plugin("[ZE] Class: Zombie", ZE_VERSION, AUTHORS)
register_clcmd("say /zm", "show_menu_zombieclass")
register_clcmd("say /zeclass", "show_menu_zombieclass")
register_clcmd("say /zclass", "show_menu_zombieclass")
g_Forwards[FW_CLASS_SELECT_PRE] = CreateMultiForward("ze_fw_class_zombie_select_pre", ET_CONTINUE, FP_CELL, FP_CELL)
g_Forwards[FW_CLASS_SELECT_POST] = CreateMultiForward("ze_fw_class_zombie_select_post", ET_CONTINUE, FP_CELL, FP_CELL)
}
public plugin_precache()
{
new model_path[128]
formatex(model_path, charsmax(model_path), "models/player/%s/%s.mdl", ZOMBIES_DEFAULT_MODEL, ZOMBIES_DEFAULT_MODEL)
precache_model(model_path)
// Support modelT.mdl files
formatex(model_path, charsmax(model_path), "models/player/%s/%sT.mdl", ZOMBIES_DEFAULT_MODEL, ZOMBIES_DEFAULT_MODEL)
if (file_exists(model_path)) precache_model(model_path)
precache_model(ZOMBIES_DEFAULT_CLAWMODEL)
}
public plugin_cfg()
{
// No classes loaded, add default zombie class
if (g_ZombieClassCount < 1)
{
ArrayPushString(g_ZombieClassRealName, ZOMBIES_DEFAULT_NAME)
ArrayPushString(g_ZombieClassName, ZOMBIES_DEFAULT_NAME)
ArrayPushString(g_ZombieClassDesc, ZOMBIES_DEFAULT_DESCRIPTION)
ArrayPushCell(g_ZombieClassHealth, ZOMBIES_DEFAULT_HEALTH)
ArrayPushCell(g_ZombieClassSpeed, ZOMBIES_DEFAULT_SPEED)
ArrayPushCell(g_ZombieClassGravity, ZOMBIES_DEFAULT_GRAVITY)
ArrayPushCell(g_ZombieClassKnockbackFile, false)
ArrayPushCell(g_ZombieClassKnockback, ZOMBIES_DEFAULT_KNOCKBACK)
ArrayPushCell(g_ZombieClassModelsFile, false)
ArrayPushCell(g_ZombieClassModelsHandle, Invalid_Array)
ArrayPushCell(g_ZombieClassClawsFile, false)
ArrayPushCell(g_ZombieClassClawsHandle, Invalid_Array)
g_ZombieClassCount++
}
}
public plugin_natives()
{
register_native("ze_class_zombie_get_current", "native_class_zombie_get_current")
register_native("ze_class_zombie_get_next", "native_class_zombie_get_next")
register_native("ze_class_zombie_set_next", "native_class_zombie_set_next")
register_native("ze_class_zombie_get_max_health", "_class_zombie_get_max_health")
register_native("ze_class_zombie_register", "native_class_zombie_register")
register_native("ze_class_zombie_register_model", "_class_zombie_register_model")
register_native("ze_class_zombie_register_claw", "_class_zombie_register_claw")
register_native("ze_class_zombie_register_kb", "native_class_zombie_register_kb")
register_native("ze_class_zombie_get_id", "native_class_zombie_get_id")
register_native("ze_class_zombie_get_name", "native_class_zombie_get_name")
register_native("ze_class_zombie_get_real_name", "_class_zombie_get_real_name")
register_native("ze_class_zombie_get_desc", "native_class_zombie_get_desc")
register_native("ze_class_zombie_get_kb", "native_class_zombie_get_kb")
register_native("ze_class_zombie_get_count", "native_class_zombie_get_count")
register_native("ze_class_zombie_show_menu", "native_class_zombie_show_menu")
register_native("ze_class_zombie_menu_text_add", "_class_zombie_menu_text_add")
// Initialize dynamic arrays
g_ZombieClassRealName = ArrayCreate(32, 1)
g_ZombieClassName = ArrayCreate(32, 1)
g_ZombieClassDesc = ArrayCreate(32, 1)
g_ZombieClassHealth = ArrayCreate(1, 1)
g_ZombieClassSpeed = ArrayCreate(1, 1)
g_ZombieClassGravity = ArrayCreate(1, 1)
