Post by teNsk- on Sept 9, 2021 23:07:35 GMT
Hello Can Anyone Convert into ZP 5.0.8 please will appreciate
/* ===========================================================================
----------------------------
-*- [ZP] Gameplay Custom -*-
----------------------------
(c) 2017 - Taurus
Websites: http://8bits-gaming.com | http://cssick.com
=========================================================================== */
#include < amxmodx >
#include < fakemeta >
#define LIBRARY_NEMESIS "zp_class_nemesis"
#include < zp_class_nemesis >
#define LIBRARY_ASSASSIN "zp_class_assassin"
#include < zp_class_assassin >
#define LIBRARY_SURVIVOR "zp_class_survivor"
#include < zp_class_survivor >
#define LIBRARY_SNIPER "zp_class_sniper"
#include < zp_class_sniper >
#define LIBRARY_GRENADE_FLARE "zp_grenade_flare"
#include < zp_grenade_flare >
#define LIBRARY_EFFECTS_LIGHTING "zp_effects_lighting"
#include < zp_effects_lighting >
#define LIBRARY_FLASHLIGHT "zp_flashlight"
#include < zp_flashlight >
#define LIBRARY_ITEM_ZOMBIE_MADNESS "zp_item_zombie_madness"
#include < zp_item_zombie_madness >
#include < zp_colorchat >
#pragma semicolon 1;
const _Offset_Linux = 5;
const _Offset_CSMenu = 205;
// Pointer CVars! :)
new g_iNemesisAura;
new g_iAssassinAura;
new g_iSurvivorAura;
new g_iSniperAura;
new g_iFlashlightCustom;
new g_iMadnessAura;
new g_szLightingOn[ 2 ];
new g_szLightingOff[ 2 ];
public plugin_init( )
{
register_plugin( "[ZP] Gameplay Custom", ZP_VERSION_STR_LONG, "Taurus" );
register_clcmd( "say /gameplay_custom", "ClientCommand_GameplayCustom" );
register_clcmd( "say gameplay_custom", "ClientCommand_GameplayCustom" );
register_clcmd( "say /fps", "ClientCommand_GameplayCustom" );
register_clcmd( "say fps", "ClientCommand_GameplayCustom" );
}
public plugin_cfg( )
{
// Get cvars
bind_pcvar_num( get_cvar_pointer( "zp_nemesis_aura" ), g_iNemesisAura );
bind_pcvar_num( get_cvar_pointer( "zp_assassin_aura" ), g_iAssassinAura );
bind_pcvar_num( get_cvar_pointer( "zp_survivor_aura" ), g_iSurvivorAura );
bind_pcvar_num( get_cvar_pointer( "zp_sniper_aura" ), g_iSniperAura );
bind_pcvar_num( get_cvar_pointer( "zp_flashlight_custom" ), g_iFlashlightCustom );
bind_pcvar_num( get_cvar_pointer( "zp_zombie_madness_aura" ), g_iMadnessAura );
bind_pcvar_string( get_cvar_pointer( "zp_lighting_on" ), g_szLightingOn, charsmax( g_szLightingOn ) );
bind_pcvar_string( get_cvar_pointer( "zp_lighting_off" ), g_szLightingOff, charsmax( g_szLightingOff ) );
}
public plugin_natives( )
{
register_library( "zp_gameplay_custom" );
register_native( "zp_gameplay_custom_show_menu", "_gameplay_custom_show_menu" );
set_module_filter( "module_filter" );
set_native_filter( "native_filter" );
}
public ClientCommand_GameplayCustom( id )
{
show_menu_gameplay_custom( id );
}
// We are going to integrate this stuff to the main menu! SO!!! :D
public _gameplay_custom_show_menu( plugin_id, iParameter )
{
new id = get_param( 1 );
if( !is_user_connected( id ) )
{
log_error( AMX_ERR_NATIVE, "[ZP] Player is not in-game (%d)", id );
