Update Special Core To Version 1.4

Coding Help/Re-API Supported
Post Reply
User avatar
Spir0x
Veteran Member
Veteran Member
Tunisia
Posts: 591
Joined: 2 Years Ago
Location: Tunisia
Has thanked: 14 times
Been thanked: 6 times
Age: 19
Contact:

Update Special Core To Version 1.4

#1

Post by Spir0x » 1 Week Ago

hi guys, i just want to update my mod, on my mod i have own special codes not like original one. when admins update to another new version i need to move with new source codes too. and i can't update my plugins like original one becuz the mod will be bugged. so i'll put my old plugin codes below of version 1.3 i need someone who can help me to update them all to v1.4 clearly. just add new things and remove something needed to be removed. hope you got it !

It's ze_core, i just want to update this to v1.4:

Code: Select all

#include <zombie_escape>
 
// Fowards
enum _:TOTAL_FORWARDS
{
    FORWARD_NONE = 0,
    FORWARD_ROUNDEND,
    FORWARD_HUMANIZED,
    FORWARD_PRE_INFECTED,
    FORWARD_INFECTED,
    FORWARD_ZOMBIE_APPEAR,
    FORWARD_ZOMBIE_RELEASE,
    FORWARD_GAME_STARTED
}
 
new g_iForwards[TOTAL_FORWARDS], g_iFwReturn, g_iTeam
 
// Tasks IDs
enum
{
    TASK_COUNTDOWN = 1100,
    TASK_COUNTDOWN2,
    TASK_SCORE_MESSAGE,
    FREEZE_ZOMBIES,
    ROUND_TIME_LEFT
}
 
// Colors (g_pCvarColors[] array indexes)
enum
{
    Red = 0,
    Green,
    Blue
}
 
// Variables
new g_iAliveHumansNum,
    g_iAliveZombiesNum,
    g_iRoundTime,
    g_iCountDown,
    g_iReleaseNotice,
    g_iMaxClients,
    g_iHumansScore,
    g_iZombiesScore,
    g_iRoundNum,
    g_iHSpeedFactor[33],
    g_iZSpeedSet[33],
    bool:g_bGameStarted,
    bool:g_bIsZombie[33],
    bool:g_bIsZombieFrozen[33],
    bool:g_bZombieFreezeTime,
    bool:g_bIsRoundEnding,
    bool:g_bHSpeedUsed[33],
    bool:g_bZSpeedUsed[33],
    bool:g_bEndCalled,
    Float:g_flReferenceTime
 
// Cvars
new g_pCvarHumanSpeedFactor,
    g_pCvarHumanGravity,
    g_pCvarHumanHealth,
    g_pCvarZombieSpeed,
    g_pCvarZombieGravity,
    g_pCvarZombieReleaseTime,
    g_pCvarFreezeTime,
    g_pCvarRoundTime,
    g_pCvarReqPlayers,
    g_pCvarZombieHealth,
    g_pCvarFirstZombiesHealth,
    g_pCvarZombieKnockback,
    g_pCvarScoreMessageType,
    g_pCvarColors[3],
    g_pCvarRoundEndDelay
 
public plugin_natives()
{
    register_native("ze_is_user_zombie", "native_ze_is_user_zombie", 1)
    register_native("ze_is_game_started", "native_ze_is_game_started", 1)
    register_native("ze_is_zombie_frozen", "native_ze_is_zombie_frozen", 1)
   
    register_native("ze_get_round_number", "native_ze_get_round_number", 1)
    register_native("ze_get_humans_number", "native_ze_get_humans_number", 1)
    register_native("ze_get_zombies_number", "native_ze_get_zombies_number", 1)
   
    register_native("ze_set_user_zombie", "native_ze_set_user_zombie", 1)
    register_native("ze_set_user_human", "native_ze_set_user_human", 1)
    register_native("ze_set_human_speed_factor", "native_ze_set_human_speed_factor", 1)
    register_native("ze_set_zombie_speed", "native_ze_set_zombie_speed", 1)
   
    register_native("ze_reset_human_speed", "native_ze_reset_human_speed", 1)
    register_native("ze_reset_zombie_speed", "native_ze_reset_zombie_speed", 1)
}
 
public plugin_init()
{
    register_plugin("[ZE] Core/Engine", ZE_VERSION, AUTHORS)
   