g_ZombieClassKnockback = ArrayCreate(1, 1)
g_ZombieClassKnockbackFile = ArrayCreate(1, 1)
g_ZombieClassModelsHandle = ArrayCreate(1, 1)
g_ZombieClassModelsFile = ArrayCreate(1, 1)
g_ZombieClassClawsHandle = ArrayCreate(1, 1)
g_ZombieClassClawsFile = ArrayCreate(1, 1)
}
public client_putinserver(id)
{
g_ZombieClass[id] = ZE_INVALID_ZOMBIE_CLASS
g_ZombieClassNext[id] = ZE_INVALID_ZOMBIE_CLASS
}
public client_disconnect(id)
{
MENU_PAGE_CLASS = 0
}
public show_class_menu(id)
{
if (ze_is_user_zombie(id))
show_menu_zombieclass(id)
}
public show_menu_zombieclass(id)
{
static menu[128], name[32], description[32], transkey[64]
new menuid, itemdata[2], index
formatex(menu, charsmax(menu), "%L\r", id, "MENU_ZCLASS")
menuid = menu_create(menu, "menu_zombieclass")
for (index = 0; index < g_ZombieClassCount; index++)
{
// Additional text to display
g_AdditionalMenuText[0] = 0
// Execute class select attempt forward
ExecuteForward(g_Forwards[FW_CLASS_SELECT_PRE], g_ForwardResult, id, index)
// Show class to player?
if (g_ForwardResult >= ZE_CLASS_DONT_SHOW)
continue;
ArrayGetString(g_ZombieClassName, index, name, charsmax(name))
ArrayGetString(g_ZombieClassDesc, index, description, charsmax(description))
// ML support for class name + description
formatex(transkey, charsmax(transkey), "ZOMBIEDESC %s", name)
if (GetLangTransKey(transkey) != TransKey_Bad) formatex(description, charsmax(description), "%L", id, transkey)
formatex(transkey, charsmax(transkey), "ZOMBIENAME %s", name)
if (GetLangTransKey(transkey) != TransKey_Bad) formatex(name, charsmax(name), "%L", id, transkey)
// Class available to player?
if (g_ForwardResult >= ZE_CLASS_NOT_AVAILABLE)
formatex(menu, charsmax(menu), "\d%s %s %s", name, description, g_AdditionalMenuText)
// Class is current class?
else if (index == g_ZombieClassNext[id])
formatex(menu, charsmax(menu), "\r%s \y%s \w%s", name, description, g_AdditionalMenuText)
else
formatex(menu, charsmax(menu), "%s \y%s \w%s", name, description, g_AdditionalMenuText)
itemdata[0] = index
itemdata[1] = 0
menu_additem(menuid, menu, itemdata)
}
// No classes to display?
if (menu_items(menuid) <= 0)
{
ze_colored_print(id, "%L", id, "NO_CLASSES")
menu_destroy(menuid)
return;
}
// Back - Next - Exit
formatex(menu, charsmax(menu), "%L", id, "MENU_BACK")
menu_setprop(menuid, MPROP_BACKNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT")
menu_setprop(menuid, MPROP_NEXTNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT")
menu_setprop(menuid, MPROP_EXITNAME, menu)
// If remembered page is greater than number of pages, clamp down the value
MENU_PAGE_CLASS = min(MENU_PAGE_CLASS, menu_pages(menuid)-1)
// Fix for AMXX custom menus
set_pdata_int(id, OFFSET_CSMENUCODE, 0)
menu_display(id, menuid, MENU_PAGE_CLASS)
}
public menu_zombieclass(id, menuid, item)
{
// Menu was closed
if (item == MENU_EXIT)
{
MENU_PAGE_CLASS = 0
menu_destroy(menuid)
return PLUGIN_HANDLED;
}
// Remember class menu page
MENU_PAGE_CLASS = item / 7
// Retrieve class index
new itemdata[2], dummy, index
menu_item_getinfo(menuid, item, dummy, itemdata, charsmax(itemdata), _, _, dummy)
index = itemdata[0]
// Execute class select attempt forward
ExecuteForward(g_Forwards[FW_CLASS_SELECT_PRE], g_ForwardResult, id, index)
// Class available to player?
