zombie_plague_special.inc
Include Version
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#if defined _zombie_special_new_included
#endinput
#endif
#define _zombie_special_new_included
#define ZPS_INC_VERSION 40 // Include Version
/* 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_WESKER = (1<<8)
#define ZP_TEAM_BOMBARDIER = (1<<9)
#define ZP_TEAM_SPY = (1<<10)
#define ZP_TEAM_DRAGON = (1<<11)
/* 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
}
enum
{
EXTRA_NVISION = 0,
EXTRA_ANTIDOTE,
EXTRA_MADNESS,
EXTRA_INFBOMB,
EXTRA_WEAPONS_STARTID
}
enum {
ZOMBIE = 0,
NEMESIS,
ASSASSIN,
PREDATOR,
BOMBARDIER,
DRAGON
}
enum {
HUMAN = 0,
SURVIVOR,
SNIPER,
BERSERKER,
WESKER,
SPY
}
/* Game modes for zp_round_started() */
enum
{
MODE_NONE = 0,
MODE_INFECTION,
MODE_NEMESIS,
MODE_ASSASSIN,
MODE_PREDATOR,
MODE_BOMBARDIER,
MODE_DRAGON,
MODE_SURVIVOR,
MODE_SNIPER,
MODE_BERSERKER,
MODE_WESKER,
MODE_SPY,
MODE_SWARM,
MODE_MULTI,
MODE_PLAGUE,
MODE_LNJ
}
/* Winner teams for zp_round_ended() */
enum
{
WIN_NO_ONE = 0,
WIN_ZOMBIES,
WIN_HUMANS
}
/* Use For zp_set_user_frozen and zp_set_user_burn natives */
enum {
UNSET = 0,
SET,
SET_WITHOUT_IMMUNIT
}
/* Use For zp_get_special_count and zp_make_user_special native*/
enum {
GET_HUMAN = 0,
GET_ZOMBIE
}
/* Custom forward return values */
#define ZP_PLUGIN_HANDLED 97
#define ZP_PLUGIN_SUPERCEDE 98
/**
* 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)
/**
* Returns whether a player is an bombardier.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_bombardier(id)
/**
* Returns whether a player is an dragon.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_dragon(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)
/**
* Forces a player to become a bombardier.
*
* Note: Unavailable for last human/survivor/sniper.
*
* @param id Player index to turn into bombardier.
* @return True on success, false otherwise.
*/
native zp_make_user_bombardier(id)
/**
* Forces a player to become a dragon.
*
* Note: Unavailable for last human/survivor/sniper.
*
* @param id Player index to turn into dragon.
* @return True on success, false otherwise.
*/
native zp_make_user_dragon(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 a player is a sniper.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_wesker(id)
/**
* Forces a player to become a wesker.
*
* Note: Unavailable for last zombie/nemesis/assassin.
*
* @param id Player index to turn into wesker.
* @return True on success, false otherwise.
*/
native zp_make_user_wesker(id)
/**
* Returns whether a player is a spy
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_spy(id)
/**
* Forces a player to become a spy.
*
* Note: Unavailable for last zombie/nemesis/assassin.
*
* @param id Player index to turn into spy.
* @return True on success, false otherwise.
*/
native zp_make_user_spy(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 bombardier round.
*
* @return True if it is, false otherwise.
*/
native zp_is_bombardier_round()
/**
* Returns whether the current round is a dragon round.
*
* @return True if it is, false otherwise.
*/
native zp_is_dragon_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 wesker round.
*
* @return True if it is, false otherwise.
*/
native zp_is_wesker_round()
/**
* Returns whether the current round is a spy round.
*
* @return True if it is, false otherwise.
*/
native zp_is_spy_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 bombardiers.
*
* @return bombardier count.
*/
native zp_get_bombardier_count()
/**
* Returns number of alive dragons.
*
* @return dragon count.
*/
native zp_get_dragon_count()
/**
* Returns number of alive berserkers.
*
* @return Berserker count.
*/
native zp_get_berserker_count()
/**
* Returns number of alive weskers.
*
* @return wesker count.
*/
native zp_get_wesker_count()
/**
* Returns number of alive spys.
*
* @return spy count.
*/
native zp_get_spy_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()
native zp_get_last_mode() // Ver o ultimo mod jogado
/**
* 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)
// New Natives
native zp_extra_item_textadd(const text[]) // Add Text On Extra Item (Like ZP 5.0)
native zp_zombie_class_textadd(const text[]) // Add Text On Zombie Class (Like ZP 5.0)
native zp_get_user_infectnade(id) // Get User Infect bomb
native zp_set_user_infectnade(id, set) // Give/Remove User Infect bomb
native zp_get_user_frozen(id) // Get User Frozen
native zp_set_user_frozen(id, set) // Set User Burning
native zp_get_user_burn(id) // Get User Burning
native zp_set_user_burn(id, set) // Set User Burning
native zp_get_user_madness(id) // Get user Madness
native zp_set_user_madness(id, set) // Set user Madness
native zp_get_human_special_class(id) // Get User Survivor/Sniper/Berserker/Etc
native zp_get_zombie_special_class(id) // Get User Nemesis/Assassin/Predator/Etc.