    // Hook Chains
    RegisterHookChain(RG_CBasePlayer_TraceAttack, "Fw_TraceAttack_Pre", 0)
    RegisterHookChain(RG_CBasePlayer_TakeDamage, "Fw_TakeDamage_Post", 1)
    RegisterHookChain(RG_CBasePlayer_Spawn, "Fw_PlayerSpawn_Post", 1)
    RegisterHookChain(RG_CSGameRules_CheckWinConditions, "Fw_CheckMapConditions_Post", 1)
    RegisterHookChain(RG_CBasePlayer_Killed, "Fw_PlayerKilled_Post", 1)
    RegisterHookChain(RG_RoundEnd, "Event_RoundEnd_Pre", 0)
   
    // Events
    register_event("HLTV", "New_Round", "a", "1=0", "2=0")
    register_event("TextMsg", "Map_Restart", "a", "2=#Game_Commencing", "2=#Game_will_restart_in", "2=#Round_Draw")
    register_logevent("Round_Start", 2, "1=Round_Start")
    register_logevent("Round_End", 2, "1=Round_End")
   
    // Hams
    RegisterHam(Ham_Item_PreFrame, "player", "Fw_RestMaxSpeed_Post", 1)
   
    // Create Forwards (All Return Values Ignored)
    g_iForwards[FORWARD_ROUNDEND] = CreateMultiForward("ze_roundend", ET_IGNORE, FP_CELL)
    g_iForwards[FORWARD_HUMANIZED] = CreateMultiForward("ze_user_humanized", ET_IGNORE, FP_CELL)
    g_iForwards[FORWARD_PRE_INFECTED] = CreateMultiForward("ze_user_infected_pre", ET_CONTINUE, FP_CELL, FP_CELL)
    g_iForwards[FORWARD_INFECTED] = CreateMultiForward("ze_user_infected", ET_IGNORE, FP_CELL, FP_CELL)
    g_iForwards[FORWARD_ZOMBIE_APPEAR] = CreateMultiForward("ze_zombie_appear", ET_IGNORE)
    g_iForwards[FORWARD_ZOMBIE_RELEASE] = CreateMultiForward("ze_zombie_release", ET_IGNORE)
    g_iForwards[FORWARD_GAME_STARTED] = CreateMultiForward("ze_game_started", ET_IGNORE)
   
    // Hud Messages
    g_iReleaseNotice = CreateHudSyncObj()
   
    // Sequential files (.txt)
    register_dictionary("zombie_escape.txt")
   
    // Humans Cvars
    g_pCvarHumanSpeedFactor = register_cvar("ze_human_speed_factor", "20.0")
    g_pCvarHumanGravity = register_cvar("ze_human_gravity", "800")
    g_pCvarHumanHealth = register_cvar("ze_human_health", "1000")
   
    // Zombie Cvars
    g_pCvarZombieSpeed = register_cvar("ze_zombie_speed", "350.0")
    g_pCvarZombieGravity = register_cvar("ze_zombie_gravity", "640")
    g_pCvarZombieHealth = register_cvar("ze_zombie_health", "10000")
    g_pCvarFirstZombiesHealth = register_cvar("ze_first_zombies_health", "20000")
    g_pCvarZombieKnockback = register_cvar("ze_zombie_knockback", "300.0")
   
    // General Cvars
    g_pCvarZombieReleaseTime = register_cvar("ze_release_time", "15")
    g_pCvarFreezeTime = register_cvar("ze_freeze_time", "20")
    g_pCvarRoundTime = register_cvar("ze_round_time", "9.0")
    g_pCvarReqPlayers = register_cvar("ze_required_players", "2")
    g_pCvarScoreMessageType = register_cvar("ze_score_message_type", "1")
    g_pCvarColors[Red] = register_cvar("ze_score_message_red", "200")
    g_pCvarColors[Green] = register_cvar("ze_score_message_green", "100")
    g_pCvarColors[Blue] = register_cvar("ze_score_message_blue", "0")
    g_pCvarRoundEndDelay = register_cvar("ze_round_end_delay", "5")
   
    // Default Values
    g_bGameStarted = false
   
    // Static Values
    g_iMaxClients = get_member_game(m_nMaxPlayers)
   
    // Check Round Time to Terminate it
    set_task(1.0, "Check_RoundTimeleft", ROUND_TIME_LEFT, _, _, "b")
}
 
public plugin_cfg()
{
    // Get our configiration file and Execute it
    new szCfgDir[64]
    get_localinfo("amxx_configsdir", szCfgDir, charsmax(szCfgDir))
    server_cmd("exec %s/zombie_escape.cfg", szCfgDir)
   
    // Set Game Name
    new szGameName[64]
    formatex(szGameName, sizeof(szGameName), "Premuim ZE v%s", ZE_VERSION)
    set_member_game(m_GameDesc, szGameName)
   