if (g_ForwardResult >= ZE_CLASS_NOT_AVAILABLE)
{
menu_destroy(menuid)
return PLUGIN_HANDLED;
}
// Make selected class next class for player
g_ZombieClassNext[id] = index
new name[32], transkey[64]
new Float:maxspeed = Float:ArrayGetCell(g_ZombieClassSpeed, g_ZombieClassNext[id])
ArrayGetString(g_ZombieClassName, g_ZombieClassNext[id], name, charsmax(name))
// ML support for class name
formatex(transkey, charsmax(transkey), "ZOMBIENAME %s", name)
if (GetLangTransKey(transkey) != TransKey_Bad) formatex(name, charsmax(name), "%L", id, transkey)
// Show selected zombie class
ze_colored_print(id, "%L: %s", id, "ZOMBIE_SELECT", name)
ze_colored_print(id, "%L: %d %L: %d %L: %.2fx %L %.2fx", id, "ZOMBIE_ATTRIB1", ArrayGetCell(g_ZombieClassHealth, g_ZombieClassNext[id]), id, "ZOMBIE_ATTRIB2", cs_maxspeed_display_value(maxspeed), id, "ZOMBIE_ATTRIB3", Float:ArrayGetCell(g_ZombieClassGravity, g_ZombieClassNext[id]), id, "ZOMBIE_ATTRIB4", Float:ArrayGetCell(g_ZombieClassKnockback, g_ZombieClassNext[id]))
// Execute class select post forward
ExecuteForward(g_Forwards[FW_CLASS_SELECT_POST], g_ForwardResult, id, index)
menu_destroy(menuid)
return PLUGIN_HANDLED;
}
public ze_fw_core_infect_post(id, attacker)
{
// Show zombie class menu if they haven't chosen any (e.g. just connected)
if (g_ZombieClassNext[id] == ZE_INVALID_ZOMBIE_CLASS)
{
if (g_ZombieClassCount > 1)
show_menu_zombieclass(id)
else // If only one class is registered, choose it automatically
g_ZombieClassNext[id] = 0
}
// Bots pick class automatically
if (is_user_bot(id))
{
// Try choosing class
new index, start_index = random_num(0, g_ZombieClassCount - 1)
for (index = start_index + 1; /* no condition */; index++)
{
// Start over when we reach the end
if (index >= g_ZombieClassCount)
index = 0
// Execute class select attempt forward
ExecuteForward(g_Forwards[FW_CLASS_SELECT_PRE], g_ForwardResult, id, index)
// Class available to player?
