Esse modo foi editado por mim & [P]erfec[T] [S]cr[@]s[H]
Sma
Include zpa_new_modes
Última edição por [P]erfec[T] [S]cr[@]s[H] em 29/4/2014, 9:39 pm, editado 2 vez(es) (Motivo da edição : Adicionando a Include)
Sma
Código:
#include < amxmodx >
#include < fun >
#include < zpa_new_modes >
/************************************************************\
| Customizations Section |
| You can edit here according to your liking |
\************************************************************/
// This is the chance value according to which this game mode will be called
// The higher the value the lesser the chance of calling this game mode
new const g_chance = 30
// This is the access flag required to start the game mode
// through the admin menu. Look in users.ini for more details
new const g_access_flag[] = "l"
// This is the sound which is played when the game mode is triggered
// Add as many as you want [Randomly chosen if more than one]
new const g_play_sounds[][] =
{
"zombie_plague/nemesis1.wav" ,
"zombie_plague/survivor1.wav"
}
// Comment the following line to disable ambience sounds
// Just add two slashes ( // )
#define AMBIENCE_SOUNDS
#if defined AMBIENCE_SOUNDS
// Ambience Sounds (only .wav and .mp3 formats supported)
// Add as many as you want [Randomly chosen if more than one]
new const g_sound_ambience[][] =
{
"zombie_plague/ambience.wav"
}
// Duration in seconds of each sound
new const Float:g_sound_ambience_duration[] = { 58.0 , 56.0 }
#endif
/************************************************************\
| Customizations Ends Here..!! |
| You can edit the cvars in the plugin init |
\************************************************************/
// Variables
new g_gameid, g_maxplayers, cvar_minplayers, cvar_ratio, cvar_berserkerhp, cvar_predatorhp, g_msg_sync
// Ambience sounds task
#define TASK_AMB 3256
public plugin_init( )
{
// Plugin registeration.
register_plugin( "[ZP] predator vs Snipers Mode","1.0", "@bdul! | [P]erfec[T] [S]cr[@]s[H]" )
// Register some cvars
// Edit these according to your liking
cvar_minplayers = register_cvar("zp_nvsm_minplayers", "2")
cvar_berserkerhp = register_cvar("zp_nvsm_berserker_hp", "1.0")
cvar_predatorhp = register_cvar("zp_nvsm_predator_hp", "0.2")
cvar_ratio = register_cvar("zp_nvsm_inf_ratio", "0.5")
// Get maxplayers
g_maxplayers = get_maxplayers( )
// Hud stuff
g_msg_sync = CreateHudSyncObj()
}
// Game modes MUST be registered in plugin precache ONLY
public plugin_precache( )
{
// Read the access flag
new access_flag = read_flags( g_access_flag )
new i
// Precache the play sounds
for (i = 0; i < sizeof g_play_sounds; i++)
precache_sound( g_play_sounds[i] )
// Precache the ambience sounds
#if defined AMBIENCE_SOUNDS
new sound[100]
for (i = 0; i < sizeof g_sound_ambience; i++)
{
if (equal(g_sound_ambience[i][strlen(g_sound_ambience[i])-4], ".mp3"))
{
formatex(sound, sizeof sound - 1, "sound/%s", g_sound_ambience[i])
precache_generic( sound )
}
else
{
precache_sound( g_sound_ambience[i] )
}
}
#endif
// Register our game mode
g_gameid = zp_register_game_mode( "Predator vs Snipers Mode", access_flag, g_chance, 0, ZP_DM_BALANCE )
}
// Player spawn post
public zp_player_spawn_post( id )
{
// Check for current mode
if( zp_get_current_mode() == g_gameid )
{
// Check if the player is a zombie
if( zp_get_user_zombie( id ))
{
// Make him an predator instead
zp_make_user_predator( id )
// Set his health
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_predatorhp)) )
}
else
{
// Make him a berserker
