Skocz do zawartości

Nowy szablon forum

mygo.pl

Stworzyliśmy dla Was nowy wygląd forum. Z pewnością znajdziesz rzeczy, które wg Ciebie mogą zostać zmienione - wspomnij o tym w specjalnym wątku.

Czytaj więcej

Jak założyć własną sieć

serwerów CS

Zastanawiasz się nad prowadzeniem własnej sieci serwerów? Przeczytaj podstawowe informacje, na które należy zwrócić uwagę, przy takim projekcie.

Czytaj więcej

Tworzymy spis sieci

dodaj swoją

Dodaj sieć do której należysz, pozwoli to na promocję i budowę ogólnopolskiej bazy sieci CS.

Czytaj więcej

RSSnvault doesn't save skins..


MYGO.pl
 Udostępnij

Rekomendowane odpowiedzi

  • RSSy
I've been trying to make (Not make but instead combine two skin system because one of them used mysql which was bad, and the other one used nvault which is good) a save system that whenever a map changes or the player leaves the server, the selected skins he chose would remain.

Like if he chose a skin and the map changes or he leaves and rejoins, that skin would be selected and not the default ones...

Could someone help?

Code;

#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <cstrike>
#include <nvault>

#pragma tabsize 0

#define PLUGIN "New Plug-In"
#define VERSION "1.0"
#define AUTHOR "Author"
#define KILL_POINT 2
#define HEADSHOT_POINT 5

#define TULAJ ADMIN_LEVEL_G
#define FOADMIN ADMIN_LEVEL_B
#define ADMIN ADMIN_LEVEL_C
#define VIP ADMIN_LEVEL_H

enum _:Rangs { Szint[32], Xp[8] };

enum _:GunDatas {
M4A1,
AK47,
AWP,
DEAGLE,
KNIFE,
}

new g_SelectedGun[GunDatas][33], g_uPoints[GunDatas][33], g_Wpn[33]

new oles[33];
new hudkibe[33];
new const PREFIX[] = "\r-[NME]-"

new const C_Perfix[] = "-[NME]-"