    // Set Version
    register_cvar("ze_version", ZE_VERSION, FCVAR_SERVER|FCVAR_SPONLY)
    set_cvar_string("ze_version", ZE_VERSION)
}
 
public Fw_CheckMapConditions_Post()
{
    // Block Game Commencing
    set_member_game(m_bGameStarted, true)
   
    // Set Freeze Time
    set_member_game(m_iIntroRoundTime, get_pcvar_num(g_pCvarFreezeTime))
   
    // Set Round Time
    set_member_game(m_iRoundTime, floatround(get_pcvar_float(g_pCvarRoundTime) * 60.0))
}
 
public Fw_PlayerKilled_Post(id)
{
    g_iAliveHumansNum = GetAlivePlayersNum(CsTeams:TEAM_CT)
    g_iAliveZombiesNum = GetAlivePlayersNum(CsTeams:TEAM_TERRORIST)
   
    if (g_iAliveHumansNum == 0 && g_iAliveZombiesNum == 0)
    {
        // No Winner, All Players in one team killed Or Both teams Killed
        set_dhudmessage(255, 255, 255, -1.0, 0.35, 0, 0.0, get_pcvar_float(g_pCvarRoundEndDelay))
        show_dhudmessage(0, "%L", LANG_PLAYER, "NO_WINNER")
    }
}
 
public Fw_RestMaxSpeed_Post(id)
{
    if (!g_bIsZombie[id])
    {
        static Float:flMaxSpeed
        get_entvar(id, var_maxspeed, flMaxSpeed)
       
        if (flMaxSpeed != 1.0 && is_user_alive(id))
        {
            if (g_bHSpeedUsed[id])
            {
                // Set New Human Speed Factor
                set_entvar(id, var_maxspeed, flMaxSpeed + float(g_iHSpeedFactor[id]))
                return HAM_IGNORED
            }
               
            // Set Human Speed Factor, native not used
            set_entvar(id, var_maxspeed, flMaxSpeed + get_pcvar_float(g_pCvarHumanSpeedFactor))
            return HAM_IGNORED
        }
    }
   
    return HAM_SUPERCEDE
}
 
public Fw_PlayerSpawn_Post(id)
{  
    if (!g_bGameStarted)
    {
        // Force All player to be Humans if Game not started yet
        rg_set_user_team(id, TEAM_CT, MODEL_UNASSIGNED)
    }
    else
    {
        if (get_member_game(m_bFreezePeriod))
        {
            // Respawn Him As human if we are in freeze time (Zombie Not Chosen yet)
            Set_User_Human(id)
            g_bIsZombieFrozen[id] = false
        }
        else
        {
            if (g_bZombieFreezeTime)
            {
                // Zombie Chosen and zombies Frozen, Spawn him as zombie and Freeze Him
                Set_User_Zombie(id)
                g_bIsZombieFrozen[id] = true
                set_entvar(id, var_maxspeed, 1.0)
            }
            else
            {
                // Respawn him as normal zombie
                Set_User_Zombie(id)
                g_bIsZombieFrozen[id] = false
            }
        }
    }
}
 
public New_Round()
{
    // Remove All tasks in the New Round
    remove_task(TASK_COUNTDOWN)
    remove_task(TASK_COUNTDOWN2)
    remove_task(TASK_SCORE_MESSAGE)
    remove_task(FREEZE_ZOMBIES)
   
    // Score Message Task
    set_task(10.0, "Score_Message", TASK_SCORE_MESSAGE, _, _, "b")
   
    // 2 is Hardcoded Value, It's Fix for the countdown to work correctly
    g_iCountDown = get_pcvar_num(g_pCvarFreezeTime) - 2
   
    if (!g_bGameStarted)
    {
        // No Enough Players
        ze_colored_print(0, "%L", LANG_PLAYER, "NO_ENOUGH_PLAYERS", get_pcvar_num(g_pCvarReqPlayers))
        return // Block the execution of the blew code
    }
   
    // Game Already started, Countdown now started
    set_task(1.0, "Countdown_Start", TASK_COUNTDOWN, _, _, "b")
    ze_colored_print(0, "%L", LANG_PLAYER, "READY_TO_RUN")
    ExecuteForward(g_iForwards[FORWARD_GAME_STARTED], g_iFwReturn)
   