zp_make_user_berserker( id )
// Set his health
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_berserkerhp)) )
}
}
}
public zp_round_started_pre( game )
{
// Check if it is our game mode
if( game == g_gameid )
{
// Check for min players
if( fn_get_alive_players() < get_pcvar_num(cvar_minplayers) )
{
/**
* Note:
* This very necessary, you should return ZP_PLUGIN_HANDLED if
* some conditions required by your game mode are not met
* This will inform the main plugin that you have rejected
* the offer and so the main plugin will allow other game modes
* to be given a chance
*/
return ZP_PLUGIN_HANDLED
}
// Start our new mode
start_nvs_mode( )
}
// Make the compiler happy =)
return PLUGIN_CONTINUE
}
public zp_round_started( game, id )
{
// Check if it is our game mode
if( game == g_gameid )
{
// Show HUD notice
set_hudmessage(221, 156, 21, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_msg_sync, "Berserker X Predator")
// Play the starting sound
client_cmd(0, "spk ^"%s^"", g_play_sounds[ random_num(0, sizeof g_play_sounds -1) ] )
// Remove ambience task affects
remove_task( TASK_AMB )
// Set task to start ambience sounds
#if defined AMBIENCE_SOUNDS
set_task( 2.0, "start_ambience_sounds", TASK_AMB )
#endif
}
}
public zp_game_mode_selected( gameid, id )
{
// Check if our game mode was called
if( gameid == g_gameid )
start_nvs_mode( )
// Make the compiler happy again =)
return PLUGIN_CONTINUE
}
// This function contains the whole code behind this game mode
start_nvs_mode( )
{
// Create and initialize some important vars
static i_predator, i_max_predator, id, i_alive
i_alive = fn_get_alive_players()
id = 0
// Get the no of players we have to turn into predator
i_max_predator = floatround( ( i_alive * get_pcvar_float( cvar_ratio ) ), floatround_ceil )
i_predator = 0
// Randomly turn players into predator
while (i_predator < i_max_predator)
{
// Keep looping through all players
if ( (++id) > g_maxplayers) id = 1
// Dead
if ( !is_user_alive(id) )
continue;
// Random chance
if (random_num(1, 5) == 1)
{
// Make user predator
zp_make_user_predator(id)
// Set his health
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_predatorhp)) )
// Increase counter
i_predator++
}
}
// Turn the remaining players into berserkers
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who are alive and are not predator
if ( !is_user_alive(id) || zp_get_user_predator(id) )
continue;
// Turn into a berserker
zp_make_user_berserker(id)
// Set his health
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_berserkerhp)) )
}
}
#if defined AMBIENCE_SOUNDS
public start_ambience_sounds( )
{
// Variables
static amb_sound[64], sound, Float:duration
// Select our ambience sound
sound = random_num( 0, sizeof g_sound_ambience - 1 )
copy( amb_sound, sizeof amb_sound - 1 , g_sound_ambience[ sound ] )
duration = g_sound_ambience_duration[ sound ]
// Check whether it's a wav or mp3, then play it on clients
if ( equal( amb_sound[ strlen( amb_sound ) - 4 ], ".mp3" ) )
client_cmd( 0, "mp3 play ^"sound/%s^"", amb_sound )
else
client_cmd( 0, "spk ^"%s^"", sound )
// Start the ambience sounds
set_task( duration, "start_ambience_sounds", TASK_AMB )
}
public zp_round_ended( winteam )
{
// Stop ambience sounds on round end
remove_task( TASK_AMB )
client_cmd(winteam, "mp3 stop") // Para nao bugar o som quando o round acabar caso seja em Mp3
}
#endif
// This function returns the no. of alive players
// Feel free to use this in your plugin when you
// are making your own game modes.
