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    [MODO] Hora da Vingança

    MasterUnltd
    MasterUnltd
    Humano


    Nick : TheTNT ^
    Masculino Número de Mensagens : 36
    Ammo Packs : 4022
    Honra : -2
    Data de inscrição : 05/12/2013

    [MODO] Hora da Vingança Empty [MODO] Hora da Vingança

    Mensagem por MasterUnltd 8/12/2013, 12:52 am

    Bom galera, ontem eu tava brincando de editar modos, e fis um aki bem legal e zuado, porem legal
    Nome : Hora da Vingança
    Descrição : 1 Player vira Nemesis(ou outra classe aleatoria)
    E o resto do Servidor vira Survivor(ou outra classe aleatoria)
    Sma:
    Código:
    #include <    amxmodx >
    #include <    fun >
    #include <    zpa_new_modes >

    new const g_chance = 15

    new const g_access_flag[] = "a"

    new const g_play_sounds[][] =
    {
       "zombie_plague/nemesis1.wav" ,
       "zombie_plague/survivor1.wav"
    }

    #define AMBIENCE_SOUNDS

    #if defined AMBIENCE_SOUNDS

    new const g_sound_ambience[][] =
    {
       "zombie_plague/ambience.wav"
    }

    new const Float:g_sound_ambience_duration[] = { 58.0 , 56.0 }
    #endif

    new g_gameid, g_maxplayers, cvar_minplayers, cvar_ratio, cvar_berhp, cvar_assahp, g_msg_sync

    #define TASK_AMB 3256

    public plugin_init( )
    {
       register_plugin( "[ZP] Hora da \rVinganca","1.0", "Nao sei quem | TNT" )
      
       cvar_minplayers = register_cvar("zp_avsb_minplayers", "2")
       cvar_berhp =     register_cvar("zp_avsb_berseker_hp", "1.5")
       cvar_assahp =     register_cvar("zp_avsb_assassin_hp", "1.0")
       cvar_ratio =      register_cvar("zp_avsb_inf_ratio", "0.5")

       g_maxplayers = get_maxplayers( )
      
       g_msg_sync = CreateHudSyncObj()
    }

    public plugin_precache( )
    {
       new access_flag = read_flags( g_access_flag )
       new i
      
       for (i = 0; i < sizeof g_play_sounds; i++)
          precache_sound( g_play_sounds[i] )
      
       #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
      
       g_gameid = zp_register_game_mode( "Hora da Vinganca ", access_flag, g_chance, 0, ZP_DM_BALANCE )
    }

    public zp_player_spawn_post( id )
    {
       if( zp_get_current_mode() == g_gameid )
       {
          if( zp_get_user_zombie( id ))
          {
             zp_make_user_assassin( id )
             zp_make_user_predator( id )
             zp_make_user_nemesis( id )
            
             set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
          }
          else
          {
             zp_make_user_berserker( id )
             zp_make_user_sniper( id )
             zp_make_user_survivor( id )
            
             set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_berhp)) )
          }
       }
    }

    public zp_round_started_pre( game )
    {
       if( game == g_gameid )
       {
          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_avs_mode( )
       }
       return PLUGIN_CONTINUE
    }

    public zp_round_started( game, id )
    {
       if( game == g_gameid )
       {
          set_hudmessage(221, 156, 21, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)
          ShowSyncHudMsg(0, g_msg_sync, "Hora da Vinganca^nE AGORA NEMESIS ???^n^n^n^nby TNT")
          
          client_cmd(0, "spk ^"%s^"", g_play_sounds[ random_num(0, sizeof g_play_sounds -1) ] )
          
          remove_task( TASK_AMB )
          
