Alguem pode converter essa Sma fazendo um grande Favor *-* ?
pra Zp Advanced :)
pra Zp Advanced :)
Código:
#include <amxmodx>
#include <amx_settings_api>
#include <cs_teams_api>
#include <zp50_gamemodes>
#include <zp50_class_assassin>
#include <zp50_deathmatch>
#include <zp50_items.inc>
new modo
// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"
// Default sounds
new const sound_assassin[][] = { "zombie_plague/assassin1.wav" , "zombie_plague/assassin2.wav" }
#define SOUND_MAX_LENGTH 64
new Array:g_sound_assassin
// HUD messages
#define HUD_EVENT_X -1.0
#define HUD_EVENT_Y 0.17
#define HUD_EVENT_R 0
#define HUD_EVENT_G 255
#define HUD_EVENT_B 255
new g_MaxPlayers
new g_HudSync
new g_TargetPlayer
new cvar_assassin_chance, cvar_assassin_min_players
new cvar_assassin_show_hud, cvar_assassin_sounds
new cvar_assassin_allow_respawn
#include <hamsandwich>
public plugin_init()
{
RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1);
}
public plugin_precache()
{
// Register game mode at precache (plugin gets paused after this)
register_plugin("[ZP] Game Mode: assassin", ZP_VERSION_STRING, "ZP Dev Team")
zp_gamemodes_register("Assasin Mode")
// Create the HUD Sync Objects
g_HudSync = CreateHudSyncObj()
g_MaxPlayers = get_maxplayers()
cvar_assassin_chance = register_cvar("zp_assassin_chance", "20")
cvar_assassin_min_players = register_cvar("zp_assassin_min_players", "0")
cvar_assassin_show_hud = register_cvar("zp_assassin_show_hud", "1")
cvar_assassin_sounds = register_cvar("zp_assassin_sounds", "1")
cvar_assassin_allow_respawn = register_cvar("zp_assassin_allow_respawn", "0")
// Initialize arrays
g_sound_assassin = ArrayCreate(SOUND_MAX_LENGTH, 1)
// Load from external file
amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND ASSASSIN", g_sound_assassin)
// If we couldn't load custom sounds from file, use and save default ones
new index
if (ArraySize(g_sound_assassin) == 0)
{
for (index = 0; index < sizeof sound_assassin; index++)
ArrayPushString(g_sound_assassin, sound_assassin[index])
// Save to external file
amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND ASSASSIN", g_sound_assassin)
}
// Precache sounds
new sound[SOUND_MAX_LENGTH]
for (index = 0; index < ArraySize(g_sound_assassin); index++)
{
ArrayGetString(g_sound_assassin, index, sound, charsmax(sound))
if (equal(sound[strlen(sound)-4], ".mp3"))
{
format(sound, charsmax(sound), "sound/%s", sound)
precache_generic(sound)
}
else
precache_sound(sound)
}
}
// Deathmatch module's player respawn forward
public zp_fw_deathmatch_respawn_pre(id)
{
// Respawning allowed?
if (!get_pcvar_num(cvar_assassin_allow_respawn))
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
public zp_fw_core_spawn_post(id)
{
// Always respawn as human on assassin rounds
zp_core_respawn_as_zombie(id, false)
}
public zp_fw_gamemodes_choose_pre(game_mode_id, skipchecks)
{
if (!skipchecks)
{
// Random chance
if (random_num(1, get_pcvar_num(cvar_assassin_chance)) != 1)
return PLUGIN_HANDLED;
// Min players
if (GetAliveCount() < get_pcvar_num(cvar_assassin_min_players))
return PLUGIN_HANDLED;
}
// Game mode allowed
return PLUGIN_CONTINUE;
}
public zp_fw_gamemodes_choose_post(game_mode_id, target_player)
{
// Pick player randomly?
g_TargetPlayer = (target_player == RANDOM_TARGET_PLAYER) ? GetRandomAlive(random_num(1, GetAliveCount())) : target_player
}
public zp_fw_gamemodes_start()
{
// Turn player into assassin
zp_class_assassin_set(g_TargetPlayer)
// Remaining players should be humans (CTs)
new id
for (id = 1; id <= g_MaxPlayers; id++)
{
// Not alive
if (!is_user_alive(id))
continue;
// This is our assassin
if (zp_class_assassin_get(id))
continue;
// Switch to CT
cs_set_player_team(id, CS_TEAM_CT)
}
// Play assassin sound
if (get_pcvar_num(cvar_assassin_sounds))
{
new sound[SOUND_MAX_LENGTH]
ArrayGetString(g_sound_assassin, random_num(0, ArraySize(g_sound_assassin) - 1), sound, charsmax(sound))
PlaySoundToClients(sound)
}
if (get_pcvar_num(cvar_assassin_show_hud))
{
// Show assassin HUD notice
new name[32]
get_user_name(g_TargetPlayer, name, charsmax(name))
set_hudmessage(HUD_EVENT_R, HUD_EVENT_G, HUD_EVENT_B, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_HudSync, "%s e o Assassino !!!", name)
}
modo = true
}
// Plays a sound on clients
PlaySoundToClients(const sound[])
{
if (equal(sound[strlen(sound)-4], ".mp3"))
client_cmd(0, "mp3 play ^"sound/%s^"", sound)
else
client_cmd(0, "spk ^"%s^"", sound)
}
// Get Alive Count -returns alive players number-
GetAliveCount()
{
new iAlive, id
for (id = 1; id <= g_MaxPlayers; id++)
{
if (is_user_alive(id))
iAlive++
}
return iAlive;
}
// Get Random Alive -returns index of alive player number target_index -
GetRandomAlive(target_index)
{
new iAlive, id
for (id = 1; id <= g_MaxPlayers; id++)
{
if (is_user_alive(id))
iAlive++
if (iAlive == target_index)
return id;
}
return -1;
}
public zp_fw_gamemodes_end()
{
if(modo)
modo = false
}
public zp_fw_items_select_pre(id, itemid, ignorecost)
{
if(modo)
{
return ZP_ITEM_DONT_SHOW;
}
//return HAM_IGNORED;
return PLUGIN_CONTINUE
}
public fw_PlayerSpawn_Post(id)
{
if(!modo)
return PLUGIN_HANDLED
if (zp_class_assassin_get(id))
return PLUGIN_HANDLED
if (!zp_core_is_zombie(id))
return PLUGIN_HANDLED
zp_core_cure(id)
return PLUGIN_HANDLED_MAIN
}