new vault

enum _:DATA {
GunName[64],
ModelName[128],
Points[8],
AnimType[8]
}
new const WeaponM4A1[][DATA] = {
{"M4A1 | Alap", "models/v_m4a1.mdl", 0, -1},
{"M4A1 | Neo-Noir", "models/NMESkinek/M4a1/v_m4a1_6.mdl", 0, -1},
{"M4A1 | Nuclear Leak", "models/NMESkinek/M4a1/v_m4a1_7.mdl", 0, -1},
{"M4A1 | Decimator", "models/NMESkinek/M4a1/v_m4a1_9.mdl", 0, -1},
{"M4A1 | White Printstream", "models/NMESkinek/M4a1/v_m4a1_12printfix.mdl", 0, -1},
{"M4A1 | Anime", "models/NMESkinek/M4a1/v_m4a1anime.mdl", 0, -1},
{"M4A1 | Black Printstream", "models/NMESkinek/M4a1/v_m4a1bps.mdl", 0, -1},
{"M4A1 | Purple Attack", "models/NMESkinek/M4a1/m4purpleattack.mdl", 0, -1},
{"M4A1 | Black & Purple", "models/NMESkinek/M4a1/m4a1blackpurple.mdl", 0, -1},
{"M4A1 | Nightmare", "models/NMESkinek/M4a1/v_m4a115.mdl", 0, -1},
{"M4A1 | Galaxy", "models/NMESkinek/M4a1/v_m4a1galaxy.mdl", 0, -1},
{"M4A1 | Desolate Space", "models/NMESkinek/M4a1/v_m4a1desolate.mdl", 0, -1},
{"M4A1 | Icarus Fell", "models/NMESkinek/M4a1/v_m4a1icarus.mdl", 0, -1},
{"M4A1 | Hyper Beast", "models/NMESkinek/M4a1/v_m4a113.mdl", 0, -1}
}
new const WeaponAK47[][DATA] = {
{"AK47 | Alap", "models/v_ak47.mdl", 0, -1},
{"AK47 | Blood Sport", "models/NMESkinek/Ak47/v_ak47_13.mdl", 0, -1},
{"AK47 | Redline", "models/NMESkinek/Ak47/v_ak47_15.mdl", 0, -1},
{"AK47 | Blue Came", "models/NMESkinek/Ak47/v_ak47_16.mdl", 0, -1},
{"AK47 | White Printstream", "models/NMESkinek/Ak47/v_ak47_print.mdl", 0, -1},
{"AK47 | Anime", "models/NMESkinek/Ak47/v_akanime.mdl", 0, -1},
{"AK47 | Bubblegum", "models/NMESkinek/Ak47/v_ak47bubblegum.mdl", 0, -1},
{"AK47 | Black Printstream", "models/NMESkinek/Ak47/v_ak47_18.mdl", 0, -1},
{"AK47 | Inheritance", "models/NMESkinek/Ak47/v_ak47_20.mdl", 0, -1},
{"AK47 | Koi", "models/NMESkinek/Ak47/v_ak47_21.mdl", 0, -1},
{"AK47 | Eyes", "models/NMESkinek/Ak47/v_ak47_19.mdl", 0, -1}
}
new const WeaponAWP[][DATA] = {
{"Awp | Alap", "models/v_awp.mdl", 0, -1},
{"AWP | Dragon Lore", "models/NMESkinek/Awp/v_awp_1.mdl", 0, -1},
{"AWP | Asiimov", "models/NMESkinek/Awp/v_awp_2.mdl", 0, -1},
{"AWP | Dexpota", "models/NMESkinek/Awp/v_awp_3.mdl", 0, -1},
{"AWP | Graphite", "models/NMESkinek/Awp/v_awp_4.mdl", 0, -1},
{"AWP | Raptor", "models/NMESkinek/Awp/v_awp_5.mdl", 0, -1},
{"AWP | Artistic", "models/NMESkinek/Awp/v_awp_6.mdl", 0, -1},
{"AWP | Hyper Beast", "models/NMESkinek/Awp/v_awp_7.mdl", 0, -1},
{"AWP | Fever Dream", "models/NMESkinek/Awp/v_awp_8.mdl", 0, -1},
{"AWP | Tiger Tooth", "models/NMESkinek/Awp/v_awp_9.mdl", 0, -1},
{"AWP | Cyrex", "models/NMESkinek/Awp/v_awp_10.mdl", 0, -1},
{"AWP | Rainbow", "models/NMESkinek/Awp/v_awp_11.mdl", 0, -1},
{"AWP | Southeast Tiger", "models/NMESkinek/Awp/v_awp_12.mdl", 0, -1},
{"AWP | Red Destin", "models/NMESkinek/Awp/v_awp_13.mdl", 0, -1}
}
new const WeaponDEAGLE[][DATA] = {
{"Deagle | Alap", "models/v_deagle.mdl", 0, -1},
{"Deagle | Asiimov", "models/NMESkinek/Deagle/v_deagle_1.mdl", 0, -1},
{"Deagle | Blue Crystal", "models/NMESkinek/Deagle/v_deagle_2.mdl", 0, -1},
{"Deagle | Dragon Lore", "models/NMESkinek/Deagle/v_deagle_3.mdl", 0, -1},
{"Deagle | Fade", "models/NMESkinek/Deagle/v_deagle_4.mdl", 0, -1},
{"Deagle | Ghost", "models/NMESkinek/Deagle/v_deagle_5.mdl", 0, -1},
{"Deagle | Chromatic", "models/NMESkinek/Deagle/v_deagle_6.mdl", 0, -1},
{"Deagle | IDN Paint", "models/NMESkinek/Deagle/v_deagle_7.mdl", 0, -1},
{"Deagle | Pink Haze", "models/NMESkinek/Deagle/v_deagle_8.mdl", 0, -1},
{"Deagle | Rainbow", "models/NMESkinek/Deagle/v_deagle_9.mdl", 0, -1}
}
new const WeaponKNIFE[][DATA] = {
{"Knife | Alap", "models/v_knife.mdl", 0, -1},
{"Karambit | Doppler Phase 3", "models/NMESkinek/kes/v_knife5.mdl", 0, -1},
{"Karambit | Fade", "models/NMESkinek/kes/v_knife4.mdl", 0, -1},
{"Karambit | Eletric Hive", "models/NMESkinek/kes/v_knife3.mdl", 0, -1},
{"Karambit | Psychedelic", "models/NMESkinek/kes/v_knife2.mdl", 0, -1},
{"Bayonet | Prohibition", "models/NMESkinek/kes/v_knife6.mdl", 0, -1},
{"Bayonet | Nathlose", "models/NMESkinek/kes/v_knife7.mdl", 0, -1},
{"Bayonet | Redux", "models/NMESkinek/kes/v_knife8.mdl", 0, -1},
{"Bayonet | Echotek", "models/NMESkinek/kes/v_knife9.mdl", 0, -1},
{"Bayonet | Dystopia", "models/NMESkinek/kes/v_knife10.mdl", 0, -1},
{"M9 Bayonet | Redux", "models/NMESkinek/kes/v_knife11.mdl", 0, -1},
{"M9 Bayonet | Reptilleupted", "models/NMESkinek/kes/v_knife12.mdl", 0, -1},
{"M9 Bayonet | Trojan Horse", "models/NMESkinek/kes/v_knife13.mdl", 0, -1},
{"M9 Bayonet | Diva Knife", "models/NMESkinek/kes/v_knife14.mdl", 0, -1},
{"M9 Bayonet | Polymer", "models/NMESkinek/kes/v_knife15.mdl", 0, -1},
{"Butterfly | Neo Assasin", "models/NMESkinek/kes/v_knife16.mdl", 0, -1},
{"Butterfly | Space", "models/NMESkinek/kes/v_knife17.mdl", 0, -1}