fn_get_alive_players( )
{
static i_alive, id
i_alive = 0
for ( id = 1; id <= g_maxplayers; id++ )
{
if( is_user_alive( id ) )
i_alive++
}
return i_alive;
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1046\\ f0\\ fs16 \n\\ par }
*/
Include zpa_new_modes
Código:
#if defined _zpa_new_modes_included
#endinput
#endif
#define _zpa_new_modes_included
/* Teams for zp_register_extra_item() */
#define ZP_TEAM_ZOMBIE (1<<0)
#define ZP_TEAM_HUMAN (1<<1)
#define ZP_TEAM_NEMESIS (1<<2)
#define ZP_TEAM_SURVIVOR (1<<3)
#define ZP_TEAM_SNIPER (1<<4)
#define ZP_TEAM_ASSASSIN (1<<5)
#define ZP_TEAM_BERSERKER (1<<6)
#define ZP_TEAM_PREDATOR (1<<7)
/* Death Match modes for zp_register_game_mode */
enum
{
ZP_DM_NONE = 0, // Disable death match during the custom mode round
ZP_DM_HUMAN, // Respawn as human only
ZP_DM_ZOMBIE, // Respawn as zombie only
ZP_DM_RANDOM, // Respawn randomly as humans or zombies
ZP_DM_BALANCE // Respawn as humans or zombies to keep both team balanced
}
/* Game modes for zp_round_started() */
enum
{
MODE_NONE = 0,
MODE_INFECTION,
MODE_NEMESIS,
MODE_ASSASSIN,
MODE_PREDATOR,
MODE_SURVIVOR,
MODE_SNIPER,
MODE_BERSERKER,
MODE_SWARM,
MODE_MULTI,
MODE_PLAGUE,
MODE_LNJ
}
/* Winner teams for zp_round_ended() */
enum
{
WIN_NO_ONE = 0,
WIN_ZOMBIES,
WIN_HUMANS
}
/* Custom forward return values */
#define ZP_PLUGIN_HANDLED 97
/**
* Returns whether a player is a zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_zombie(id)
/**
* Returns whether a player is a nemesis.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_nemesis(id)
/**
* Returns whether a player is a survivor.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_survivor(id)
/**
* Returns whether a player is the first zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_first_zombie(id)
/**
* Returns whether a player is the last zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_last_zombie(id)
/**
* Returns whether a player is the last human.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_last_human(id)
/**
* Returns a player's current zombie class ID.
*
* @param id Player index.
* @return Internal zombie class ID, or -1 if not yet chosen.
*/
native zp_get_user_zombie_class(id)
/**
* Returns a player's next zombie class ID (for the next infection).
*
* @param id Player index.
* @return Internal zombie class ID, or -1 if not yet chosen.
*/
native zp_get_user_next_class(id)
/**
* Sets a player's next zombie class ID (for the next infection).
*
* @param id Player index.
* @param classid A valid zombie class ID.
* @return True on success, false otherwise.
*/
native zp_set_user_zombie_class(id, classid)
/**
* Returns a player's ammo pack count.
*
* @param id Player index.
* @return Number of ammo packs owned.
*/
native zp_get_user_ammo_packs(id)
/**
* Sets a player's ammo pack count.
*
* @param id Player index.
* @param amount New quantity of ammo packs owned.
*/
native zp_set_user_ammo_packs(id, amount)
/**
* Returns the default maximum health of a zombie.
*
* Note: Takes into account first zombie's HP multiplier.
*
* @param id Player index.
* @return Maximum amount of health points, or -1 if not a normal zombie.
*/
native zp_get_zombie_maxhealth(id)
/**
* Returns a player's custom flashlight batteries charge.
*
* @param id Player index.
* @return Charge percent (0 to 100).
*/
native zp_get_user_batteries(id)
/**
* Sets a player's custom flashlight batteries charge.
*
* @param id Player index.
* @param value New charge percent (0 to 100).
*/
native zp_set_user_batteries(id, charge)
/**
* Returns whether a player has night vision.
*
* @param id Player index.
* @return True if it has, false otherwise.
*/
native zp_get_user_nightvision(id)
/**
* Sets whether a player has night vision.
*
* @param id Player index.
* @param set True to give, false for removing it.
*/
native zp_set_user_nightvision(id, set)
/**
* Forces a player to become a zombie.