return false;
}
show_menu_gameplay_custom( id );
return true;
}
public module_filter( const module[ ] )
{
if( equal( module, LIBRARY_NEMESIS ) || equal( module, LIBRARY_ASSASSIN ) || equal( module, LIBRARY_SURVIVOR ) || equal( module, LIBRARY_SNIPER ) || equal( module, LIBRARY_GRENADE_FLARE ) || equal( module, LIBRARY_EFFECTS_LIGHTING ) || equal( module, LIBRARY_FLASHLIGHT ) || equal( module, LIBRARY_ITEM_ZOMBIE_MADNESS ) )
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
public native_filter( const native_name[ ], id, trap )
{
if( !trap )
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
public _menu_gameplay_custom( id, menu_id, iKey )
{
if( iKey == MENU_EXIT )
{
menu_destroy( menu_id );
return PLUGIN_HANDLED;
}
static szItemData[ 2 ], iDummy, item_id;
menu_item_getinfo( menu_id, iKey, iDummy, szItemData, charsmax( szItemData ), _, _, iDummy );
item_id = szItemData[ 0 ];
switch( item_id )
{
// Nemesis aura
case 0:
{
if( LibraryExists( LIBRARY_NEMESIS, LibType_Library ) && g_iNemesisAura )
{
zp_class_nemesis_set_aura( id, zp_class_nemesis_get_aura( id ) ? false : true );
if( zp_class_nemesis_get_aura( id ) )
zp_print_color( id, print_color_default, "%L", id, "MSG_NEMESIS_AURA_ON" );
else
zp_print_color( id, print_color_default, "%L", id, "MSG_NEMESIS_AURA_OFF" );
show_menu_gameplay_custom( id );
}
else
show_menu_gameplay_custom( id );
}
// Assassin aura
case 1:
{
if( LibraryExists( LIBRARY_ASSASSIN, LibType_Library ) && g_iAssassinAura )
{
zp_class_assassin_set_aura( id, zp_class_assassin_get_aura( id ) ? false : true );
if( zp_class_assassin_get_aura( id ) )
zp_print_color( id, print_color_default, "%L", id, "MSG_ASSASSIN_AURA_ON" );
else
zp_print_color( id, print_color_default, "%L", id, "MSG_ASSASSIN_AURA_OFF" );
show_menu_gameplay_custom( id );
}
else
show_menu_gameplay_custom( id );
}
// Survivor aura
case 2:
{
if( LibraryExists( LIBRARY_SURVIVOR, LibType_Library ) && g_iSurvivorAura )
{
zp_class_survivor_set_aura( id, zp_class_survivor_get_aura( id ) ? false : true );
if( zp_class_survivor_get_aura( id ) )
zp_print_color( id, print_color_default, "%L", id, "MSG_SURVIVOR_AURA_ON" );
else
zp_print_color( id, print_color_default, "%L", id, "MSG_SURVIVOR_AURA_OFF" );
show_menu_gameplay_custom( id );
}
else
show_menu_gameplay_custom( id );
}
// Sniper aura
case 3:
{
if( LibraryExists( LIBRARY_SNIPER, LibType_Library ) && g_iSniperAura )
{
zp_class_sniper_set_aura( id, zp_class_sniper_get_aura( id ) ? false : true );
if( zp_class_sniper_get_aura( id ) )
zp_print_color( id, print_color_default, "%L", id, "MSG_SNIPER_AURA_ON" );
else
zp_print_color( id, print_color_default, "%L", id, "MSG_SNIPER_AURA_OFF" );
show_menu_gameplay_custom( id );
}
else
show_menu_gameplay_custom( id );
}
// Flare grenade aura
case 4:
{
if( LibraryExists( LIBRARY_GRENADE_FLARE, LibType_Library ) )
{
zp_grenade_flare_set_aura( id, zp_grenade_flare_get_aura( id ) ? false : true );
if( zp_grenade_flare_get_aura( id ) )
zp_print_color( id, print_color_default, "%L", id, "MSG_FLARE_AURA_ON" );