    g_iRoundNum++
   
    // Round Starting
    g_bIsRoundEnding = false
    g_bEndCalled = false
}
 
// Score Message Task
public Score_Message(TaskID)
{
    switch(get_pcvar_num(g_pCvarScoreMessageType))
    {
        case 0: // Disabled
        {
            return
        }
        case 1: // DHUD
        {
            set_dhudmessage( .red = 0, .green = 255, .blue = 0, .x = -1.0, .y = 0.02, .effects = 0, .fxtime = 5.0, .holdtime = 5.0, .fadeintime = 1.0, .fadeouttime = 1.0);
            show_dhudmessage( 0, "%L                         ", LANG_PLAYER, "SCORE_HUMANS", native_ze_get_humans_number() );
            set_dhudmessage( .red = 255, .green = 255, .blue = 255, .x = -1.0, .y = 0.02, .effects = 0, .fxtime = 5.0, .holdtime = 5.0, .fadeintime = 1.0, .fadeouttime = 1.0);
            show_dhudmessage( 0, "   %L   ^n%L", LANG_PLAYER, "SCORE_ROUND", g_iRoundNum, LANG_PLAYER,  "SCORE_WINS", g_iHumansScore,  g_iZombiesScore );
            set_dhudmessage( .red = 255, .green = 0, .blue = 0, .x = -1.0, .y = 0.02, .effects = 0, .fxtime = 5.0, .holdtime = 5.0, .fadeintime = 1.0, .fadeouttime = 1.0);
            show_dhudmessage( 0, "                         %L", LANG_PLAYER, "SCORE_ZOMBIES", native_ze_get_zombies_number() );
        }
    }
}
 
public Countdown_Start(TaskID)
{
    // Check if the players Disconnected and there is only one player then remove all messages, and stop tasks
    if (!g_bGameStarted)
        return
   
    if (!g_iCountDown)
    {
        Choose_Zombies()
        remove_task(TASK_COUNTDOWN) // Remove the task
        return // Block the execution of the blew code
    }
   
    set_hudmessage(random(256), random(256), random(256), -1.0, 0.21, 0, 0.8, 0.8)
    show_hudmessage(0, "%L", LANG_PLAYER, "RUN_NOTICE", g_iCountDown)
 
    g_iCountDown--
}
 
public Choose_Zombies()
{
    new iZombies, id, iAliveCount
    new iReqZombies
   
    // Get total alive players and required players
    iAliveCount  = GetAllAlivePlayersNum()
    iReqZombies = RequiredZombies()
   
    // Loop till we find req players
    while(iZombies < iReqZombies)
    {
        id = GetRandomAlive(random_num(1, iAliveCount))
       
        if (!is_user_alive(id) || g_bIsZombie[id])
            continue
 
        Set_User_Zombie(id)
        set_entvar(id, var_health, get_pcvar_float(g_pCvarFirstZombiesHealth))
        g_bIsZombieFrozen[id] = true
        g_bZombieFreezeTime = true
        set_entvar(id, var_maxspeed, 1.0)
        set_task(0.1, "Freeze_Zombies", FREEZE_ZOMBIES, _, _, "b") // Better than PreThink
        ExecuteForward(g_iForwards[FORWARD_ZOMBIE_APPEAR], g_iFwReturn)
        iZombies++
       
        // Respawn Zombies to base
        rg_round_respawn(id)
    }
   
    // 2 is Hardcoded Value, It's Fix for the countdown to work correctly
    g_iCountDown = get_pcvar_num(g_pCvarZombieReleaseTime) - 2
   
    set_task(1.0, "ReleaseZombie_CountDown", TASK_COUNTDOWN2, _, _, "b")
}
 
public ReleaseZombie_CountDown(TaskID)
{
    if (!g_iCountDown)
    {
        ReleaseZombie()
        remove_task(TASK_COUNTDOWN2)
        return
    }
   
    // Release Hud Message
    set_hudmessage(255, 255, 0, -1.0, 0.21, 1, 2.0, 2.0)
    ShowSyncHudMsg(0, g_iReleaseNotice, "%L", LANG_PLAYER, "ZOMBIE_RELEASE", g_iCountDown)
   
    g_iCountDown --
}
 
public ReleaseZombie()
{
    ExecuteForward(g_iForwards[FORWARD_ZOMBIE_RELEASE], g_iFwReturn)
   
    for(new id = 1; id <= g_iMaxClients; id++)
    {
        if (is_user_alive(id) && g_bIsZombie[id])
        {
            g_bIsZombieFrozen[id] = false
            g_bZombieFreezeTime = false
        }
    }
}
 
public Freeze_Zombies(TaskID)
{
    for(new id = 1; id <= g_iMaxClients; id++)
    {
        if(!is_user_alive(id) || !g_bIsZombie[id])
            continue
       
        if (g_bIsZombieFrozen[id])
        {
            // Zombie & Frozen, then Freeze him
            set_entvar(id, var_maxspeed, 1.0)
        }
        else
        {
            if (g_bZSpeedUsed[id])
            {
                // Zombie but Not Frozen the set his speed form .cfg
                set_entvar(id, var_maxspeed, float(g_iZSpeedSet[id]))
                continue;
            }
               
