new const ZP_CUSTOMIZATION_FILE[] = "zp_nightmare.ini" new const ZP_EXTRAITEMS_FILE[] = "zpnm_extraitems.ini" new const ZP_ZOMBIECLASSES_FILE[] = "zpnm_zpclass.ini"
native Get_Base(id)
// Store selected weapon WPN_AUTO_SEC = key
// Drop secondary gun again, in case we picked another (bugfix) drop_weapons(id, 2)
// Get weapon's id static weaponid, wname[32] weaponid = ArrayGetCell(g_secondary_weaponids, key) ArrayGetString(g_secondary_items, key, wname, charsmax(wname))
// Give the new weapon and full ammo fm_give_item(id, wname) ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
if(weaponid == CSW_M4A1)
{
Get_Base(id)
}
return PLUGIN_HANDLED;
}
This is what i did, tell me if i did something wrong.
new const ZP_CUSTOMIZATION_FILE[] = "zp_nightmare.ini" new const ZP_EXTRAITEMS_FILE[] = "zpnm_extraitems.ini" new const ZP_ZOMBIECLASSES_FILE[] = "zpnm_zpclass.ini"
native Get_Base(id)
// Store selected weapon WPN_AUTO_SEC = key
// Drop secondary gun again, in case we picked another (bugfix) drop_weapons(id, 2)
// Get weapon's id static weaponid, wname[32] weaponid = ArrayGetCell(g_secondary_weaponids, key) ArrayGetString(g_secondary_items, key, wname, charsmax(wname))
// Give the new weapon and full ammo fm_give_item(id, wname) ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
if(weaponid == CSW_M4A1)
{
Get_Base(id)
}
return PLUGIN_HANDLED;
}
This is what i did, tell me if i did something wrong.
You need also to edit your item's sma code and create a native Get_Base which we are gonna use in other sma to call that item. if you don't know i can do that for u.