else
zp_print_color( id, print_color_default, "%L", id, "MSG_FLARE_AURA_OFF" );
show_menu_gameplay_custom( id );
}
else
show_menu_gameplay_custom( id );
}
// Map lighting
case 5:
{
if( LibraryExists( LIBRARY_EFFECTS_LIGHTING, LibType_Library ) && ( g_szLightingOn[ 0 ] != '0' && ( g_szLightingOn[ 0 ] != g_szLightingOff[ 0 ] ) ) )
{
zp_lighting_set( id, zp_lighting_get( id ) ? false : true );
if( zp_lighting_get( id ) )
zp_print_color( id, print_color_default, "%L", id, "MSG_LIGHTING_ON" );
else
zp_print_color( id, print_color_default, "%L", id, "MSG_LIGHTING_OFF" );
show_menu_gameplay_custom( id );
}
else
show_menu_gameplay_custom( id );
}
// Flashlight
case 6:
{
if( LibraryExists( LIBRARY_FLASHLIGHT, LibType_Library ) && g_iFlashlightCustom )
{
zp_flashlight_set_aura( id, zp_flashlight_get_aura( id ) ? false : true );
if( zp_flashlight_get_aura( id ) )
zp_print_color( id, print_color_default, "%L", id, "MSG_FLASHLIGHT_AURA_ON" );
else
zp_print_color( id, print_color_default, "%L", id, "MSG_FLASHLIGHT_AURA_OFF" );
show_menu_gameplay_custom( id );
}
else
show_menu_gameplay_custom( id );
}
// Zombie Madness
case 7:
{
if( LibraryExists( LIBRARY_ITEM_ZOMBIE_MADNESS, LibType_Library ) && g_iMadnessAura )
{
zp_item_zombie_madness_set_aura( id, zp_item_zombie_madness_get_aura( id ) ? false : true );
if( zp_item_zombie_madness_get_aura( id ) )
zp_print_color( id, print_color_default, "%L", id, "MSG_MADNESS_AURA_ON" );
else
zp_print_color( id, print_color_default, "%L", id, "MSG_MADNESS_AURA_OFF" );
show_menu_gameplay_custom( id );
}
else
show_menu_gameplay_custom( id );
}
}
menu_destroy( menu_id );
return PLUGIN_HANDLED;
}
show_menu_gameplay_custom( id )
{
static szMenuItem[ 128 ], szItemData[ 2 ];
formatex( szMenuItem, charsmax( szMenuItem ), "%s^n%L:\r", get_mode_name( ), id, "MENU_TITLE_GAMEPLAY_CUSTOM" );
new menu_id = menu_create( szMenuItem, "_menu_gameplay_custom" );
new const szMenuItemTranskey[ ][ ] =
{
"MSG_TOGGLE_NEMESIS_AURA",
"MSG_TOGGLE_ASSASSIN_AURA",
"MSG_TOGGLE_SURVIVOR_AURA",
"MSG_TOGGLE_SNIPER_AURA",
"MSG_TOGGLE_FLARE_AURA",
"MSG_TOGGLE_MAP_LIGHTING",
"MSG_TOGGLE_FLASHLIGHT_AURA",
"MSG_TOGGLE_MADNESS_AURA"
};
for( new iLoop = 0; iLoop < sizeof( szMenuItemTranskey ); iLoop ++ )
{
switch( iLoop )
{
// Nemesis aura
case 0:
{
if( LibraryExists( LIBRARY_NEMESIS, LibType_Library ) && g_iNemesisAura )
formatex( szMenuItem, charsmax( szMenuItem ), "\w%L \r[%L]", id, szMenuItemTranskey[ iLoop ], id, zp_class_nemesis_get_aura( id ) ? "MSG_ENABLED" : "MSG_DISABLED" );
else
formatex( szMenuItem, charsmax( szMenuItem ), "\d%L", id, szMenuItemTranskey[ iLoop ] );
}
// Assassin aura
case 1:
{
if( LibraryExists( LIBRARY_ASSASSIN, LibType_Library ) && g_iAssassinAura )
formatex( szMenuItem, charsmax( szMenuItem ), "\w%L \r[%L]", id, szMenuItemTranskey[ iLoop ], id, zp_class_assassin_get_aura( id ) ? "MSG_ENABLED" : "MSG_DISABLED" );
else
formatex( szMenuItem, charsmax( szMenuItem ), "\d%L", id, szMenuItemTranskey[ iLoop ] );
}
// Survivor aura
case 2:
{