*
* Note: Unavailable for last human/survivor/sniper/berserker.
*
* @param id Player index to be infected.
* @param infector Player index who infected him (optional).
* @param silent If set, there will be no HUD messages or infection sounds.
* @param rewards Whether to show DeathMsg and reward frags, hp, and ammo packs to infector.
* @return True on success, false otherwise.
*/
native zp_infect_user(id, infector = 0, silent = 0, rewards = 0)
/**
* Forces a player to become a human.
*
* Note: Unavailable for last zombie/nemesis.
*
* @param id Player index to be cured.
* @param silent If set, there will be no HUD messages or antidote sounds.
* @return True on success, false otherwise.
*/
native zp_disinfect_user(id, silent = 0)
/**
* Forces a player to become a nemesis.
*
* Note: Unavailable for last human/survivor/sniper/berserker.
*
* @param id Player index to turn into nemesis.
* @return True on success, false otherwise.
*/
native zp_make_user_nemesis(id)
/**
* Forces a player to become a survivor.
*
* Note: Unavailable for last zombie/nemesis.
*
* @param id Player index to turn into survivor.
* @return True on success, false otherwise.
*/
native zp_make_user_survivor(id)
/**
* Respawns a player into a specific team.
*
* @param id Player index to be respawned.
* @param team Team to respawn the player into (ZP_TEAM_ZOMBIE or ZP_TEAM_HUMAN).
* @return True on success, false otherwise.
*/
native zp_respawn_user(id, team)
/**
* Forces a player to buy an extra item.
*
* @param id Player index.
* @param itemid A valid extra item ID.
* @param ignorecost If set, item's cost won't be deduced from player.
* @return True on success, false otherwise.
*/
native zp_force_buy_extra_item(id, itemid, ignorecost = 0)
/**
* Returns whether a player is a sniper.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_sniper(id)
/**
* Forces a player to become a sniper.
*
* Note: Unavailable for last zombie/nemesis/assassin.
*
* @param id Player index to turn into sniper.
* @return True on success, false otherwise.
*/
native zp_make_user_sniper(id)
/**
* Returns whether a player is an assassin.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_assassin(id)
/**
* Returns whether a player is an predator.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_predator(id)
/**
* Forces a player to become a assassin.
*
* Note: Unavailable for last human/survivor/sniper.
*
* @param id Player index to turn into assassin.
* @return True on success, false otherwise.
*/
native zp_make_user_assassin(id)
/**
* Forces a player to become a predator.
*
* Note: Unavailable for last human/survivor/sniper.
*
* @param id Player index to turn into predator.
* @return True on success, false otherwise.
*/
native zp_make_user_predator(id)
/**
* Returns whether a player is a sniper.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_berserker(id)
/**
* Forces a player to become a berserker.
*
* Note: Unavailable for last zombie/nemesis/assassin.
*
* @param id Player index to turn into berserker.
* @return True on success, false otherwise.
*/
native zp_make_user_berserker(id)
/**
* Returns whether the ZP round has started, i.e. first zombie
* has been chosen or a game mode has begun.
*
* @return 0 - Round not started
* 1 - Round started
* 2 - Round starting
*/
native zp_has_round_started()
/**
* Returns whether the current round is a nemesis round.
*
* @return True if it is, false otherwise.
*/
native zp_is_nemesis_round()
/**
* Returns whether the current round is a survivor round.
*
* @return True if it is, false otherwise.
*/
native zp_is_survivor_round()
/**
* Returns whether the current round is a swarm round.
*
* @return True if it is, false otherwise.
*/
native zp_is_swarm_round()
/**
* Returns whether the current round is a plague round.
*
* @return True if it is, false otherwise.
*/
native zp_is_plague_round()
/**
* Returns whether the current round is a Armageddon round.
*
* @return True if it is, false otherwise.
*/
native zp_is_lnj_round()
/**
* Returns number of alive zombies.
*
* @return Zombie count.