if (g_ForwardResult < ZE_CLASS_NOT_AVAILABLE)
{
g_ZombieClassNext[id] = index
break;
}
// Loop completed, no class could be chosen
if (index == start_index)
break;
}
}
// Set selected zombie class. If none selected yet, use the first one
g_ZombieClass[id] = g_ZombieClassNext[id]
if (g_ZombieClass[id] == ZE_INVALID_ZOMBIE_CLASS) g_ZombieClass[id] = 0
// Apply zombie attributes
set_user_health(id, ArrayGetCell(g_ZombieClassHealth, g_ZombieClass[id]))
set_user_gravity(id, Float:ArrayGetCell(g_ZombieClassGravity, g_ZombieClass[id]))
cs_set_player_maxspeed_auto(id, Float:ArrayGetCell(g_ZombieClassSpeed, g_ZombieClass[id]))
// Apply zombie player model
new Array:class_models = ArrayGetCell(g_ZombieClassModelsHandle, g_ZombieClass[id])
if (class_models != Invalid_Array)
{
new index = random_num(0, ArraySize(class_models) - 1)
new player_model[32]
ArrayGetString(class_models, index, player_model, charsmax(player_model))
cs_set_player_model(id, player_model)
}
else
{
// No models registered for current class, use default model
cs_set_player_model(id, ZOMBIES_DEFAULT_MODEL)
}
// Apply zombie claw model
new claw_model[64], Array:class_claws = ArrayGetCell(g_ZombieClassClawsHandle, g_ZombieClass[id])
if (class_claws != Invalid_Array)
{
new index = random_num(0, ArraySize(class_claws) - 1)
ArrayGetString(class_claws, index, claw_model, charsmax(claw_model))
cs_set_player_view_model(id, CSW_KNIFE, claw_model)
}
else
{
// No models registered for current class, use default model
cs_set_player_view_model(id, CSW_KNIFE, ZOMBIES_DEFAULT_CLAWMODEL)
}
cs_set_player_weap_model(id, CSW_KNIFE, "")
// Apply weapon restrictions for zombies
cs_set_player_weap_restrict(id, true, ZOMBIE_ALLOWED_WEAPONS_BITSUM, ZOMBIE_DEFAULT_ALLOWED_WEAPON)
}
public ze_fw_core_cure(id, attacker)
{
// Remove zombie claw models
cs_reset_player_view_model(id, CSW_KNIFE)
cs_reset_player_weap_model(id, CSW_KNIFE)
// Remove zombie weapon restrictions
cs_set_player_weap_restrict(id, false)
}
public native_class_zombie_get_current(plugin_id, num_params)
{
new id = get_param(1)
if (!is_user_connected(id))
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player (%d)", id)
return ZE_INVALID_ZOMBIE_CLASS;
}
return g_ZombieClass[id];
}
public native_class_zombie_get_next(plugin_id, num_params)
{
new id = get_param(1)
if (!is_user_connected(id))
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player (%d)", id)
return ZE_INVALID_ZOMBIE_CLASS;
}
return g_ZombieClassNext[id];
}
public native_class_zombie_set_next(plugin_id, num_params)
{
new id = get_param(1)
if (!is_user_connected(id))
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player (%d)", id)
return false;
}
new classid = get_param(2)
if (classid < 0 || classid >= g_ZombieClassCount)
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid zombie class id (%d)", classid)
return false;
}
g_ZombieClassNext[id] = classid
return true;
}
public _class_zombie_get_max_health(plugin_id, num_params)
{
new id = get_param(1)
if (!is_user_connected(id))
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player (%d)", id)
return -1;
}
new classid = get_param(2)
if (classid < 0 || classid >= g_ZombieClassCount)
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid zombie class id (%d)", classid)
return -1;
}
return ArrayGetCell(g_ZombieClassHealth, classid);
}
public native_class_zombie_register(plugin_id, num_params)
{
new name[32]
get_string(1, name, charsmax(name))
if (strlen(name) < 1)
{
log_error(AMX_ERR_NATIVE, "[ZE] Can't register zombie class with an empty name")
return ZE_INVALID_ZOMBIE_CLASS;
}