            // Zombie but Not Frozen the set his speed form .cfg
            set_entvar(id, var_maxspeed, get_pcvar_float(g_pCvarZombieSpeed))
        }
    }
}
 
public Fw_TraceAttack_Pre(iVictim, iAttacker, Float:flDamage, Float:flDirection[3], iTracehandle, bitsDamageType)
{
    if (iVictim == iAttacker || !is_user_connected(iVictim) || !is_user_connected(iAttacker))
        return HC_CONTINUE
   
    // Attacker and Victim is in same teams? Skip code blew
    if (get_member(iAttacker, m_iTeam) == get_member(iVictim, m_iTeam))
        return HC_CONTINUE
   
    // In freeze time? Skip all other plugins (Skip the real trace attack event)
    if (g_bIsZombieFrozen[iVictim] || g_bIsZombieFrozen[iAttacker])
        return HC_SUPERCEDE
   
    g_iAliveHumansNum = GetAlivePlayersNum(CsTeams:TEAM_CT)
   
    if (g_bIsZombie[iAttacker])
    {
        // Death Message with Infection style [Added here because of delay in Forward use]
        SendDeathMsg(iAttacker, iVictim)
       
        ExecuteForward(g_iForwards[FORWARD_PRE_INFECTED], g_iFwReturn, iVictim, iAttacker)
       
        if (g_iFwReturn > 0)
        {
            return HC_CONTINUE
        }
       
        Set_User_Zombie(iVictim)
       
        ExecuteForward(g_iForwards[FORWARD_INFECTED], g_iFwReturn, iVictim, iAttacker)
       
        if (g_iAliveHumansNum == 1) // Check if this is Last Human, Because of Delay i can't check if it's 0 instead of 1
        {
            // End round event called one time
            g_bEndCalled = true
           
            // Round is Ending
            g_bIsRoundEnding = true
           
            // Zombie Win, Leave text blank so we use ours from ML
            rg_round_end(get_pcvar_float(g_pCvarRoundEndDelay), WINSTATUS_TERRORISTS, ROUND_TERRORISTS_WIN, "")
           
            // Show Our Message
            set_dhudmessage(255, 0, 0, -1.0, 0.35, 0, 0.0, get_pcvar_float(g_pCvarRoundEndDelay))
            show_dhudmessage(0, "%L", LANG_PLAYER, "ESCAPE_FAIL")
           
            // This needed so forward work also to add +1 for Zombies
            g_iTeam = 1 // ZE_TEAM_ZOMBIE
            ExecuteForward(g_iForwards[FORWARD_ROUNDEND], g_iFwReturn, g_iTeam)
        }
    }
   
    return HC_CONTINUE
}
 
public Fw_TakeDamage_Post(iVictim, iInflictor, iAttacker, Float:fDamage, bitsDamageType)
{
    // Not Vaild Victim or Attacker so skip the event (Important to block out bounds errors)
    if (!is_user_connected(iVictim) || !is_user_connected(iAttacker))
        return HC_CONTINUE
   
    // Set Knockback here, So if we blocked damage in TraceAttack event player won't get knockback (Fix For Madness)
    if (g_bIsZombie[iVictim] && !g_bIsZombie[iAttacker])
    {
        // Remove Shock Pain
        set_member(iVictim, m_flVelocityModifier, 1.0)
       
        // Set Knockback
        static Float:flOrigin[3]
        get_entvar(iAttacker, var_origin, flOrigin)
        Set_Knockback(iVictim, flOrigin, get_pcvar_float(g_pCvarZombieKnockback), 2)
    }
   
    return HC_CONTINUE
}
 
public Round_End()
{
    g_iAliveZombiesNum = GetAlivePlayersNum(CsTeams:TEAM_TERRORIST)
   
    if (g_iAliveZombiesNum == 0 && g_bGameStarted)
    {
        g_iTeam = 2 // ZE_TEAM_HUMAN
        ExecuteForward(g_iForwards[FORWARD_ROUNDEND], g_iFwReturn, g_iTeam)
        set_dhudmessage(0, 255, 0, -1.0, 0.35, 0, 0.0, get_pcvar_float(g_pCvarRoundEndDelay))
        show_dhudmessage(0, "%L", LANG_PLAYER, "ESCAPE_SUCCESS")
        g_iHumansScore++
        g_bIsRoundEnding = true
        return // To block Execute the code blew
    }
   
