RSSy MYGO.pl Opublikowano Maj 2, 2022 o 02:22 RSSy Udostępnij Opublikowano Maj 2, 2022 o 02:22 i have a plugin which unlock weapons according to level but the issue is that when a new weapons get unlock it goes down the order. but i want the old weapons to go down order.. the new weapons unlocked should stay at top. Code: #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); // 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]) // 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 } Przeczytaj cały wpis Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
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