new index, zombieclass_name[32]
for (index = 0; index < g_ZombieClassCount; index++)
{
ArrayGetString(g_ZombieClassRealName, index, zombieclass_name, charsmax(zombieclass_name))
if (equali(name, zombieclass_name))
{
log_error(AMX_ERR_NATIVE, "[ZE] Zombie class already registered (%s)", name)
return ZE_INVALID_ZOMBIE_CLASS;
}
}
new description[32]
get_string(2, description, charsmax(description))
new health = get_param(3)
new Float:speed = get_param_f(4)
new Float:gravity = get_param_f(5)
// Load settings from zombie classes file
new real_name[32]
copy(real_name, charsmax(real_name), name)
ArrayPushString(g_ZombieClassRealName, real_name)
// Name
if (!amx_load_setting_string(ZE_ZOMBIECLASSES_FILE, real_name, "NAME", name, charsmax(name)))
amx_save_setting_string(ZE_ZOMBIECLASSES_FILE, real_name, "NAME", name)
ArrayPushString(g_ZombieClassName, name)
// Description
if (!amx_load_setting_string(ZE_ZOMBIECLASSES_FILE, real_name, "INFO", description, charsmax(description)))
amx_save_setting_string(ZE_ZOMBIECLASSES_FILE, real_name, "INFO", description)
ArrayPushString(g_ZombieClassDesc, description)
// Models
new Array:class_models = ArrayCreate(32, 1)
amx_load_setting_string_arr(ZE_ZOMBIECLASSES_FILE, real_name, "MODELS", class_models)
if (ArraySize(class_models) > 0)
{
ArrayPushCell(g_ZombieClassModelsFile, true)
// Precache player models
new index, player_model[32], model_path[128]
for (index = 0; index < ArraySize(class_models); index++)
{
ArrayGetString(class_models, index, player_model, charsmax(player_model))
formatex(model_path, charsmax(model_path), "models/player/%s/%s.mdl", player_model, player_model)
precache_model(model_path)
// Support modelT.mdl files
formatex(model_path, charsmax(model_path), "models/player/%s/%sT.mdl", player_model, player_model)
if (file_exists(model_path)) precache_model(model_path)
}
}
else
{
ArrayPushCell(g_ZombieClassModelsFile, false)
ArrayDestroy(class_models)
amx_save_setting_string(ZE_ZOMBIECLASSES_FILE, real_name, "MODELS", ZOMBIES_DEFAULT_MODEL)
}
ArrayPushCell(g_ZombieClassModelsHandle, class_models)
// Claw models
new Array:class_claws = ArrayCreate(64, 1)
amx_load_setting_string_arr(ZE_ZOMBIECLASSES_FILE, real_name, "CLAWMODEL", class_claws)
if (ArraySize(class_claws) > 0)
{
ArrayPushCell(g_ZombieClassClawsFile, true)
// Precache claw models
new index, claw_model[64]
for (index = 0; index < ArraySize(class_claws); index++)
{
ArrayGetString(class_claws, index, claw_model, charsmax(claw_model))
precache_model(claw_model)
}
}
else
{
ArrayPushCell(g_ZombieClassClawsFile, false)
ArrayDestroy(class_claws)
amx_save_setting_string(ZE_ZOMBIECLASSES_FILE, real_name, "CLAWMODEL", ZOMBIES_DEFAULT_CLAWMODEL)
}
ArrayPushCell(g_ZombieClassClawsHandle, class_claws)
// Health
if (!amx_load_setting_int(ZE_ZOMBIECLASSES_FILE, real_name, "HEALTH", health))
amx_save_setting_int(ZE_ZOMBIECLASSES_FILE, real_name, "HEALTH", health)
ArrayPushCell(g_ZombieClassHealth, health)
// Speed
if (!amx_load_setting_float(ZE_ZOMBIECLASSES_FILE, real_name, "SPEED", speed))
amx_save_setting_float(ZE_ZOMBIECLASSES_FILE, real_name, "SPEED", speed)
ArrayPushCell(g_ZombieClassSpeed, speed)
// Gravity
if (!amx_load_setting_float(ZE_ZOMBIECLASSES_FILE, real_name, "GRAVITY", gravity))
amx_save_setting_float(ZE_ZOMBIECLASSES_FILE, real_name, "GRAVITY", gravity)
ArrayPushCell(g_ZombieClassGravity, gravity)
// Knockback
new Float:knockback = ZOMBIES_DEFAULT_KNOCKBACK
if (!amx_load_setting_float(ZE_ZOMBIECLASSES_FILE, real_name, "KNOCKBACK", knockback))
{
ArrayPushCell(g_ZombieClassKnockbackFile, false)