}
new const MainStrings[][] = {
"\yM4A1\w Skins",
"\yAK47\w Skins",
"\yAWP\w Skins",
"\yDeagle\w Skins",
"\yKnife\w Skins",
}
public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR)
register_clcmd("say /menu", "openMainMenu")
register_clcmd("nme_skinmenu", "openMainMenu")
register_clcmd("say /add", "Addolas")
register_event("DeathMsg","Halal","a")
register_event("DeathMsg","Halals","a")

register_event("CurWeapon", "evChangeWeapon", "be", "1=1")
register_impulse(100, "cmdInspectWeap");
register_clcmd("say", "sayhook");

set_task(1.0, "hudrendszer",_,_,_,"b");

vault = nvault_open("Fegyverskin");

}
public hudrendszer(id){

if(is_user_alive(id) && hudkibe[id])
{
}
else {
return
}
}
public hudkibekapcs(id)
{
if(hudkibe[id])
{
client_print_color(id, print_team_default, "^4[%s] ^1Kikapcsoltad a hudot.", C_Perfix);
hudkibe[id] = false;
}
else
{
client_print_color(id, print_team_default, "^4[%s] ^1Bekapcsoltad a hudot.", C_Perfix);
hudkibe[id] = true;
}
}
public Halals()
{
new attacker = read_data(1)
new victim = read_data(2)

if(attacker == victim)
return PLUGIN_HANDLED

oles[attacker] ++
return PLUGIN_HANDLED
}
public Addolas(id)
{
g_uPoints[M4A1][id] += 300
g_uPoints[AK47][id] += 300
g_uPoints[AWP][id] += 300
g_uPoints[DEAGLE][id] += 300
g_uPoints[KNIFE][id] += 300
}
public plugin_precache() {
for(new i;i < sizeof(WeaponM4A1); i++) precache_model(WeaponM4A1[i][ModelName])
for(new i;i < sizeof(WeaponAK47); i++) precache_model(WeaponAK47[i][ModelName])
for(new i;i < sizeof(WeaponAWP); i++) precache_model(WeaponAWP[i][ModelName])
for(new i;i < sizeof(WeaponDEAGLE); i++) precache_model(WeaponDEAGLE[i][ModelName])
for(new i;i < sizeof(WeaponKNIFE); i++) precache_model(WeaponKNIFE[i][ModelName])
}
public cmdInspectWeap(id) {
if(!is_user_alive(id)) return PLUGIN_HANDLED;
new Wpns = get_user_weapon(id)