*/
native zp_get_zombie_count()
/**
* Returns number of alive humans.
*
* @return Human count.
*/
native zp_get_human_count()
/**
* Returns number of alive nemesis.
*
* @return Nemesis count.
*/
native zp_get_nemesis_count()
/**
* Returns number of alive survivors.
*
* @return Survivor count.
*/
native zp_get_survivor_count()
/**
* Returns whether the current round is a sniper round.
*
* @return True if it is, false otherwise.
*/
native zp_is_sniper_round()
/**
* Returns whether the current round is a assassin round.
*
* @return True if it is, false otherwise.
*/
native zp_is_assassin_round()
/**
* Returns whether the current round is a predator round.
*
* @return True if it is, false otherwise.
*/
native zp_is_predator_round()
/**
* Returns whether the current round is a berserker round.
*
* @return True if it is, false otherwise.
*/
native zp_is_berserker_round()
/**
* Returns number of alive snipers.
*
* @return Sniper count.
*/
native zp_get_sniper_count()
/**
* Returns number of alive assassins.
*
* @return Assassin count.
*/
native zp_get_assassin_count()
/**
* Returns number of alive predators.
*
* @return predator count.
*/
native zp_get_predator_count()
/**
* Returns number of alive berserkers.
*
* @return Berserker count.
*/
native zp_get_berserker_count()
/**
* Returns the current game mode ID
*
* Note: For default game modes you can use, for eg. MODE_SWARM,
* to check if the current round is swarm mode.
*
* Note: For custom game modes you must have the custom game
* mode ID to detect it
*
* @return Current game mode ID
*/
native zp_get_current_mode()
/**
* Returns an extra item's ID.
*
* @param name Item name to look for.
* @return Internal extra item ID, or -1 if not found.
*/
native zp_get_extra_item_id(const name[])
/**
* Returns a zombie class' ID.
*
* @param name Class name to look for.
* @return Internal zombie class ID, or -1 if not found.
*/
native zp_get_zombie_class_id(const name[])
/**
* Registers a custom game mode which will be added to the admin menu of ZP
*
* Note: The returned game mode ID can later be used to detect the game mode
* which is called in zp_round_started_pre. There you can start the game mode
* externally by using this game mode ID.
*
* @param name The game modes name which will also be used by other plugins
* to identify this game mode
* @param flags Access flags required by the admins to start this game
* mode via the admin menu.
* @param chance Chance level of this game mode. (1 in X) The higher the value
* the lesser the chance that this game mode will be called
* @param allow Whether to permit infection or not after a zombie's attack
* @param dm_mode Death match mode during this game. Use ZP_DM_NONE to disable
* respawning during this game mode
* @return An internal game mode ID or -1 on failure
*/
native zp_register_game_mode( const name[], flags, chance, allow, dm_mode)
/**
* Registers a custom item which will be added to the extra items menu of ZP.
*
* Note: The returned extra item ID can be later used to catch item
* purchase events for the zp_extra_item_selected() forward.
*
* Note: ZP_TEAM_NEMESIS, ZP_TEAM_SURVIVOR, ZP_TEAM_ASSASSIN, ZP_TEAM_SNIPER and ZP_TEAM_BERSERKER
* can be used to make an item available to Nemesis,
* Survivors, Assassins, Snipers and Berserkers.
*
* @param name Caption to display on the menu.
* @param cost Ammo packs to be deducted on purchase.
* @param teams Bitsum of teams it should be available for.
* @return An internal extra item ID, or -1 on failure.
*/
native zp_register_extra_item(const name[], cost, teams)
/**
* Registers a custom class which will be added to the zombie classes menu of ZP.
*
* Note: The returned zombie class ID can be later used to identify
* the class when calling the zp_get_user_zombie_class() natives.
*
* @param name Caption to display on the menu.
* @param info Brief description of the class.
* @param model Player model to be used.
* @param clawmodel Claws model to be used.
* @param hp Initial health points.
* @param speed Maximum speed.
* @param gravity Gravity multiplier.