amx_save_setting_float(ZE_ZOMBIECLASSES_FILE, real_name, "KNOCKBACK", knockback)
}
else
ArrayPushCell(g_ZombieClassKnockbackFile, true)
ArrayPushCell(g_ZombieClassKnockback, knockback)
g_ZombieClassCount++
return g_ZombieClassCount - 1;
}
public _class_zombie_register_model(plugin_id, num_params)
{
new classid = get_param(1)
if (classid < 0 || classid >= g_ZombieClassCount)
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid zombie class id (%d)", classid)
return false;
}
// Player models already loaded from file
if (ArrayGetCell(g_ZombieClassModelsFile, classid))
return true;
new player_model[32]
get_string(2, player_model, charsmax(player_model))
new model_path[128]
formatex(model_path, charsmax(model_path), "models/player/%s/%s.mdl", player_model, player_model)
precache_model(model_path)
// Support modelT.mdl files
formatex(model_path, charsmax(model_path), "models/player/%s/%sT.mdl", player_model, player_model)
if (file_exists(model_path)) precache_model(model_path)
new Array:class_models = ArrayGetCell(g_ZombieClassModelsHandle, classid)
// No models registered yet?
if (class_models == Invalid_Array)
{
class_models = ArrayCreate(32, 1)
ArraySetCell(g_ZombieClassModelsHandle, classid, class_models)
}
ArrayPushString(class_models, player_model)
// Save models to file
new real_name[32]
ArrayGetString(g_ZombieClassRealName, classid, real_name, charsmax(real_name))
amx_save_setting_string_arr(ZE_ZOMBIECLASSES_FILE, real_name, "MODELS", class_models)
return true;
}
public _class_zombie_register_claw(plugin_id, num_params)
{
new classid = get_param(1)
if (classid < 0 || classid >= g_ZombieClassCount)
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid zombie class id (%d)", classid)
return false;
}
// Claw models already loaded from file
if (ArrayGetCell(g_ZombieClassClawsFile, classid))
return true;
new claw_model[64]
get_string(2, claw_model, charsmax(claw_model))
precache_model(claw_model)
new Array:class_claws = ArrayGetCell(g_ZombieClassClawsHandle, classid)
// No models registered yet?
if (class_claws == Invalid_Array)
{
class_claws = ArrayCreate(64, 1)
ArraySetCell(g_ZombieClassClawsHandle, classid, class_claws)
}
ArrayPushString(class_claws, claw_model)
// Save models to file
new real_name[32]
ArrayGetString(g_ZombieClassRealName, classid, real_name, charsmax(real_name))
amx_save_setting_string_arr(ZE_ZOMBIECLASSES_FILE, real_name, "CLAWMODEL", class_claws)
return true;
}
public native_class_zombie_register_kb(plugin_id, num_params)
{
new classid = get_param(1)
if (classid < 0 || classid >= g_ZombieClassCount)
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid zombie class id (%d)", classid)
return false;
}
// Knockback already loaded from file
if (ArrayGetCell(g_ZombieClassKnockbackFile, classid))
return true;
new Float:knockback = get_param_f(2)
// Set zombie class knockback
ArraySetCell(g_ZombieClassKnockback, classid, knockback)
// Save to file
new real_name[32]
ArrayGetString(g_ZombieClassRealName, classid, real_name, charsmax(real_name))
amx_save_setting_float(ZE_ZOMBIECLASSES_FILE, real_name, "KNOCKBACK", knockback)
return true;
}
public native_class_zombie_get_id(plugin_id, num_params)
{
new real_name[32]
get_string(1, real_name, charsmax(real_name))
// Loop through every class
new index, zombieclass_name[32]
for (index = 0; index < g_ZombieClassCount; index++)
{
ArrayGetString(g_ZombieClassRealName, index, zombieclass_name, charsmax(zombieclass_name))
if (equali(real_name, zombieclass_name))
return index;
}
return ZE_INVALID_ZOMBIE_CLASS;
}
public native_class_zombie_get_name(plugin_id, num_params)
