// Player dead? if (!is_user_alive(player)) { // Get spectating target player = pev(player, PEV_SPEC_TARGET)
// Target not alive if (!is_user_alive(player)) return; }
// Format classname static class_name[32], transkey[64] new red, green, blue
if (zp_core_is_zombie(player)) // zombies { red = HUD_STATS_ZOMBIE_R green = HUD_STATS_ZOMBIE_G blue = HUD_STATS_ZOMBIE_B
// Nemesis Class loaded? if (zp_class_nemesis_get(player)) formatex(class_name, charsmax(class_name), "Nemesis")
// Dragon Class loaded? if (zp_class_dragon_get(player)) formatex(class_name, charsmax(class_name), "Dragon")
// Nightcrawler Class loaded? if (LibraryExists(LIBRARY_NIGHTCRAWLER, LibType_Library) && zp_class_nightcrawler_get(player)) formatex(class_name, charsmax(class_name), "%L", ID_SHOWHUD, "CLASS_NIGHTCRAWLER")
// Assassin Class loaded? else if (LibraryExists(LIBRARY_ASSASSIN, LibType_Library) && zp_class_assassin_get(player)) formatex(class_name, charsmax(class_name), "%L", ID_SHOWHUD, "CLASS_ASSASSIN") else { zp_class_zombie_get_name(zp_class_zombie_get_current(player), class_name, charsmax(class_name))
// ML support for class name formatex(transkey, charsmax(transkey), "ZOMBIENAME %s", class_name) if (GetLangTransKey(transkey) != TransKey_Bad) formatex(class_name, charsmax(class_name), "%L", ID_SHOWHUD, transkey) } } else // humans { red = HUD_STATS_HUMAN_R green = HUD_STATS_HUMAN_G blue = HUD_STATS_HUMAN_B
// Survivor Class loaded? if (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) formatex(class_name, charsmax(class_name), "%L", ID_SHOWHUD, "CLASS_SURVIVOR")
// Sniper Class loaded? else if (LibraryExists(LIBRARY_SNIPER, LibType_Library) && zp_class_sniper_get(player)) formatex(class_name, charsmax(class_name), "%L", ID_SHOWHUD, "CLASS_SNIPER")
// Plasma Class loaded? else if (LibraryExists(LIBRARY_PLASMA, LibType_Library) && zp_class_plasma_get(player)) formatex(class_name, charsmax(class_name), "%L", ID_SHOWHUD, "CLASS_PLASMA")
// Knifer Class loaded? else if (LibraryExists(LIBRARY_KNIFER, LibType_Library) && zp_class_knifer_get(player)) formatex(class_name, charsmax(class_name), "%L", ID_SHOWHUD, "CLASS_KNIFER")
// ML support for class name formatex(transkey, charsmax(transkey), "HUMANNAME %s", class_name) if (GetLangTransKey(transkey) != TransKey_Bad) formatex(class_name, charsmax(class_name), "%L", ID_SHOWHUD, transkey) } }
// Spectating someone else? if (player != ID_SHOWHUD) {