          #if defined AMBIENCE_SOUNDS
          set_task( 2.0, "start_ambience_sounds", TASK_AMB )
          #endif
       }
    }

    public zp_game_mode_selected( gameid, id )
    {
       if( gameid == g_gameid )
          start_avs_mode( )
      
       return PLUGIN_CONTINUE
    }

    start_avs_mode( )
    {
       static i_assassins, i_max_assassins, id, i_alive
       i_alive = fn_get_alive_players()
       id = 0
      
       i_max_assassins = floatround( ( i_alive * get_pcvar_float( cvar_ratio ) ), floatround_ceil )
       i_assassins = 0
      
       while (i_assassins < i_max_assassins)
       {
          if ( (++id) > g_maxplayers) id = 1
          
          if ( !is_user_alive(id) )
             continue;
          
          if (random_num(1, 5) == 1)
          {
             zp_make_user_assassin(id)
             zp_make_user_predator(id)
             zp_make_user_nemesis(id)
            
             set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
            
             i_assassins++
          }
       }
      
       for (id = 1; id <= g_maxplayers; id++)
       {
          // Only those of them who are alive and are not assassins
          if ( !is_user_alive(id) || zp_get_user_assassin(id) )
             continue;
            
          zp_make_user_berserker(id)
          zp_make_user_sniper(id)      
          zp_make_user_survivor(id)      

          set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_berhp)) )
       }
    }

    #if defined AMBIENCE_SOUNDS
    public start_ambience_sounds( )
    {
       static amb_sound[64], sound, Float:duration
      
       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 ]
      
       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 )
      
       set_task( duration, "start_ambience_sounds", TASK_AMB )
    }
    public zp_round_ended( winteam )
    {
       remove_task( TASK_AMB )
    }
    #endif

    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;
    }


    Última edição por MasterUnltd em 10/12/2013, 8:55 pm, editado 1 vez(es)
    avatar
    Convidado
    Convidado


    [MODO] Hora da Vingança Empty Re: [MODO] Hora da Vingança

    Mensagem por Convidado 8/12/2013, 5:31 am

    Dahoraa !
    Sergio #
    Sergio #
    Moderador
    Moderador


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    [MODO] Hora da Vingança Empty Re: [MODO] Hora da Vingança

    Mensagem por Sergio # 8/12/2013, 11:27 am

    Poste a include "zpa_new_modes" pois quem não a tiver, irá ocasionar erro no momento da compilação.
    MasterUnltd
    MasterUnltd
    Humano


    Nick : TheTNT ^
    Masculino Número de Mensagens : 36
    Ammo Packs : 4022
    Honra : -2
    Data de inscrição : 05/12/2013

    [MODO] Hora da Vingança Empty Re: [MODO] Hora da Vingança

    Mensagem por MasterUnltd 10/12/2013, 8:54 pm

    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)
    #define ZP_TEAM_PREDATOR (1<<8)

    /* 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_SUBZERO,
       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/subzero.
     *
     * @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/subzero.
     *
     * @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)

    /**
     * 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.
     */

    /**
     * Returns whether a player is a subzero.
     *
     * @param id      Player index.
     * @return      True if it is, false otherwise.
     */
    native zp_get_user_subzero(id)

    /**
     * Forces a player to become a subzero.
     *
     * 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_subzero(id)

    /**
     * Forces a player to become a subzero
     *
     * Note: Unavailable for last zombie/nemesis/assassin.
     *
     * @param id      Player index to turn into subzero.
     * @return      True on success, false otherwise.
     */

    /**
     * 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 whether the current round is a subzero round.
     *
     * @return      True if it is, false otherwise.
     */
    native zp_is_subzero_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 number of alive subzeros.
     *
     * @return      Subzero count.
     */
    native zp_get_subzero_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, ZP_TEAM_BERSERKER and ZP_TEAM_SUBZERO
     * can be used to make an item available to Nemesis,
     * Survivors, Assassins, Snipers and Berserkers/Subzeros.
     *
     * @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)
    forward zp_user_humanized_pre(id, subzero)
    forward zp_user_humanized_post(id, subzero)

    /**
     * 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)
    forward zp_user_humanize_attempt(id, subzero)

    /**
     * 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 }
    */
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