{
new classid = get_param(1)
if (classid < 0 || classid >= g_ZombieClassCount)
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid zombie class id (%d)", classid)
return false;
}
new name[32]
ArrayGetString(g_ZombieClassName, classid, name, charsmax(name))
new len = get_param(3)
set_string(2, name, len)
return true;
}
public _class_zombie_get_real_name(plugin_id, num_params)
{
new classid = get_param(1)
if (classid < 0 || classid >= g_ZombieClassCount)
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid zombie class id (%d)", classid)
return false;
}
new real_name[32]
ArrayGetString(g_ZombieClassRealName, classid, real_name, charsmax(real_name))
new len = get_param(3)
set_string(2, real_name, len)
return true;
}
public native_class_zombie_get_desc(plugin_id, num_params)
{
new classid = get_param(1)
if (classid < 0 || classid >= g_ZombieClassCount)
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid zombie class id (%d)", classid)
return false;
}
new description[32]
ArrayGetString(g_ZombieClassDesc, classid, description, charsmax(description))
new len = get_param(3)
set_string(2, description, len)
return true;
}
public Float:native_class_zombie_get_kb(plugin_id, num_params)
{
new classid = get_param(1)
if (classid < 0 || classid >= g_ZombieClassCount)
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid zombie class id (%d)", classid)
return ZOMBIES_DEFAULT_KNOCKBACK;
}
// Return zombie class knockback)
return ArrayGetCell(g_ZombieClassKnockback, classid);
}
public native_class_zombie_get_count(plugin_id, num_params)
{
return g_ZombieClassCount;
}
public native_class_zombie_show_menu(plugin_id, num_params)
{
new id = get_param(1)
if (!is_user_connected(id))
{
log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player (%d)", id)
return false;
}
show_menu_zombieclass(id)
return true;
}
public _class_zombie_menu_text_add(plugin_id, num_params)
{
static text[32]
get_string(1, text, charsmax(text))
format(g_AdditionalMenuText, charsmax(g_AdditionalMenuText), "%s%s", g_AdditionalMenuText, text)
}
Code: Select all
#if defined _ze_class_zombie_included
#endinput
#endif
#define _ze_class_zombie_included
#include <zombie_escape>
#include <ze_class_zombie_const>
#if AMXX_VERSION_NUM >= 175
#pragma reqlib ze_class_zombie
#if !defined AMXMODX_NOAUTOLOAD
#pragma loadlib ze_class_zombie
#endif
#else
#pragma library ze_class_zombie
#endif
/**
* Returns a player's current zombie class ID.
*
* @param id Player index.
* @return Internal zombie class ID, or ZE_INVALID_ZOMBIE_CLASS if not yet chosen.
*/
native ze_class_zombie_get_current(id)
/**
* Returns a player's next zombie class ID (for the next infection).
*
* @param id Player index.
* @return Internal zombie class ID, or ZE_INVALID_ZOMBIE_CLASS if not yet chosen.
*/
native ze_class_zombie_get_next(id)
/**
* Sets a player's next zombie class ID (for the next infection).
*
* @param id Player index.
* @param classid A valid zombie class ID.
* @return True on success, false otherwise.
*/
native ze_class_zombie_set_next(id, classid)
/**
* Returns the default maximum health for a specific zombie class.
*
* Note: does not take into account any kind of HP multipliers.
*
* @param id Player index.
* @param classid A valid zombie class ID.
* @return Maximum amount of health points, -1 on error.
*/
native ze_class_zombie_get_max_health(id, classid)
/**
* Registers a custom class which will be added to the zombie classes menu of ZE.
*
* Note: The returned zombie class ID can be later used to identify
* the class when calling the ze_get_user_zombie_class() natives.