* @param knockback Knockback multiplier.
* @return An internal zombie class ID, or -1 on failure.
*/
native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback)
/**
* Called when the ZP round starts, i.e. first zombie
* is chosen or a game mode begins.
*
* @param gamemode Mode which has started.
* @param id Affected player's index (if applicable).
*/
forward zp_round_started(gamemode, id)
/**
* Called before the ZP round starts. This is only
* called for custom game modes.
*
* Note: The custom game mode id can be used to start
* the game mode externally
*
* Note: returning ZP_PLUGIN_HANDLED will cause the
* game mode to be blocked and other game modes will
* be given a chance.
*
* @param gameid Custom mode id which is called
*/
forward zp_round_started_pre(gameid)
/**
* Called when the round ends.
*
* @param winteam Team which has won the round.
*/
forward zp_round_ended(winteam)
/**
* Called when a player gets infected.
*
* @param id Player index who was infected.
* @param infector Player index who infected him (if applicable).
* @param nemesis Whether the player was turned into a nemesis.
*/
forward zp_user_infected_pre(id, infector, nemesis)
forward zp_user_infected_post(id, infector, nemesis)
/**
* Called when a player turns back to human.
*
* @param id Player index who was cured.
* @param survivor Whether the player was turned into a survivor.
*/
forward zp_user_humanized_pre(id, survivor)
forward zp_user_humanized_post(id, survivor)
forward zp_user_humanized_pre(id, sniper)
forward zp_user_humanized_post(id, sniper)
forward zp_user_humanized_pre(id, berserker)
forward zp_user_humanized_post(id, berserker)
/**
* Called on a player infect/cure attempt. You can use this to block
* an infection/humanization by returning ZP_PLUGIN_HANDLED in your plugin.
*
* Note: Right now this is only available after the ZP round starts, since some
* situations (like blocking a first zombie's infection) are not yet handled.
*/
forward zp_user_infect_attempt(id, infector, nemesis)
forward zp_user_humanize_attempt(id, survivor)
forward zp_user_humanize_attempt(id, sniper)
forward zp_user_humanize_attempt(id, berserker)
/**
* Called when an admin selects a custom game mode from the ZP admin menu.
*
* Note: You should trigger the custom game mode here with out any checks
*
* @param gameid Internal custom game mode ID
* @param id Player index who selected the game mode
*/
forward zp_game_mode_selected(gameid, id)
/**
* Called when a player spawns. This is also called for CZ bots
* which are spawning
*
* Note: You should use this, instead of other spawn forwards,
* when you want to change some one's class after spawning.
*
* Note: If you have used this forward then you must return
* ZP_PLUGIN_HANDLED to inform the main plugin that you have used
* this forward
*
* @param id Player index who has spawned
* @param resp_zombie This is passed by the main plugin as 1 if
* the player needs to be spawned as a zombie
* otherwise it is passed as zero
*/
forward zp_player_spawn_post(id, resp_zombie)
/**
* Called when a player buys an extra item from the ZP menu.
*
* Note: You can now return ZP_PLUGIN_HANDLED in your plugin to block
* the purchase and the player will be automatically refunded.
*
* @param id Player index of purchaser.
* @param itemid Internal extra item ID.
*/
forward zp_extra_item_selected(id, itemid)
/**
* Called when a player gets unfrozen (frostnades).
*
* @param id Player index.
*/
forward zp_user_unfrozen(id)
/**
* Called when a player becomes the last zombie.
*
* Note: This is called for the first zombie too.
*
* @param id Player index.
*/
forward zp_user_last_zombie(id)
/**
* Called when a player becomes the last human.
*
* @param id Player index.
*/
forward zp_user_last_human(id)
/**
* @deprecated - Do not use!
* For backwards compatibility only.
*/
#define ZP_TEAM_ANY 0
Última edição por [P]erfec[T] [S]cr[@]s[H] em 29/4/2014, 9:39 pm, editado 2 vez(es) (Motivo da edição : Adicionando a Include)