native zp_set_user_rendering(id, fx, r, g, b, render, amount) // Set User Render with handle models on separate ent compat
native zp_reset_user_rendering(id) // Reset User Render
native zp_get_extra_item_cost(itemid) // Get Item Cost
native zp_get_extra_item_name(itemid, itemname[], len) // Get Item Name
native zp_set_user_maxspeed(id, Float:Speed) // Change user Current maxspeed
native Float:zp_get_user_maxspeed(id) // Get user Maxspeed
native zp_reset_user_maxspeed(id) // Reset user Maxspeed
native zp_set_extra_damage(victim, attacker, damage, weaponDescription[]) // Set User Extra Damage (Like Superhero Mod)
native zp_get_zombie_class_info(class, info[], len) // Get Class Info
native zp_get_zombie_class_name(class, name[], len) // Get Class Name
native zp_set_extra_item_cost(itemid, cost) // Change Extra Item Cost
native zp_set_extra_item_name(itemid, const newname[]) // Change Extra Item Name
native zp_set_extra_item_team(itemid, team) // Change Extra Item Team
native zp_get_extra_item_realname(itemid, realname[], len)
native zp_has_round_ended() // Get Round Ended
native zp_get_current_mode_name(name[], len) // Get Current mode Name
native zp_override_user_model(id, const newmodel[], modelindex = 0)
// New Natives (3.0 Version or higher Available)
native zp_register_zombie_special(const name[], const model[], const knifemodel[], const pain_sound[], hp, speed, Float:gravity, flags, Float:knockback, aura_radius, glow, r, g, b) // Register Human Special
native zp_make_user_special(id, spid, zombie) // Make user a Special Class
native zp_set_custom_game_mod(gameid) // Forces Start Custom Mod
native zp_get_special_count(zombie, specialid) // Get Special id Cound
native zp_register_human_special(const name[], const model[], hp, speed, Float:gravity, flags, clip_type, aura_radius, glow, r, g, b) // Register Human Special
native zp_reset_player_model(id) // Reset Player Model
// New Natives (3.1 Version or higher Available)
native zp_special_class_name(id, name[], len) // Get user Special Class Real Name
// New Natives (3.2 Version or higher Available)
native zp_get_zombie_class_realname(id, realname[], len) // Get user Zombie Class Real Name
native zp_get_special_class_id(is_zombie, name[]) // Get Special Class ID
// New Natives (3.4 Version or Higher Available)
native zp_get_custom_special_count(is_zombie) // Get Registred Custom Special Class Count
native zp_get_gamemodes_count() // Get Registred Custom Game modes count
native zp_get_zclass_count() // Get Registred Zombie Class Count
native zp_get_extra_item_count() // Get Registred Extra Item Count
native zp_get_gamemode_id(name[]) // Get Game mode index by name
// New Natives (3.5 Version or Higher Available)
native zp_is_escape_map() // Get Current Map is Escape Map
native zp_do_random_spawn(id) // Teleport User to Spawn
/**
* 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, classid)
forward zp_user_infected_post(id, infector, classid)
/**
* 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, classid)
forward zp_user_humanized_post(id, classid)
/**
* 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, classid)
forward zp_user_humanize_attempt(id, classid)
/**
* 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)
// New Forwards
// Exec When Open the Extra Itens menu
// Use the ZP_PLUGIN_HANDLED for block option (Like ZP 5.0)
// Use the ZP_PLUGIN_SUPERCEDE for block showing item in menu
forward zp_extra_item_selected_pre(id, itemid)
// Use the ZP_PLUGIN_HANDLED for block user frozing
forward zp_user_frozen_pre(id)
forward zp_user_frozen_post(id)
// Use the ZP_PLUGIN_HANDLED for block user burning
forward zp_user_burn_pre(id)
forward zp_user_burn_post(id)
/**
* 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)
// Exec when open Zombie Classes Choose menu
// Use the ZP_PLUGIN_HANDLED for block option (Like ZP 5.0)
// Use the ZP_PLUGIN_SUPERCEDE for block showing class in menu
forward zp_zombie_class_choosed_pre(id, classid)
// Exec when the user choose the class
forward zp_zombie_class_choosed_post(id, classid)
// New Forwards (4.0 or Higher)
/*
Execute when player reset render
Use ZP_PLUGIN_SUPERCEDE for block it
*/
forward zp_user_rendering_reset_pre(id)
// Execute after player reset glow
forward zp_user_rendering_reset_post(id)
/*
Execute when player change the model
Use ZP_PLUGIN_SUPERCEDE for block it
*/
forward zp_user_model_change_pre(id, model[])
// Execute after player change model
forward zp_user_model_change_post(id, model[])
/*
Execute before admin make a player to special class
Use ZP_PLUGIN_HANDLED for block it
*/
forward zp_human_special_choosed_pre(id, specialid)
forward zp_zombie_special_choosed_pre(id, specialid)
// Execute after admin make a player to special class
forward zp_human_special_choosed_post(id, specialid)
forward zp_zombie_special_choosed_post(id, specialid)
/*
Execute before admin start a mode
Use ZP_PLUGIN_HANDLED for block it
*/
forward zp_game_mode_selected_pre(id, gamemode)
/**
* @deprecated - Do not use!
* For backwards compatibility only.
*/
#define ZP_TEAM_ANY 0
stock zp_get_alive_players()
{
static i_alive, id
i_alive = 0
for (id = 1; id <= get_maxplayers(); id++)
{
if(is_user_alive(id))
i_alive++
}
return i_alive;
}
КАК ДА ИЗПОЛЗВАМ
Добави в началото на .sma файла:
#include <zombie_plague_special>
1. Изтегли
Свали файла от бутона по-горе
2. Копирай
Постави в
scripting/include/3. Включи
Добави #include директивата
4. Компилирай
Използвай amxxpc или scripting/compile.exe