*
* @param name Caption to display on the menu.
* @param description Brief description of the class.
* @param health Class health.
* @param speed Class maxspeed (can be a multiplier).
* @param gravity Class gravity multiplier.
* @return An internal zombie class ID, or ZE_INVALID_ZOMBIE_CLASS on failure.
*/
native ze_class_zombie_register(const name[], const description[], health, Float:speed, Float:gravity)
/**
* Registers a custom player model for a given zombie class.
*
* @param classid A valid zombie class ID.
* @param model Player model's short name.
* @return True on success, false otherwise.
*/
native ze_class_zombie_register_model(classid, const model[])
/**
* Registers a custom claw model for a given zombie class.
*
* @param classid A valid zombie class ID.
* @param clawmodel Claw model filename.
* @return True on success, false otherwise.
*/
native ze_class_zombie_register_claw(classid, const clawmodel[])
/**
* Registers a zombie class' knockback multiplier.
*
* @param classid A valid zombie class ID.
* @param knockback Knockback multiplier.
* @return True on success, false otherwise.
*/
native ze_class_zombie_register_kb(classid, Float:knockback)
/**
* Returns a zombie class' ID.
*
* @param name Class name to look for.
* @return Internal zombie class ID, or ZE_INVALID_ZOMBIE_CLASS if not found.
*/
native ze_class_zombie_get_id(const real_name[])
/**
* Returns a zombie class' name.
*
* @param classid A valid zombie class ID.
* @param name The buffer to store the string in.
* @param len Character size of the output buffer.
* @return True on success, false otherwise.
*/
native ze_class_zombie_get_name(classid, name[], len)
/**
* Returns a zombie class' real name (used when registering the class).
*
* @param classid A valid zombie class ID.
* @param name The buffer to store the string in.
* @param len Character size of the output buffer.
* @return True on success, false otherwise.
*/
native ze_class_zombie_get_real_name(classid, real_name[], len)
/**
* Returns a zombie class' description.
*
* @param classid A valid zombie class ID.
* @param description The buffer to store the string in.
* @param len Character size of the output buffer.
* @return True on success, false otherwise.
*/
native ze_class_zombie_get_desc(classid, description[], len)
/**
* Returns a zombie class' knockback multiplier.
*
* @param classid A valid zombie class ID.
* @return Knockback multiplier (float value).
*/
native Float:ze_class_zombie_get_kb(classid)
/**
* Returns number of registered zombie classes.
*
* @return Zombie class count.
*/
native ze_class_zombie_get_count()
/**
* Shows menu with available zombie classes to a player.
*
* @param id Player index.
*/
native ze_class_zombie_show_menu(id)
/**
* Appends text to a class being displayed on the zombie classes menu.
* Use this on the class select pre forward.
*
* @param text Additional text to display.
*/
native ze_class_zombie_menu_text_add(const text[])
/**
* Called when determining whether a class should be available to a player.
*
* Possible return values are:
* - ZE_CLASS_AVAILABLE (show in menu, allow selection)
* - ZE_CLASS_NOT_AVAILABLE (show in menu, don't allow selection)
* - ZE_CLASS_DONT_SHOW (don't show in menu, don't allow selection)
*
* @param id Player index.
* @param classid Internal zombie class ID.
*/
forward ze_fw_class_zombie_select_pre(id, classid)
/**
* Called right after a player selects a class from the menu.
*
* @param id Player index.
* @param classid Internal zombie class ID.
*/
forward ze_fw_class_zombie_select_post(id, classid)
Code: Select all
#if defined _ze_class_zombie_const_inc
#endinput
#endif
#define _ze_class_zombie_const_inc
/* Zombie Class ID constants */
#define ZE_INVALID_ZOMBIE_CLASS -1
/* Class selection constants */
#define ZE_CLASS_AVAILABLE 0
#define ZE_CLASS_NOT_AVAILABLE 1
#define ZE_CLASS_DONT_SHOW 2