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    [Plugin] Berserker X Predator

    [D]etonado[R]
    [D]etonado[R]
    Humano


    Nick : [D]etonado[R]
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    Data de inscrição : 17/10/2013

    predator - [Plugin] Berserker X Predator Empty [Plugin] Berserker X Predator

    Mensagem por [D]etonado[R] 29/10/2013, 7:34 pm

    Esse modo foi editado por mim & [P]erfec[T] [S]cr[@]s[H]

    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)
    andreluis
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por andreluis 8/12/2013, 12:25 am

    MNW O MEU N TA PEGANO NO AMX STUDIO COMO 

    OQ QUE EU FAÇO DA ERRO DE ZPA_NEW_MODES
    Dexter
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por Dexter 8/12/2013, 12:35 am

    voce nao tem essa include por isso da erro........
    andreluis
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    predator - [Plugin] Berserker X Predator Empty [AJUDA]

    Mensagem por andreluis 8/12/2013, 3:10 am

    como coloca então essa include

    pode me ajudar 
    Zplague11


    Última edição por andreluis em 8/12/2013, 3:18 am, editado 1 vez(es) (Motivo da edição : SO NOVATO NO RAMO)
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por andreluis 8/12/2013, 3:17 am

    FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU:Zplague7:
    avatar
    Convidado
    Convidado


    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por Convidado 8/12/2013, 5:28 am

    meu amigo TNT fez de boa e funciona perfeitamente :) '
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por MasterUnltd 8/12/2013, 5:34 am

    oreidelas @ ZANGADO escreveu:meu amigo TNT fez de boa e funciona perfeitamente :) '
    Nem comento, altos rips
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por Sergio # 8/12/2013, 11:21 am

    @detonador
    Por favor, poste a include junto com o tópico se for possível.

    @andreluis
    Cuidado com double post (2 posts seguidos). Você ja leu as regras do fórum? se não, da uma olhadinha: https://zplague.forumeiro.com/t1682-regras-do-nosso-forum - https://zplague.forumeiro.com/t1852-regras-como-postar - https://zplague.forumeiro.com/t3049-poste-suas-duvidas-organizadamente

    Obrigado!
    Soukito
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por Soukito 8/12/2013, 12:29 pm

    belo plugin detonador
    [D]etonado[R]
    [D]etonado[R]
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por [D]etonado[R] 8/12/2013, 5:15 pm

    Link atualizado 15:16

    Motivo:  Download da include
    Leozinho
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por Leozinho 8/12/2013, 5:52 pm

    Zplague12
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por andreluis 8/12/2013, 10:01 pm

    mais como coloco as includes no amx studio detonador
    [D]etonado[R]
    [D]etonado[R]
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por [D]etonado[R] 8/12/2013, 10:07 pm

    andreluis escreveu:mais como coloco as includes no amx studio detonador
    Baixe esse compilador http://adf.ly/246619/http://www.mediafire.com/?x3aedyu13jcy777, depois a includes ai dentro do compilador vai ter include, ai tu coloca lá e compila, pronto !
    andreluis
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por andreluis 8/12/2013, 10:33 pm

    mt brigadu
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por MasterUnltd 8/12/2013, 11:31 pm

    Sergio # escreveu:@detonador
    Por favor, poste a include junto com o tópico se for possível.

    @andreluis
    Cuidado com double post (2 posts seguidos). Você ja leu as regras do fórum? se não, da uma olhadinha: https://zplague.forumeiro.com/t1682-regras-do-nosso-forum - https://zplague.forumeiro.com/t1852-regras-como-postar - https://zplague.forumeiro.com/t3049-poste-suas-duvidas-organizadamente

    Obrigado!
    Zplague19 Zplague19 Zplague19 Zplague19 Zplague19 Zplague19 Zplague19 Zplague19 

    Compilador ja vem com include sergio, só adicionar:
    Código:
    #include <zpa_new_modes>
    no lugar de:
    Código:
    #include <zombie_plague_advance>
    ;)


    Mais pra quem precisar a include ai:
    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_CHUCKY (1<<8)
    #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_CHUCKY,
       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 chucky.
     *
     * @param id      Player index.
     * @return      True if it is, false otherwise.
     */
    native zp_get_user_chucky(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 chucky.
     *
     * Note: Unavailable for last human/survivor/sniper.
     *
     * @param id      Player index to turn into chucky;
     * @return      True on success, false otherwise.
     */
    native zp_make_user_chucky(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 chucky round.
     *
     * @return      True if it is, false otherwise.
     */
    native zp_is_chucky_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 chucky
     *
     * @return      Chucky count.
     */
    native zp_get_chucky_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_CHUCKY, 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
    /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
    *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1046\\ f0\\ fs16 \n\\ par }
    */
    native zp_class_antifogo(id)
    native zp_class_antifrost(id)
    native zp_class_noantifogo(id)
    native zp_class_noantifrost(id)
    ps: ela já ta com as includes das classes Anti Fogo e Anti Gelo mais é só ignorar.
    andreluis
    andreluis
    Humano


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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por andreluis 9/12/2013, 2:01 pm

    AE VLW AGR SIM PEGO O DETONADOR TINHA ME MANDADO AS INCLUDE TD MENUS A DO ZPA_NEW_MODS Zplague12
    Sereal-Killer
    Sereal-Killer
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por Sereal-Killer 28/4/2014, 6:42 pm

    Link Off Tem Como Arruma ae
    [P]erfec[T] [S]cr[@]s[H]
    [P]erfec[T] [S]cr[@]s[H]
    Scripter


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    Jogador FODA Perfect Scrash entrou na zplague
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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por [P]erfec[T] [S]cr[@]s[H] 29/4/2014, 9:40 pm

    Ta ai a include do link off:
    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
    Wagner
    Wagner
    Humano


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    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por Wagner 30/4/2014, 3:08 pm

    Alguem passa um link pra baixar a Include zpa_new_modes?
    eu vi os codes ali mas n sei transformar em include

    Conteúdo patrocinado


    predator - [Plugin] Berserker X Predator Empty Re: [Plugin] Berserker X Predator

    Mensagem por Conteúdo patrocinado


      Data/hora atual: 27/11/2024, 1:44 am