    g_iTeam = 1 // ZE_TEAM_ZOMBIE
    g_iZombiesScore++
    g_bIsRoundEnding = true
   
    // If it's already called one time, don't call it again
    if (!g_bEndCalled)
    {
        ExecuteForward(g_iForwards[FORWARD_ROUNDEND], g_iFwReturn, g_iTeam)
    }
   
    set_dhudmessage(255, 0, 0, -1.0, 0.35, 0, 0.0, get_pcvar_float(g_pCvarRoundEndDelay))
    show_dhudmessage(0, "%L", LANG_PLAYER, "ESCAPE_FAIL")
}
 
public Event_RoundEnd_Pre(WinStatus:status, ScenarioEventEndRound:event, Float:tmDelay)
{
    // The two unhandeld cases by rg_round_end() native in our Mod
    if (event == ROUND_CTS_WIN || event == ROUND_TERRORISTS_WIN)
    {
        SetHookChainArg(3, ATYPE_FLOAT, get_pcvar_float(g_pCvarRoundEndDelay))
    }
}
 
public Round_Start()
{
    g_flReferenceTime = get_gametime()
    g_iRoundTime = get_member_game(m_iRoundTime)
}
 
public Check_RoundTimeleft()
{
    new Float:flRoundTimeLeft = (g_flReferenceTime + float(g_iRoundTime)) - get_gametime()
   
    if (floatround(flRoundTimeLeft) == 0)
    {
        // Round is Ending
        g_bIsRoundEnding = true
       
        // If Time is Out then Terminate the Round
        rg_round_end(get_pcvar_float(g_pCvarRoundEndDelay), WINSTATUS_TERRORISTS, ROUND_TERRORISTS_WIN, "")
       
        // Show our Message
        set_dhudmessage(255, 0, 0, -1.0, 0.35, 0, 0.0, get_pcvar_float(g_pCvarRoundEndDelay))
        show_dhudmessage(0, "%L", LANG_PLAYER, "ESCAPE_FAIL")
    }
}
 
public client_disconnected(id)
{
    // Delay Then Check Players to Terminate The round (Delay needed)
    set_task(0.1, "Check_AlivePlayers")
   
    // Reset speed for this dropped id
    g_bHSpeedUsed[id] = false
    g_bZSpeedUsed[id] = false
}
 
// This check done when player disconnect
public Check_AlivePlayers()
{
    g_iAliveZombiesNum = GetAlivePlayersNum(CsTeams:TEAM_TERRORIST)
    g_iAliveHumansNum = GetAlivePlayersNum(CsTeams:TEAM_CT)
   
    // Game Started? (There is at least 2 players Alive?)
    if (g_bGameStarted)
    {
        // We are in freeze time?
        if (get_member_game(m_bFreezePeriod))
        {
            // Humans alive number = 1 and no zombies?
            if (g_iAliveHumansNum < get_pcvar_num(g_pCvarReqPlayers))
            {
                // Game started false again
                g_bGameStarted = false
            }
        }
        else // Not freeze time?
        {
            // Variables
            new iAllZombiesNum = GetTeamPlayersNum(CsTeams:TEAM_TERRORIST),
            iAllHumansNum = GetTeamPlayersNum(CsTeams:TEAM_CT),
            iDeadZombiesNum = GetDeadPlayersNum(CsTeams:TEAM_TERRORIST),
            iDeadHumansNum = GetDeadPlayersNum(CsTeams:TEAM_CT)
   
            // Alive humans number = 1 and no zombies at all, And no dead humans?
            if (g_iAliveHumansNum < get_pcvar_num(g_pCvarReqPlayers) && iDeadHumansNum == 0 && iAllZombiesNum == 0)
            {
                // Game started is false and humans wins (Escape Success)
                g_bGameStarted = false
                rg_round_end(get_pcvar_float(g_pCvarRoundEndDelay), WINSTATUS_CTS, ROUND_CTS_WIN, "")
                set_dhudmessage(0, 255, 0, -1.0, 0.35, 0, 0.0, get_pcvar_float(g_pCvarRoundEndDelay))
                show_dhudmessage(0, "%L", LANG_PLAYER, "ESCAPE_SUCCESS")
            }
           
            // Alive zombies number = 1 and no humans at all, And no dead zombies?
            if (g_iAliveZombiesNum < get_pcvar_num(g_pCvarReqPlayers) && iDeadZombiesNum == 0 && iAllHumansNum == 0)
            {
                // Game started is false and zombies wins (Escape Fail)
                g_bGameStarted = false
                rg_round_end(get_pcvar_float(g_pCvarRoundEndDelay), WINSTATUS_TERRORISTS, ROUND_TERRORISTS_WIN, "")
                set_dhudmessage(255, 0, 0, -1.0, 0.35, 0, 0.0, get_pcvar_float(g_pCvarRoundEndDelay))
	       show_dhudmessage(0, "%L", LANG_PLAYER, "ESCAPE_FAIL")
            }
           