if( LibraryExists( LIBRARY_SURVIVOR, LibType_Library ) && g_iSurvivorAura )
formatex( szMenuItem, charsmax( szMenuItem ), "\w%L \r[%L]", id, szMenuItemTranskey[ iLoop ], id, zp_class_survivor_get_aura( id ) ? "MSG_ENABLED" : "MSG_DISABLED" );
else
formatex( szMenuItem, charsmax( szMenuItem ), "\d%L", id, szMenuItemTranskey[ iLoop ] );
}
// Sniper aura
case 3:
{
if( LibraryExists( LIBRARY_SNIPER, LibType_Library ) && g_iSniperAura )
formatex( szMenuItem, charsmax( szMenuItem ), "\w%L \r[%L]", id, szMenuItemTranskey[ iLoop ], id, zp_class_sniper_get_aura( id ) ? "MSG_ENABLED" : "MSG_DISABLED" );
else
formatex( szMenuItem, charsmax( szMenuItem ), "\d%L", id, szMenuItemTranskey[ iLoop ] );
}
// Flare grenade aura
case 4:
{
if( LibraryExists( LIBRARY_GRENADE_FLARE, LibType_Library ) )
formatex( szMenuItem, charsmax( szMenuItem ), "\w%L \r[%L]", id, szMenuItemTranskey[ iLoop ], id, zp_grenade_flare_get_aura( id ) ? "MSG_ENABLED" : "MSG_DISABLED" );
else
formatex( szMenuItem, charsmax( szMenuItem ), "\d%L", id, szMenuItemTranskey[ iLoop ] );
}
// Map lighting
case 5:
{
if( LibraryExists( LIBRARY_EFFECTS_LIGHTING, LibType_Library ) && ( g_szLightingOn[ 0 ] != '0' && ( g_szLightingOn[ 0 ] != g_szLightingOff[ 0 ] ) ) )
formatex( szMenuItem, charsmax( szMenuItem ), "\w%L \r[%L]", id, szMenuItemTranskey[ iLoop ], id, zp_lighting_get( id ) ? "MSG_ENABLED" : "MSG_DISABLED" );
else
formatex( szMenuItem, charsmax( szMenuItem ), "\d%L", id, szMenuItemTranskey[ iLoop ] );
}
// Flashlight
case 6:
{
if( LibraryExists( LIBRARY_FLASHLIGHT, LibType_Library ) && g_iFlashlightCustom )
formatex( szMenuItem, charsmax( szMenuItem ), "\w%L \r[%L]", id, szMenuItemTranskey[ iLoop ], id, zp_flashlight_get_aura( id ) ? "MSG_ENABLED" : "MSG_DISABLED" );
else
formatex( szMenuItem, charsmax( szMenuItem ), "\d%L", id, szMenuItemTranskey[ iLoop ] );
}
// Zombie Madness
case 7:
{
if( LibraryExists( LIBRARY_ITEM_ZOMBIE_MADNESS, LibType_Library ) && g_iMadnessAura )
formatex( szMenuItem, charsmax( szMenuItem ), "\w%L \r[%L]", id, szMenuItemTranskey[ iLoop ], id, zp_item_zombie_madness_get_aura( id ) ? "MSG_ENABLED" : "MSG_DISABLED" );
else
formatex( szMenuItem, charsmax( szMenuItem ), "\d%L", id, szMenuItemTranskey[ iLoop ] );
}
}
szItemData[ 0 ] = iLoop;
szItemData[ 1 ] = 0;
menu_additem( menu_id, szMenuItem, szItemData );
}
if( menu_items( menu_id ) <= 0 )
{
menu_destroy( menu_id );
return;
}
// formatex( szMenuItem, charsmax( szMenuItem ), "%L", id, "MENU_BACK" );
// menu_setprop( menu_id, MPROP_BACKNAME, szMenuItem );
// formatex( szMenuItem, charsmax( szMenuItem ), "%L", id, "MENU_NEXT" );
// menu_setprop( menu_id, MPROP_NEXTNAME, szMenuItem );
formatex( szMenuItem, charsmax( szMenuItem ), "%L", id, "MENU_EXIT" );
menu_setprop( menu_id, MPROP_EXITNAME, szMenuItem );
set_pdata_int( id, _Offset_CSMenu, 0, _Offset_Linux );
menu_display( id, menu_id );
}
get_mode_name( )
{
static szModeName[ 32 ];
formatex( szModeName, charsmax( szModeName ), "Zombie Plague %s", ZP_VERSION_STR );
return szModeName;
}
[/div]