switch(Wpns) {
case CSW_M4A1: {
if(WeaponM4A1[g_SelectedGun[M4A1][id]][AnimType] == -1) return PLUGIN_HANDLED;
UTIL_PlayWeaponAnimation(id, WeaponM4A1[g_SelectedGun[M4A1][id]][AnimType]);
}
case CSW_AK47: {
if(WeaponAK47[g_SelectedGun[AK47][id]][AnimType] == -1) return PLUGIN_HANDLED;
UTIL_PlayWeaponAnimation(id, WeaponAK47[g_SelectedGun[AK47][id]][AnimType]);
}
case CSW_AWP: {
if(WeaponAWP[g_SelectedGun[AWP][id]][AnimType] == -1) return PLUGIN_HANDLED;
UTIL_PlayWeaponAnimation(id, WeaponAWP[g_SelectedGun[AWP][id]][AnimType]);
}
case CSW_DEAGLE: {
if(WeaponDEAGLE[g_SelectedGun[DEAGLE][id]][AnimType] == -1) return PLUGIN_HANDLED;
UTIL_PlayWeaponAnimation(id, WeaponDEAGLE[g_SelectedGun[DEAGLE][id]][AnimType]);
}
case CSW_KNIFE: {
if(WeaponKNIFE[g_SelectedGun[KNIFE][id]][AnimType] == -1) return PLUGIN_HANDLED;
UTIL_PlayWeaponAnimation(id, WeaponKNIFE[g_SelectedGun[KNIFE][id]][AnimType]);
}
}
return PLUGIN_HANDLED
}

public evChangeWeapon(id) {
switch(get_user_weapon(id)) {
case CSW_M4A1: entity_set_string(id, EV_SZ_viewmodel, WeaponM4A1[g_SelectedGun[M4A1][id]][ModelName]);
case CSW_AK47: entity_set_string(id, EV_SZ_viewmodel, WeaponAK47[g_SelectedGun[AK47][id]][ModelName]);
case CSW_AWP: entity_set_string(id, EV_SZ_viewmodel, WeaponAWP[g_SelectedGun[AWP][id]][ModelName]);
case CSW_DEAGLE: entity_set_string(id, EV_SZ_viewmodel, WeaponDEAGLE[g_SelectedGun[DEAGLE][id]][ModelName]);
case CSW_KNIFE: entity_set_string(id, EV_SZ_viewmodel, WeaponKNIFE[g_SelectedGun[KNIFE][id]][ModelName]);
}
return PLUGIN_CONTINUE;
}

public Halal() {

new iAttacker = read_data(1)
new iVictim = read_data(2)
new iHs = read_data(3)
if(iAttacker == iVictim || iAttacker == 0) return PLUGIN_HANDLED
new iPoints = iHs ? HEADSHOT_POINT : KILL_POINT
switch(get_user_weapon(iAttacker)) {
case CSW_AK47: g_uPoints[AK47][iAttacker] += iPoints
case CSW_M4A1: g_uPoints[M4A1][iAttacker] += iPoints
case CSW_AWP: g_uPoints[AWP][iAttacker] += iPoints
case CSW_DEAGLE: g_uPoints[DEAGLE][iAttacker] += iPoints
case CSW_KNIFE: g_uPoints[KNIFE][iAttacker] += iPoints
}
return PLUGIN_CONTINUE;
}
public openMainMenu(id) {
new szMenu[121], String[6]
formatex(szMenu, charsmax(szMenu), "\r-[NME]- \wSkin Menu^n\y< \rChoose your model \y>", C_Perfix)
new menu = menu_create(szMenu, "hMainMenu");