            // Humans number more than 1 and no zombies?
            if (g_iAliveHumansNum >= get_pcvar_num(g_pCvarReqPlayers) && g_iAliveZombiesNum == 0 && !g_bIsRoundEnding)
            {
                // Then Escape success as there is no Zombies
                rg_round_end(get_pcvar_float(g_pCvarRoundEndDelay), WINSTATUS_CTS, ROUND_CTS_WIN, "")
                set_dhudmessage(0, 255, 0, -1.0, 0.35, 0, 0.0, get_pcvar_float(g_pCvarRoundEndDelay))
                show_dhudmessage(0, "%L", LANG_PLAYER, "ESCAPE_SUCCESS")
            }
           
            // Zombies number more than 1 and no humans?
            if (g_iAliveZombiesNum >= get_pcvar_num(g_pCvarReqPlayers) && g_iAliveHumansNum == 0 && !g_bIsRoundEnding)
            {
                // Then Escape Fail as there is no humans
                rg_round_end(get_pcvar_float(g_pCvarRoundEndDelay), WINSTATUS_TERRORISTS, ROUND_TERRORISTS_WIN, "")
                set_dhudmessage(255, 0, 0, -1.0, 0.35, 0, 0.0, get_pcvar_float(g_pCvarRoundEndDelay))
	       show_dhudmessage(0, "%L", LANG_PLAYER, "ESCAPE_FAIL")
            }
        }
    }
}
 
public client_putinserver(id)
{
    // Add Delay and Check Conditions To start the Game (Delay needed)
    set_task(1.0, "Check_AllPlayersNumber", _, _, _, "b")
}
 
public Check_AllPlayersNumber(TaskID)
{
    if (g_bGameStarted)
    {
        // If game started remove the task and block the blew Checks
        remove_task(TaskID)
        return
    }
   
    if (GetAllAlivePlayersNum() >= get_pcvar_num(g_pCvarReqPlayers))
    {
        // Players In server == The Required so game started is true
        g_bGameStarted = true
       
        // Restart the game
        server_cmd("sv_restart 2")
       
        // Print Fake game Commencing Message
        set_dhudmessage(255, 255, 255, -1.0, 0.35, 0, 0.0, 5.0)
        show_dhudmessage(0, "%L", LANG_PLAYER, "START_GAME")
       
        // Remove the task
        remove_task(TaskID)
    }
}
 
public Set_User_Human(id)
{
    if (!is_user_alive(id))
        return
   
    g_bIsZombie[id] = false
    set_entvar(id, var_health, get_pcvar_float(g_pCvarHumanHealth))
    set_entvar(id, var_gravity, get_pcvar_float(g_pCvarHumanGravity)/800.0)
    ExecuteForward(g_iForwards[FORWARD_HUMANIZED], g_iFwReturn, id)
   
    if (get_member(id, m_iTeam) != TEAM_CT)
        rg_set_user_team(id, TEAM_CT, MODEL_UNASSIGNED)
}
 
public Set_User_Zombie(id)
{
    if (!is_user_alive(id))
        return
   
    g_bIsZombie[id] = true
    set_entvar(id, var_health, get_pcvar_float(g_pCvarZombieHealth))
    set_entvar(id, var_gravity, get_pcvar_float(g_pCvarZombieGravity)/800.0)
    rg_remove_all_items(id)
    rg_give_item(id, "weapon_knife", GT_APPEND)
    ExecuteForward(g_iForwards[FORWARD_INFECTED], g_iFwReturn, id, 0)
   
    if (get_member(id, m_iTeam) != TEAM_TERRORIST)
        rg_set_user_team(id, TEAM_TERRORIST, MODEL_UNASSIGNED)
}
 
public Map_Restart()
{
    // Add Delay To help Rest Scores if player kill himself, and there no one else him so round draw (Delay needed)
    set_task(0.1, "Reset_Score_Message")
}
 
public Reset_Score_Message()
{
    g_iHumansScore = 0
    g_iZombiesScore = 0
    g_iRoundNum = 0
}
 
// Natives
public native_ze_is_user_zombie(id)
{
    if (!is_user_connected(id))
    {
        return -1;
    }
   
    return g_bIsZombie[id]
}
 
public native_ze_set_user_zombie(id)
{
    if (!is_user_connected(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player id (%d)", id)
        return false;
    }
   