for(new i ;i < sizeof(MainStrings); i++) {
num_to_str(i, String, 5)
formatex(szMenu, charsmax(szMenu), MainStrings[i]);
menu_additem(menu, szMenu, String);
}
menu_display(id, menu, 0);
return PLUGIN_HANDLED;
}
public hMainMenu(id, menu, item) {
if(item == MENU_EXIT) {
menu_destroy(menu);
return PLUGIN_HANDLED;
}
g_Wpn[id] = item+1
openskinrangmenu(id)
menu_destroy(menu);
return PLUGIN_HANDLED;
}
public openskinrangmenu(id) {
new szMenu[121], szMenu2[64], String[15]
if(g_Wpn[id] == 1) formatex(szMenu, charsmax(szMenu), "%s \w%s^n\y< \rChoose your M4A1 model \y>", PREFIX, MainStrings[g_Wpn[id]-1],
g_uPoints[M4A1][id])
else if(g_Wpn[id] == 2) formatex(szMenu, charsmax(szMenu), "%s \w%s^n\y< \rChoose your AK47 model \y>", PREFIX, MainStrings[g_Wpn[id]-1], g_uPoints[AK47][id])
else if(g_Wpn[id] == 3) formatex(szMenu, charsmax(szMenu), "%s \w%s^n\y< \rChoose your AWP model \y>", PREFIX, MainStrings[g_Wpn[id]-1], g_uPoints[AWP][id])
else if(g_Wpn[id] == 4) formatex(szMenu, charsmax(szMenu), "%s \w%s^n\y< \rChoose your DEAGLE model \y>", PREFIX, MainStrings[g_Wpn[id]-1], g_uPoints[DEAGLE][id])
else if(g_Wpn[id] == 5) formatex(szMenu, charsmax(szMenu), "%s \w%s^n\y< \rChoose your KNIFE model \y>", PREFIX, MainStrings[g_Wpn[id]-1], g_uPoints[KNIFE][id])
new menu = menu_create(szMenu, "hSkinChooser");
if(g_Wpn[id] == 1) formatex(szMenu, charsmax(szMenu), "%s \w%s^n\y< \rChoose your M4A1 model \y>", PREFIX,
MainStrings[g_Wpn[id]-1], g_uPoints[M4A1][id])
if(g_Wpn[id] == 2) formatex(szMenu, charsmax(szMenu), "%s \w%s^n\y< \rChoose your AK47 model \y>", PREFIX,
MainStrings[g_Wpn[id]-1], g_uPoints[AK47][id])
if(g_Wpn[id] == 3) formatex(szMenu, charsmax(szMenu), "%s \w%s^n\y< \rChoose your AWP model \y>", PREFIX,
MainStrings[g_Wpn[id]-1], g_uPoints[AWP][id])
if(g_Wpn[id] == 4) formatex(szMenu, charsmax(szMenu), "%s \w%s^n\y< \rChoose your DEAGLE model \y>", PREFIX,
MainStrings[g_Wpn[id]-1], g_uPoints[DEAGLE][id])
if(g_Wpn[id] == 5) formatex(szMenu, charsmax(szMenu), "%s \w%s^n\y< \rChoose your KNIFE model \y>", PREFIX,
MainStrings[g_Wpn[id]-1], g_uPoints[KNIFE][id])

if(g_Wpn[id] == 1) {
for(new i; i < sizeof(WeaponM4A1); i++) {
num_to_str(i, String, 5)
formatex(szMenu2, charsmax(szMenu2), "", WeaponM4A1[i][Points]);
formatex(szMenu, charsmax(szMenu), "%s %s", WeaponM4A1[i][GunName], g_SelectedGun[M4A1][id] == i ? "\y|Active|": szMenu2);
menu_additem(menu, szMenu, String);
}
}
else if(g_Wpn[id] == 2) {
for(new i; i < sizeof(WeaponAK47); i++) {
num_to_str(i, String, 5)
formatex(szMenu2, charsmax(szMenu2), "", WeaponAK47[i][Points]);
formatex(szMenu, charsmax(szMenu), "%s %s", WeaponAK47[i][GunName], g_SelectedGun[AK47][id] == i ? "\y|Active|": szMenu2);
menu_additem(menu, szMenu, String);
}
}
else if(g_Wpn[id] == 3) {
for(new i; i < sizeof(WeaponAWP); i++) {
num_to_str(i, String, 5)
formatex(szMenu2, charsmax(szMenu2), "", WeaponAWP[i][Points]);
formatex(szMenu, charsmax(szMenu), "%s %s", WeaponAWP[i][GunName], g_SelectedGun[AWP][id] == i ? "\y|Active|": szMenu2);
menu_additem(menu, szMenu, String);
}
}
else if(g_Wpn[id] == 4) {
for(new i; i < sizeof(WeaponDEAGLE); i++) {
num_to_str(i, String, 5)
formatex(szMenu2, charsmax(szMenu2), "", WeaponDEAGLE[i][Points]);
formatex(szMenu, charsmax(szMenu), "%s %s", WeaponDEAGLE[i][GunName], g_SelectedGun[DEAGLE][id] == i ? "\y|Active|": szMenu2);
menu_additem(menu, szMenu, String);

}
}
else if(g_Wpn[id] == 5) {
for(new i; i < sizeof(WeaponKNIFE); i++) {
num_to_str(i, String, 5)
formatex(szMenu2, charsmax(szMenu2), "", WeaponKNIFE[i][Points]);
formatex(szMenu, charsmax(szMenu), "%s %s", WeaponKNIFE[i][GunName], g_SelectedGun[KNIFE][id] == i ? "\y|Active|": szMenu2);
menu_additem(menu, szMenu, String);
}
}
menu_display(id, menu, 0);
return PLUGIN_HANDLED;
}
public hSkinChooser(id, menu, item) {
if(item == MENU_EXIT)
{
menu_destroy(menu);
return PLUGIN_CONTINUE;
}
switch(g_Wpn[id]) {
case 1: {
if(g_uPoints[M4A1][id] >= WeaponM4A1[item][Points]) {
g_SelectedGun[M4A1][id] = item
client_print_color(id, print_team_default, "^4%s ^1You successfully activated the skin!", C_Perfix)
}
else client_print_color(id, print_team_default, "^4%s ^1Nincs elég ölésed az aktiváláshoz!", C_Perfix)
}
case 2: {
if(g_uPoints[AK47][id] >= WeaponAK47[item][Points]) {
g_SelectedGun[AK47][id] = item
client_print_color(id, print_team_default, "^4%s ^1You successfully activated the skin!", C_Perfix)
}
else client_print_color(id, print_team_default, "^4%s ^1Nincs elég ölésed az aktiváláshoz!", C_Perfix)
}
case 3: {
if(g_uPoints[AWP][id] >= WeaponAWP[item][Points]) {
g_SelectedGun[AWP][id] = item
client_print_color(id, print_team_default, "^4%s ^1You successfully activated the skin!", C_Perfix)
}
else client_print_color(id, print_team_default, "^4%s ^1Nincs elég ölésed az aktiváláshoz!", C_Perfix)
}
case 4: {
if(g_uPoints[DEAGLE][id] >= WeaponDEAGLE[item][Points]) {
g_SelectedGun[DEAGLE][id] = item
client_print_color(id, print_team_default, "^4%s ^1You successfully activated the skin!", C_Perfix)
}
else client_print_color(id, print_team_default, "^4%s ^1Nincs elég ölésed az aktiváláshoz!", C_Perfix)
}
case 5: {
if(g_uPoints[KNIFE][id] >= WeaponKNIFE[item][Points]) {
g_SelectedGun[KNIFE][id] = item
client_print_color(id, print_team_default, "^4%s ^1You successfully activated the skin!", C_Perfix)
}
else client_print_color(id, print_team_default, "^4%s ^1Nincs elég ölésed az aktiváláshoz!", C_Perfix)

}
}
menu_destroy(menu);
return PLUGIN_HANDLED;
}
stock UTIL_PlayWeaponAnimation(const Player, const Sequence) {
set_pev(Player, pev_weaponanim, Sequence)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
write_byte(Sequence)
write_byte(pev(Player, pev_body))
message_end()
}

public mentes(id) {
new name[32];
get_user_name(id, name, 31);
new vaultkey[64], vaultdata[256];
format(vaultkey, 63, "%s", name);
format(vaultdata, 255, "%i", oles[id]);
if (!nvault_set(vault, vaultkey, vaultdata)) {
client_print(id, print_console, "Failed to save selected skin to vault!");
}
return PLUGIN_CONTINUE;
}

public betoltes(id) {
new name[32];
get_user_name(id, name, 31);
new vaultkey[64], vaultdata[256];
format(vaultkey, 63, "%s", name);
if (nvault_get(vault, vaultkey, vaultdata, 255)) {
replace_all(vaultdata, 255, "#", " ");
new a_o[32];
parse(vaultdata, a_o, 31);
oles[id] = str_to_num(a_o);
} else {
client_print(id, print_console, "Failed to load selected skin from vault!");
}
return PLUGIN_CONTINUE;
}

public client_putinserver(id) {
// Reset selected skins...
// Load selected skin from vault...
betoltes(id);
// Apply selected skin...
evChangeWeapon(id);
}

public client_connect(id) {
// Load selected skin...
betoltes(id);
// Apply selected skin...
evChangeWeapon(id);
}

public client_disconnect(id) {
// Save selected skin...
mentes(id);
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1038\\ f0\\ fs18 \n\\ par }
*/

Przeczytaj cały wpis

Odnośnik do komentarza
Udostępnij na innych stronach

Gość
Ten temat został zamknięty. Brak możliwości dodania odpowiedzi.
 Udostępnij

  • Ostatnio przeglądający   0 użytkowników

    • Brak zarejestrowanych użytkowników przeglądających tę stronę.
×
×
  • Dodaj nową pozycję...