    Set_User_Zombie(id)
    return true;
}
 
public native_ze_set_user_human(id)
{
    if (!is_user_connected(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player id (%d)", id)
        return false;
    }
   
    Set_User_Human(id)
    return true;
}
 
public native_ze_is_game_started()
{
    return g_bGameStarted
}
 
public native_ze_is_zombie_frozen(id)
{
    if (!is_user_connected(id) || !g_bIsZombie[id])
    {
        return -1;
    }
   
    return g_bIsZombieFrozen[id]
}
 
public native_ze_get_round_number()
{
    if (!g_bGameStarted)
    {
        return -1;
    }
   
    return g_iRoundNum
}
 
public native_ze_get_humans_number()
{
    return GetAlivePlayersNum(CsTeams:TEAM_CT)
}
 
public native_ze_get_zombies_number()
{
    return GetAlivePlayersNum(CsTeams:TEAM_TERRORIST)
}
 
public native_ze_set_human_speed_factor(id, iFactor)
{
    if (!is_user_connected(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player id (%d)", id)
        return false;
    }
   
    g_bHSpeedUsed[id] = true
    g_iHSpeedFactor[id] = iFactor
    ExecuteHamB(Ham_Item_PreFrame, id)
    return true;
}
 
public native_ze_reset_human_speed(id)
{
    if (!is_user_connected(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player id (%d)", id)
        return false;
    }
   
    g_bHSpeedUsed[id] = false
    ExecuteHamB(Ham_Item_PreFrame, id)
    return true;
}
 
public native_ze_set_zombie_speed(id, iSpeed)
{
    if (!is_user_connected(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player id (%d)", id)
        return false;
    }
   
    g_bZSpeedUsed[id] = true
    g_iZSpeedSet[id] = iSpeed
    return true;
}
 
public native_ze_reset_zombie_speed(id)
{
    if (!is_user_connected(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player id (%d)", id)
        return false;
    }
   
    g_bZSpeedUsed[id] = false
    return true;
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1036\\ f0\\ fs16 \n\\ par }
*/
Last edited by Spir0x on 16 May 2019, 15:59, edited 1 time in total.
I trynna make money, not friends.

karan
Mod Tester
Mod Tester
India
Posts: 44
Joined: 1 Year Ago
Location: India
Has thanked: 1 time
Been thanked: 2 times
Age: 21
Contact:

#2

Post by karan » 1 Week Ago

simply use reamxmodx 1.8.3 and compile base plugins and core with 1.9.0 and overight them its working for my sv
NeVeR DiE | Zombie Escape
IP : 139.59.90.127:40000
Image

User avatar
Spir0x
Veteran Member
Veteran Member
Tunisia
Posts: 591
Joined: 2 Years Ago
Location: Tunisia
Has thanked: 14 times
Been thanked: 6 times
Age: 19
Contact:

#3

Post by Spir0x » 1 Week Ago

No, i don't think so. I'll wait @Raheem or someone else to update my old code to latest version.
I trynna make money, not friends.

Mystic Viper
Member
Member
Romania
Posts: 56
Joined: 7 Months Ago
Has thanked: 1 time
Been thanked: 2 times
Contact:

#4

Post by Mystic Viper » 1 Week Ago

./hlds_run: line 255: 1937 Segmentation fault$HL_CMD

this error crashed my server every time why?

User avatar
Spir0x
Veteran Member
Veteran Member
Tunisia
Posts: 591
Joined: 2 Years Ago
Location: Tunisia
Has thanked: 14 times
Been thanked: 6 times
Age: 19
Contact:

#5

Post by Spir0x » 1 Week Ago

Go make another topic not in here dude.
I trynna make money, not friends.

User avatar
Spir0x
Veteran Member
Veteran Member
Tunisia
Posts: 591
Joined: 2 Years Ago
Location: Tunisia
Has thanked: 14 times
Been thanked: 6 times
Age: 19
Contact:

#6

Post by Spir0x » 6 Days Ago

Solved.
I trynna make money, not friends.

karan
Mod Tester
Mod Tester
India
Posts: 44
Joined: 1 Year Ago
Location: India
Has thanked: 1 time
Been thanked: 2 times
Age: 21
Contact:

#7

Post by karan » 3 Days Ago

Mystic Viper wrote:
1 Week Ago
./hlds_run: line 255: 1937 Segmentation fault$HL_CMD

this error crashed my server every time why?
maybe some plugin or bad model and also if u are using any plugin which gives knife to humans; those can crash sv
NeVeR DiE | Zombie Escape
IP : 139.59.90.127:40000
Image

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest