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 cerere plugin medalii 
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Plugin Cerut: plugin de medalii
Descriere (adica ce face el mai exact): salut, vreau si eu un plugin de medalii pentru modul zombie plague fara buguri, am gasit unul pe net dar cand complectezi acea medalie nu iti mai ofera suma de ammo packs.
Serverul ruleaza (HLDS/ReHLDS): ReHLDS
Versiune AMX Mod X: 1.8.3
Modul Serverului: Zombie Plague 4.3


13 Jan 2019 10:33
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Scripter eXtreamCS
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dă sursa

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13 Jan 2019 16:39
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amxmodx/addon-cso-medal-t241054.html


14 Jan 2019 14:15
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salut, uite sursa
| Afiseaza codul
#include <amxmodx> 
#include <amxmisc>
#include <zombieplague>
#include <nvault>

#define PLUGIN "[ZP] Addon: CSO Medal"
#define VERSION "1.0"
#define AUTHOR "Dias"

// Medal: vanatorul de zombii
#define ZH_MAX_KILL 750
new g_zh_kill[33]

// Medal: maestrul in supravetuiri
#define MS_MAX_ROUND 400
new g_ms_round[33]

// Medal: zombii Terminator
#define ZT_MAX_INFECT 320
new g_zt_infect[33]

// Medal: vanatorul de nemessis
#define NH_MAX_KILL 170
new g_nh_kill[33]

// Medal: vanatorul de eroii
#define HH_MAX_KILL 220
new g_hh_kill[33]

new g_nvault_zh, g_nvault_ms, g_nvault_zt, g_nvault_nh, g_nvault_hh

public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)

g_nvault_zh = nvault_open("cso_medal_zh")
g_nvault_ms = nvault_open("cso_medal_ms")
g_nvault_zt = nvault_open("cso_medal_zt")
g_nvault_nh = nvault_open("cso_medal_nh")
g_nvault_hh = nvault_open("cso_medal_hh")

register_event("HLTV", "event_newround", "a", "1=0", "2=0")

register_event("DeathMsg", "event_death", "a")
register_logevent("event_round_end", 2, "1=Round_End")
register_event("TextMsg","event_round_end","a","2=#Game_Commencing","2=#Game_will_restart_in")

register_clcmd("say /medalii", "show_medal")
}

public plugin_end()
{
nvault_close(g_nvault_zh)
nvault_close(g_nvault_ms)
nvault_close(g_nvault_zt)
nvault_close(g_nvault_nh)
nvault_close(g_nvault_hh)
}

public client_putinserver(id)
{
load_medal_zh(id)
load_medal_ms(id)
load_medal_zt(id)
load_medal_nh(id)
load_medal_hh(id)
}

public client_disconnect(id)
{
save_medal_zh(id)
save_medal_ms(id)
save_medal_zt(id)
save_medal_nh(id)
save_medal_hh(id)
}

public event_newround()
{
client_printcolor(0, "!y[!gzp.freakz.ro!y] !gScrie !t/medalii !gpentru a deschide meniul medalilor!")
}

public show_medal(id)
{
static menu
menu = menu_create("Medals", "medal_menu_handle1")

add_zombie_hunter(id, menu)
add_master_survival(id, menu)
add_zombie_terminator(id, menu)
add_nemesis_hunter(id, menu)
add_hero_hunter(id, menu)

menu_setprop(menu, MPROP_EXIT, MEXIT_ALL)
menu_display(id, menu, 0)
}

public load_medal_zh(id)
{
new vaultkey[40], vaultdata[13]

new Name[64];
get_user_name(id, Name, 32)

formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)

nvault_get(g_nvault_zh, vaultkey, vaultdata, 12);

g_zh_kill[id] = str_to_num(vaultdata)

/*
// Build customization file path
static path[64], medal_file[128]
get_configsdir(path, charsmax(path))

// Set up some vars to hold parsing info
new linedata[1024], key[64], value[960]

// Open customization file for reading
new file, name2[32]
get_user_name(id, name2, sizeof(name2))

formatex(medal_file, sizeof(medal_file), "%s/%s/%s.cfg", path, medal_folder, name2)

// File not present
if (!file_exists(path))
{
file = fopen(medal_file, "wt")
}

file = fopen(medal_file, "rt")

while (file && !feof(file))
{
// Read one line at a time
fgets(file, linedata, charsmax(linedata))

// Blank line or comment
if (!linedata[0] || linedata[0] == ';') continue;

// Get key and value(s)
strtok(linedata, key, charsmax(key), value, charsmax(value), '=')

// Trim spaces
trim(key)
trim(value)

if (equal(key, "ZOMBIE_HUNTER"))
g_zh_kill[id] = str_to_num(value)
else if (equal(key, "MASTER_SURVIVAL"))
g_ms_round[id] = str_to_num(value)
else if (equal(key, "ZOMBIE_TERMINATOR"))
g_zt_infect[id] = str_to_num(value)
else if (equal(key, "NEMESIS_HUNTER"))
g_nh_kill[id] = str_to_num(value)
else if (equal(key, "HERO_HUNTER"))
g_hh_kill[id] = str_to_num(value)
}*/
}

public load_medal_ms(id)
{
new vaultkey[40], vaultdata[13]

new Name[64];
get_user_name(id, Name, 32)

formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)

nvault_get(g_nvault_ms, vaultkey, vaultdata, 12);

g_ms_round[id] = str_to_num(vaultdata)
}

public load_medal_zt(id)
{
new vaultkey[40], vaultdata[13]

new Name[64];
get_user_name(id, Name, 32)

formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)

nvault_get(g_nvault_zt, vaultkey, vaultdata, 12);

g_zt_infect[id] = str_to_num(vaultdata)
}

public load_medal_nh(id)
{
new vaultkey[40], vaultdata[13]

new Name[64];
get_user_name(id, Name, 32)

formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)

nvault_get(g_nvault_nh, vaultkey, vaultdata, 12);

g_nh_kill[id] = str_to_num(vaultdata)
}

public load_medal_hh(id)
{
new vaultkey[40], vaultdata[13]

new Name[64];
get_user_name(id, Name, 32)

formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)

nvault_get(g_nvault_hh, vaultkey, vaultdata, 12);

g_hh_kill[id] = str_to_num(vaultdata)
}

// Save Data
public save_medal_zh(id)
{
new vaultkey[40], vaultdata[13];

new Name[33];
get_user_name(id, Name, 32);

formatex(vaultkey, 39, "__%s__", Name);
formatex(vaultdata, 12, "%i", g_zh_kill[id]);

nvault_set(g_nvault_zh, vaultkey, vaultdata);
}

public save_medal_ms(id)
{
new vaultkey[40], vaultdata[13];

new Name[33];
get_user_name(id, Name, 32);

formatex(vaultkey, 39, "__%s__", Name);
formatex(vaultdata, 12, "%i", g_ms_round[id]);

nvault_set(g_nvault_ms, vaultkey, vaultdata);
}

public save_medal_zt(id)
{
new vaultkey[40], vaultdata[13];

new Name[33];
get_user_name(id, Name, 32);

formatex(vaultkey, 39, "__%s__", Name);
formatex(vaultdata, 12, "%i", g_zt_infect[id]);

nvault_set(g_nvault_zt, vaultkey, vaultdata);
}

public save_medal_nh(id)
{
new vaultkey[40], vaultdata[13];

new Name[33];
get_user_name(id, Name, 32);

formatex(vaultkey, 39, "__%s__", Name);
formatex(vaultdata, 12, "%i", g_nh_kill[id]);

nvault_set(g_nvault_nh, vaultkey, vaultdata);
}

public save_medal_hh(id)
{
new vaultkey[40], vaultdata[13];

new Name[33];
get_user_name(id, Name, 32);

formatex(vaultkey, 39, "__%s__", Name);
formatex(vaultdata, 12, "%i", g_hh_kill[id]);

nvault_set(g_nvault_hh, vaultkey, vaultdata);
}

public zp_user_infected_post(victim, attacker)
{
if(is_user_alive(attacker) && zp_get_user_zombie(attacker))
{
if(g_zt_infect[attacker] < ZT_MAX_INFECT)
{
g_zt_infect[attacker]++

if(g_zt_infect[attacker] >= ZT_MAX_INFECT)
{
static Name[64]
get_user_name(attacker, Name, sizeof(Name))

client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !gai Terminat medalia !t[Zombii Infector] !gsi ai primit !y%s !gde Credite.", Name, ZT_MAX_INFECT)
zp_set_user_ammo_packs(attacker, zp_get_user_ammo_packs(attacker) + 2500)
}

save_medal_zt(attacker)
}
}
}

public event_death()
{
static attacker, victim
attacker = read_data(1)
victim = read_data(2)

if(zp_get_user_zombie(victim) && !zp_get_user_zombie(attacker))
{
if(g_zh_kill[attacker] < ZH_MAX_KILL)
{
g_zh_kill[attacker]++

if(g_zh_kill[attacker] >= ZH_MAX_KILL)
{
static Name[64]
get_user_name(attacker, Name, sizeof(Name))

client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !gai Terminat medalia !g[Vanatorul de Zombii] !gsi ai primit !y%s !gde Credite.", Name, ZH_MAX_KILL)
zp_set_user_ammo_packs(attacker, zp_get_user_ammo_packs(attacker) + 4200)
}

save_medal_zh(attacker)
}
} else if(zp_get_user_nemesis(victim) && !zp_get_user_zombie(attacker) && !zp_get_user_nemesis(attacker)) {
if(g_nh_kill[attacker] < NH_MAX_KILL)
{
g_nh_kill[attacker]++

if(g_nh_kill[attacker] >= NH_MAX_KILL)
{
static Name[64]
get_user_name(attacker, Name, sizeof(Name))

client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !gai Terminat medalia !g[Vanatorul de Nemessis] !gsi ai primit !y%s !gde Credite.", Name, NH_MAX_KILL)
zp_set_user_ammo_packs(attacker, zp_get_user_ammo_packs(attacker) + 1800)
}

save_medal_nh(attacker)
}
} else if(zp_get_user_survivor(victim) && zp_get_user_zombie(attacker) || zp_get_user_nemesis(attacker)) {
if(g_hh_kill[attacker] < HH_MAX_KILL)
{
g_hh_kill[attacker]++

if(g_hh_kill[attacker] >= HH_MAX_KILL)
{
static Name[64]
get_user_name(attacker, Name, sizeof(Name))

client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !gai Terminat medalia !g[Vanatorul de Eroi] !gsi ai primit !y%s !gde Credite.", Name, HH_MAX_KILL)
zp_set_user_ammo_packs(attacker, zp_get_user_ammo_packs(attacker) + 3700)
}
save_medal_nh(attacker)
}
}
}

public event_round_end(id)
{
if(is_user_alive(id) && !zp_get_user_zombie(id))
{
if(g_ms_round[id] < MS_MAX_ROUND)
{
g_ms_round[id]++

if(g_ms_round[id] >= MS_MAX_ROUND)
{
static Name[64]
get_user_name(id, Name, sizeof(Name))

client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !gai Terminat medalia !g[Maestru in Supravetuiri] !gsi ai primit !y%s !gde Credite.", Name, MS_MAX_ROUND)
zp_set_user_ammo_packs(id, zp_get_user_ammo_packs(id) + 4800)
}

save_medal_ms(id)
}
}
}

// Medal: Vanatorul de Zombii
public add_zombie_hunter(id, menu)
{
static temp_string[128]

if(g_zh_kill[id] < ZH_MAX_KILL)
formatex(temp_string, sizeof(temp_string), "\y--Vanatorul de Zombii-- \r%i/%i", g_zh_kill[id], ZH_MAX_KILL)
else
formatex(temp_string, sizeof(temp_string), "\y[Vanatorul de Zombii] \d[Complet]")
menu_additem(menu, temp_string, "0")
}
// End Of Medal: Vanatorul de Zombii

// Medal: Maestru in Supravetuiri
public add_master_survival(id, menu)
{
static temp_string[128]

if(g_ms_round[id] < MS_MAX_ROUND)
formatex(temp_string, sizeof(temp_string), "\y--Maestru in Supravetuiri-- \r%i/%i", g_ms_round[id], MS_MAX_ROUND)
else
formatex(temp_string, sizeof(temp_string), "\y[Maestru in Supravetuiri] \d[Complet]")
menu_additem(menu, temp_string, "1")
}
// End Of Medal: Maestru in Supravetuiri

// Medal: Zombii Infector
public add_zombie_terminator(id, menu)
{
static temp_string[128]

if(g_zt_infect[id] < ZT_MAX_INFECT)
formatex(temp_string, sizeof(temp_string), "\y--Zombii Infector-- \r%i/%i", g_zt_infect[id], ZT_MAX_INFECT)
else
formatex(temp_string, sizeof(temp_string), "\y[Zombii Infector] \d[Complet]")
menu_additem(menu, temp_string, "2")
}
// End Of Medal: Zombii Infector

// Medal: Vanatorul de Nemessis
public add_nemesis_hunter(id, menu)
{
static temp_string[128]

if(g_nh_kill[id] < NH_MAX_KILL)
formatex(temp_string, sizeof(temp_string), "\y--Vanatorul de Nemessis-- \r%i/%i", g_nh_kill[id], NH_MAX_KILL)
else
formatex(temp_string, sizeof(temp_string), "\y[Vanatorul de Nemessis] \d[Complet]")
menu_additem(menu, temp_string, "3")
}
// End Of Medal: Vanatorul de Nemessis

// Medal: Vanatorul de Eroi
public add_hero_hunter(id, menu)
{
static temp_string[128]

if(g_hh_kill[id] < HH_MAX_KILL)
formatex(temp_string, sizeof(temp_string), "\y--Vanatorul de Eroi-- \r%i/%i", g_hh_kill[id], HH_MAX_KILL)
else
formatex(temp_string, sizeof(temp_string), "\y[Vanatorul de Eroi] \d[Complet]")
menu_additem(menu, temp_string, "4")
}
// End Of Medal: Vanatorul de Eroi

public medal_menu_handle1(id, menu, item)
{
if(item == MENU_EXIT)
{
menu_destroy(menu)
return PLUGIN_HANDLED
}

static data[6], szName[64], access1, callback

menu_item_getinfo(menu, item, access1, data,charsmax(data), szName,charsmax(szName), callback)

static key_number
key_number = str_to_num(data)

switch(key_number)
{
case 0:
{
if(g_zh_kill[id] < ZH_MAX_KILL)
client_printcolor(id, "!y[ZP MEDAL] Trebuie sa omori %i zombi pentru a primi medalia !gVanatorul de Zombii!", ZH_MAX_KILL)
else
client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[Vanatorul de Zombii]!")

}
case 1:
{
if(g_ms_round[id] < MS_MAX_ROUND)
client_printcolor(id, "!y[ZP MEDAL] Trebuie sa supravietuiesti %i runde pentru a primi medalia !gMaestru in Supravetuiri!", MS_MAX_ROUND)
else
client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[Maestru in Supravetuiri]!")

}
case 2:
{
if(g_zt_infect[id] < ZT_MAX_INFECT)
client_printcolor(id, "!y[ZP MEDAL] Trebuie sa infectezi %i oameni pentru a primi medalia !gZombii Infector!", ZT_MAX_INFECT)
else
client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[Zombii Infector]!")

}
case 3:
{
if(g_nh_kill[id] < NH_MAX_KILL)
client_printcolor(id, "!y[ZP MEDAL] Trebuie sa omori %i nemesis pentru a primi medalia !gVanatorul de Nemessis!", NH_MAX_KILL)
else
client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[Vanatorul de Nemessis]!")

}
case 4:
{
if(g_hh_kill[id] < HH_MAX_KILL)
client_printcolor(id, "!y[ZP MEDAL] Trebuie sa omori %i eroi pentru a primi medalia !gVanatorul de Eroi!", HH_MAX_KILL)
else
client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[Vanatorul de Eroi]!")

}
}

return PLUGIN_HANDLED
}

stock client_printcolor(const id, const input[], any:...)
{
new iCount = 1, iPlayers[32]
static szMsg[191]

vformat(szMsg, charsmax(szMsg), input, 3)
replace_all(szMsg, 190, "!g", "^4")
replace_all(szMsg, 190, "!y", "^1")
replace_all(szMsg, 190, "!t", "^3")

if(id) iPlayers[0] = id
else get_players(iPlayers, iCount, "ch")

for (new i = 0; i < iCount; i++)
{
if(is_user_connected(iPlayers[i]))
{
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, iPlayers[i])
write_byte(iPlayers[i])
write_string(szMsg)
message_end()
}
}
}


cand scriu /medalii apare meniul respectiv cu numele medaliei si trebuie sa apas de ex: 1 ca sa pot vedea ce trebuie sa fac ca sa pot complecta medalia se poate face sa apara acel mesaj in meniu cand scriu /medalii ?

in meniu apare asa:
1: \y--Vanatorul de Zombii-- \r%i/%i
2: \y--Maestru in Supravetuiri-- \r%i/%i
3: \y--Zombii Infector-- \r%i/%i
4: \y--Vanatorul de Nemessis-- \r%i/%i
5: \y--Vanatorul de Eroi-- \r%i/%i

si in mod normal cand apas de ex pe 1: apare acest mesaj in chat.

!y[ZP MEDAL] Trebuie sa omori %i zombi pentru a primi medalia !gVanatorul de Zombii!
e acest mesaj as vrea sa apasa in meniu sa nu mai apara in chat cand apas 1 sa apara cum e mai jos.

1: \y--Vanatorul de Zombii-- \r%i/%i
!y[ZP MEDAL] Trebuie sa omori %i zombi pentru a primi medalia !gVanatorul de Zombii!
2: \y--Maestru in Supravetuiri-- \r%i/%i
!y[ZP MEDAL] Trebuie sa supravietuiesti %i runde pentru a primi medalia !gMaestru in Supravetuiri!
3: \y--Zombii Infector-- \r%i/%i
!y[ZP MEDAL] Trebuie sa infectezi %i oameni pentru a primi medalia !gZombii Infector!
4: \y--Vanatorul de Nemessis-- \r%i/%i
!y[ZP MEDAL] Trebuie sa omori %i nemesis pentru a primi medalia !gVanatorul de Nemessis!
5: \y--Vanatorul de Eroi-- \r%i/%i
!y[ZP MEDAL] Trebuie sa omori %i eroi pentru a primi medalia !gVanatorul de Eroi!


si inca ceva se poate adauga si alte facilitati acolo? cum ar fi sa dea mai multe medalii cum ar fi:

joaca timp de 400 de minute pe server
omoara 300 de nemessisi doar prin headshot
joaca 2,500 de runde pe server
cumpara 300 de bombe de infectie
omara de 50 de ori ultimul human ramas

sa pot modifica eu suma de credite la toate, cam asta ar fi tot, doar daca se poate face.


14 Jan 2019 14:39
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Scripter eXtreamCS
Scripter eXtreamCS
User avatar

Joined: 24 Aug 2011 11:24
Posts: 1678
Location: |<()|)
Detinator Steam: Da
CS Status: HLDS Builder
Detinator server CS: liber de contract
SteamID: riseofevo
Reputatie: Scripter eXtreamCS
Fond eXtream: 0
dă inc de la mod
sma de la infection bomb(eventual last human dacă nu e în inc)

_________________
Stick with the best & regards Adryyy .


x , daNzeT , Arion , Chaos , Exolent , aNNakin , PoSiTiOn Of PoWeR , ExoTiQ , -UnQ- UHD , ViciousVixen , Arkshine , Askhanar , KronoS eXtream , alkaline , CryWolf , Fuffy , tre3fla , Rap^ , Hades Ownage , xPaw .


14 Jan 2019 20:26
Profile multumesc ICQ YIM
Membru, skill 0
Membru, skill 0

Joined: 26 Mar 2018 16:51
Posts: 52
Detinator Steam: Nu
CS Status: Citesc forumul eXtreamCS.com...!
Fond eXtream: 0
uite aici ai si inc si sma de la modul de baza.

download


15 Jan 2019 10:28
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Scripter eXtreamCS
Scripter eXtreamCS
User avatar

Joined: 24 Aug 2011 11:24
Posts: 1678
Location: |<()|)
Detinator Steam: Da
CS Status: HLDS Builder
Detinator server CS: liber de contract
SteamID: riseofevo
Reputatie: Scripter eXtreamCS
Fond eXtream: 0
medalii | Afiseaza codul
Code:
#include <amxmodx>
#include <amxmisc>
#include <zombieplague>
#include <nvault>

#pragma tabsize 0

#define PLUGIN "[ZP] Addon: CSO Medal"
#define VERSION "1.0"
#define AUTHOR "Dias"

// Medal: vanatorul de zombii
#define ZH_MAX_KILL 750
new g_zh_kill[33]
#define REWARD1 4200

// Medal: maestrul in supravetuiri
#define MS_MAX_ROUND 400
new g_ms_round[33]
#define REWARD2 4800

// Medal: zombii Terminator
#define ZT_MAX_INFECT 320
new g_zt_infect[33]
#define REWARD3 2500

// Medal: vanatorul de nemessis
#define NH_MAX_KILL 170
new g_nh_kill[33]
#define REWARD4 1800

// Medal: vanatorul de eroii
#define HH_MAX_KILL 220
new g_hh_kill[33]
#define REWARD5 3700

new g_nvault_zh, g_nvault_ms, g_nvault_zt, g_nvault_nh, g_nvault_hh



// Medal: TIMP JUCAT
#define MAX_TP 400
new g_max_tp[33],g_nvault_tp
#define TP_AMMO 1500

// Medal: DESTROY NEMESIS WITH HS
#define NEM_HS 300
new g_nem_hs[33],g_nvault_nhs
#define NHS_AMMO 3500

// Medal: RUNDE JUCATE
#define MAX_R 2500
new g_max_r[33],g_nvault_r
#define MR_AMMO 15000

// Medal: BOMBE PENTRU INFECTIE
#define MAX_B 300
native ch_in(id)
new g_max_bmbs[33],g_nvault_b
#define MB_AMMO 800

// Medal: KILL LAST HUMAN
#define MAX_LH 50
new g_lh[33],g_nvault_lh
#define ML_AMMO 1010



public plugin_init()
{
   register_plugin(PLUGIN, VERSION, AUTHOR)
   
   g_nvault_zh = nvault_open("cso_medal_zh")
   g_nvault_ms = nvault_open("cso_medal_ms")
   g_nvault_zt = nvault_open("cso_medal_zt")
   g_nvault_nh = nvault_open("cso_medal_nh")
   g_nvault_hh = nvault_open("cso_medal_hh")
   
   register_event("HLTV", "event_newround", "a", "1=0", "2=0")
   register_event("DeathMsg", "event_death", "a")
   register_event("TextMsg","event_round_end","a","2=#Game_Commencing","2=#Game_will_restart_in")

   register_logevent("event_round_end", 2, "1=Round_End")
   
   register_clcmd("say /medalii", "show_medal")
   register_clcmd("say_team /medalii", "show_medal")



   g_nvault_tp = nvault_open("cso_medal_tp")
   g_nvault_nhs = nvault_open("cso_medal_nhs")
   g_nvault_r = nvault_open("cso_medal_r")
   g_nvault_b = nvault_open("cso_medal_b")
   g_nvault_lh = nvault_open("cso_medal_lh")
}

public plugin_end()
{
   nvault_close(g_nvault_zh)
   nvault_close(g_nvault_ms)
   nvault_close(g_nvault_zt)
   nvault_close(g_nvault_nh)
   nvault_close(g_nvault_hh)



   nvault_close(g_nvault_tp)
   nvault_close(g_nvault_nhs)
   nvault_close(g_nvault_r)
   nvault_close(g_nvault_b)
   nvault_close(g_nvault_lh)
}

public client_putinserver(id)
{
   load_medal_zh(id)
   load_medal_ms(id)
   load_medal_zt(id)
   load_medal_nh(id)
   load_medal_hh(id)



   load_medal_tp(id)
   load_medal_nhs(id)
   load_medal_r(id)
   load_medal_b(id)
   load_medal_lh(id)


}


public count(id) {
   if(g_max_tp[id] == MAX_TP)
   {
      /*if(task_exists(id))   remove_taks(id)
      if(task_exists(id+60))   remove_taks(id+60)
      if(task_exists(id+0x436))   remove_taks(id+0x436)*/
            new Name[32]
            get_user_name(id, Name, sizeof(Name))
            
            client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !ga Terminat medalia !t[TIMP JUCAT] !gsi a primit !y%d !gde AMMO", Name, TP_AMMO)
            zp_set_user_ammo_packs(id, zp_get_user_ammo_packs(id) + TP_AMMO)

      return
   }

   if(g_max_tp[id] > MAX_TP)   return

   g_max_tp[id]++

         save_medal_tp(id)
}



public client_disconnect(id)
{
   save_medal_zh(id)
   save_medal_ms(id)
   save_medal_zt(id)
   save_medal_nh(id)
   save_medal_hh(id)



   save_medal_tp(id)
   save_medal_nhs(id)
   save_medal_r(id)
   save_medal_b(id)
   save_medal_lh(id)
}

public event_newround()
{
   for(new id=1;id<get_maxplayers();id++)
   {
      if(is_user_connected(id))
      {
if(g_max_r[id]==MAX_R)
{
            new Name[32]
            get_user_name(id, Name, sizeof(Name))
            
            client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !ga Terminat medalia !t[RUNDE JUCATE] !gsi a primit !y%d !gde AMMO", Name, MR_AMMO)
            zp_set_user_ammo_packs(id, zp_get_user_ammo_packs(id) + MR_AMMO)

return
}

if(g_max_r[id]>=MAX_R)   return

         g_max_r[id]++

         save_medal_r(id)
      }
   }

   client_printcolor(0, "!y[!gzp.freakz.ro!y] !gScrie !t/medalii !gpentru a deschide meniul medalilor!")
}

public show_medal(id)
{
   static menu
   menu = menu_create("Medals\r", "medal_menu_handle1")
   
   add_zombie_hunter(id, menu)
   add_master_survival(id, menu)
   add_zombie_terminator(id, menu)
   add_nemesis_hunter(id, menu)
   add_hero_hunter(id, menu)



   add_time_played(id, menu)
   add_nem_hs(id, menu)
   add_max_rounds(id, menu)
   add_inf_bmbs(id, menu)
   add_lh(id, menu)


   
   menu_setprop(menu, MPROP_EXIT, MEXIT_ALL)
   menu_display(id, menu, 0)
}

public load_medal_zh(id)
{
   new vaultkey[40], vaultdata[13]
   
   new Name[64];
   get_user_name(id, Name, 32)
   
   formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)
   
   nvault_get(g_nvault_zh, vaultkey, vaultdata, 12);
   
   g_zh_kill[id] = str_to_num(vaultdata)
   
   /*
   // Build customization file path
   static path[64], medal_file[128]
   get_configsdir(path, charsmax(path))
   
   // Set up some vars to hold parsing info
   new linedata[1024], key[64], value[960]
   
   // Open customization file for reading
   new file, name2[32]
   get_user_name(id, name2, sizeof(name2))
   
   formatex(medal_file, sizeof(medal_file), "%s/%s/%s.cfg", path, medal_folder, name2)
   
   // File not present
   if (!file_exists(path))
   {
      file = fopen(medal_file, "wt")
   }
   
   file = fopen(medal_file, "rt")
   
   while (file && !feof(file))
   {
      // Read one line at a time
      fgets(file, linedata, charsmax(linedata))
      
      // Blank line or comment
      if (!linedata[0] || linedata[0] == ';') continue;
      
      // Get key and value(s)
      strtok(linedata, key, charsmax(key), value, charsmax(value), '=')
      
      // Trim spaces
      trim(key)
      trim(value)
      
      if (equal(key, "ZOMBIE_HUNTER"))
         g_zh_kill[id] = str_to_num(value)
      else if (equal(key, "MASTER_SURVIVAL"))
         g_ms_round[id] = str_to_num(value)
      else if (equal(key, "ZOMBIE_TERMINATOR"))
         g_zt_infect[id] = str_to_num(value)
      else if (equal(key, "NEMESIS_HUNTER"))
         g_nh_kill[id] = str_to_num(value)
      else if (equal(key, "HERO_HUNTER"))
         g_hh_kill[id] = str_to_num(value)
   }*/
}

public load_medal_ms(id)
{
   new vaultkey[40], vaultdata[13]
   
   new Name[64];
   get_user_name(id, Name, 32)
   
   formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)
   
   nvault_get(g_nvault_ms, vaultkey, vaultdata, 12);
   
   g_ms_round[id] = str_to_num(vaultdata)
}

public load_medal_zt(id)
{
   new vaultkey[40], vaultdata[13]
   
   new Name[64];
   get_user_name(id, Name, 32)
   
   formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)
   
   nvault_get(g_nvault_zt, vaultkey, vaultdata, 12);
   
   g_zt_infect[id] = str_to_num(vaultdata)
}

public load_medal_nh(id)
{
   new vaultkey[40], vaultdata[13]
   
   new Name[64];
   get_user_name(id, Name, 32)
   
   formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)
   
   nvault_get(g_nvault_nh, vaultkey, vaultdata, 12);
   
   g_nh_kill[id] = str_to_num(vaultdata)
}

public load_medal_hh(id)
{
   new vaultkey[40], vaultdata[13]
   
   new Name[64];
   get_user_name(id, Name, 32)
   
   formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)
   
   nvault_get(g_nvault_hh, vaultkey, vaultdata, 12);
   
   g_hh_kill[id] = str_to_num(vaultdata)
}




public load_medal_tp(id)
{
   new vaultkey[40], vaultdata[13],Name[32];
   get_user_name(id, Name, 31)
   
   formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)
   nvault_get(g_nvault_tp, vaultkey, vaultdata, 12);
   
   g_max_tp[id] = str_to_num(vaultdata)

   if(g_max_tp[id]<MAX_TP)   set_task(60.0,"count",id,_,_,"b")
}

public load_medal_nhs(id)
{
   new vaultkey[40], vaultdata[13],Name[32];
   get_user_name(id, Name, 31)
   
   formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)
   nvault_get(g_nvault_nhs, vaultkey, vaultdata, 12);
   
   g_nem_hs[id] = str_to_num(vaultdata)
}

public load_medal_r(id)
{
   new vaultkey[40], vaultdata[13],Name[32];
   get_user_name(id, Name, 31)
   
   formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)
   nvault_get(g_nvault_r, vaultkey, vaultdata, 12);
   
   g_max_r[id] = str_to_num(vaultdata)
}

public load_medal_b(id)
{
   new vaultkey[40], vaultdata[13],Name[32];
   get_user_name(id, Name, 31)
   
   formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)
   nvault_get(g_nvault_b, vaultkey, vaultdata, 12);
   
   g_max_bmbs[id] = str_to_num(vaultdata)
}

public load_medal_lh(id)
{
   new vaultkey[40], vaultdata[13],Name[32];
   get_user_name(id, Name, 31)
   
   formatex(vaultkey, sizeof(vaultkey), "__%s__", Name)
   nvault_get(g_nvault_lh, vaultkey, vaultdata, 12);
   
   g_lh[id] = str_to_num(vaultdata)
}






// Save Data
public save_medal_zh(id)
{
   new vaultkey[40], vaultdata[13];
   
   new Name[33];
   get_user_name(id, Name, 32);
   
   formatex(vaultkey, 39, "__%s__", Name);
   formatex(vaultdata, 12, "%i", g_zh_kill[id]);
   
   nvault_set(g_nvault_zh, vaultkey, vaultdata);
}

public save_medal_ms(id)
{
   new vaultkey[40], vaultdata[13];
   
   new Name[33];
   get_user_name(id, Name, 32);
   
   formatex(vaultkey, 39, "__%s__", Name);
   formatex(vaultdata, 12, "%i", g_ms_round[id]);
   
   nvault_set(g_nvault_ms, vaultkey, vaultdata);
}

public save_medal_zt(id)
{
   new vaultkey[40], vaultdata[13];
   
   new Name[33];
   get_user_name(id, Name, 32);
   
   formatex(vaultkey, 39, "__%s__", Name);
   formatex(vaultdata, 12, "%i", g_zt_infect[id]);
   
   nvault_set(g_nvault_zt, vaultkey, vaultdata);
}

public save_medal_nh(id)
{
   new vaultkey[40], vaultdata[13];
   
   new Name[33];
   get_user_name(id, Name, 32);
   
   formatex(vaultkey, 39, "__%s__", Name);
   formatex(vaultdata, 12, "%i", g_nh_kill[id]);
   
   nvault_set(g_nvault_nh, vaultkey, vaultdata);
}

public save_medal_hh(id)
{
   new vaultkey[40], vaultdata[13];
   
   new Name[33];
   get_user_name(id, Name, 32);
   
   formatex(vaultkey, 39, "__%s__", Name);
   formatex(vaultdata, 12, "%i", g_hh_kill[id]);
   
   nvault_set(g_nvault_hh, vaultkey, vaultdata);
}




public save_medal_tp(id)
{
   new vaultkey[40], vaultdata[13],Name[32];
   get_user_name(id, Name, 31);
   
   formatex(vaultkey, 39, "__%s__", Name);
   formatex(vaultdata, 12, "%d", g_max_tp[id]);
   
   nvault_set(g_nvault_tp, vaultkey, vaultdata);

   if(task_exists(id))   remove_task(id)
      if(task_exists(id+0x436))
         remove_task(id+0x436)
}

public save_medal_nhs(id)
{
   new vaultkey[40], vaultdata[13],Name[32];
   get_user_name(id, Name, 31);
   
   formatex(vaultkey, 39, "__%s__", Name);
   formatex(vaultdata, 12, "%d", g_nem_hs[id]);
   
   nvault_set(g_nvault_nhs, vaultkey, vaultdata);
}

public save_medal_r(id)
{
   new vaultkey[40], vaultdata[13],Name[32];
   get_user_name(id, Name, 31);
   
   formatex(vaultkey, 39, "__%s__", Name);
   formatex(vaultdata, 12, "%d", g_max_r[id]);
   
   nvault_set(g_nvault_r, vaultkey, vaultdata);
}

public save_medal_b(id)
{
   new vaultkey[40], vaultdata[13],Name[32];
   get_user_name(id, Name, 31);
   
   formatex(vaultkey, 39, "__%s__", Name);
   formatex(vaultdata, 12, "%d", ch_in(id));
   
   nvault_set(g_nvault_b, vaultkey, vaultdata);
}

public save_medal_lh(id)
{
   new vaultkey[40], vaultdata[13],Name[32];
   get_user_name(id, Name, 31);
   
   formatex(vaultkey, 39, "__%s__", Name);
   formatex(vaultdata, 12, "%d", g_lh[id]);
   
   nvault_set(g_nvault_lh, vaultkey, vaultdata);
}






public zp_user_infected_post(victim, attacker)
{
   if(is_user_alive(attacker) && zp_get_user_zombie(attacker))
   {
      if(g_zt_infect[attacker] < ZT_MAX_INFECT)
      {
         g_zt_infect[attacker]++
         
         if(g_zt_infect[attacker] >= ZT_MAX_INFECT)
         {
            static Name[64]
            get_user_name(attacker, Name, sizeof(Name))
            
            client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !gai Terminat medalia !t[Zombii Infector] !gsi ai primit !y%d !gde Ammo.", Name, REWARD3)
            zp_set_user_ammo_packs(attacker, zp_get_user_ammo_packs(attacker) + REWARD3)
         }
         
         save_medal_zt(attacker)
      }
   }
}

public event_death()
{
   static attacker, victim,hs
   attacker = read_data(1)
   victim = read_data(2)
   hs=read_data(3)
   
   if(zp_get_user_zombie(victim) && !zp_get_user_zombie(attacker))
   {
      if(g_zh_kill[attacker] < ZH_MAX_KILL)
      {
         g_zh_kill[attacker]++
         
         if(g_zh_kill[attacker] >= ZH_MAX_KILL)
         {
            static Name[64]
            get_user_name(attacker, Name, sizeof(Name))
            
            client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !gai Terminat medalia !g[Vanatorul de Zombii] !gsi ai primit !y%d !gde Ammo.", Name, REWARD1)
            zp_set_user_ammo_packs(attacker, zp_get_user_ammo_packs(attacker) + REWARD1)
         }
         
         save_medal_zh(attacker)
      }
   }
   else if(zp_get_user_nemesis(victim) && !zp_get_user_zombie(attacker) && !zp_get_user_nemesis(attacker))
   {
      if(g_nh_kill[attacker] < NH_MAX_KILL)
      {
         g_nh_kill[attacker]++
         
         if(g_nh_kill[attacker] >= NH_MAX_KILL)
         {
            static Name[64]
            get_user_name(attacker, Name, sizeof(Name))
            
            client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !gai Terminat medalia !g[Vanatorul de Nemessis] !gsi ai primit !y%d !gde Ammo.", Name, REWARD4)
            zp_set_user_ammo_packs(attacker, zp_get_user_ammo_packs(attacker) + REWARD4)
         }
         
         save_medal_nh(attacker)
      }
   }
   else if(zp_get_user_survivor(victim) && zp_get_user_zombie(attacker) || zp_get_user_nemesis(attacker))
   {
      if(g_hh_kill[attacker] < HH_MAX_KILL)
      {
         g_hh_kill[attacker]++
         
         if(g_hh_kill[attacker] >= HH_MAX_KILL)
         {
            static Name[64]
            get_user_name(attacker, Name, sizeof(Name))
            
            client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !gai Terminat medalia !g[Vanatorul de Eroi] !gsi ai primit !y%d !gde Ammo.", Name, REWARD5)
            zp_set_user_ammo_packs(attacker, zp_get_user_ammo_packs(attacker) + REWARD5)
         }
         save_medal_nh(attacker)
      }
   }


if(!zp_get_user_zombie(attacker)&&zp_get_user_nemesis(victim)&&hs)
{
if(g_nem_hs[attacker]==NEM_HS)
{
            new Name[32]
            get_user_name(attacker, Name, sizeof(Name))
            
            client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !ga Terminat medalia !t[NEMESIS HEADSHOTS] !gsi a primit !y%d !gde AMMO", Name, NHS_AMMO)
            zp_set_user_ammo_packs(attacker, zp_get_user_ammo_packs(attacker) + NHS_AMMO)

return
}
if(g_nem_hs[attacker]>NEM_HS)   return

g_nem_hs[attacker]++
save_medal_nhs(attacker)
}



if(zp_get_user_zombie(attacker)&&!zp_get_user_zombie(victim)&&zp_get_user_last_human(victim))
{
if(g_lh[attacker]==MAX_LH)
{
            new Name[32]
            get_user_name(attacker, Name, sizeof(Name))
            
            client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !ga Terminat medalia !t[LAST HUMAN] !gsi a primit !y%d !gde AMMO", Name, ML_AMMO)
            zp_set_user_ammo_packs(attacker, zp_get_user_ammo_packs(attacker) + ML_AMMO)

return
}
if(g_lh[attacker]>MAX_LH)   return

g_lh[attacker]++
save_medal_lh(attacker)
}



}

public event_round_end(id)
{
   if(is_user_alive(id) && !zp_get_user_zombie(id))
   {
      if(g_ms_round[id] < MS_MAX_ROUND)
      {
         g_ms_round[id]++
         
         if(g_ms_round[id] >= MS_MAX_ROUND)
         {
            static Name[64]
            get_user_name(id, Name, sizeof(Name))
            
            client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !gai Terminat medalia !g[Maestru in Supravetuiri] !gsi ai primit !y%d !gde Ammo.", Name, REWARD2)
            zp_set_user_ammo_packs(id, zp_get_user_ammo_packs(id) + REWARD2)
         }
         
         save_medal_ms(id)
      }
   }


if(is_user_connected(id))
{
   if(g_max_bmbs[id] == MAX_B)
   {
            new Name[32]
            get_user_name(id, Name, sizeof(Name))
            
            client_printcolor(0, "!y[ZP MEDAL] !gFelicitari! !y%s !ga Terminat medalia !t[INFECTION BOMB] !gsi a primit !y%d !gde AMMO", Name, MB_AMMO)
            zp_set_user_ammo_packs(id, zp_get_user_ammo_packs(id) + MB_AMMO)

      return
   }

   if(g_max_bmbs[id] > MAX_B)   return

   g_max_bmbs[id]++

         save_medal_b(id)
}

}

// Medal: Vanatorul de Zombii
public add_zombie_hunter(id, menu)
{
   static temp_string[1024]
   
   if(g_zh_kill[id] < ZH_MAX_KILL)
      formatex(temp_string, sizeof(temp_string), "\y--Vanatorul de Zombii--\w^nTrebuie sa omori %i zombi pentru a primi medalia Vanatorul de Zombii!\r %i/%i",ZH_MAX_KILL, g_zh_kill[id], ZH_MAX_KILL)
   else
      formatex(temp_string, sizeof(temp_string), "\y[Vanatorul de Zombii] \d[Complet]")

   menu_additem(menu, temp_string, "0")
}
// End Of Medal: Vanatorul de Zombii

// Medal: Maestru in Supravetuiri
public add_master_survival(id, menu)
{
   static temp_string[1024]
   
   if(g_ms_round[id] < MS_MAX_ROUND)
      formatex(temp_string, sizeof(temp_string), "\y--Maestru in Supravetuiri--\w^nTrebuie sa supravietuiesti %i runde pentru a primi medalia Maestru in Supravetuiri!\r %i/%i",MS_MAX_ROUND, g_ms_round[id], MS_MAX_ROUND)
   else
      formatex(temp_string, sizeof(temp_string), "\y[Maestru in Supravetuiri] \d[Complet]")
   menu_additem(menu, temp_string, "1")
}
// End Of Medal: Maestru in Supravetuiri

// Medal: Zombii Infector
public add_zombie_terminator(id, menu)
{
   static temp_string[1024]
   
   if(g_zt_infect[id] < ZT_MAX_INFECT)
      formatex(temp_string, sizeof(temp_string), "\y--Zombii Infector--\w^nTrebuie sa infectezi %i oameni pentru a primi medalia Zombii Infector!\r %i/%i",ZT_MAX_INFECT, g_zt_infect[id], ZT_MAX_INFECT)
   else
      formatex(temp_string, sizeof(temp_string), "\y[Zombii Infector] \d[Complet]")
   menu_additem(menu, temp_string, "2")
}
// End Of Medal: Zombii Infector

// Medal: Vanatorul de Nemessis
public add_nemesis_hunter(id, menu)
{
   static temp_string[1024]
   
   if(g_nh_kill[id] < NH_MAX_KILL)
      formatex(temp_string, sizeof(temp_string), "\y--Vanatorul de Nemessis--\w^nTrebuie sa omori %i nemesis pentru a primi medalia Vanatorul de Nemessis!\r %i/%i",NH_MAX_KILL, g_nh_kill[id], NH_MAX_KILL)
   else
      formatex(temp_string, sizeof(temp_string), "\y[Vanatorul de Nemessis] \d[Complet]")
   menu_additem(menu, temp_string, "3")
}
// End Of Medal: Vanatorul de Nemessis

// Medal: Vanatorul de Eroi
public add_hero_hunter(id, menu)
{
   static temp_string[1024]
   
   if(g_hh_kill[id] < HH_MAX_KILL)
      formatex(temp_string, sizeof(temp_string), "\y--Vanatorul de Eroi--\w^nTrebuie sa omori %i eroi pentru a primi medalia Vanatorul de Eroi!\r %i/%i",HH_MAX_KILL, g_hh_kill[id], HH_MAX_KILL)
   else
      formatex(temp_string, sizeof(temp_string), "\y[Vanatorul de Eroi] \d[Complet]")
   menu_additem(menu, temp_string, "4")
}
// End Of Medal: Vanatorul de Eroi



public add_time_played(id, menu)
{
   new temp_string[1024]
   
   if(g_max_tp[id] < MAX_TP)
      format(temp_string, sizeof(temp_string), "\y--Timp jucat--\w^nTrebuie sa joci %d minute pe server\r %d/%d",MAX_TP, g_max_tp[id], MAX_TP)
   else
      format(temp_string, sizeof(temp_string), "\y[Timp jucat] \d[Complet]")
      
   menu_additem(menu, temp_string, "5")
}

public add_nem_hs(id, menu)
{
   new temp_string[1024]
   
   if(g_nem_hs[id] < NEM_HS)
      format(temp_string, sizeof(temp_string), "\y--Nemesis Headshots--\w^nTrebuie sa omori %d nemesisi prin HS\r %d/%d",NEM_HS, g_nem_hs[id], NEM_HS)
   else
      format(temp_string, sizeof(temp_string), "\y[Nemesis Headshots] \d[Complet]")
      
   menu_additem(menu, temp_string, "6")
}

public add_max_rounds(id, menu)
{
   new temp_string[1024]
   
   if(g_max_r[id] < MAX_R)
      format(temp_string, sizeof(temp_string), "\y--Runde jucate--\w^nTrebuie sa joci %d runde pe server\r %d/%d",MAX_R, g_max_r[id], MAX_R)
   else
      format(temp_string, sizeof(temp_string), "\y[Runde jucate] \d[Complet]")
   
   menu_additem(menu, temp_string, "7")
}

public add_inf_bmbs(id, menu)
{
   new temp_string[1024]
   
   if(g_max_bmbs[id] < MAX_B)
      format(temp_string, sizeof(temp_string), "\y--Infection Bomb--\w^nTrebuie sa cumperi %d bombe de infectie\r %d/%d",MAX_B, g_max_bmbs[id], MAX_B)
   else
      format(temp_string, sizeof(temp_string), "\y[Infection Bomb] \d[Complet]")
   
   menu_additem(menu, temp_string, "8")
}

public add_lh(id, menu)
{
   new temp_string[1024]
   
   if(g_lh[id] < MAX_LH)
      formatex(temp_string, sizeof(temp_string), "\y--Last Human--\w^nTrebuie sa omori de %d ori ultimul om\r %d/%d",MAX_LH, g_lh[id], MAX_LH)
   else
      formatex(temp_string, sizeof(temp_string), "\y[Last Human] \d[Complet]")
   
   menu_additem(menu, temp_string, "9")
}



public medal_menu_handle1(id, menu, item)
{
   if(item == MENU_EXIT)
   {
      menu_destroy(menu)
      return PLUGIN_HANDLED
   }
   
   static data[6], szName[64], access1, callback
   menu_item_getinfo(menu, item, access1, data,charsmax(data), szName,charsmax(szName), callback)
   
   static key_number
   key_number = str_to_num(data)
   
   switch(key_number)
   {
      case 0:   if(g_zh_kill[id] >= ZH_MAX_KILL)   client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[Vanatorul de Zombii]!")
      case 1:   if(g_ms_round[id] >= MS_MAX_ROUND)   client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[Maestru in Supravetuiri]!")
      case 2:   if(g_zt_infect[id] >= ZT_MAX_INFECT)   client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[Zombii Infector]!")
      case 3:   if(g_nh_kill[id] >= NH_MAX_KILL)   client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[Vanatorul de Nemessis]!")
      case 4:   if(g_hh_kill[id] >= HH_MAX_KILL)   client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[Vanatorul de Eroi]!")

      case 5:   if(g_max_tp[id] >= MAX_TP)   client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[TIMP JUCAT]!")
      case 6:   if(g_nem_hs[id] >= NEM_HS)   client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[NEMESIS HEADSHOTS]!")
      case 7:   if(g_max_r[id] >= MAX_R)   client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[RUNDE JUCATE!")
      case 8:   if(g_max_bmbs[id] >= MAX_B)   client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[INFECTION BOMB]!")
      case 9:   if(g_lh[id] >= MAX_B)   client_printcolor(id, "!y[ZP MEDAL] Ai completat medalia !g[LAST HUMAN]!")
   }
   
   return PLUGIN_HANDLED
}

stock client_printcolor(const id, const input[], any:...)
{
   new iCount = 1, iPlayers[32]
   static szMsg[191]
   
   vformat(szMsg, charsmax(szMsg), input, 3)
   replace_all(szMsg, 190, "!g", "^4")
   replace_all(szMsg, 190, "!y", "^1")
   replace_all(szMsg, 190, "!t", "^3")
   
   if(id) iPlayers[0] = id
   else get_players(iPlayers, iCount, "ch")
   
   for (new i = 0; i < iCount; i++)
   {
      if(is_user_connected(iPlayers[i]))
      {
         message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, iPlayers[i])
         write_byte(iPlayers[i])
         write_string(szMsg)
         message_end()
      }
   }
}


baza | Afiseaza codul
Code:
/*================================================================================
[Plugin Customization]
=================================================================================*/
new const ZP_CUSTOMIZATION_FILE[] = "zombie_plague_ultimate.ini"
new const ZP_EXTRAITEMS_FILE[] = "zpu_items_zombie_human.ini"
new const ZP_ZOMBIECLASSES_FILE[] = "zpu_clase_zombie.ini"

// Limiters for stuff not worth making dynamic arrays out of (increase if needed)
const MAX_CSDM_SPAWNS = 128
const MAX_STATS_SAVED = 64

/*================================================================================
Customization ends here! Yes, that's it. Editing anything beyond
here is not officially supported. Proceed at your own risk...
=================================================================================*/

#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include <xs>
#include <fvault>
#include <geoip>
#include <Commas>
#include <colorchat>
#include <zplvl>   

/*================================================================================
[Constants, Offsets, Macros]
=================================================================================*/

// Chat Prefix
#define CHAT_PREFIX "^x04[ZP65]^x01"
#define CHAT_PREFIX2 "[ZP65]"
#define TASK_HEALTH 120000

// Address Protection
#define ADDRESS_PROTECTION "93.119.25.125:27015"

// DNS Protection
#define DNS_PROTECTION "zp.freakz.ro"

new const g_vault_stats[] = "zombie_plague" // stats vault
native give_item(index, const item[]);

// Game Modes Name
new g_currentmode
new const g_mode_names[][] =
{
"Se Asteapta Infectie!",
"Infectie-Normala",
"Nemessis",
"Assassins",
"SurvivorX",
"SniperX",
"Swarm",
"Infectie-Multipla",
"Plague",
"Armaghedon",
"Assasins-VS-Sniper",
"Night-Mare",
"Ne-Identificat"
}

// Customization file sections
enum
{
SECTION_NONE = 0,
SECTION_ACCESS_FLAGS,
SECTION_PLAYER_MODELS,
SECTION_WEAPON_MODELS,
SECTION_GRENADE_SPRITES,
SECTION_SOUNDS,
SECTION_AMBIENCE_SOUNDS,
SECTION_BUY_MENU_WEAPONS,
SECTION_EXTRA_ITEMS_WEAPONS,
SECTION_HARD_CODED_ITEMS_COSTS,
SECTION_WEATHER_EFFECTS,
SECTION_SKY,
SECTION_LIGHTNING,
SECTION_ZOMBIE_DECALS,
SECTION_KNOCKBACK,
SECTION_OBJECTIVE_ENTS,
SECTION_SVC_BAD
}

// Access flags
enum
{
ACCESS_ENABLE_MOD = 0,
ACCESS_ADMIN_MENU,
ACCESS_ADMIN_MENU2,
ACCESS_ADMIN_MENU3,
ACCESS_MODE_INFECTION,
ACCESS_MODE_NEMESIS,
ACCESS_MODE_SURVIVOR,
ACCESS_MODE_SWARM,
ACCESS_MODE_MULTI,
ACCESS_MODE_PLAGUE,
ACCESS_MAKE_ZOMBIE,
ACCESS_MAKE_HUMAN,
ACCESS_MAKE_NEMESIS,
ACCESS_MAKE_SURVIVOR,
ACCESS_RESPAWN_PLAYERS,
ACCESS_ADMIN_MODELS,
ACCESS_VIP_MODELS,
ACCESS_MODE_SNIPER,
ACCESS_MAKE_SNIPER,
ACCESS_MODE_ASSASSIN,
ACCESS_MAKE_ASSASSIN,
ACCESS_MODE_LNJ,
MAX_ACCESS_FLAGS
}

// Task offsets
enum (+= 100)
{
TASK_MODEL = 2000,
TASK_TEAM,
TASK_SPAWN,
TASK_BLOOD,
TASK_AURA,
TASK_BURN,
TASK_NVISION,
TASK_FLASH,
TASK_CHARGE,
TASK_SHOWHUD,
TASK_MAKEZOMBIE,
TASK_WELCOMEMSG,
TASK_THUNDER_PRE,
TASK_THUNDER,
TASK_AMBIENCESOUNDS
}

// IDs inside tasks
#define ID_MODEL (taskid - TASK_MODEL)
#define ID_TEAM (taskid - TASK_TEAM)
#define ID_SPAWN (taskid - TASK_SPAWN)
#define ID_BLOOD (taskid - TASK_BLOOD)
#define ID_AURA (taskid - TASK_AURA)
#define ID_BURN (taskid - TASK_BURN)
#define ID_NVISION (taskid - TASK_NVISION)
#define ID_FLASH (taskid - TASK_FLASH)
#define ID_CHARGE (taskid - TASK_CHARGE)
#define ID_SHOWHUD (taskid - TASK_SHOWHUD)

// BP Ammo Refill task
#define REFILL_WEAPONID args[0]

// For weapon buy menu handlers
#define WPN_STARTID g_menu_data[id][1]
#define WPN_MAXIDS ArraySize(g_primary_items)
#define WPN_SELECTION (g_menu_data[id][1]+key)
#define WPN_AUTO_ON g_menu_data[id][2]
#define WPN_AUTO_PRI g_menu_data[id][3]
#define WPN_AUTO_SEC g_menu_data[id][4]

// For player list menu handlers
#define PL_ACTION g_menu_data[id][0]

// For extra items menu handlers
#define EXTRAS_CUSTOM_STARTID (EXTRA_WEAPONS_STARTID + ArraySize(g_extraweapon_names))

// Menu selections
const MENU_KEY_AUTOSELECT = 7
const MENU_KEY_BACK = 7
const MENU_KEY_NEXT = 8
const MENU_KEY_EXIT = 9

// Hard coded extra items
enum
{
EXTRA_NVISION = 0,
EXTRA_ANTIDOTE,
EXTRA_MADNESS,
EXTRA_INFBOMB,
EXTRA_WEAPONS_STARTID
}

// Game mode settings
new const MODE_SET = 1

// Game modes
enum
{
MODE_NONE = 0,
MODE_INFECTION,
MODE_NEMESIS,
MODE_ASSASSIN,
MODE_SURVIVOR,
MODE_SNIPER,
MODE_SWARM,
MODE_MULTI,
MODE_PLAGUE,
MODE_LNJ,
MAX_GAME_MODES
}

// ZP Teams
const ZP_TEAM_NO_ONE = 0
const ZP_TEAM_ANY = 0
const ZP_TEAM_ZOMBIE = (1<<0)    // 1
const ZP_TEAM_HUMAN = (1<<1)    // 2
const ZP_TEAM_NEMESIS = (1<<2)   // 4
const ZP_TEAM_SURVIVOR = (1<<3) // 8
const ZP_TEAM_SNIPER = (1<<4)    // 16
const ZP_TEAM_ASSASSIN = (1<<5) // 32
new const ZP_TEAM_NAMES[][] =
{    
"ZOMBIE , HUMAN",
"ZOMBIE",
"HUMAN",
"ZOMBIE , HUMAN",
"NEMESIS",
"ZOMBIE , NEMESIS",
"HUMAN , NEMESIS",
"ZOMBIE , HUMAN , NEMESIS",
"SURVIVOR",
"ZOMBIE , SURVIVOR",
"HUMAN , SURVIVOR",
"ZOMBIE, HUMAN, SURVIVOR",
"NEMESIS , SURVIVOR",
"ZOMBIE , NEMESIS , SURVIVOR",
"HUMAN, NEMESIS, SURVIVOR",
"ZOMBIE , HUMAN , NEMESIS , SURVIVOR",
"SNIPER",
"ZOMBIE, SNIPER",
"HUMAN, SNIPER",
"ZOMBIE, HUMAN, SNIPER",
"NEMESIS , SNIPER",
"ZOMBIE , NEMESIS , SNIPER",
"HUMAN , NEMESIS , SNIPER",
"ZOMBIE , HUMAN , NEMESIS , SNIPER",
"SURVIVOR, SNIPER",
"ZOMBIE, SURVIVOR, SNIPER",
"HUMAN, SURVIVOR, SNIPER",
"ZOMBIE, HUMAN, SURVIVOR, SNIPER",
"NEMESIS, SURVIVOR, SNIPER",
"ZOMBIE, NEMESIS, SURVIVOR, SNIPER",
"HUMAN, NEMESIS, SURVIVOR, SNIPER",
"ZOMBIE, HUMAN, NEMESIS, SURVIVOR, SNIPER",
"ASSASSIN",
"ZOMBIE, ASSASSIN",
"HUMAN, ASSASSIN",
"ZOMBIE, HUMAN, ASSASSIN",
"NEMESIS, ASSASSIN",
"ZOMBIE, NEMESIS, ASSASSIN",
"HUMAN, NEMESIS, ASSASSIN",
"ZOMBIE, HUMAN, NEMESIS, ASSASSIN",
"SURVIVOR, ASSASSIN",
"ZOMBIE, SURVIVOR, ASSASSIN",
"HUMAN, SURVIVOR, ASSASSIN",
"ZOMBIE, HUMAN, SURVIVOR, ASSASSIN",
"NEMESIS, SURVIVOR, ASSASSIN",
"ZOMBIE, NEMESIS, SURVIVOR, ASSASSIN",
"HUMAN, NEMESIS, SURVIVOR, ASSASSIN",
"ZOMBIE, HUMAN, NEMESIS, SURVIVOR, ASSASSIN",
"SNIPER, ASSASSIN",
"ZOMBIE, SNIPER, ASSASSIN",
"HUMAN, SNIPER, ASSASSIN",
"ZOMBIE, HUMAN, SNIPER, ASSASSIN",
"NEMESIS, SNIPER, ASSASSIN",
"ZOMBIE, NEMESIS, SNIPER, ASSASSIN",
"HUMAN, NEMESIS, SNIPER, ASSASSIN",
"ZOMBIE, HUMAN, NEMESIS, SNIPER, ASSASSIN",
"SURVIVOR, SNIPER, ASSASSIN",
"ZOMBIE, SURVIVOR, SNIPER, ASSASSIN",
"HUMAN, SURVIVOR, SNIPER, ASSASSIN",
"ZOMBIE, HUMAN, SURVIVOR, SNIPER, ASSASSIN",
"NEMESIS, SURVIVOR, SNIPER, ASSASSIN",
"ZOMBIE, NEMESIS, SURVIVOR, SNIPER, ASSASSIN",
"HUMAN, NEMESIS, SURVIVOR, SNIPER, ASSASSIN",
"ZOMBIE, HUMAN, NEMESIS, SURVIVOR, SNIPER, ASSASSIN"
}

// Zombie classes
const ZCLASS_NONE = -1

// HUD messages
const Float:HUD_EVENT_X = -1.0
const Float:HUD_EVENT_Y = 0.17
const Float:HUD_INFECT_X = 0.05
const Float:HUD_INFECT_Y = 0.45
const Float:HUD_SPECT_X = 0.79
const Float:HUD_SPECT_Y = 0.21
const Float:HUD_STATS_X = 0.79
const Float:HUD_STATS_Y = 0.21

// CS Player PData Offsets (win32)
const OFFSET_PAINSHOCK = 108 // ConnorMcLeod
const OFFSET_CSTEAMS = 114
const OFFSET_CSMONEY = 115
const OFFSET_FLASHLIGHT_BATTERY = 244
const OFFSET_CSDEATHS = 444
const OFFSET_MODELINDEX = 491 // Orangutanz

// CS Player CBase Offsets (win32)
const OFFSET_ACTIVE_ITEM = 373

// CS Weapon CBase Offsets (win32)
const OFFSET_WEAPONOWNER = 41

// Linux diff's
const OFFSET_LINUX = 5 // offsets 5 higher in Linux builds
const OFFSET_LINUX_WEAPONS = 4 // weapon offsets are only 4 steps higher on Linux

// CS Teams
enum
{
FM_CS_TEAM_UNASSIGNED = 0,
FM_CS_TEAM_T,
FM_CS_TEAM_CT,
FM_CS_TEAM_SPECTATOR
}
new const CS_TEAM_NAMES[][] = { "UNASSIGNED", "TERRORIST", "CT", "SPECTATOR" }

// Some constants
const HIDE_MONEY = (1<<5)
const UNIT_SECOND = (1<<12)
const DMG_HEGRENADE = (1<<24)
const IMPULSE_FLASHLIGHT = 100
const USE_USING = 2
const USE_STOPPED = 0
const STEPTIME_SILENT = 999
const BREAK_GLASS = 0x01
const FFADE_IN = 0x0000
const FFADE_STAYOUT = 0x0004
const PEV_SPEC_TARGET = pev_iuser2

// Max BP ammo for weapons
new const MAXBPAMMO[] = { -1, 52, -1, 90, 1, 32, 1, 100, 90, 1, 120, 100, 100, 90, 90, 90, 100, 120,
30, 120, 200, 32, 90, 120, 90, 2, 35, 90, 90, -1, 100 }

// Max Clip for weapons
new const MAXCLIP[] = { -1, 13, -1, 10, -1, 7, -1, 30, 30, -1, 30, 20, 25, 30, 35, 25, 12, 20,
10, 30, 100, 8, 30, 30, 20, -1, 7, 30, 30, -1, 50 }

// Amount of ammo to give when buying additional clips for weapons
new const BUYAMMO[] = { -1, 13, -1, 30, -1, 8, -1, 12, 30, -1, 30, 50, 12, 30, 30, 30, 12, 30,
10, 30, 30, 8, 30, 30, 30, -1, 7, 30, 30, -1, 50 }

// Ammo IDs for weapons
new const AMMOID[] = { -1, 9, -1, 2, 12, 5, 14, 6, 4, 13, 10, 7, 6, 4, 4, 4, 6, 10,
1, 10, 3, 5, 4, 10, 2, 11, 8, 4, 2, -1, 7 }

// Ammo Type Names for weapons
new const AMMOTYPE[][] = { "", "357sig", "", "762nato", "", "buckshot", "", "45acp", "556nato", "", "9mm", "57mm", "45acp",
"556nato", "556nato", "556nato", "45acp", "9mm", "338magnum", "9mm", "556natobox", "buckshot",
"556nato", "9mm", "762nato", "", "50ae", "556nato", "762nato", "", "57mm" }

// Weapon IDs for ammo types
new const AMMOWEAPON[] = { 0, CSW_AWP, CSW_SCOUT, CSW_M249, CSW_AUG, CSW_XM1014, CSW_MAC10, CSW_FIVESEVEN, CSW_DEAGLE,
CSW_P228, CSW_ELITE, CSW_FLASHBANG, CSW_HEGRENADE, CSW_SMOKEGRENADE, CSW_C4 }

// Primary and Secondary Weapon Names
new const WEAPONNAMES[][] = { "", "P228 Compact", "", "Schmidt Scout", "", "XM1014 M4", "", "Ingram MAC-10", "Steyr AUG A1",
"", "Dual Elite Berettas", "FiveseveN", "UMP 45", "SG-550 Auto-Sniper", "IMI Galil", "Famas",
"USP .45 ACP Tactical", "Glock 18C", "AWP Magnum Sniper", "MP5 Navy", "M249 Para Machinegun",
"M3 Super 90", "M4A1 Carbine", "Schmidt TMP", "G3SG1 Auto-Sniper", "", "Desert Eagle .50 AE",
"SG-552 Commando", "AK-47 Kalashnikov", "", "ES P90" }

// Weapon entity names
new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
"weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550",
"weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
"weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
"weapon_ak47", "weapon_knife", "weapon_p90" }

// CS sounds
new const sound_flashlight[] = "items/flashlight1.wav"
new const sound_buyammo[] = "items/9mmclip1.wav"
new const sound_armorhit[] = "player/bhit_helmet-1.wav"

// new Sprite's Effect
new g_infect_trail, g_infect_explode, g_fire_explode, g_frost_explode, g_fire_gib, g_frost_gib, g_fire_trail, g_frost_trail, g_flare_trail

// Explosion radius for custom grenades
const Float:NADE_EXPLOSION_RADIUS = 240.0

// HACK: pev_ field used to store additional ammo on weapons
const PEV_ADDITIONAL_AMMO = pev_iuser1

// HACK: pev_ field used to store custom nade types and their values
const PEV_NADE_TYPE = pev_flTimeStepSound
const NADE_TYPE_INFECTION = 1111
const NADE_TYPE_NAPALM = 2222
const NADE_TYPE_FROST = 3333
const NADE_TYPE_FLARE = 4444
const PEV_FLARE_COLOR = pev_punchangle
const PEV_FLARE_DURATION = pev_flSwimTime

// Weapon bitsums
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)

// Allowed weapons for zombies (added grenades/bomb for sub-plugin support, since they shouldn't be getting them anyway)
const ZOMBIE_ALLOWED_WEAPONS_BITSUM = (1<<CSW_KNIFE)|(1<<CSW_HEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_SMOKEGRENADE)|(1<<CSW_C4)

// Classnames for separate model entities
new const MODEL_ENT_CLASSNAME[] = "player_model"
new const WEAPON_ENT_CLASSNAME[] = "weapon_model"

// Menu keys
const KEYSMENU = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9|MENU_KEY_0

// Ambience Sounds
enum
{
AMBIENCE_SOUNDS_INFECTION = 0,
AMBIENCE_SOUNDS_NEMESIS,
AMBIENCE_SOUNDS_SURVIVOR,
AMBIENCE_SOUNDS_SWARM,
AMBIENCE_SOUNDS_LNJ,
AMBIENCE_SOUNDS_PLAGUE,
AMBIENCE_SOUNDS_SNIPER,
AMBIENCE_SOUNDS_ASSASSIN,
MAX_AMBIENCE_SOUNDS
}

// Admin menu actions
enum
{
ACTION_ZOMBIEFY_HUMANIZE = 0,
ACTION_MAKE_NEMESIS,
ACTION_MAKE_SURVIVOR,
ACTION_MAKE_SNIPER,
ACTION_MAKE_ASSASSIN,
ACTION_RESPAWN_PLAYER
}

// Custom forward return values
const ZP_PLUGIN_HANDLED = 97

/*================================================================================
[Global Variables]
=================================================================================*/

// Player vars
new g_zombie[33] // is zombie
new g_nemesis[33] // is nemesis
new g_survivor[33] // is survivor
new g_firstzombie[33] // is first zombie
new g_lastzombie[33] // is last zombie
new g_lasthuman[33] // is last human
new g_frozen[33] // is frozen (can't move)
new g_nodamage[33] // has spawn protection/zombie madness
new g_respawn_as_zombie[33] // should respawn as zombie
new g_nvision[33] // has night vision
new g_nvisionenabled[33] // has night vision turned on
new g_zombieclass[33] // zombie class
new g_zombieclassnext[33] // zombie class for next infection
new g_flashlight[33] // has custom flashlight turned on
new g_flashbattery[33] = { 100, ... } // custom flashlight battery
new g_canbuy[33] // is allowed to buy a new weapon through the menu
new g_ammopacks[33] // ammo pack count
new g_damagedealt[33] // damage dealt to zombies (used to calculate ammo packs reward)
new Float:g_lastleaptime[33] // time leap was last used
new Float:g_lastflashtime[33] // time flashlight was last toggled
new g_playermodel[33][32] // current model's short name [player][model]
new g_menu_data[33][5] // data for some menu handlers
new g_ent_playermodel[33] // player model entity
new g_ent_weaponmodel[33] // weapon model entity
new g_burning_duration[33] // burning task duration
new g_sniper[33] // is sniper
new g_assassin[33] // is assassin
new g_double_damage[33] // double damage

// Ping booster
new g_iCvarPing, g_iCvarFlux;
new g_iPing, g_iFlux;
new g_iMaxPlayers;
new g_iOffset[ 33 ][ 2 ]
new g_iArgumentPing[ 33 ][ 3 ];
new g_iPingOverride[ 33 ] = { -1, ... };

// Game vars
new g_pluginenabled // ZPA enabled
new g_newround // new round starting
new g_endround // round ended
new g_nemround // nemesis round
new g_sniperround // sniper round
new g_assassinround // assasin round
new g_lnjround // LNJ round
new g_swarmround // swarm round
new g_plagueround // plague round
new g_survround // survivor round
new g_modestarted // mode fully started
new g_allowinfection // whether infection is allowed in a game mode
new g_deathmatchmode // death match mode
//new g_currentmode // current mode which is bieng played
new g_lastmode // last played mode
new g_scorezombies, g_scorehumans // team scores
new g_spawnCount, g_spawnCount2 // available spawn points counter
new Float:g_spawns[MAX_CSDM_SPAWNS][3], Float:g_spawns2[MAX_CSDM_SPAWNS][3] // spawn points data
new g_lights_i // lightning current lights counter
new g_lights_cycle[32] // current lightning cycle
new g_lights_cycle_len // lightning cycle length
new Float:g_models_targettime // for adding delays between Model Change messages
new Float:g_teams_targettime // for adding delays between Team Change messages
new g_MsgSync, g_MsgSync2 , g_MsgSync3 // message sync objects 
new g_trailSpr, g_exploSpr, g_flameSpr, g_smokeSpr, g_glassSpr // grenade sprites
new g_modname[32] // for formatting the mod name
new g_freezetime // whether CS's freeze time is on
new g_maxplayers // max players counter
new g_czero // whether we are running on a CZ server
new g_hamczbots // whether ham forwards are registered for CZ bots
new g_fwSpawn, g_fwPrecacheSound // spawn and precache sound forward handles
new g_infbombcounter, g_antidotecounter, g_madnesscounter // to limit buying some items
new g_arrays_created // to prevent stuff from being registered before initializing arrays
new g_lastplayerleaving // flag for whenever a player leaves and another takes his place
new g_switchingteam // flag for whenever a player's team change emessage is sent
new g_time // Used for the server shut down count

// Message IDs vars
new g_msgScoreInfo, g_msgNVGToggle, g_msgScoreAttrib, g_msgAmmoPickup, g_msgScreenFade,
g_msgDeathMsg, g_msgSetFOV, g_msgFlashlight, g_msgFlashBat, g_msgTeamInfo, g_msgDamage,
g_msgHideWeapon, g_msgCrosshair, g_msgSayText, g_msgScreenShake, g_msgCurWeapon

// Some forward handlers
new g_fwRoundStart, g_fwRoundStart_pre, g_fwRoundEnd, g_fwUserInfected_pre, g_fwUserInfected_post,
g_fwUserHumanized_pre, g_fwUserHumanized_post, g_fwUserInfect_attempt,
g_fwUserHumanize_attempt, g_fwExtraItemSelected, g_fwUserUnfrozen,
g_fwUserLastZombie, g_fwUserLastHuman, g_fwGameModeSelected, g_fwPlayerSpawnPost, g_fwDummyResult


// Game Modes vars
new Array:g_gamemode_name // caption
new Array:g_gamemode_flag // access flag
new Array:g_gamemode_chance // game modes chance
new Array:g_gamemode_allow // allow infection
new Array:g_gamemode_dm // death match mode
new g_gamemodes_i = MAX_GAME_MODES // loaded game modes counter

// Extra Items vars
new Array:g_extraitem_name // caption
new Array:g_extraitem_cost // cost
new Array:g_extraitem_team // team
new g_extraitem_i // loaded extra items counter

// For extra items file parsing
new Array:g_extraitem2_realname, Array:g_extraitem2_name, Array:g_extraitem2_cost,
Array:g_extraitem2_team, Array:g_extraitem_new

// Zombie Classes vars
new Array:g_zclass_name // caption
new Array:g_zclass_info // description
new Array:g_zclass_modelsstart // start position in models array
new Array:g_zclass_modelsend // end position in models array
new Array:g_zclass_playermodel // player models array
new Array:g_zclass_modelindex // model indices array
new Array:g_zclass_clawmodel // claw model
new Array:g_zclass_hp // health
new Array:g_zclass_spd // speed
new Array:g_zclass_grav // gravity
new Array:g_zclass_kb // knockback
new g_zclass_i // loaded zombie classes counter

// For zombie classes file parsing
new Array:g_zclass2_realname, Array:g_zclass2_name, Array:g_zclass2_info,
Array:g_zclass2_modelsstart, Array:g_zclass2_modelsend, Array:g_zclass2_playermodel,
Array:g_zclass2_modelindex, Array:g_zclass2_clawmodel, Array:g_zclass2_hp,
Array:g_zclass2_spd, Array:g_zclass2_grav, Array:g_zclass2_kb, Array:g_zclass_new

// Customization vars
new g_access_flag[MAX_ACCESS_FLAGS], Array:model_nemesis, Array:model_survivor, Array:model_human,
Array:model_admin_zombie, Array:model_admin_human, Array:model_vip_human, Array:g_modelindex_human,
Array:g_modelindex_nemesis, Array:g_modelindex_survivor, g_same_models_for_all,
Array:g_modelindex_admin_zombie, Array:g_modelindex_admin_human, Array:g_modelindex_vip_human, model_vknife_human[64], model_pknife_human[64],
model_vknife_nemesis[64], model_vm249_survivor[64], model_grenade_infect[64],
model_grenade_fire[64], model_grenade_frost[64], model_grenade_flare[64],
model_vknife_admin_human[64], model_pknife_admin_human[64], model_vknife_vip_human[64], model_pknife_vip_human[64], model_vknife_admin_zombie[64],
sprite_grenade_trail[64], sprite_grenade_ring[64], sprite_grenade_fire[64],
sprite_grenade_smoke[64], sprite_grenade_glass[64], Array:sound_win_zombies,
Array:sound_win_humans, Array:sound_win_no_one, Array:zombie_infect, Array:zombie_idle,
Array:zombie_pain, Array:nemesis_pain, Array:assassin_pain, Array:zombie_die, Array:zombie_fall,
Array:zombie_miss_wall, Array:zombie_hit_normal, Array:zombie_hit_stab, g_ambience_rain,
Array:zombie_idle_last, Array:zombie_madness, Array:sound_nemesis, Array:sound_survivor,
Array:sound_swarm, Array:sound_multi, Array:sound_plague, Array:grenade_infect,
Array:grenade_infect_player, Array:grenade_fire, Array:grenade_fire_player,
Array:grenade_frost, Array:grenade_frost_player, Array:grenade_frost_break,
Array:grenade_flare, Array:sound_antidote, Array:sound_thunder, g_ambience_sounds[MAX_AMBIENCE_SOUNDS],
Array:sound_ambience1, Array:sound_ambience2, Array:sound_ambience3, Array:sound_ambience4,
Array:sound_ambience5, Array:sound_ambience1_duration, Array:sound_ambience2_duration,
Array:sound_ambience3_duration, Array:sound_ambience4_duration,
Array:sound_ambience5_duration, Array:sound_ambience1_ismp3, Array:sound_ambience2_ismp3,
Array:sound_ambience3_ismp3, Array:sound_ambience4_ismp3, Array:sound_ambience5_ismp3,
Array:g_primary_items, Array:g_secondary_items, Array:g_additional_items,
Array:g_primary_weaponids, Array:g_secondary_weaponids, Array:g_extraweapon_names,
Array:g_extraweapon_items, Array:g_extraweapon_costs, g_extra_costs2[EXTRA_WEAPONS_STARTID],
g_ambience_snow, g_ambience_fog, g_fog_density[10], g_fog_color[12], g_sky_enable,
Array:g_sky_names, Array:lights_thunder, Array:zombie_decals, Array:g_objective_ents,
Float:g_modelchange_delay, g_set_modelindex_offset, g_handle_models_on_separate_ent,
Float:kb_weapon_power[31] = { -1.0, ... }, Array:zombie_miss_slash, g_force_consistency,
Array:model_sniper, Array:g_modelindex_sniper, model_vawp_sniper[64],
Array:sound_sniper, Array:sound_ambience6, Array:sound_ambience6_duration,
Array:sound_ambience6_ismp3,
Array:model_assassin, Array:g_modelindex_assassin, model_vknife_assassin[64],
Array:sound_assassin, Array:sound_ambience7, Array:sound_ambience7_duration,
Array:sound_ambience7_ismp3,
Array:sound_lnj, Array:sound_ambience8, Array:sound_ambience8_duration, Array:sound_ambience8_ismp3

// CVAR pointers
new cvar_lighting, cvar_zombiefov, cvar_plague, cvar_plaguechance, cvar_zombiefirsthp,
cvar_removemoney, cvar_thunder, cvar_zombiebonushp, cvar_nemhp, cvar_nem, cvar_surv,
cvar_nemchance, cvar_deathmatch, cvar_nemglow, cvar_customnvg, cvar_hitzones, cvar_humanhp,
cvar_nemgravity, cvar_flashsize, cvar_ammodamage, cvar_zombiearmor, cvar_survpainfree,
cvar_nempainfree, cvar_nemspd, cvar_survchance, cvar_survhp, cvar_survspd, cvar_humanspd,
cvar_swarmchance, cvar_flashdrain, cvar_zombiebleeding, cvar_removedoors, cvar_customflash,
cvar_randspawn, cvar_multi, cvar_multichance, cvar_infammo, cvar_swarm, cvar_ammoinfect,
cvar_toggle, cvar_knockbackpower, cvar_freezeduration, cvar_triggered, cvar_flashcharge,
cvar_firegrenades, cvar_frostgrenades, cvar_survgravity, cvar_logcommands, cvar_survglow,
cvar_humangravity, cvar_spawnprotection, cvar_nvgsize, cvar_flareduration, cvar_zclasses,
cvar_extraitems, cvar_showactivity, cvar_humanlasthp, cvar_nemignorefrags, cvar_warmup,
cvar_flashdist, cvar_flarecolor, cvar_survignorefrags, cvar_fireduration, cvar_firedamage,
cvar_flaregrenades, cvar_knockbackducking, cvar_knockbackdamage, cvar_knockbackzvel,
cvar_multiratio, cvar_flaresize, cvar_spawndelay, cvar_extraantidote, cvar_extramadness,
cvar_extraweapons, cvar_extranvision, cvar_nvggive, cvar_preventconsecutive, cvar_botquota,
cvar_buycustom, cvar_zombiepainfree, cvar_fireslowdown, cvar_survbasehp, cvar_survaura,
cvar_nemignoreammo, cvar_survignoreammo, cvar_nemaura, cvar_extrainfbomb, cvar_knockback,
cvar_fragsinfect, cvar_fragskill, cvar_humanarmor, cvar_zombiesilent, cvar_removedropped,
cvar_plagueratio, cvar_blocksuicide, cvar_knockbackdist, cvar_nemdamage, cvar_leapzombies,
cvar_leapzombiesforce, cvar_leapzombiesheight, cvar_leapzombiescooldown, cvar_leapnemesis,
cvar_leapnemesisforce, cvar_leapnemesisheight, cvar_leapnemesiscooldown, cvar_leapsurvivor,
cvar_leapsurvivorforce, cvar_leapsurvivorheight, cvar_nemminplayers, cvar_survminplayers,
cvar_respawnonsuicide, cvar_respawnafterlast, cvar_leapsurvivorcooldown, cvar_statssave,
cvar_swarmminplayers, cvar_multiminplayers, cvar_plagueminplayers, cvar_adminmodelshuman, cvar_vipmodelshuman,
cvar_adminmodelszombie, cvar_nembasehp, cvar_blockpushables, cvar_respawnworldspawnkill,
cvar_madnessduration, cvar_plaguenemnum, cvar_plaguenemhpmulti, cvar_plaguesurvhpmulti,
cvar_plaguesurvnum, cvar_infectionscreenfade, cvar_infectionscreenshake,
cvar_infectionsparkle, cvar_infectiontracers, cvar_infectionparticles, cvar_infbomblimit,
cvar_allowrespawnsurv, cvar_flashshowall, cvar_allowrespawninfection, cvar_allowrespawnnem,
cvar_allowrespawnswarm, cvar_allowrespawnplague, cvar_survinfammo, cvar_nemknockback,
cvar_hudicons, cvar_respawnzomb, cvar_respawnhum, cvar_respawnnem, cvar_respawnsurv,
cvar_startammopacks, cvar_randweapons, cvar_antidotelimit, cvar_madnesslimit,
cvar_adminknifemodelshuman, cvar_vipknifemodelshuman, cvar_adminknifemodelszombie, cvar_keephealthondisconnect,
cvar_sniper, cvar_sniperchance, cvar_sniperminplayers, cvar_sniperdamage, cvar_sniperhp,
cvar_sniperglow, cvar_sniperbasehp, cvar_sniperpainfree, cvar_sniperinfammo, cvar_sniperspd,
cvar_respawnsniper, cvar_snipergravity, cvar_sniperaura, cvar_sniperfraggore, cvar_nemfraggore,
cvar_sniperignorefrags, cvar_sniperignoreammo, cvar_allowrespawnsniper,cvar_surv_aura_radius ,
cvar_leapsniper, cvar_leapsniperforce, cvar_leapsniperheight, cvar_leapsnipercooldown, cvar_sniperauraradius,
cvar_respawnassassin ,cvar_allowrespawnassassin,cvar_assassin,cvar_assassinchance ,cvar_assassinminplayers ,
cvar_assassinhp , cvar_assassinbasehp ,cvar_assassinspd ,cvar_assassingravity ,cvar_assassindamage ,cvar_assassinknockback ,
cvar_assassinglow ,cvar_assassinaura ,cvar_assassinpainfree ,cvar_assassinignorefrags , cvar_assassinignoreammo,
cvar_leapassassin, cvar_leapassassinforce, cvar_leapassassinheight, cvar_leapassassincooldown, cvar_flaresize2, cvar_humansurvive, cvar_antidote_minzms,
cvar_lnj, cvar_lnjchance, cvar_lnjminplayers, cvar_lnjnemhpmulti, cvar_lnjsurvhpmulti,  cvar_allowrespawnlnj,
cvar_lnjratio, cvar_lnjrespsurv, cvar_lnjrespnem  , cvar_flashsize2, cvar_frozenhit, cvar_aiminfo, cvar_nemauraradius

// CVARS with arrays
new cvar_nvgcolor[3], cvar_nemnvgcolor[3], cvar_humnvgcolor[3], cvar_flashcolor[3],
cvar_snipercolor[3], cvar_surv_aura[3],cvar_assassinnvgcolor[3], cvar_flashcolor2[3]

// Cached stuff for players
new g_isconnected[33] // whether player is connected
new g_isalive[33] // whether player is alive
new g_isbot[33] // whether player is a bot
new g_currentweapon[33] // player's current weapon id
new g_playername[33][32] // player's name
new Float:g_zombie_spd[33] // zombie class speed
new Float:g_zombie_knockback[33] // zombie class knockback
new g_zombie_classname[33][32] // zombie class name
#define is_user_valid_connected(%1) (1 <= %1 <= g_maxplayers && g_isconnected[%1])
#define is_user_valid_alive(%1) (1 <= %1 <= g_maxplayers && g_isalive[%1])

// Cached CVARs
new g_cached_customflash, g_cached_zombiesilent, Float:g_cached_humanspd, Float:g_cached_nemspd,
Float:g_cached_survspd, g_cached_leapzombies, Float:g_cached_leapzombiescooldown, g_cached_leapnemesis,
Float:g_cached_leapnemesiscooldown, g_cached_leapsurvivor, Float:g_cached_leapsurvivorcooldown,
Float:g_cached_sniperspd, g_cached_leapsniper, Float:g_cached_leapsnipercooldown,
Float:g_cached_assassinspd, g_cached_leapassassin, Float:g_cached_leapassassincooldown

// Points
new Points[33] // points count

/*================================================================================
[Natives, Precache and Init]
=================================================================================*/

public plugin_natives()
{
// Player specific natives
register_native("zp_get_user_zombie", "native_get_user_zombie", 1)
register_native("zp_get_user_nemesis", "native_get_user_nemesis", 1)
register_native("zp_get_user_survivor", "native_get_user_survivor", 1)
register_native("zp_get_user_first_zombie", "native_get_user_first_zombie", 1)
register_native("zp_get_user_last_zombie", "native_get_user_last_zombie", 1)
register_native("zp_get_user_last_human", "native_get_user_last_human", 1)
register_native("zp_get_user_zombie_class", "native_get_user_zombie_class", 1)
register_native("zp_get_user_next_class", "native_get_user_next_class", 1)
register_native("zp_set_user_zombie_class", "native_set_user_zombie_class", 1)
register_native("zp_get_user_ammo_packs", "native_get_user_ammo_packs", 1)
register_native("zp_set_user_ammo_packs", "native_set_user_ammo_packs", 1)
register_native("zp_get_zombie_maxhealth", "native_get_zombie_maxhealth", 1)
register_native("zp_get_user_batteries", "native_get_user_batteries", 1)
register_native("zp_set_user_batteries", "native_set_user_batteries", 1)
register_native("zp_get_user_nightvision", "native_get_user_nightvision", 1)
register_native("zp_set_user_nightvision", "native_set_user_nightvision", 1)
register_native("zp_infect_user", "native_infect_user", 1)
register_native("zp_disinfect_user", "native_disinfect_user", 1)
register_native("zp_make_user_nemesis", "native_make_user_nemesis", 1)
register_native("zp_make_user_survivor", "native_make_user_survivor", 1)
register_native("zp_respawn_user", "native_respawn_user", 1)
register_native("zp_force_buy_extra_item", "native_force_buy_extra_item", 1)
register_native("zp_get_user_sniper", "native_get_user_sniper", 1)
register_native("zp_make_user_sniper", "native_make_user_sniper", 1)
register_native("zp_get_user_assassin", "native_get_user_assassin", 1)
register_native("zp_make_user_assassin", "native_make_user_assassin", 1)
register_native("zp_get_user_model", "native_get_user_model", 0)
register_native("zp_set_user_model", "native_set_user_model", 1)

// Round natives
register_native("zp_has_round_started", "native_has_round_started", 1)
register_native("zp_is_nemesis_round", "native_is_nemesis_round", 1)
register_native("zp_is_survivor_round", "native_is_survivor_round", 1)
register_native("zp_is_swarm_round", "native_is_swarm_round", 1)
register_native("zp_is_plague_round", "native_is_plague_round", 1)
register_native("zp_get_zombie_count", "native_get_zombie_count", 1)
register_native("zp_get_human_count", "native_get_human_count", 1)
register_native("zp_get_nemesis_count", "native_get_nemesis_count", 1)
register_native("zp_get_survivor_count", "native_get_survivor_count", 1)
register_native("zp_is_sniper_round", "native_is_sniper_round", 1)
register_native("zp_get_sniper_count", "native_get_sniper_count", 1)
register_native("zp_is_assassin_round", "native_is_assassin_round", 1)
register_native("zp_get_assassin_count", "native_get_assassin_count", 1)
register_native("zp_is_lnj_round", "native_is_lnj_round", 1)
register_native("zp_get_current_mode", "native_get_current_mode", 1)

// External additions natives
register_native("zp_register_game_mode", "native_register_game_mode", 1)
register_native("zp_register_extra_item", "native_register_extra_item", 1)
register_native("zp_register_zombie_class", "native_register_zombie_class", 1)
register_native("zp_get_extra_item_id", "native_get_extra_item_id", 1)
register_native("zp_get_zombie_class_id", "native_get_zombie_class_id", 1)

// Points
//register_native( "zp_set_user_points", "native_set_user_points", 1 )
//register_native( "zp_add_user_points", "native_add_user_points", 1 )




// INF NADE
register_native( "ch_in", "native_ch_in", 1 )


}


public native_ch_in(id)   if(is_user_connected(id))   return buyed_in[id]




public plugin_precache()
{
// Register earlier to show up in plugins list properly after plugin disable/error at loading
register_plugin("Zombie Plague Ultimate", "6.5", "Mihai94")

cvar_toggle = register_cvar("zp_on", "1")

// Plugin disabled?
if (!get_pcvar_num(cvar_toggle)) return;
g_pluginenabled = true

// Initialize a few dynamically sized arrays (alright, maybe more than just a few...)
model_human = ArrayCreate(32, 1)
model_nemesis = ArrayCreate(32, 1)
model_survivor = ArrayCreate(32, 1)
model_admin_human = ArrayCreate(32, 1)
model_vip_human = ArrayCreate(32, 1)
model_admin_zombie = ArrayCreate(32, 1)
g_modelindex_human = ArrayCreate(1, 1)
g_modelindex_nemesis = ArrayCreate(1, 1)
g_modelindex_survivor = ArrayCreate(1, 1)
g_modelindex_admin_human = ArrayCreate(1, 1)
g_modelindex_vip_human = ArrayCreate(1, 1)
g_modelindex_admin_zombie = ArrayCreate(1, 1)
sound_win_zombies = ArrayCreate(64, 1)
sound_win_humans = ArrayCreate(64, 1)
sound_win_no_one = ArrayCreate(64, 1)
zombie_infect = ArrayCreate(64, 1)
zombie_pain = ArrayCreate(64, 1)
nemesis_pain = ArrayCreate(64, 1)
assassin_pain = ArrayCreate(64, 1)
zombie_die = ArrayCreate(64, 1)
zombie_fall = ArrayCreate(64, 1)
zombie_miss_slash = ArrayCreate(64, 1)
zombie_miss_wall = ArrayCreate(64, 1)
zombie_hit_normal = ArrayCreate(64, 1)
zombie_hit_stab = ArrayCreate(64, 1)
zombie_idle = ArrayCreate(64, 1)
zombie_idle_last = ArrayCreate(64, 1)
zombie_madness = ArrayCreate(64, 1)
sound_nemesis = ArrayCreate(64, 1)
sound_survivor = ArrayCreate(64, 1)
sound_swarm = ArrayCreate(64, 1)
sound_multi = ArrayCreate(64, 1)
sound_plague = ArrayCreate(64, 1)
grenade_infect = ArrayCreate(64, 1)
grenade_infect_player = ArrayCreate(64, 1)
grenade_fire = ArrayCreate(64, 1)
grenade_fire_player = ArrayCreate(64, 1)
grenade_frost = ArrayCreate(64, 1)
grenade_frost_player = ArrayCreate(64, 1)
grenade_frost_break = ArrayCreate(64, 1)
grenade_flare = ArrayCreate(64, 1)
sound_antidote = ArrayCreate(64, 1)
sound_thunder = ArrayCreate(64, 1)
sound_ambience1 = ArrayCreate(64, 1)
sound_ambience2 = ArrayCreate(64, 1)
sound_ambience3 = ArrayCreate(64, 1)
sound_ambience4 = ArrayCreate(64, 1)
sound_ambience5 = ArrayCreate(64, 1)
sound_ambience1_duration = ArrayCreate(1, 1)
sound_ambience2_duration = ArrayCreate(1, 1)
sound_ambience3_duration = ArrayCreate(1, 1)
sound_ambience4_duration = ArrayCreate(1, 1)
sound_ambience5_duration = ArrayCreate(1, 1)
sound_ambience1_ismp3 = ArrayCreate(1, 1)
sound_ambience2_ismp3 = ArrayCreate(1, 1)
sound_ambience3_ismp3 = ArrayCreate(1, 1)
sound_ambience4_ismp3 = ArrayCreate(1, 1)
sound_ambience5_ismp3 = ArrayCreate(1, 1)
g_primary_items = ArrayCreate(32, 1)
g_secondary_items = ArrayCreate(32, 1)
g_additional_items = ArrayCreate(32, 1)
g_primary_weaponids = ArrayCreate(1, 1)
g_secondary_weaponids = ArrayCreate(1, 1)
g_extraweapon_names = ArrayCreate(32, 1)
g_extraweapon_items = ArrayCreate(32, 1)
g_extraweapon_costs = ArrayCreate(1, 1)
g_sky_names = ArrayCreate(32, 1)
lights_thunder = ArrayCreate(32, 1)
zombie_decals = ArrayCreate(1, 1)
g_objective_ents = ArrayCreate(32, 1)
g_gamemode_name = ArrayCreate(32, 1)
g_gamemode_flag = ArrayCreate(1, 1)
g_gamemode_chance = ArrayCreate(1, 1)
g_gamemode_allow = ArrayCreate(1, 1)
g_gamemode_dm = ArrayCreate(1, 1)
g_extraitem_name = ArrayCreate(32, 1)
g_extraitem_cost = ArrayCreate(1, 1)
g_extraitem_team = ArrayCreate(1, 1)
g_extraitem2_realname = ArrayCreate(32, 1)
g_extraitem2_name = ArrayCreate(32, 1)
g_extraitem2_cost = ArrayCreate(1, 1)
g_extraitem2_team = ArrayCreate(1, 1)
g_extraitem_new = ArrayCreate(1, 1)
g_zclass_name = ArrayCreate(32, 1)
g_zclass_info = ArrayCreate(32, 1)
g_zclass_modelsstart = ArrayCreate(1, 1)
g_zclass_modelsend = ArrayCreate(1, 1)
g_zclass_playermodel = ArrayCreate(32, 1)
g_zclass_modelindex = ArrayCreate(1, 1)
g_zclass_clawmodel = ArrayCreate(32, 1)
g_zclass_hp = ArrayCreate(1, 1)
g_zclass_spd = ArrayCreate(1, 1)
g_zclass_grav = ArrayCreate(1, 1)
g_zclass_kb = ArrayCreate(1, 1)
g_zclass2_realname = ArrayCreate(32, 1)
g_zclass2_name = ArrayCreate(32, 1)
g_zclass2_info = ArrayCreate(32, 1)
g_zclass2_modelsstart = ArrayCreate(1, 1)
g_zclass2_modelsend = ArrayCreate(1, 1)
g_zclass2_playermodel = ArrayCreate(32, 1)
g_zclass2_modelindex = ArrayCreate(1, 1)
g_zclass2_clawmodel = ArrayCreate(32, 1)
g_zclass2_hp = ArrayCreate(1, 1)
g_zclass2_spd = ArrayCreate(1, 1)
g_zclass2_grav = ArrayCreate(1, 1)
g_zclass2_kb = ArrayCreate(1, 1)
g_zclass_new = ArrayCreate(1, 1)
model_sniper = ArrayCreate(32, 1)
g_modelindex_sniper = ArrayCreate(1, 1)
sound_sniper = ArrayCreate(64, 1)
sound_ambience6 = ArrayCreate(64, 1)
sound_ambience6_duration = ArrayCreate(1, 1)
sound_ambience6_ismp3 = ArrayCreate(1, 1)
sound_lnj = ArrayCreate(64, 1)
sound_ambience8 = ArrayCreate(64, 1)
sound_ambience8_duration = ArrayCreate(1, 1)
sound_ambience8_ismp3 = ArrayCreate(1, 1)
model_assassin = ArrayCreate(32, 1)
g_modelindex_assassin = ArrayCreate(1, 1)
sound_assassin = ArrayCreate(64, 1)
sound_ambience7 = ArrayCreate(64, 1)
sound_ambience7_duration = ArrayCreate(1, 1)
sound_ambience7_ismp3 = ArrayCreate(1, 1)

// Allow registering stuff now
g_arrays_created = true

// Load customization data
load_customization_from_files()

new i, buffer[100]

// Load up the hard coded extra items
native_register_extra_item2("NightVision", g_extra_costs2[EXTRA_NVISION], ZP_TEAM_HUMAN)
native_register_extra_item2("T-Virus Antidote", g_extra_costs2[EXTRA_ANTIDOTE], ZP_TEAM_ZOMBIE)
native_register_extra_item2("Zombie Madness", g_extra_costs2[EXTRA_MADNESS], ZP_TEAM_ZOMBIE)
native_register_extra_item2("Infection Bomb", g_extra_costs2[EXTRA_INFBOMB], ZP_TEAM_ZOMBIE)

// Extra weapons
for (i = 0; i < ArraySize(g_extraweapon_names); i++)
{
ArrayGetString(g_extraweapon_names, i, buffer, charsmax(buffer))
native_register_extra_item2(buffer, ArrayGetCell(g_extraweapon_costs, i), ZP_TEAM_HUMAN)
}

// Custom player models
for (i = 0; i < ArraySize(model_human); i++)
{
ArrayGetString(model_human, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_human, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_nemesis); i++)
{
ArrayGetString(model_nemesis, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_nemesis, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_survivor); i++)
{
ArrayGetString(model_survivor, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_survivor, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_admin_zombie); i++)
{
ArrayGetString(model_admin_zombie, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_admin_zombie, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_admin_human); i++)
{
ArrayGetString(model_admin_human, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_admin_human, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_vip_human); i++)
{
ArrayGetString(model_vip_human, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_vip_human, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_sniper); i++)
{
ArrayGetString(model_sniper, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_sniper, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}
for (i = 0; i < ArraySize(model_assassin); i++)
{
ArrayGetString(model_assassin, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
ArrayPushCell(g_modelindex_assassin, engfunc(EngFunc_PrecacheModel, buffer))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
}

// Custom weapon models
engfunc(EngFunc_PrecacheModel, model_vknife_human)
engfunc(EngFunc_PrecacheModel, model_pknife_human)
engfunc(EngFunc_PrecacheModel, model_vknife_nemesis)
engfunc(EngFunc_PrecacheModel, model_vm249_survivor)
engfunc(EngFunc_PrecacheModel, model_grenade_infect)
engfunc(EngFunc_PrecacheModel, model_grenade_fire)
engfunc(EngFunc_PrecacheModel, model_grenade_frost)
engfunc(EngFunc_PrecacheModel, model_grenade_flare)
engfunc(EngFunc_PrecacheModel, model_vknife_admin_human)
engfunc(EngFunc_PrecacheModel, model_pknife_admin_human)
engfunc(EngFunc_PrecacheModel, model_vknife_vip_human)
engfunc(EngFunc_PrecacheModel, model_pknife_vip_human)
engfunc(EngFunc_PrecacheModel, model_vknife_admin_zombie)
engfunc(EngFunc_PrecacheModel, model_vawp_sniper)
engfunc(EngFunc_PrecacheModel, model_vknife_assassin)

// Custom sprites for grenades
g_trailSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_trail)
g_exploSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_ring)
g_flameSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_fire)
g_smokeSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_smoke)
g_glassSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_glass)

// Custom Sprite's Grenade
g_infect_trail = precache_model("sprites/zp_n_sprites/Infection.spr")
g_infect_explode = precache_model("sprites/zp_n_sprites/infect_he_explode.spr")
g_fire_explode = precache_model ("sprites/zp_n_sprites/fire_explode.spr")
g_frost_explode = precache_model ("sprites/zp_n_sprites/frost_explode.spr")
g_fire_gib = precache_model ("sprites/zp_n_sprites/fire_gib.spr")
g_frost_gib = precache_model ("sprites/zp_n_sprites/frost_gib.spr")
g_fire_trail = precache_model ("sprites/zp_n_sprites/fire_trail.spr")
g_frost_trail = precache_model ("sprites/zp_n_sprites/frost_trail.spr")
g_flare_trail = precache_model ("sprites/zp_n_sprites/flare_trail.spr")

// Custom sounds
for (i = 0; i < ArraySize(sound_win_zombies); i++)
{
ArrayGetString(sound_win_zombies, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_win_humans); i++)
{
ArrayGetString(sound_win_humans, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_win_no_one); i++)
{
ArrayGetString(sound_win_no_one, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_infect); i++)
{
ArrayGetString(zombie_infect, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_pain); i++)
{
ArrayGetString(zombie_pain, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(nemesis_pain); i++)
{
ArrayGetString(nemesis_pain, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(assassin_pain); i++)
{
ArrayGetString(assassin_pain, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_die); i++)
{
ArrayGetString(zombie_die, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_fall); i++)
{
ArrayGetString(zombie_fall, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_miss_slash); i++)
{
ArrayGetString(zombie_miss_slash, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_miss_wall); i++)
{
ArrayGetString(zombie_miss_wall, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_hit_normal); i++)
{
ArrayGetString(zombie_hit_normal, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_hit_stab); i++)
{
ArrayGetString(zombie_hit_stab, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_idle); i++)
{
ArrayGetString(zombie_idle, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_idle_last); i++)
{
ArrayGetString(zombie_idle_last, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(zombie_madness); i++)
{
ArrayGetString(zombie_madness, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_nemesis); i++)
{
ArrayGetString(sound_nemesis, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_survivor); i++)
{
ArrayGetString(sound_survivor, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_swarm); i++)
{
ArrayGetString(sound_swarm, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_multi); i++)
{
ArrayGetString(sound_multi, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_plague); i++)
{
ArrayGetString(sound_plague, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_infect); i++)
{
ArrayGetString(grenade_infect, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_infect_player); i++)
{
ArrayGetString(grenade_infect_player, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_fire); i++)
{
ArrayGetString(grenade_fire, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_fire_player); i++)
{
ArrayGetString(grenade_fire_player, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_frost); i++)
{
ArrayGetString(grenade_frost, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_frost_player); i++)
{
ArrayGetString(grenade_frost_player, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_frost_break); i++)
{
ArrayGetString(grenade_frost_break, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(grenade_flare); i++)
{
ArrayGetString(grenade_flare, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_antidote); i++)
{
ArrayGetString(sound_antidote, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_thunder); i++)
{
ArrayGetString(sound_thunder, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_sniper); i++)
{
ArrayGetString(sound_sniper, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_assassin); i++)
{
ArrayGetString(sound_assassin, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}
for (i = 0; i < ArraySize(sound_lnj); i++)
{
ArrayGetString(sound_lnj, i, buffer, charsmax(buffer))
engfunc(EngFunc_PrecacheSound, buffer)
}

// Ambience Sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION])
{
for (i = 0; i < ArraySize(sound_ambience1); i++)
{
ArrayGetString(sound_ambience1, i, buffer, charsmax(buffer))

if (ArrayGetCell(sound_ambience1_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS])
{
for (i = 0; i < ArraySize(sound_ambience2); i++)
{
ArrayGetString(sound_ambience2, i, buffer, charsmax(buffer))

if (ArrayGetCell(sound_ambience2_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR])
{
for (i = 0; i < ArraySize(sound_ambience3); i++)
{
ArrayGetString(sound_ambience3, i, buffer, charsmax(buffer))

if (ArrayGetCell(sound_ambience3_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM])
{
for (i = 0; i < ArraySize(sound_ambience4); i++)
{
ArrayGetString(sound_ambience4, i, buffer, charsmax(buffer))

if (ArrayGetCell(sound_ambience4_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE])
{
for (i = 0; i < ArraySize(sound_ambience5); i++)
{
ArrayGetString(sound_ambience5, i, buffer, charsmax(buffer))

if (ArrayGetCell(sound_ambience5_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER])
{
for (i = 0; i < ArraySize(sound_ambience6); i++)
{
ArrayGetString(sound_ambience6, i, buffer, charsmax(buffer))

if (ArrayGetCell(sound_ambience6_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN])
{
for (i = 0; i < ArraySize(sound_ambience7); i++)
{
ArrayGetString(sound_ambience7, i, buffer, charsmax(buffer))

if (ArrayGetCell(sound_ambience7_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}
if (g_ambience_sounds[AMBIENCE_SOUNDS_LNJ])
{
for (i = 0; i < ArraySize(sound_ambience8); i++)
{
ArrayGetString(sound_ambience8, i, buffer, charsmax(buffer))

if (ArrayGetCell(sound_ambience8_ismp3, i))
{
format(buffer, charsmax(buffer), "sound/%s", buffer)
engfunc(EngFunc_PrecacheGeneric, buffer)
}
else
{
engfunc(EngFunc_PrecacheSound, buffer)
}
}
}   

// CS sounds (just in case)
engfunc(EngFunc_PrecacheSound, sound_flashlight)
engfunc(EngFunc_PrecacheSound, sound_buyammo)
engfunc(EngFunc_PrecacheSound, sound_armorhit)

new ent

// Fake Hostage (to force round ending)
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "hostage_entity"))
if (pev_valid(ent))
{
engfunc(EngFunc_SetOrigin, ent, Float:{8192.0,8192.0,8192.0})
dllfunc(DLLFunc_Spawn, ent)
}

// Weather/ambience effects
if (g_ambience_fog)
{
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_fog"))
if (pev_valid(ent))
{
fm_set_kvd(ent, "density", g_fog_density, "env_fog")
fm_set_kvd(ent, "rendercolor", g_fog_color, "env_fog")
}
}
if (g_ambience_rain) engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_rain"))
if (g_ambience_snow) engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_snow"))

// Prevent some entities from spawning
g_fwSpawn = register_forward(FM_Spawn, "fw_Spawn")

// Prevent hostage sounds from being precached
g_fwPrecacheSound = register_forward(FM_PrecacheSound, "fw_PrecacheSound")
}

public plugin_init()
{
// Plugin disabled?
if (!g_pluginenabled) return;

// No zombie classes?
if (!g_zclass_i) set_fail_state("No zombie classes loaded!")

// Print the number of registered Game Modes (if any)
if (g_gamemodes_i > MAX_GAME_MODES)
server_print("[ZP65] Total Registered Custom Game Modes: %d", g_gamemodes_i - MAX_GAME_MODES)

// Print the number of registered Zombie Classes
server_print("[ZP65] Total Registered Zombie Classes: %d", g_zclass_i)

// Print the number of registered Extra Items
server_print("[ZP65] Total Registered Extra Items: %d", g_extraitem_i)

// Language files
register_dictionary("zombie_plague_ultimate.txt")

// Events
register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
register_event("StatusValue", "event_show_status", "be", "1=2", "2!0")
register_event("StatusValue", "event_hide_status", "be", "1=1", "2=0")
register_logevent("logevent_round_start",2, "1=Round_Start")
register_logevent("logevent_round_end", 2, "1=Round_End")
register_event("AmmoX", "event_ammo_x", "be")
if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] || g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] || g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] || g_ambience_sounds[AMBIENCE_SOUNDS_SWARM]
|| g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] || g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER] || g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN] || g_ambience_sounds[AMBIENCE_SOUNDS_LNJ])
register_event("30", "event_intermission", "a")

// HAM Forwards
RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1)
RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
RegisterHam(Ham_Killed, "player", "fw_PlayerKilled_Post", 1)
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage_Post", 1)
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack")
RegisterHam(Ham_Use, "func_tank", "fw_UseStationary")
RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary")
RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary")
RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary")
RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1)
RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1)
RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1)
RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1)
RegisterHam(Ham_Use, "func_pushable", "fw_UsePushable")
RegisterHam(Ham_Touch, "weaponbox", "fw_TouchWeapon")
RegisterHam(Ham_Touch, "armoury_entity", "fw_TouchWeapon")
RegisterHam(Ham_Touch, "weapon_shield", "fw_TouchWeapon")
RegisterHam(Ham_AddPlayerItem, "player", "fw_AddPlayerItem")
for (new i = 1; i < sizeof WEAPONENTNAMES; i++)
if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1)

register_plugin( "Zombie_plague_ultimate", "1.8.3", "Mihai94" );
register_forward( FM_UpdateClientData, "fw_UpdateClientData" );

g_iCvarPing = register_cvar( "pingfake_ping", "12", FCVAR_SERVER );
g_iCvarFlux = register_cvar( "pingfake_flux", "4", FCVAR_SERVER );

g_iMaxPlayers = get_maxplayers( );

// FM Forwards
register_forward(FM_ClientDisconnect, "fw_ClientDisconnect")
register_forward(FM_ClientDisconnect, "fw_ClientDisconnect_Post", 1)
register_forward(FM_ClientKill, "fw_ClientKill")
register_forward(FM_EmitSound, "fw_EmitSound")
if (!g_handle_models_on_separate_ent) register_forward(FM_SetClientKeyValue, "fw_SetClientKeyValue")
register_forward(FM_ClientUserInfoChanged, "fw_ClientUserInfoChanged")
register_forward(FM_GetGameDescription, "fw_GetGameDescription")
register_forward(FM_SetModel, "fw_SetModel")
RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade")
register_forward(FM_CmdStart, "fw_CmdStart")
register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
unregister_forward(FM_Spawn, g_fwSpawn)
unregister_forward(FM_PrecacheSound, g_fwPrecacheSound)

// Client commands
register_clcmd("say zpmenu", "clcmd_saymenu")
register_clcmd("say /zpmenu", "clcmd_saymenu")
register_clcmd("say unstuck", "clcmd_sayunstuck")
register_clcmd("say /unstuck", "clcmd_sayunstuck")
register_clcmd("nightvision", "clcmd_nightvision")
register_clcmd("drop", "clcmd_drop")
register_clcmd("buyammo1", "clcmd_buyammo")
register_clcmd("buyammo2", "clcmd_buyammo")
register_clcmd("chooseteam", "clcmd_changeteam")
register_clcmd("jointeam", "clcmd_changeteam")
register_clcmd("ComandaInvalida", "take_points", ADMIN_LEVEL_H)
register_clcmd("ComandaInvalida2", "take_ap", ADMIN_LEVEL_H)
register_clcmd("zp_antidote", "antidote", ADMIN_LEVEL_H)

// Menus
register_menu("Game Menu", KEYSMENU, "menu_game")
register_menu("Features Menu", KEYSMENU, "menu_features")
register_menu("Buy Menu 1", KEYSMENU, "menu_buy1")
register_menu("Buy Menu 2", KEYSMENU, "menu_buy2")
register_menu("Mod Info", KEYSMENU, "menu_info")
register_menu("Admin Menu", KEYSMENU, "menu_admin")
register_menu("Menu2 Admin", KEYSMENU, "menu2_admin")
register_menu("Menu3 Admin", KEYSMENU, "menu3_admin")
register_menu("Menu4 Admin", KEYSMENU, "menu4_admin")

// Admin commands
register_concmd("zp_zombie", "cmd_zombie", _, "<target> - Turn someone into a Zombie", 0)
register_concmd("zp_human", "cmd_human", _, "<target> - Turn someone back to Human", 0)
register_concmd("zp_nemesis", "cmd_nemesis", _, "<target> - Turn someone into a Nemesis", 0)
register_concmd("zp_survivor", "cmd_survivor", _, "<target> - Turn someone into a Survivor", 0)
register_concmd("zp_respawn", "cmd_respawn", _, "<target> - Respawn someone", 0)
register_concmd("zp_swarm", "cmd_swarm", _, " - Start Swarm Mode", 0)
register_concmd("zp_multi", "cmd_multi", _, " - Start Multi Infection", 0)
register_concmd("zp_plague", "cmd_plague", _, " - Start Plague Mode", 0)
register_concmd("zp_sniper", "cmd_sniper", _, "<target> - Turn someone into a Sniper", 0)
register_concmd("zp_assassin", "cmd_assassin", _, "<target> - Turn someone into an Assassin", 0)
register_concmd("zp_lnj", "cmd_lnj", _, " - Start Apocalypse Mode", 0)

// Message IDs
g_msgScoreInfo = get_user_msgid("ScoreInfo")
g_msgTeamInfo = get_user_msgid("TeamInfo")
g_msgDeathMsg = get_user_msgid("DeathMsg")
g_msgScoreAttrib = get_user_msgid("ScoreAttrib")
g_msgSetFOV = get_user_msgid("SetFOV")
g_msgScreenFade = get_user_msgid("ScreenFade")
g_msgScreenShake = get_user_msgid("ScreenShake")
g_msgNVGToggle = get_user_msgid("NVGToggle")
g_msgFlashlight = get_user_msgid("Flashlight")
g_msgFlashBat = get_user_msgid("FlashBat")
g_msgAmmoPickup = get_user_msgid("AmmoPickup")
g_msgDamage = get_user_msgid("Damage")
g_msgHideWeapon = get_user_msgid("HideWeapon")
g_msgCrosshair = get_user_msgid("Crosshair")
g_msgSayText = get_user_msgid("SayText")
g_msgCurWeapon = get_user_msgid("CurWeapon")

// Message hooks
register_message(g_msgCurWeapon, "message_cur_weapon")
register_message(get_user_msgid("Money"), "message_money")
register_message(get_user_msgid("Health"), "message_health")
register_message(g_msgFlashBat, "message_flashbat")
register_message(g_msgScreenFade, "message_screenfade")
register_message(g_msgNVGToggle, "message_nvgtoggle")
if (g_handle_models_on_separate_ent) register_message(get_user_msgid("ClCorpse"), "message_clcorpse")
register_message(get_user_msgid("WeapPickup"), "message_weappickup")
register_message(g_msgAmmoPickup, "message_ammopickup")
register_message(get_user_msgid("Scenario"), "message_scenario")
register_message(get_user_msgid("HostagePos"), "message_hostagepos")
register_message(get_user_msgid("TextMsg"), "message_textmsg")
register_message(get_user_msgid("SendAudio"), "message_sendaudio")
register_message(get_user_msgid("TeamScore"), "message_teamscore")
register_message(g_msgTeamInfo, "message_teaminfo")

// CVARS - General Purpose
cvar_warmup = register_cvar("zp_delay", "10")
cvar_lighting = register_cvar("zp_lighting", "a")
cvar_thunder = register_cvar("zp_thunderclap", "90")
cvar_triggered = register_cvar("zp_triggered_lights", "1")
cvar_removedoors = register_cvar("zp_remove_doors", "0")
cvar_blockpushables = register_cvar("zp_blockuse_pushables", "1")
cvar_blocksuicide = register_cvar("zp_block_suicide", "1")
cvar_randspawn = register_cvar("zp_random_spawn", "1")
cvar_respawnworldspawnkill = register_cvar("zp_respawn_on_worldspawn_kill", "1")
cvar_removedropped = register_cvar("zp_remove_dropped", "0")
cvar_removemoney = register_cvar("zp_remove_money", "1")
cvar_buycustom = register_cvar("zp_buy_custom", "1")
cvar_randweapons = register_cvar("zp_random_weapons", "0")
cvar_adminmodelshuman = register_cvar("zp_admin_models_human", "1")
cvar_adminknifemodelshuman = register_cvar("zp_admin_knife_models_human", "0")
cvar_vipmodelshuman = register_cvar("zp_vip_models_human", "1")
cvar_vipknifemodelshuman = register_cvar("zp_vip_knife_models_human", "0")
cvar_adminmodelszombie = register_cvar("zp_admin_models_zombie", "1")
cvar_adminknifemodelszombie = register_cvar("zp_admin_knife_models_zombie", "0")
cvar_zclasses = register_cvar("zp_zombie_classes", "1")
cvar_statssave = register_cvar("zp_stats_save", "1")
cvar_startammopacks = register_cvar("zp_starting_ammo_packs", "5")
cvar_preventconsecutive = register_cvar("zp_prevent_consecutive_modes", "1")
cvar_keephealthondisconnect = register_cvar("zp_keep_health_on_disconnect", "1")
cvar_humansurvive = register_cvar("zp_human_survive", "0")
cvar_aiminfo = register_cvar("zp_aim_info", "1")

// CVARS - Deathmatch
cvar_deathmatch = register_cvar("zp_deathmatch", "0")
cvar_spawndelay = register_cvar("zp_spawn_delay", "5")
cvar_spawnprotection = register_cvar("zp_spawn_protection", "5")
cvar_respawnonsuicide = register_cvar("zp_respawn_on_suicide", "0")
cvar_respawnafterlast = register_cvar("zp_respawn_after_last_human", "1")
cvar_allowrespawninfection = register_cvar("zp_infection_allow_respawn", "1")
cvar_allowrespawnnem = register_cvar("zp_nem_allow_respawn", "0")
cvar_allowrespawnsurv = register_cvar("zp_surv_allow_respawn", "0")
cvar_allowrespawnswarm = register_cvar("zp_swarm_allow_respawn", "0")
cvar_allowrespawnplague = register_cvar("zp_plague_allow_respawn", "0")
cvar_respawnzomb = register_cvar("zp_respawn_zombies", "1")
cvar_respawnhum = register_cvar("zp_respawn_humans", "1")
cvar_respawnnem = register_cvar("zp_respawn_nemesis", "1")
cvar_respawnsurv = register_cvar("zp_respawn_survivors", "1")
cvar_allowrespawnsniper = register_cvar("zp_sniper_allow_respawn", "0")
cvar_respawnsniper = register_cvar("zp_respawn_snipers", "1")
cvar_allowrespawnassassin = register_cvar("zp_assassin_allow_respawn", "0")
cvar_respawnassassin = register_cvar("zp_respawn_assassins", "1")
cvar_allowrespawnlnj = register_cvar("zp_lnj_allow_respawn", "0")
cvar_lnjrespsurv = register_cvar("zp_lnj_respawn_surv", "0")
cvar_lnjrespnem = register_cvar("zp_lnj_respawn_nem", "0")

// CVARS - Extra Items
cvar_extraitems = register_cvar("zp_extra_items", "1")
cvar_extraweapons = register_cvar("zp_extra_weapons", "1")
cvar_extranvision = register_cvar("zp_extra_nvision", "1")
cvar_extraantidote = register_cvar("zp_extra_antidote", "1")
cvar_antidotelimit = register_cvar("zp_extra_antidote_limit", "999")
cvar_extramadness = register_cvar("zp_extra_madness", "1")
cvar_madnesslimit = register_cvar("zp_extra_madness_limit", "999")
cvar_madnessduration = register_cvar("zp_extra_madness_duration", "5.0")
cvar_extrainfbomb = register_cvar("zp_extra_infbomb", "1")
cvar_infbomblimit = register_cvar("zp_extra_infbomb_limit", "999")
cvar_antidote_minzms = register_cvar("zp_extra_antidote_min_zms", "5")

// CVARS - Flashlight and Nightvision
cvar_nvggive = register_cvar("zp_nvg_give", "1")
cvar_customnvg = register_cvar("zp_nvg_custom", "1")
cvar_nvgsize = register_cvar("zp_nvg_size", "80")
cvar_nvgcolor[0] = register_cvar("zp_nvg_color_R", "0")
cvar_nvgcolor[1] = register_cvar("zp_nvg_color_G", "150")
cvar_nvgcolor[2] = register_cvar("zp_nvg_color_B", "0")
cvar_humnvgcolor[0] = register_cvar("zp_nvg_hum_color_R", "0")
cvar_humnvgcolor[1] = register_cvar("zp_nvg_hum_color_G", "150")
cvar_humnvgcolor[2] = register_cvar("zp_nvg_hum_color_B", "0")
cvar_nemnvgcolor[0] = register_cvar("zp_nvg_nem_color_R", "150")
cvar_nemnvgcolor[1] = register_cvar("zp_nvg_nem_color_G", "0")
cvar_nemnvgcolor[2] = register_cvar("zp_nvg_nem_color_B", "0")
cvar_assassinnvgcolor[0] = register_cvar("zp_nvg_assassin_color_R", "150")
cvar_assassinnvgcolor[1] = register_cvar("zp_nvg_assassin_color_G", "70")
cvar_assassinnvgcolor[2] = register_cvar("zp_nvg_assassin_color_B", "70")
cvar_customflash = register_cvar("zp_flash_custom", "0")
cvar_flashsize = register_cvar("zp_flash_size", "10")
cvar_flashsize2 = register_cvar("zp_flash_size_assassin", "7")
cvar_flashdrain = register_cvar("zp_flash_drain", "1")
cvar_flashcharge = register_cvar("zp_flash_charge", "5")
cvar_flashdist = register_cvar("zp_flash_distance", "1000")
cvar_flashcolor[0] = register_cvar("zp_flash_color_R", "100")
cvar_flashcolor[1] = register_cvar("zp_flash_color_G", "100")
cvar_flashcolor[2] = register_cvar("zp_flash_color_B", "100")
cvar_flashcolor2[0] = register_cvar("zp_flash_color_assassin_R", "100")
cvar_flashcolor2[1] = register_cvar("zp_flash_color_assassin_G", "0")
cvar_flashcolor2[2] = register_cvar("zp_flash_color_assassin_B", "0")
cvar_flashshowall = register_cvar("zp_flash_show_all", "1")

// CVARS - Knockback
cvar_knockback = register_cvar("zp_knockback", "0")
cvar_knockbackdamage = register_cvar("zp_knockback_damage", "1")
cvar_knockbackpower = register_cvar("zp_knockback_power", "1")
cvar_knockbackzvel = register_cvar("zp_knockback_zvel", "0")
cvar_knockbackducking = register_cvar("zp_knockback_ducking", "0.25")
cvar_knockbackdist = register_cvar("zp_knockback_distance", "500")
cvar_nemknockback = register_cvar("zp_knockback_nemesis", "0.25")
cvar_assassinknockback = register_cvar("zp_knockback_assassin", "0.25")

// CVARS - Leap
cvar_leapzombies = register_cvar("zp_leap_zombies", "0")
cvar_leapzombiesforce = register_cvar("zp_leap_zombies_force", "500")
cvar_leapzombiesheight = register_cvar("zp_leap_zombies_height", "300")
cvar_leapzombiescooldown = register_cvar("zp_leap_zombies_cooldown", "5.0")
cvar_leapnemesis = register_cvar("zp_leap_nemesis", "1")
cvar_leapnemesisforce = register_cvar("zp_leap_nemesis_force", "500")
cvar_leapnemesisheight = register_cvar("zp_leap_nemesis_height", "300")
cvar_leapnemesiscooldown = register_cvar("zp_leap_nemesis_cooldown", "5.0")
cvar_leapsurvivor = register_cvar("zp_leap_survivor", "0")
cvar_leapsurvivorforce = register_cvar("zp_leap_survivor_force", "500")
cvar_leapsurvivorheight = register_cvar("zp_leap_survivor_height", "300")
cvar_leapsurvivorcooldown = register_cvar("zp_leap_survivor_cooldown", "5.0")
cvar_leapsniper = register_cvar("zp_leap_sniper", "0")
cvar_leapsniperforce = register_cvar("zp_leap_sniper_force", "500")
cvar_leapsniperheight = register_cvar("zp_leap_sniper_height", "300")
cvar_leapsnipercooldown = register_cvar("zp_leap_sniper_cooldown", "5.0")
cvar_leapassassin = register_cvar("zp_leap_assassin", "0")
cvar_leapassassinforce = register_cvar("zp_leap_assassin_force", "500")
cvar_leapassassinheight = register_cvar("zp_leap_assassin_height", "300")
cvar_leapassassincooldown = register_cvar("zp_leap_assassin_cooldown", "5.0")

// CVARS - Humans
cvar_humanhp = register_cvar("zp_human_health", "100")
cvar_humanlasthp = register_cvar("zp_human_last_extrahp", "0")
cvar_humanspd = register_cvar("zp_human_speed", "240")
cvar_humangravity = register_cvar("zp_human_gravity", "1.0")
cvar_humanarmor = register_cvar("zp_human_armor_protect", "1")
cvar_infammo = register_cvar("zp_human_unlimited_ammo", "0")
cvar_ammodamage = register_cvar("zp_human_damage_reward", "500")
cvar_fragskill = register_cvar("zp_human_frags_for_kill", "1")

// CVARS - Custom Grenades
cvar_firegrenades = register_cvar("zp_fire_grenades", "1")
cvar_fireduration = register_cvar("zp_fire_duration", "10")
cvar_firedamage = register_cvar("zp_fire_damage", "5")
cvar_fireslowdown = register_cvar("zp_fire_slowdown", "0.5")
cvar_frostgrenades = register_cvar("zp_frost_grenades", "1")
cvar_freezeduration = register_cvar("zp_frost_duration", "3")
cvar_frozenhit = register_cvar("zp_frost_hit", "1")
cvar_flaregrenades = register_cvar("zp_flare_grenades","1")
cvar_flareduration = register_cvar("zp_flare_duration", "60")
cvar_flaresize = register_cvar("zp_flare_size", "25")
cvar_flarecolor = register_cvar("zp_flare_color", "5")
cvar_flaresize2 = register_cvar("zp_flare_size_assassin", "15")

// CVARS - Zombies
cvar_zombiefirsthp = register_cvar("zp_zombie_first_hp", "2.0")
cvar_zombiearmor = register_cvar("zp_zombie_armor", "0.75")
cvar_hitzones = register_cvar("zp_zombie_hitzones", "0")
cvar_zombiebonushp = register_cvar("zp_zombie_infect_health", "100")
cvar_zombiefov = register_cvar("zp_zombie_fov", "110")
cvar_zombiesilent = register_cvar("zp_zombie_silent", "1")
cvar_zombiepainfree = register_cvar("zp_zombie_painfree", "2")
cvar_zombiebleeding = register_cvar("zp_zombie_bleeding", "1")
cvar_ammoinfect = register_cvar("zp_zombie_infect_reward", "1")
cvar_fragsinfect = register_cvar("zp_zombie_frags_for_infect", "1")

// CVARS - Special Effects
cvar_infectionscreenfade = register_cvar("zp_infection_screenfade", "1")
cvar_infectionscreenshake = register_cvar("zp_infection_screenshake", "1")
cvar_infectionsparkle = register_cvar("zp_infection_sparkle", "1")
cvar_infectiontracers = register_cvar("zp_infection_tracers", "1")
cvar_infectionparticles = register_cvar("zp_infection_particles", "1")
cvar_hudicons = register_cvar("zp_hud_icons", "1")
cvar_sniperfraggore = register_cvar("zp_sniper_frag_gore", "1")
cvar_nemfraggore = register_cvar("zp_assassin_frag_gore", "1")
cvar_nemauraradius = register_cvar("zp_zombies_aura_size", "21")

// CVARS - Nemesis
cvar_nem = register_cvar("zp_nem_enabled", "1")
cvar_nemchance = register_cvar("zp_nem_chance", "20")
cvar_nemminplayers = register_cvar("zp_nem_min_players", "0")
cvar_nemhp = register_cvar("zp_nem_health", "0")
cvar_nembasehp = register_cvar("zp_nem_base_health", "0")
cvar_nemspd = register_cvar("zp_nem_speed", "250")
cvar_nemgravity = register_cvar("zp_nem_gravity", "0.5")
cvar_nemdamage = register_cvar("zp_nem_damage", "250")
cvar_nemglow = register_cvar("zp_nem_glow", "1")
cvar_nemaura = register_cvar("zp_nem_aura", "1")   
cvar_nempainfree = register_cvar("zp_nem_painfree", "0")
cvar_nemignorefrags = register_cvar("zp_nem_ignore_frags", "1")
cvar_nemignoreammo = register_cvar("zp_nem_ignore_rewards", "1")

// CVARS - Survivor
cvar_surv = register_cvar("zp_surv_enabled", "1")
cvar_survchance = register_cvar("zp_surv_chance", "20")
cvar_survminplayers = register_cvar("zp_surv_min_players", "0")
cvar_survhp = register_cvar("zp_surv_health", "0")
cvar_survbasehp = register_cvar("zp_surv_base_health", "0")
cvar_survspd = register_cvar("zp_surv_speed", "230")
cvar_survgravity = register_cvar("zp_surv_gravity", "1.25")
cvar_survglow = register_cvar("zp_surv_glow", "1")
cvar_survaura = register_cvar("zp_surv_aura", "1")
cvar_surv_aura[0] = register_cvar("zp_surv_aura_R", "200")
cvar_surv_aura[1] = register_cvar("zp_surv_aura_G", "200")
cvar_surv_aura[2] = register_cvar("zp_surv_aura_B", "200")
cvar_survpainfree = register_cvar("zp_surv_painfree", "1")
cvar_survignorefrags = register_cvar("zp_surv_ignore_frags", "1")
cvar_survignoreammo = register_cvar("zp_surv_ignore_rewards", "1")
cvar_survinfammo = register_cvar("zp_surv_unlimited_ammo", "2")
cvar_surv_aura_radius =  register_cvar("zp_surv_aura_size", "35")

// CVARS - Swarm Mode
cvar_swarm = register_cvar("zp_swarm_enabled", "1")
cvar_swarmchance = register_cvar("zp_swarm_chance", "20")
cvar_swarmminplayers = register_cvar("zp_swarm_min_players", "0")

// CVARS - Multi Infection
cvar_multi = register_cvar("zp_multi_enabled", "1")
cvar_multichance = register_cvar("zp_multi_chance", "20")
cvar_multiminplayers = register_cvar("zp_multi_min_players", "0")
cvar_multiratio = register_cvar("zp_multi_ratio", "0.15")

// CVARS - Plague Mode
cvar_plague = register_cvar("zp_plague_enabled", "1")
cvar_plaguechance = register_cvar("zp_plague_chance", "30")
cvar_plagueminplayers = register_cvar("zp_plague_min_players", "0")
cvar_plagueratio = register_cvar("zp_plague_ratio", "0.5")
cvar_plaguenemnum = register_cvar("zp_plague_nem_number", "1")
cvar_plaguenemhpmulti = register_cvar("zp_plague_nem_hp_multi", "0.5")
cvar_plaguesurvnum = register_cvar("zp_plague_surv_number", "1")
cvar_plaguesurvhpmulti = register_cvar("zp_plague_surv_hp_multi", "0.5")

// CVARS - Sniper
cvar_sniper = register_cvar("zp_sniper_enabled", "1")
cvar_sniperchance = register_cvar("zp_sniper_chance", "20")
cvar_sniperminplayers = register_cvar("zp_sniper_min_players", "0")
cvar_sniperhp = register_cvar("zp_sniper_health", "0")
cvar_sniperbasehp = register_cvar("zp_sniper_base_health", "0")
cvar_sniperspd = register_cvar("zp_sniper_speed", "230")
cvar_snipergravity = register_cvar("zp_sniper_gravity", "0.75")
cvar_sniperglow = register_cvar("zp_sniper_glow", "1")
cvar_sniperaura = register_cvar("zp_sniper_aura", "1")
cvar_sniperpainfree = register_cvar("zp_sniper_painfree", "1")
cvar_sniperignorefrags = register_cvar("zp_sniper_ignore_frags", "1")
cvar_sniperignoreammo = register_cvar("zp_sniper_ignore_rewards", "1")
cvar_sniperdamage = register_cvar("zp_sniper_damage", "5000.0")
cvar_sniperinfammo = register_cvar("zp_sniper_unlimited_ammo", "1")
cvar_sniperauraradius = register_cvar("zp_sniper_aura_size", "25")
cvar_snipercolor[0] = register_cvar("zp_sniper_aura_color_R", "200")
cvar_snipercolor[1] = register_cvar("zp_sniper_aura_color_G", "200")
cvar_snipercolor[2]= register_cvar("zp_sniper_aura_color_B", "0")

// CVARS - Assassin
cvar_assassin = register_cvar("zp_assassin_enabled", "1")
cvar_assassinchance = register_cvar("zp_assassin_chance", "20")
cvar_assassinminplayers = register_cvar("zp_assassin_min_players", "0")
cvar_assassinhp = register_cvar("zp_assassin_health", "0")
cvar_assassinbasehp = register_cvar("zp_assassin_base_health", "0")
cvar_assassinspd = register_cvar("zp_assassin_speed", "250")
cvar_assassingravity = register_cvar("zp_assassin_gravity", "0.5")
cvar_assassindamage = register_cvar("zp_assassin_damage", "250")
cvar_assassinglow = register_cvar("zp_assassin_glow", "1")
cvar_assassinaura = register_cvar("zp_assassin_aura", "1")   
cvar_assassinpainfree = register_cvar("zp_assassin_painfree", "0")
cvar_assassinignorefrags = register_cvar("zp_assassin_ignore_frags", "1")
cvar_assassinignoreammo = register_cvar("zp_assassin_ignore_rewards", "1")

// CVARS - LNJ Mode
cvar_lnj = register_cvar("zp_lnj_enabled", "1")
cvar_lnjchance = register_cvar("zp_lnj_chance", "30")
cvar_lnjminplayers = register_cvar("zp_lnj_min_players", "0")
cvar_lnjnemhpmulti = register_cvar("zp_lnj_nem_hp_multi", "2.0")
cvar_lnjsurvhpmulti = register_cvar("zp_lnj_surv_hp_multi", "4.0")
cvar_lnjratio = register_cvar("zp_lnj_ratio", "0.5")

// CVARS - Others
cvar_logcommands = register_cvar("zp_logcommands", "1")
cvar_showactivity = get_cvar_pointer("amx_show_activity")
cvar_botquota = get_cvar_pointer("bot_quota")
register_cvar("zp_version_adv", "6.2", FCVAR_SERVER|FCVAR_SPONLY)
set_cvar_string("zp_version_adv", "6.2")

// Custom Forwards
g_fwRoundStart = CreateMultiForward("zp_round_started", ET_IGNORE, FP_CELL, FP_CELL)
g_fwRoundStart_pre = CreateMultiForward("zp_round_started_pre", ET_CONTINUE, FP_CELL)
g_fwRoundEnd = CreateMultiForward("zp_round_ended", ET_IGNORE, FP_CELL)
g_fwUserInfected_pre = CreateMultiForward("zp_user_infected_pre", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL)
g_fwUserInfected_post = CreateMultiForward("zp_user_infected_post", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL)
g_fwUserHumanized_pre = CreateMultiForward("zp_user_humanized_pre", ET_IGNORE, FP_CELL, FP_CELL)
g_fwUserHumanized_post = CreateMultiForward("zp_user_humanized_post", ET_IGNORE, FP_CELL, FP_CELL)
g_fwUserInfect_attempt = CreateMultiForward("zp_user_infect_attempt", ET_CONTINUE, FP_CELL, FP_CELL, FP_CELL)
g_fwUserHumanize_attempt = CreateMultiForward("zp_user_humanize_attempt", ET_CONTINUE, FP_CELL, FP_CELL)
g_fwExtraItemSelected = CreateMultiForward("zp_extra_item_selected", ET_CONTINUE, FP_CELL, FP_CELL)
g_fwUserUnfrozen = CreateMultiForward("zp_user_unfrozen", ET_IGNORE, FP_CELL)
g_fwUserLastZombie = CreateMultiForward("zp_user_last_zombie", ET_IGNORE, FP_CELL)
g_fwUserLastHuman = CreateMultiForward("zp_user_last_human", ET_IGNORE, FP_CELL)
g_fwGameModeSelected = CreateMultiForward("zp_game_mode_selected", ET_IGNORE, FP_CELL, FP_CELL)
g_fwPlayerSpawnPost = CreateMultiForward("zp_player_spawn_post", ET_IGNORE, FP_CELL)

// Collect random spawn points
load_spawns()

// Set a random skybox?
if (g_sky_enable)
{
new sky[32]
ArrayGetString(g_sky_names, random_num(0, ArraySize(g_sky_names) - 1), sky, charsmax(sky))
set_cvar_string("sv_skyname", sky)
}

// Disable sky lighting so it doesn't mess with our custom lighting
set_cvar_num("sv_skycolor_r", 0)
set_cvar_num("sv_skycolor_g", 0)
set_cvar_num("sv_skycolor_b", 0)

// Create the HUD Sync Objects
g_MsgSync = CreateHudSyncObj()
g_MsgSync2 = CreateHudSyncObj()
g_MsgSync3 = CreateHudSyncObj()

// Format mod name
formatex(g_modname, charsmax(g_modname), "Zombie Plague Ultimate 6.5")

// Get Max Players
g_maxplayers = get_maxplayers()


// Check if it's a CZ server
new mymod[6]
get_modname(mymod, charsmax(mymod))
if (equal(mymod, "czero")) g_czero = 1
}

public plugin_cfg()
{
// Plugin disabled?
if (!g_pluginenabled) return;

// Get configs dir
new cfgdir[32]
get_configsdir(cfgdir, charsmax(cfgdir))

server_cmd("exec %s/zombie_plague_ultimate.cfg", cfgdir)

// Prevent any more stuff from registering
g_arrays_created = false

// Save customization data
save_customization()

// Lighting task
set_task(5.0, "lighting_effects", _, _, _, "b")

// Cache CVARs after configs are loaded / call roundstart manually
set_task(0.5, "cache_cvars")
set_task(0.5, "event_round_start")
set_task(0.5, "logevent_round_start")

g_iPing = clamp( get_pcvar_num( g_iCvarPing ), 0, 4095 );
g_iFlux = clamp( get_pcvar_num( g_iCvarFlux ), 0, 4095 );

set_task( 2.0, "calculate_arguments", 4235621, _, _, "b" );
}
public client_disconnect( id )
g_iPingOverride[ id ] = -1;

public fw_UpdateClientData( id )
{
if( !(pev( id, pev_button ) & IN_SCORE ) && !( pev( id, pev_oldbuttons ) & IN_SCORE ) )
return;

static player, sending;
sending = 0;

for( player = 1; player <= g_iMaxPlayers; player++ )
{
if( !is_user_connected( player ) )
continue;

switch( sending )
{
case 0:
{
message_begin( MSG_ONE_UNRELIABLE, SVC_PINGS, _, id );
write_byte( ( g_iOffset[ player ][ 0 ] * 64 ) + ( 1 + 2 * ( player - 1 ) ) );
write_short( g_iArgumentPing[ player ][ 0 ] );
sending++;
}

case 1:
{
write_byte( ( g_iOffset[ player ][ 1 ] * 128 ) + ( 2 + 4 * ( player - 1 ) ) );
write_short( g_iArgumentPing[ player ][ 1 ] );
sending++;
}

case 2:
{
write_byte( ( 4 + 8 * ( player - 1 ) ) );
write_short( g_iArgumentPing[ player ][ 2 ] );
write_byte( 0 );
message_end( );
sending = 0;
}
}
}

if (sending)
{
write_byte( 0 );
message_end( );
}
}

public calculate_arguments( )
{
static player, ping;

for( player = 1; player <= g_iMaxPlayers; player++ )
{
if( g_iPingOverride[ player ] < 0 )
ping = clamp( g_iPing + random_num( -g_iFlux, g_iFlux ), 0, 4095 );

else
ping = g_iPingOverride[ player ];

for( g_iOffset[ player ][ 0 ] = 0; g_iOffset[ player ][ 0 ] < 4; g_iOffset[ player ][ 0 ]++ )
{
if( ( ping - g_iOffset[ player ][ 0 ] ) % 4 == 0 )
{
g_iArgumentPing[ player ][ 0 ] = ( ping - g_iOffset[ player ][ 0 ] ) / 4;
break;
}
}

for (g_iOffset[player][1] = 0; g_iOffset[player][1] < 2; g_iOffset[player][1]++)
{
if( ( ping - g_iOffset[ player ][ 1 ] ) % 2 == 0 )
{
g_iArgumentPing[ player ][ 1 ] = ( ping - g_iOffset[ player ][ 1 ] ) / 2;
break;
}
}

g_iArgumentPing[ player ][ 2 ] = ping;
}
}

/*================================================================================
[Main Events]
=================================================================================*/

// Event Round Start
public event_round_start()
{
// Remove doors/lights?
set_task(0.1, "remove_stuff")

// New round starting
g_newround = true
g_endround = false
g_survround = false
g_nemround = false
g_swarmround = false
g_plagueround = false
g_sniperround = false
g_assassinround = false
g_modestarted = false
g_lnjround = false
g_allowinfection = false

// No present mode in progress ?
g_currentmode = MODE_NONE

// Reset bought infection bombs counter
g_infbombcounter = 0
g_antidotecounter = 0
g_madnesscounter = 0

// Restart HUD game mode name
g_currentmode = 0

// Freezetime begins
g_freezetime = true

// Show welcome message and T-Virus notice
remove_task(TASK_WELCOMEMSG)
set_task(2.0, "welcome_msg", TASK_WELCOMEMSG)

// Set a new "Make Zombie Task"
remove_task(TASK_MAKEZOMBIE)
set_task(2.0 + get_pcvar_float(cvar_warmup), "make_zombie_task", TASK_MAKEZOMBIE)
}

// Log Event Round Start
public logevent_round_start()
{
// Freezetime ends
g_freezetime = false
}

// Log Event Round End
public logevent_round_end()
{
// Prevent this from getting called twice when restarting (bugfix)
static Float:lastendtime, Float:current_time
current_time = get_gametime()
if (current_time - lastendtime < 0.5) return;
lastendtime = current_time

// Temporarily save player stats?
if (get_pcvar_num(cvar_statssave))
{
static id, team
for (id = 1; id <= g_maxplayers; id++)
{
// Not connected
if (!g_isconnected[id])
continue;

team = fm_cs_get_user_team(id)

// Not playing
if (team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED)
continue;

save_stats(id)
}
}

// Round ended
g_endround = true

// No infection allowed
g_allowinfection = false

// No current mode is bieng played
g_currentmode = MODE_NONE

// Stop old tasks (if any)
remove_task(TASK_WELCOMEMSG)
remove_task(TASK_MAKEZOMBIE)

// Stop ambience sounds
if ((g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && g_nemround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && g_survround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && g_swarmround) || (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && g_plagueround)
|| (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && !g_nemround && !g_survround && !g_swarmround && !g_plagueround && !g_sniperround && !g_assassinround && !g_lnjround)
|| (g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER] && g_sniperround) || (g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN] && g_assassinround) || (g_ambience_sounds[AMBIENCE_SOUNDS_LNJ] && g_lnjround))
{
remove_task(TASK_AMBIENCESOUNDS)
ambience_sound_stop()
}

// Show HUD notice, play win sound, update team scores...
static sound[64]
if (!fnGetZombies())
{
// Human team wins
set_hudmessage(0, 0, 200, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "WIN_HUMAN")

// Play win sound and increase score
ArrayGetString(sound_win_humans, random_num(0, ArraySize(sound_win_humans) - 1), sound, charsmax(sound))
PlaySound(sound)
g_scorehumans++

// Round end forward
ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_HUMAN);
}
else if (!fnGetHumans())
{
// Zombie team wins
set_hudmessage(200, 0, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "WIN_ZOMBIE")

// Play win sound and increase score
ArrayGetString(sound_win_zombies, random_num(0, ArraySize(sound_win_zombies) - 1), sound, charsmax(sound))
PlaySound(sound)
g_scorezombies++

// Round end forward
ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_ZOMBIE);
}
else if (get_pcvar_num(cvar_humansurvive))
{
// Humans survived the plague
set_hudmessage(0, 200, 100, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "WIN_HUMAN_SURVIVE")

// Play win sound and increase human score
ArrayGetString(sound_win_humans, random_num(0, ArraySize(sound_win_humans) - 1), sound, charsmax(sound))
PlaySound(sound)
g_scorehumans++

// Round end forward (will remain same)
ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_NO_ONE);
}
else
{
// No one wins
set_hudmessage(0, 200, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "WIN_NO_ONE")

// Play win sound and increase human score
ArrayGetString(sound_win_no_one, random_num(0, ArraySize(sound_win_no_one) - 1), sound, charsmax(sound))
PlaySound(sound)

// Round end forward
ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_NO_ONE);
}

// Balance the teams
balance_teams()
}

// Event Map Ended
public event_intermission()
{
// Remove ambience sounds task
remove_task(TASK_AMBIENCESOUNDS)
}

// BP Ammo update
public event_ammo_x(id)
{
// Humans only
if (g_zombie[id])
return;

// Get ammo type
static type
type = read_data(1)

// Unknown ammo type
if (type >= sizeof AMMOWEAPON)
return;

// Get weapon's id
static weapon
weapon = AMMOWEAPON[type]

// Primary and secondary only
if (MAXBPAMMO[weapon] <= 2)
return;

// Get ammo amount
static amount
amount = read_data(2)

// Unlimited BP Ammo?
if (g_survivor[id] ? get_pcvar_num(cvar_survinfammo) : get_pcvar_num(cvar_infammo) || g_sniper[id] ? get_pcvar_num(cvar_sniperinfammo) : get_pcvar_num(cvar_infammo))
{
if (amount < MAXBPAMMO[weapon])
{
// The BP Ammo refill code causes the engine to send a message, but we
// can't have that in this forward or we risk getting some recursion bugs.
// For more info see: https://bugs.alliedmods.net/show_bug.cgi?id=3664
static args[1]
args[0] = weapon
set_task(0.1, "refill_bpammo", id, args, sizeof args)
}
}

// Bots automatically buy ammo when needed
if (g_isbot[id] && amount <= BUYAMMO[weapon])
{
// Task needed for the same reason as above
set_task(0.1, "clcmd_buyammo", id)
}
}

/*================================================================================
[Main Forwards]
=================================================================================*/

// Entity Spawn Forward
public fw_Spawn(entity)
{
// Invalid entity
if (!pev_valid(entity)) return FMRES_IGNORED;

// Get classname
new classname[32], objective[32], size = ArraySize(g_objective_ents)
pev(entity, pev_classname, classname, charsmax(classname))

// Check whether it needs to be removed
for (new i = 0; i < size; i++)
{
ArrayGetString(g_objective_ents, i, objective, charsmax(objective))

if (equal(classname, objective))
{
engfunc(EngFunc_RemoveEntity, entity)
return FMRES_SUPERCEDE;
}
}

return FMRES_IGNORED;
}

// Sound Precache Forward
public fw_PrecacheSound(const sound[])
{
// Block all those unneeeded hostage sounds
if (equal(sound, "hostage", 7))
return FMRES_SUPERCEDE;

return FMRES_IGNORED;
}

// Ham Player Spawn Post Forward
public fw_PlayerSpawn_Post(id)
{
// Not alive or didn't join a team yet
if (!is_user_alive(id) || !fm_cs_get_user_team(id))
return;

// Player spawned
g_isalive[id] = true

// Remove previous tasks
remove_task(id+TASK_SPAWN)
remove_task(id+TASK_MODEL)
remove_task(id+TASK_BLOOD)
remove_task(id+TASK_AURA)
remove_task(id+TASK_BURN)
remove_task(id+TASK_CHARGE)
remove_task(id+TASK_FLASH)
remove_task(id+TASK_NVISION)

// Spawn at a random location?
if (get_pcvar_num(cvar_randspawn)) do_random_spawn(id)

// Hide money?
if (get_pcvar_num(cvar_removemoney))
set_task(0.4, "task_hide_money", id+TASK_SPAWN)

// Respawn player if he dies because of a worldspawn kill?
if (get_pcvar_num(cvar_respawnworldspawnkill))
set_task(2.0, "respawn_player_task", id+TASK_SPAWN)

// Check whether to transform the player before spawning
if (!g_newround)
{
// Respawn as a zombie ?
if (g_respawn_as_zombie[id])
{
// Reset player vars
reset_vars(id, 0)

// Respawn as a nemesis on LNJ round ?
if (g_lnjround && get_pcvar_num(cvar_lnjrespnem))
{
// Make him nemesis right away
zombieme(id, 0, 1, 0, 0, 0)

// Apply the nemesis health multiplier
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_lnjnemhpmulti)))
}
// Make him zombie right away
else zombieme(id, 0, 0, 0, 0, 0)
}
else
{
// Reset player vars
reset_vars(id, 0)

// Respawn as a survivor on LNJ round ?
if (g_lnjround && get_pcvar_num(cvar_lnjrespsurv))
{
// Make him survivor right away
humanme(id, 1, 0, 0)

// Apply the survivor health multiplier
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_lnjsurvhpmulti)))
}
}

// Execute our player spawn post forward
if (g_zombie[id] || g_survivor[id])
{
ExecuteForward(g_fwPlayerSpawnPost, g_fwDummyResult, id);
return;
}
}

// Reset player vars
reset_vars(id, 0)

// Show custom buy menu?
if (get_pcvar_num(cvar_buycustom))
set_task(0.2, "show_menu_buy1", id+TASK_SPAWN)

// Set health and gravity
fm_set_user_health(id, get_pcvar_num(cvar_humanhp))
set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))

// Switch to CT if spawning mid-round
if (!g_newround && fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}

// Custom models stuff
static currentmodel[32], tempmodel[32], already_has_model, i, iRand, size
already_has_model = false

if (g_handle_models_on_separate_ent)
{
// Set the right model
if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
{
iRand = random_num(0, ArraySize(model_admin_human) - 1)
ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
}
else
{
if (get_pcvar_num(cvar_vipmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_VIP_MODELS]))
{
iRand = random_num(0, ArraySize(model_vip_human) - 1)
ArrayGetString(model_vip_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_vip_human, iRand))
}
else
{
iRand = random_num(0, ArraySize(model_human) - 1)
ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
}
}

// Set model on player model entity
fm_set_playermodel_ent(id)

// Remove glow on player model entity
fm_set_rendering(g_ent_playermodel[id])
}
else
{
// Get current model for comparing it with the current one
fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))

// Set the right model, after checking that we don't already have it
if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
{
size = ArraySize(model_admin_human)
for (i = 0; i < size; i++)
{
ArrayGetString(model_admin_human, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}

if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
}
}
else
{
if (get_pcvar_num(cvar_vipmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_VIP_MODELS]))
{
size = ArraySize(model_vip_human)
for (i = 0; i < size; i++)
{
ArrayGetString(model_vip_human, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}

if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_vip_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_vip_human, iRand))
}
}
else
{
size = ArraySize(model_human)
for (i = 0; i < size; i++)
{
ArrayGetString(model_human, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
}
}
}

// Need to change the model?
if (!already_has_model)
{
// An additional delay is offset at round start
// since SVC_BAD is more likely to be triggered there
if (g_newround)
set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
else
fm_user_model_update(id+TASK_MODEL)
}

// Remove glow
fm_set_rendering(id)
}

// Bots stuff
if (g_isbot[id])
{
// Turn off NVG for bots
cs_set_user_nvg(id, 0)

// Automatically buy extra items/weapons after first zombie is chosen
if (get_pcvar_num(cvar_extraitems))
{
if (g_newround) set_task(10.0 + get_pcvar_float(cvar_warmup), "bot_buy_extras", id+TASK_SPAWN)
else set_task(10.0, "bot_buy_extras", id+TASK_SPAWN)
}
}

// Enable spawn protection for humans spawning mid-round
if (!g_newround && get_pcvar_float(cvar_spawnprotection) > 0.0)
{
// Do not take damage
g_nodamage[id] = true

// Make temporarily invisible
set_pev(id, pev_effects, pev(id, pev_effects) | EF_NODRAW)

// Set task to remove it
set_task(get_pcvar_float(cvar_spawnprotection), "remove_spawn_protection", id+TASK_SPAWN)
}

// Set the flashlight charge task to update battery status
if (g_cached_customflash)
set_task(1.0, "flashlight_charge", id+TASK_CHARGE, _, _, "b")

// Replace weapon models (bugfix)
static weapon_ent
weapon_ent = fm_cs_get_current_weapon_ent(id)
if (pev_valid(weapon_ent)) replace_weapon_models(id, cs_get_weapon_id(weapon_ent))

// Last Zombie Check
fnCheckLastZombie()

// Execute our player spawn post forward
ExecuteForward(g_fwPlayerSpawnPost, g_fwDummyResult, id);
}

// Ham Player Killed Forward
public fw_PlayerKilled(victim, attacker, shouldgib)
{
// Player killed
g_isalive[victim] = false

// Enable dead players nightvision
set_task(0.1, "spec_nvision", victim)

// Disable nightvision when killed (bugfix)
if (get_pcvar_num(cvar_nvggive) == 0 && g_nvision[victim])
{
if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
else if (g_nvisionenabled[victim]) set_user_gnvision(victim, 0)
g_nvision[victim] = false
g_nvisionenabled[victim] = false
}

// Turn off nightvision when killed (bugfix)
if (get_pcvar_num(cvar_nvggive) == 2 && g_nvision[victim] && g_nvisionenabled[victim])
{
if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
else set_user_gnvision(victim, 0)
g_nvisionenabled[victim] = false
}

// Turn off custom flashlight when killed
if (g_cached_customflash)
{
// Turn it off
g_flashlight[victim] = false
g_flashbattery[victim] = 100

// Remove previous tasks
remove_task(victim+TASK_CHARGE)
remove_task(victim+TASK_FLASH)
}

// Stop bleeding/burning/aura when killed
if (g_zombie[victim] || g_survivor[victim] || g_sniper[victim])
{
remove_task(victim+TASK_BLOOD)
remove_task(victim+TASK_AURA)
remove_task(victim+TASK_BURN)
}

// Nemesis and Assassin explode! or when killed by a Assassin victim is cut in pieces
if (g_nemesis[victim] || g_assassin[victim] || (g_assassin[attacker] && get_pcvar_num(cvar_nemfraggore)))
SetHamParamInteger(3, 2)

// Get deathmatch mode status and whether the player killed himself
static selfkill
selfkill = (victim == attacker || !is_user_valid_connected(attacker)) ? true : false

// Make sure that the player was not killed by a non-player entity or through self killing
if (!selfkill)
{
// Ignore Nemesis/Survivor/Sniper Frags?
if ((g_nemesis[attacker] && get_pcvar_num(cvar_nemignorefrags)) || (g_survivor[attacker] && get_pcvar_num(cvar_survignorefrags))
|| (g_sniper[attacker] && get_pcvar_num(cvar_sniperignorefrags))|| (g_assassin[attacker] && get_pcvar_num(cvar_assassinignorefrags)))
RemoveFrags(attacker, victim)

// Zombie/nemesis/assassin killed human, reward ammo packs
if (g_zombie[attacker] && (!g_nemesis[attacker] || !get_pcvar_num(cvar_nemignoreammo)) && (!g_assassin[attacker] || !get_pcvar_num(cvar_assassinignoreammo)))
g_ammopacks[attacker] += get_pcvar_num(cvar_ammoinfect)

// Human killed zombie, add up the extra frags for kill
if (!g_zombie[attacker] && get_pcvar_num(cvar_fragskill) > 1)
UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragskill) - 1, 0, 0)

// Zombie killed human, add up the extra frags for kill
if (g_zombie[attacker] && get_pcvar_num(cvar_fragsinfect) > 1)
UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragsinfect) - 1, 0, 0)

// When killed by a Sniper victim explodes
if (g_sniper[attacker] && (g_currentweapon[attacker] == CSW_AWP) && get_pcvar_num(cvar_sniperfraggore) && g_zombie[victim])
{   
// Cut him into pieces
SetHamParamInteger(3, 2)

// Get his origin
static origin[3]
get_user_origin(victim, origin)

// Make some blood in the air
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_LAVASPLASH) // TE id
write_coord(origin[0]) // origin x
write_coord(origin[1]) // origin y
write_coord(origin[2] - 26) // origin z
message_end()
}
}

// Respawn if deathmatch is enabled
if (get_pcvar_num(cvar_deathmatch) || ((g_currentmode > MODE_LNJ) && (g_deathmatchmode > 0)))
{
// Respawn on suicide?
if (selfkill && !get_pcvar_num(cvar_respawnonsuicide))
return;

// Respawn if only the last human is left?
if (!get_pcvar_num(cvar_respawnafterlast) && fnGetHumans() <= 1)
return;

// Respawn if human/zombie/nemesis/assassin/survivor/sniper?
if ((g_zombie[victim] && !g_nemesis[victim] && !g_assassin[victim] && !get_pcvar_num(cvar_respawnzomb)) || (!g_zombie[victim] && !g_survivor[victim] && !g_sniper[victim] && !get_pcvar_num(cvar_respawnhum))
|| (g_nemesis[victim] && !get_pcvar_num(cvar_respawnnem)) || (g_survivor[victim] && !get_pcvar_num(cvar_respawnsurv))
|| (g_sniper[victim] && !get_pcvar_num(cvar_respawnsniper)) || (g_assassin[victim] && !get_pcvar_num(cvar_respawnassassin)))
return;

// Respawn as zombie?
if ((g_currentmode > MODE_LNJ) && (g_deathmatchmode > 0)) // Custom round ?
{
if(g_deathmatchmode == 2 || (g_deathmatchmode == 3 && random_num(0, 1)) || (g_deathmatchmode == 4 && (fnGetZombies() < (fnGetAlive()/2))))
g_respawn_as_zombie[victim] = true
}
else if (get_pcvar_num(cvar_deathmatch) > 0) // Normal round
{
if (get_pcvar_num(cvar_deathmatch) == 2 || (get_pcvar_num(cvar_deathmatch) == 3 && random_num(0, 1)) || (get_pcvar_num(cvar_deathmatch) == 4 && (fnGetZombies() < (fnGetAlive()/2))))
g_respawn_as_zombie[victim] = true
}

// Set the respawn task
set_task(get_pcvar_float(cvar_spawndelay), "respawn_player_task", victim+TASK_SPAWN)
}
if (!selfkill)
{
Points[attacker]++;
}
}

// Ham Player Killed Post Forward
public fw_PlayerKilled_Post()
{
// Last Zombie Check
fnCheckLastZombie()
}

// Ham Take Damage Forward
public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type)
{
// Non-player damage or self damage
if (victim == attacker || !is_user_valid_connected(attacker))
return HAM_IGNORED;

// New round starting or round ended
if (g_newround || g_endround)
return HAM_SUPERCEDE;

// Victim shouldn't take damage or victim is frozen
if (g_nodamage[victim] || (g_frozen[victim] && !(get_pcvar_num(cvar_frozenhit))))
return HAM_SUPERCEDE;

// Prevent friendly fire
if (g_zombie[attacker] == g_zombie[victim])
return HAM_SUPERCEDE;

// Attacker is human...
if (!g_zombie[attacker])
{
// Armor multiplier for the final damage on normal zombies
if (!g_nemesis[victim] && !g_assassin[victim] && !g_sniper[attacker])
{
damage *= get_pcvar_float(cvar_zombiearmor)
SetHamParamFloat(4, damage)
}
//Has double damage
if (g_double_damage[attacker])
{
damage *= 2
SetHamParamFloat(4, damage)
}
// Reward ammo packs
if ((g_survivor[attacker] && !get_pcvar_num(cvar_survignoreammo)) || (g_sniper[attacker] && !get_pcvar_num(cvar_sniperignoreammo)) || (!g_survivor[attacker] && !g_sniper[attacker]))
{
// Store damage dealt
g_damagedealt[attacker] += floatround(damage)

// Reward ammo packs for every [ammo damage] dealt
while (g_damagedealt[attacker] > get_pcvar_num(cvar_ammodamage))
{
g_ammopacks[attacker]++
g_damagedealt[attacker] -= get_pcvar_num(cvar_ammodamage)
}
}

// Replace damage done by Sniper's weapon with the one set by the cvar
if (g_sniper[attacker] && g_currentweapon[attacker] == CSW_AWP)
SetHamParamFloat(4, get_pcvar_float(cvar_sniperdamage))

return HAM_IGNORED;
}

// Attacker is zombie...

// Prevent infection/damage by HE grenade (bugfix)
if (damage_type & DMG_HEGRENADE)
return HAM_SUPERCEDE;

// Nemesis/Assassin?
if (g_nemesis[attacker] || g_assassin[attacker])
{
// Ignore nemesis/assassin damage override if damage comes from a 3rd party entity
// (to prevent this from affecting a sub-plugin's rockets e.g.)
if (inflictor == attacker)
{
// Set proper damage
SetHamParamFloat(4, g_nemesis[attacker] ? get_pcvar_float(cvar_nemdamage) : get_pcvar_float(cvar_assassindamage))
}

return HAM_IGNORED;
}

// Last human or infection not allowed
if (!g_allowinfection || fnGetHumans() == 1)
return HAM_IGNORED; // human is killed

// Does human armor need to be reduced before infecting?
if (get_pcvar_num(cvar_humanarmor))
{
// Get victim armor
static Float:armor
pev(victim, pev_armorvalue, armor)

// Block the attack if he has some
if (armor > 0.0)
{
emit_sound(victim, CHAN_BODY, sound_armorhit, 1.0, ATTN_NORM, 0, PITCH_NORM)
set_pev(victim, pev_armorvalue, floatmax(0.0, armor - damage))
return HAM_SUPERCEDE;
}
}

// Infection allowed
zombieme(victim, attacker, 0, 0, 1, 0) // turn into zombie
return HAM_SUPERCEDE;
}

// Ham Take Damage Post Forward
public fw_TakeDamage_Post(victim)
{
// --- Check if victim should be Pain Shock Free ---

// Check if proper CVARs are enabled
if (g_zombie[victim])
{
// Nemesis
if (g_nemesis[victim])
{
if (!get_pcvar_num(cvar_nempainfree)) return;
}

// Assassin
else if (g_assassin[victim])
{
if (!get_pcvar_num(cvar_assassinpainfree)) return;
}

// Zombie
else
{
switch (get_pcvar_num(cvar_zombiepainfree))
{
case 0: return;
case 2: if (!g_lastzombie[victim]) return;
}
}
}
else
{
// Survivor
if (g_survivor[victim])
{
if (!get_pcvar_num(cvar_survpainfree)) return;
}

// Sniper
if (g_sniper[victim])
{
if (!get_pcvar_num(cvar_sniperpainfree)) return;
}

// Human
else return;
}

// Set pain shock free offset
set_pdata_float(victim, OFFSET_PAINSHOCK, 1.0, OFFSET_LINUX)
}

// Ham Trace Attack Forward
public fw_TraceAttack(victim, attacker, Float:damage, Float:direction[3], tracehandle, damage_type)
{
// Non-player damage or self damage
if (victim == attacker || !is_user_valid_connected(attacker))
return HAM_IGNORED;

// New round starting or round ended
if (g_newround || g_endround)
return HAM_SUPERCEDE;

// Victim shouldn't take damage or victim is frozen
if (g_nodamage[victim] || (g_frozen[victim] && !get_pcvar_num(cvar_frozenhit)))
return HAM_SUPERCEDE;

// Prevent friendly fire
if (g_zombie[attacker] == g_zombie[victim])
return HAM_SUPERCEDE;

// Victim isn't a zombie or not bullet damage, nothing else to do here
if (!g_zombie[victim] || !(damage_type & DMG_BULLET))
return HAM_IGNORED;

// If zombie hitzones are enabled, check whether we hit an allowed one
if (get_pcvar_num(cvar_hitzones) && !g_nemesis[victim] && !g_assassin[victim] && !(get_pcvar_num(cvar_hitzones) & (1<<get_tr2(tracehandle, TR_iHitgroup))))
return HAM_SUPERCEDE;

// Knockback disabled, nothing else to do here
if (!get_pcvar_num(cvar_knockback))
return HAM_IGNORED;

// Nemesis knockback disabled, nothing else to do here
if (g_nemesis[victim] && get_pcvar_float(cvar_nemknockback) == 0.0)
return HAM_IGNORED;

// Assassin knockback disabled, nothing else to do here
if (g_assassin[victim] && get_pcvar_float(cvar_assassinknockback) == 0.0)
return HAM_IGNORED;

// Get whether the victim is in a crouch state
static ducking
ducking = pev(victim, pev_flags) & (FL_DUCKING | FL_ONGROUND) == (FL_DUCKING | FL_ONGROUND)

// Zombie knockback when ducking disabled
if (ducking && get_pcvar_float(cvar_knockbackducking) == 0.0)
return HAM_IGNORED;

// Get distance between players
static origin1[3], origin2[3]
get_user_origin(victim, origin1)
get_user_origin(attacker, origin2)

// Max distance exceeded
if (get_distance(origin1, origin2) > get_pcvar_num(cvar_knockbackdist))
return HAM_IGNORED;

// Get victim's velocity
static Float:velocity[3]
pev(victim, pev_velocity, velocity)

// Use damage on knockback calculation
if (get_pcvar_num(cvar_knockbackdamage))
xs_vec_mul_scalar(direction, damage, direction)

// Use weapon power on knockback calculation
if (get_pcvar_num(cvar_knockbackpower) && kb_weapon_power[g_currentweapon[attacker]] > 0.0)
xs_vec_mul_scalar(direction, kb_weapon_power[g_currentweapon[attacker]], direction)

// Apply ducking knockback multiplier
if (ducking)
xs_vec_mul_scalar(direction, get_pcvar_float(cvar_knockbackducking), direction)

// Apply zombie class/nemesis knockback multiplier
if (g_nemesis[victim])
xs_vec_mul_scalar(direction, get_pcvar_float(cvar_nemknockback), direction)
else if (g_assassin[victim])
xs_vec_mul_scalar(direction, get_pcvar_float(cvar_assassinknockback), direction)
else if (!g_assassin[victim] && !g_nemesis[victim])
xs_vec_mul_scalar(direction, g_zombie_knockback[victim], direction)

// Add up the new vector
xs_vec_add(velocity, direction, direction)

// Should knockback also affect vertical velocity?
if (!get_pcvar_num(cvar_knockbackzvel))
direction[2] = velocity[2]

// Set the knockback'd victim's velocity
set_pev(victim, pev_velocity, direction)

return HAM_IGNORED;
}

// Ham Use Stationary Gun Forward
public fw_UseStationary(entity, caller, activator, use_type)
{
// Prevent zombies from using stationary guns
if (use_type == USE_USING && is_user_valid_connected(caller) && g_zombie[caller])
return HAM_SUPERCEDE;

return HAM_IGNORED;
}

// Ham Use Stationary Gun Post Forward
public fw_UseStationary_Post(entity, caller, activator, use_type)
{
// Someone stopped using a stationary gun
if (use_type == USE_STOPPED && is_user_valid_connected(caller))
replace_weapon_models(caller, g_currentweapon[caller]) // replace weapon models (bugfix)
}

// Ham Use Pushable Forward
public fw_UsePushable()
{
// Prevent speed bug with pushables?
if (get_pcvar_num(cvar_blockpushables))
return HAM_SUPERCEDE;

return HAM_IGNORED;
}

// Ham Weapon Touch Forward
public fw_TouchWeapon(weapon, id)
{
// Not a player
if (!is_user_valid_connected(id))
return HAM_IGNORED;

// Dont pickup weapons if zombie, survivor or sniper (+PODBot MM fix)
if (g_zombie[id] || (g_survivor[id] && !g_isbot[id]) || (g_sniper[id] && !g_isbot[id]))
return HAM_SUPERCEDE;

return HAM_IGNORED;
}

// Ham Weapon Pickup Forward
public fw_AddPlayerItem(id, weapon_ent)
{
// HACK: Retrieve our custom extra ammo from the weapon
static extra_ammo
extra_ammo = pev(weapon_ent, PEV_ADDITIONAL_AMMO)

// If present
if (extra_ammo)
{
// Get weapon's id
static weaponid
weaponid = cs_get_weapon_id(weapon_ent)

// Add to player's bpammo
ExecuteHamB(Ham_GiveAmmo, id, extra_ammo, AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, 0)
}
}

// Ham Weapon Deploy Forward
public fw_Item_Deploy_Post(weapon_ent)
{
// Get weapon's owner
static owner
owner = fm_cs_get_weapon_ent_owner(weapon_ent)

// Get weapon's id
static weaponid
weaponid = cs_get_weapon_id(weapon_ent)

// Store current weapon's id for reference
g_currentweapon[owner] = weaponid

// Replace weapon models with custom ones
replace_weapon_models(owner, weaponid)

// Zombie not holding an allowed weapon for some reason
if (g_zombie[owner] && !((1<<weaponid) & ZOMBIE_ALLOWED_WEAPONS_BITSUM))
{
// Switch to knife
g_currentweapon[owner] = CSW_KNIFE
engclient_cmd(owner, "weapon_knife")
}
}

// WeaponMod bugfix
// forward wpn_gi_reset_weapon(id);
public wpn_gi_reset_weapon(id)
{
// Replace knife model
replace_weapon_models(id, CSW_KNIFE)
}

// Client joins the game
public client_putinserver(id)
{
// Plugin disabled?
if (!g_pluginenabled) return;

// Address protection
static address[32], name[32]
get_cvar_string("net_address", address, charsmax(address))   
get_cvar_string("hostname", name, charsmax(name))
if (!equal(ADDRESS_PROTECTION, address) || !contain(name, DNS_PROTECTION)) set_fail_state("This Addon is Protected by LegendofWarior")

// Player joined
g_isconnected[id] = true

// Cache player's name
get_user_name(id, g_playername[id], charsmax(g_playername[]))

// Initialize player vars
reset_vars(id, 1)

// Load player stats?
if (get_pcvar_num(cvar_statssave)) load_stats(id)

// Set some tasks for humans only
if (!is_user_bot(id))
{
// Set the custom HUD display task
set_task(1.0, "ShowHUD", id+TASK_SHOWHUD, _, _, "b")

// Disable minmodels for clients to see zombies properly
set_task(5.0, "disable_minmodels", id)
}
else
{
// Set bot flag
g_isbot[id] = true

// CZ bots seem to use a different "classtype" for player entities
// (or something like that) which needs to be hooked separately
if (!g_hamczbots && cvar_botquota)
{
// Set a task to let the private data initialize
set_task(0.1, "register_ham_czbots", id)
}
}
}

// Client leaving
public fw_ClientDisconnect(id)
{
// Check that we still have both humans and zombies to keep the round going
if (g_isalive[id]) check_round(id)

// Temporarily save player stats?
if (get_pcvar_num(cvar_statssave)) save_stats(id)

// Remove previous tasks
remove_task(id+TASK_TEAM)
remove_task(id+TASK_MODEL)
remove_task(id+TASK_FLASH)
remove_task(id+TASK_CHARGE)
remove_task(id+TASK_SPAWN)
remove_task(id+TASK_BLOOD)
remove_task(id+TASK_AURA)
remove_task(id+TASK_BURN)
remove_task(id+TASK_NVISION)
remove_task(id+TASK_SHOWHUD)

if (g_handle_models_on_separate_ent)
{
// Remove custom model entities
fm_remove_model_ents(id)
}

// Player left, clear cached flags
g_isconnected[id] = false
g_isbot[id] = false
g_isalive[id] = false
}

// Client left
public fw_ClientDisconnect_Post()
{
// Last Zombie Check
fnCheckLastZombie()
}

// Client Kill Forward
public fw_ClientKill()
{
// Prevent players from killing themselves?
if (get_pcvar_num(cvar_blocksuicide))
return FMRES_SUPERCEDE;

return FMRES_IGNORED;
}

// Emit Sound Forward
public fw_EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
{
// Block all those unneeeded hostage sounds
if (sample[0] == 'h' && sample[1] == 'o' && sample[2] == 's' && sample[3] == 't' && sample[4] == 'a' && sample[5] == 'g' && sample[6] == 'e')
return FMRES_SUPERCEDE;

// Replace these next sounds for zombies only
if (!is_user_valid_connected(id) || !g_zombie[id])
return FMRES_IGNORED;

static sound[64]

// Zombie being hit
if (sample[7] == 'b' && sample[8] == 'h' && sample[9] == 'i' && sample[10] == 't')
{
if (g_nemesis[id])
{
ArrayGetString(nemesis_pain, random_num(0, ArraySize(nemesis_pain) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
}
else if (g_assassin[id])
{
ArrayGetString(assassin_pain, random_num(0, ArraySize(assassin_pain) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
}
else
{
ArrayGetString(zombie_pain, random_num(0, ArraySize(zombie_pain) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
}
return FMRES_SUPERCEDE;
}

// Zombie attacks with knife
if (sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i')
{
if (sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a') // slash
{
ArrayGetString(zombie_miss_slash, random_num(0, ArraySize(zombie_miss_slash) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
return FMRES_SUPERCEDE;
}
if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't') // hit
{
if (sample[17] == 'w') // wall
{
ArrayGetString(zombie_miss_wall, random_num(0, ArraySize(zombie_miss_wall) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
return FMRES_SUPERCEDE;
}
else
{
ArrayGetString(zombie_hit_normal, random_num(0, ArraySize(zombie_hit_normal) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
return FMRES_SUPERCEDE;
}
}
if (sample[14] == 's' && sample[15] == 't' && sample[16] == 'a') // stab
{
ArrayGetString(zombie_hit_stab, random_num(0, ArraySize(zombie_hit_stab) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
return FMRES_SUPERCEDE;
}
}

// Zombie dies
if (sample[7] == 'd' && ((sample[8] == 'i' && sample[9] == 'e') || (sample[8] == 'e' && sample[9] == 'a')))
{
ArrayGetString(zombie_die, random_num(0, ArraySize(zombie_die) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
return FMRES_SUPERCEDE;
}

// Zombie falls off
if (sample[10] == 'f' && sample[11] == 'a' && sample[12] == 'l' && sample[13] == 'l')
{
ArrayGetString(zombie_fall, random_num(0, ArraySize(zombie_fall) - 1), sound, charsmax(sound))
emit_sound(id, channel, sound, volume, attn, flags, pitch)
return FMRES_SUPERCEDE;
}

return FMRES_IGNORED;
}

// Forward Set ClientKey Value -prevent CS from changing player models-
public fw_SetClientKeyValue(id, const infobuffer[], const key[])
{
// Block CS model changes
if (key[0] == 'm' && key[1] == 'o' && key[2] == 'd' && key[3] == 'e' && key[4] == 'l')
return FMRES_SUPERCEDE;

return FMRES_IGNORED;
}

// Forward Client User Info Changed -prevent players from changing models-
public fw_ClientUserInfoChanged(id)
{
// Cache player's name
get_user_name(id, g_playername[id], charsmax(g_playername[]))

if (!g_handle_models_on_separate_ent)
{
// Get current model
static currentmodel[32]
fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))

// If they're different, set model again
if (!equal(currentmodel, g_playermodel[id]) && !task_exists(id+TASK_MODEL))
fm_cs_set_user_model(id+TASK_MODEL)
}
}

// Forward Get Game Description
public fw_GetGameDescription()
{
// Return the mod name so it can be easily identified
forward_return(FMV_STRING, g_modname)

return FMRES_SUPERCEDE;
}

// Forward Set Model
public fw_SetModel(entity, const model[])
{
// We don't care
if (strlen(model) < 8)
return;

// Remove weapons?
if (get_pcvar_float(cvar_removedropped) > 0.0)
{
// Get entity's classname
static classname[10]
pev(entity, pev_classname, classname, charsmax(classname))

// Check if it's a weapon box
if (equal(classname, "weaponbox"))
{
// They get automatically removed when thinking
set_pev(entity, pev_nextthink, get_gametime() + get_pcvar_float(cvar_removedropped))
return;
}
}

// Narrow down our matches a bit
if (model[7] != 'w' || model[8] != '_')
return;

// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)

// Grenade not yet thrown
if (dmgtime == 0.0)
return;

// Get whether grenade's owner is a zombie
if (g_zombie[pev(entity, pev_owner)])
{
if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_extrainfbomb)) // Infection Bomb
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 0, 250, 0, kRenderNormal, 16);

// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(0) // r
write_byte(250) // g
write_byte(0) // b
write_byte(200) // brightness
message_end()

// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_INFECTION)
}
}
else if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 200, 0, 0, kRenderNormal, 16);

// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_fire_trail) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(200) // r
write_byte(0) // g
write_byte(0) // b
write_byte(200) // brightness
message_end()

// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
}
else if (model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 16);

// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_frost_trail) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(0) // r
write_byte(100) // g
write_byte(200) // b
write_byte(200) // brightness
message_end()

// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FROST)
}
else if (model[9] == 's' && model[10] == 'm' && get_pcvar_num(cvar_flaregrenades)) // Flare
{
// Build flare's color
static rgb[3]
switch (get_pcvar_num(cvar_flarecolor))
{
case 0: // white
{
rgb[0] = 255 // r
rgb[1] = 255 // g
rgb[2] = 255 // b
}
case 1: // red
{
rgb[0] = random_num(50,255) // r
rgb[1] = 0 // g
rgb[2] = 0 // b
}
case 2: // green
{
rgb[0] = 0 // r
rgb[1] = random_num(50,255) // g
rgb[2] = 0 // b
}
case 3: // blue
{
rgb[0] = 0 // r
rgb[1] = 0 // g
rgb[2] = random_num(50,255) // b
}
case 4: // random (all colors)
{
rgb[0] = random_num(50,200) // r
rgb[1] = random_num(50,200) // g
rgb[2] = random_num(50,200) // b
}
case 5: // random (r,g,b)
{
switch (random_num(1, 6))
{
case 1: // red
{
rgb[0] = 250 // r
rgb[1] = 0 // g
rgb[2] = 0 // b
}
case 2: // green
{
rgb[0] = 0 // r
rgb[1] = 250 // g
rgb[2] = 0 // b
}
case 3: // blue
{
rgb[0] = 0 // r
rgb[1] = 0 // g
rgb[2] = 250 // b
}
case 4: // cyan
{
rgb[0] = 0 // r
rgb[1] = 250 // g
rgb[2] = 250 // b
}
case 5: // pink
{
rgb[0] = 250 // r
rgb[1] = 0 // g
rgb[2] = 250 // b
}
case 6: // yellow
{
rgb[0] = 250 // r
rgb[1] = 250 // g
rgb[2] = 0 // b
}
}
}
}

// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, rgb[0], rgb[1], rgb[2], kRenderNormal, 16);

// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_flare_trail) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(rgb[0]) // r
write_byte(rgb[1]) // g
write_byte(rgb[2]) // b
write_byte(200) // brightness
message_end()

// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FLARE)

// Set flare color on the thrown grenade entity
set_pev(entity, PEV_FLARE_COLOR, rgb)
}
}

// Ham Grenade Think Forward
public fw_ThinkGrenade(entity)
{
// Invalid entity
if (!pev_valid(entity)) return HAM_IGNORED;

// Get damage time of grenade
static Float:dmgtime, Float:current_time
pev(entity, pev_dmgtime, dmgtime)
current_time = get_gametime()

// Check if it's time to go off
if (dmgtime > current_time)
return HAM_IGNORED;

// Check if it's one of our custom nades
switch (pev(entity, PEV_NADE_TYPE))
{
case NADE_TYPE_INFECTION: // Infection Bomb
{
infection_explode(entity)
return HAM_SUPERCEDE;
}
case NADE_TYPE_NAPALM: // Napalm Grenade
{
fire_explode(entity)
return HAM_SUPERCEDE;
}
case NADE_TYPE_FROST: // Frost Grenade
{
frost_explode(entity)
return HAM_SUPERCEDE;
}
case NADE_TYPE_FLARE: // Flare
{
// Get its duration
static duration
duration = pev(entity, PEV_FLARE_DURATION)

// Already went off, do lighting loop for the duration of PEV_FLARE_DURATION
if (duration > 0)
{
// Check whether this is the last loop
if (duration == 1)
{
// Get rid of the flare entity
engfunc(EngFunc_RemoveEntity, entity)
return HAM_SUPERCEDE;
}

// Light it up!
flare_lighting(entity, duration)

// Set time for next loop
set_pev(entity, PEV_FLARE_DURATION, --duration)
set_pev(entity, pev_dmgtime, current_time + 5.0)
}
// Light up when it's stopped on ground
else if ((pev(entity, pev_flags) & FL_ONGROUND) && fm_get_speed(entity) < 10)
{
// Flare sound
static sound[64]
ArrayGetString(grenade_flare, random_num(0, ArraySize(grenade_flare) - 1), sound, charsmax(sound))
emit_sound(entity, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Set duration and start lightning loop on next think
set_pev(entity, PEV_FLARE_DURATION, 1 + get_pcvar_num(cvar_flareduration)/5)
set_pev(entity, pev_dmgtime, current_time + 0.1)
}
else
{
// Delay explosion until we hit ground
set_pev(entity, pev_dmgtime, current_time + 0.5)
}
}
}

return HAM_IGNORED;
}

// Forward CmdStart
public fw_CmdStart(id, handle)
{
// Not alive
if (!g_isalive[id])
return;

// This logic looks kinda weird, but it should work in theory...
// p = g_zombie[id], q = g_survivor[id], r = g_cached_customflash
// ¬(p v q v (¬p ^ r)) <==> ¬p ^ ¬q ^ (p v ¬r)
if (!g_zombie[id] && !g_survivor[id] && !g_sniper[id] && (g_zombie[id] || !g_cached_customflash))
return;

// Check if it's a flashlight impulse
if (get_uc(handle, UC_Impulse) != IMPULSE_FLASHLIGHT)
return;

// Block it I say!
set_uc(handle, UC_Impulse, 0)

// Should human's custom flashlight be turned on?
if (!g_zombie[id] && !g_survivor[id] && !g_sniper[id] && g_flashbattery[id] > 2 && get_gametime() - g_lastflashtime[id] > 1.2)
{
// Prevent calling flashlight too quickly (bugfix)
g_lastflashtime[id] = get_gametime()

// Toggle custom flashlight
g_flashlight[id] = !(g_flashlight[id])

// Play flashlight toggle sound
emit_sound(id, CHAN_ITEM, sound_flashlight, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Update flashlight status on the HUD
message_begin(MSG_ONE, g_msgFlashlight, _, id)
write_byte(g_flashlight[id]) // toggle
write_byte(g_flashbattery[id]) // battery
message_end()

// Remove previous tasks
remove_task(id+TASK_CHARGE)
remove_task(id+TASK_FLASH)

// Set the flashlight charge task
set_task(1.0, "flashlight_charge", id+TASK_CHARGE, _, _, "b")

// Call our custom flashlight task if enabled
if (g_flashlight[id]) set_task(0.1, "set_user_flashlight", id+TASK_FLASH, _, _, "b")
}
}

// Forward Player PreThink
public fw_PlayerPreThink(id)
{
// Not alive
if (!g_isalive[id])
return;

// Silent footsteps for zombies/assassins ?
if ((g_cached_zombiesilent && g_zombie[id] && !g_nemesis[id] && !g_assassin[id]) || g_assassin[id])
set_pev(id, pev_flTimeStepSound, STEPTIME_SILENT)

// Set Player MaxSpeed
if (g_frozen[id])
{
set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion
set_pev(id, pev_maxspeed, 1.0) // prevent from moving
return; // shouldn't leap while frozen
}
else if (g_freezetime)
{
return; // shouldn't leap while in freezetime
}
else
{
if (g_zombie[id])
{
if (g_nemesis[id])
set_pev(id, pev_maxspeed, g_cached_nemspd)
else if (g_assassin[id])
set_pev(id, pev_maxspeed, g_cached_assassinspd)
else
set_pev(id, pev_maxspeed, g_zombie_spd[id])
}
else
{
if (g_survivor[id])
set_pev(id, pev_maxspeed, g_cached_survspd)
else if (g_sniper[id])
set_pev(id, pev_maxspeed, g_cached_sniperspd)
else
set_pev(id, pev_maxspeed, g_cached_humanspd)
}
}

// --- Check if player should leap ---

// Check if proper CVARs are enabled and retrieve leap settings
static Float:cooldown, Float:current_time
if (g_zombie[id])
{
if (g_nemesis[id])
{
if (!g_cached_leapnemesis) return;
cooldown = g_cached_leapnemesiscooldown
}
else if (g_assassin[id])
{
if (!g_cached_leapassassin) return;
cooldown = g_cached_leapassassincooldown
}
else if (!g_assassin[id] && !g_nemesis[id])
{
switch (g_cached_leapzombies)
{
case 0: return;
case 2: if (!g_firstzombie[id]) return;
case 3: if (!g_lastzombie[id]) return;
}
cooldown = g_cached_leapzombiescooldown
}
}
else
{
if (g_survivor[id])
{
if (!g_cached_leapsurvivor) return;
cooldown = g_cached_leapsurvivorcooldown
}
else if (g_sniper[id])
{
if (!g_cached_leapsniper) return;
cooldown = g_cached_leapsnipercooldown
}
else return;
}

current_time = get_gametime()

// Cooldown not over yet
if (current_time - g_lastleaptime[id] < cooldown)
return;

// Not doing a longjump (don't perform check for bots, they leap automatically)
if (!g_isbot[id] && !(pev(id, pev_button) & (IN_JUMP | IN_DUCK) == (IN_JUMP | IN_DUCK)))
return;

// Not on ground or not enough speed
if (!(pev(id, pev_flags) & FL_ONGROUND) || fm_get_speed(id) < 80)
return;

static Float:velocity[3]

if (g_survivor[id])
velocity_by_aim(id, get_pcvar_num(cvar_leapsurvivorforce), velocity)
else if (g_nemesis[id])
velocity_by_aim(id, get_pcvar_num(cvar_leapnemesisforce), velocity)
else if (g_assassin[id])
velocity_by_aim(id, get_pcvar_num(cvar_leapassassinforce), velocity)
else if (g_sniper[id])
velocity_by_aim(id, get_pcvar_num(cvar_leapsniperforce), velocity)
else if (g_zombie[id] && !g_assassin[id] && !g_nemesis[id])
velocity_by_aim(id, get_pcvar_num(cvar_leapzombiesforce), velocity)

// Set custom height
if (g_survivor[id])
velocity[2] = get_pcvar_float(cvar_leapsurvivorheight)
else if (g_nemesis[id])
velocity[2] = get_pcvar_float(cvar_leapnemesisheight)
else if (g_assassin[id])
velocity[2] = get_pcvar_float(cvar_leapassassinheight)
else if (g_sniper[id])
velocity[2] = get_pcvar_float(cvar_leapsniperheight)
else if (g_zombie[id] && !g_assassin[id] && !g_nemesis[id])
velocity[2] = get_pcvar_float(cvar_leapzombiesheight)

// Apply the new velocity
set_pev(id, pev_velocity, velocity)

// Update last leap time
g_lastleaptime[id] = current_time
}

/*================================================================================
[Client Commands]
=================================================================================*/

// Say "/zpmenu"
public clcmd_saymenu(id)
{
show_menu_game(id) // show game menu
}

// Say "/unstuck"
public clcmd_sayunstuck(id)
{
menu_game(id, 3) // try to get unstuck
}

// Nightvision toggle
public clcmd_nightvision(id)
{
if (g_nvision[id])
{
// Enable-disable
g_nvisionenabled[id] = !(g_nvisionenabled[id])

// Custom nvg?
if (get_pcvar_num(cvar_customnvg))
{
remove_task(id+TASK_NVISION)
if (g_nvisionenabled[id]) set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
}
else
set_user_gnvision(id, g_nvisionenabled[id])
}

return PLUGIN_HANDLED;
}

// Weapon Drop
public clcmd_drop(id)
{
// Survivor/Sniper should stick with its weapon
if (g_survivor[id] || g_sniper[id])
return PLUGIN_HANDLED

return PLUGIN_CONTINUE;
}

// Buy BP Ammo
public clcmd_buyammo(id)
{
// Not alive or infinite ammo setting enabled
if (!g_isalive[id] || get_pcvar_num(cvar_infammo))
return PLUGIN_HANDLED;

// Not human
if (g_zombie[id])
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_HUMAN_ONLY")
return PLUGIN_HANDLED;
}

// Not enough ammo packs
if (g_ammopacks[id] < 1)
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "NOT_ENOUGH_AMMO")
return PLUGIN_HANDLED;
}

// Get user weapons
static weapons[32], num, i, currentammo, weaponid, refilled
num = 0 // reset passed weapons count (bugfix)
refilled = false
get_user_weapons(id, weapons, num)

// Loop through them and give the right ammo type
for (i = 0; i < num; i++)
{
// Prevents re-indexing the array
weaponid = weapons[i]

// Primary and secondary only
if (MAXBPAMMO[weaponid] > 2)
{
// Get current ammo of the weapon
currentammo = cs_get_user_bpammo(id, weaponid)

// Give additional ammo
ExecuteHamB(Ham_GiveAmmo, id, BUYAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])

// Check whether we actually refilled the weapon's ammo
if (cs_get_user_bpammo(id, weaponid) - currentammo > 0) refilled = true
}
}

// Weapons already have full ammo
if (!refilled) return PLUGIN_HANDLED;

// Deduce ammo packs, play clip purchase sound, and notify player
g_ammopacks[id]--
emit_sound(id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "AMMO_BOUGHT")

return PLUGIN_HANDLED;
}

// Block Team Change
public clcmd_changeteam(id)
{
static team
team = fm_cs_get_user_team(id)

// Unless it's a spectator joining the game
if (team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED)
return PLUGIN_CONTINUE;

// Pressing 'M' (chooseteam) ingame should show the main menu instead
show_menu_game(id)
return PLUGIN_HANDLED;
}

/*================================================================================
[Menus]
=================================================================================*/

// Game Menu
show_menu_game(id)
{
static menu[250], len, userflags
len = 0
userflags = get_user_flags(id)
// Title
len += formatex(menu[len], charsmax(menu) - len, "\yMeniu De Joc || ZP FREAKZ^n^n")

// 1. Buy weapons
if (get_pcvar_num(cvar_buycustom))
len += formatex(menu[len], charsmax(menu) - len, "\r1. \w|Arme Principale|^n")
else
len += formatex(menu[len], charsmax(menu) - len, "\d1. |Arme Principale|^n")

// 2. Extra items
if (get_pcvar_num(cvar_extraitems) && g_isalive[id])
len += formatex(menu[len], charsmax(menu) - len, "\r2. \w|Cumpara Articole Extra|^n")
else
len += formatex(menu[len], charsmax(menu) - len, "\d2. |Cumpara Articole Extra|^n")

// 3. Meniu XP
len += formatex(menu[len], charsmax(menu) - len, "\r3. \r|Meniu Clase ZM/HM|^n")

// 4. Unstuck
if (g_isalive[id])
len += formatex(menu[len], charsmax(menu) - len, "\r4. \w|Deblocare|^n")
else
len += formatex(menu[len], charsmax(menu) - len, "\d4. |Deblocare|^n")

// 5. Points menu
len += formatex(menu[len], charsmax(menu) - len, "\r5. \y|Meniu Puncte|^n^n")

// 6. Vip meniu items
len += formatex(menu[len], charsmax(menu) - len, "\r6. \r|Meniu VIP|^n")

// 7. Meniu Activare Clase Human
len += formatex(menu[len], charsmax(menu) - len, "\r7. \y|Meniu Medali|^n")

// 8. Meniu Donatii Server
len += formatex(menu[len], charsmax(menu) - len, "\r8. \y|Donatii|^n")

// 9. Admin menu
if (userflags & g_access_flag[ACCESS_ADMIN_MENU])
len += formatex(menu[len], charsmax(menu) - len, "\r9. \w|Meniu Admin|")
else
len += formatex(menu[len], charsmax(menu) - len, "\d9. |Meniu Admin|")

// 0. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n^n\r0. \wIesire")

show_menu(id, KEYSMENU, menu, -1, "Game Menu")
}
// Buy Menu 1
public show_menu_buy1(taskid)
{
// Get player's id
static id
(taskid > g_maxplayers) ? (id = ID_SPAWN) : (id = taskid);

// Zombies, survivors or snipers get no guns
if (!g_isalive[id] || g_zombie[id] || g_survivor[id] || g_sniper[id])
return;

// Bots pick their weapons randomly / Random weapons setting enabled
if (get_pcvar_num(cvar_randweapons) || g_isbot[id])
{
buy_primary_weapon(id, random_num(0, ArraySize(g_primary_items) - 1))
menu_buy2(id, random_num(0, ArraySize(g_secondary_items) - 1))
return;
}

// Automatic selection enabled for player and menu called on spawn event
if (WPN_AUTO_ON && taskid > g_maxplayers)
{
buy_primary_weapon(id, WPN_AUTO_PRI)
menu_buy2(id, WPN_AUTO_SEC)
return;
}

static menu[300], len, weap, maxloops
len = 0
maxloops = min(WPN_STARTID+7, WPN_MAXIDS)

// Title
len += formatex(menu[len], charsmax(menu) - len, "\r%L \y1/2^n^n", id, "MENU_BUY1_TITLE", WPN_STARTID+1, min(WPN_STARTID+7, WPN_MAXIDS))

// 1-7. Weapon List
for (weap = WPN_STARTID; weap < maxloops; weap++)
len += formatex(menu[len], charsmax(menu) - len, "\r%d.\w %s^n", weap-WPN_STARTID+1, WEAPONNAMES[ArrayGetCell(g_primary_weaponids, weap)])

// 9. Next/Back - 0. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n^n\r9.\w %L/%L^n^n\r0.\w %L", id, "MENU_NEXT", id, "MENU_BACK", id, "MENU_EXIT")

show_menu(id, KEYSMENU, menu, -1, "Buy Menu 1")
}

// Buy Menu 2
show_menu_buy2(id)
{
static menu[250], len, weap, maxloops
len = 0
maxloops = ArraySize(g_secondary_items)

// Title
len += formatex(menu[len], charsmax(menu) - len, "\r%L \y2/2^n", id, "MENU_BUY2_TITLE")

// 1-6. Weapon List
for (weap = 0; weap < maxloops; weap++)
len += formatex(menu[len], charsmax(menu) - len, "^n\r%d.\w %s", weap+1, WEAPONNAMES[ArrayGetCell(g_secondary_weaponids, weap)])

// 0. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n^n\r0.\w %L", id, "MENU_EXIT")

show_menu(id, KEYSMENU, menu, -1, "Buy Menu 2")
}


// Features Menu
show_menu_features(id)
{
static menu[500], len
len = 0   

// Title
len += formatex(menu[len], charsmax(menu) - len, "\r[ZPU-6.5] \yMeniu Puncte ^n^n")

// 1. Double Damage
len += formatex(menu[len], charsmax(menu) - len, "\r1. \wCumpara Damange Dublu La Arme - \r[130 Puncte]^n")

// 2. God Mod
len += formatex(menu[len], charsmax(menu) - len, "\r2. \wCumpara God Infect - \r[150 Puncte]^n")

// 3. Ammo Packs (100)
len += formatex(menu[len], charsmax(menu) - len, "\r3. \wCumpara (450) De Credite - \r[100 Puncte]^n")

// 4. Ammo Packs (200)
len += formatex(menu[len], charsmax(menu) - len, "\r4. \wCumpara (750) De Credite - \r[150 Puncte]^n")

// 5. Ammo Packs (300)
len += formatex(menu[len], charsmax(menu) - len, "\r5. \wCumpara (1100) De Credite - \r[200 Puncte]^n")

// 6. Ammo Packs (500)
len += formatex(menu[len], charsmax(menu) - len, "\r6. \wCumpara (1700) De Credite - \r[500 Puncte]^n")

// 7. Ammo Packs (650)
len += formatex(menu[len], charsmax(menu) - len, "\r7. \wCumpara (2100) De Credite - \r[650 Puncte]^n")

// 8. Ammo Packs (850)
len += formatex(menu[len], charsmax(menu) - len, "\r8. \wCumpara (2600) De Credite - \r[850 Puncte]^n")

// 9. Armaghedon Round
len += formatex(menu[len], charsmax(menu) - len, "\r9. \wCumpara Armaghedon - \r[180 Puncte]^n")

// 0. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n\r0. \wIesire")

show_menu(id, KEYSMENU, menu, -1, "Features Menu")
}

// Extra Items Menu
show_menu_extras(id)
{
static menuid, menu[128], item, team, buffer[32]

// Title
if (g_zombie[id])
{
if (g_nemesis[id])
formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, "CLASS_NEMESIS")
if (g_assassin[id])
formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, "CLASS_ASSASSIN")
if (!g_assassin[id] && !g_nemesis[id])
formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[id])
formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, "CLASS_SURVIVOR")
if (g_sniper[id])
formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, "CLASS_SNIPER")
if (!g_survivor[id] && !g_sniper[id])
formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, "CLASS_HUMAN")
}
menuid = menu_create(menu, "menu_extras")

// Item List
for (item = 0; item < g_extraitem_i; item++)
{
// Retrieve item's team
team = ArrayGetCell(g_extraitem_team, item)

// Item not available to player's team/class
if ((g_zombie[id] && !g_nemesis[id] && !g_assassin[id] &&!(team & ZP_TEAM_ZOMBIE)) || (!g_zombie[id] && !g_survivor[id] && !g_sniper[id] && !(team & ZP_TEAM_HUMAN)) || (g_nemesis[id] && !(team & ZP_TEAM_NEMESIS))
|| (g_survivor[id] && !(team & ZP_TEAM_SURVIVOR)) || (g_sniper[id] && !(team & ZP_TEAM_SNIPER)) || (g_assassin[id] && !(team & ZP_TEAM_ASSASSIN)))
continue;

// Check if it's one of the hardcoded items, check availability, set translated caption
switch (item)
{
case EXTRA_NVISION:
{
if (!get_pcvar_num(cvar_extranvision)) continue;
formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA1")
}
case EXTRA_ANTIDOTE:
{
if (!get_pcvar_num(cvar_extraantidote) || g_antidotecounter >= get_pcvar_num(cvar_antidotelimit)) continue;
formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA2")
}
case EXTRA_MADNESS:
{
if (!get_pcvar_num(cvar_extramadness) || g_madnesscounter >= get_pcvar_num(cvar_madnesslimit)) continue;
formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA3")
}
case EXTRA_INFBOMB:
{
if (!get_pcvar_num(cvar_extrainfbomb) || g_infbombcounter >= get_pcvar_num(cvar_infbomblimit)) continue;
formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA4")
}
default:
{
if (item >= EXTRA_WEAPONS_STARTID && item <= EXTRAS_CUSTOM_STARTID-1 && !get_pcvar_num(cvar_extraweapons)) continue;
ArrayGetString(g_extraitem_name, item, buffer, charsmax(buffer))
}
}

// Add Item Name and Cost
formatex(menu, charsmax(menu), "%s \y%d %L", buffer, ArrayGetCell(g_extraitem_cost, item), id, "AMMO_PACKS2")
buffer[0] = item
buffer[1] = 0
menu_additem(menuid, menu, buffer)
}

// No items to display?
if (menu_items(menuid) <= 0)
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id ,"CMD_NOT_EXTRAS")
menu_destroy(menuid)
return;
}

// Back - Next - Exit
formatex(menu, charsmax(menu), "%L", id, "MENU_BACK")
menu_setprop(menuid, MPROP_BACKNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT")
menu_setprop(menuid, MPROP_NEXTNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT")
menu_setprop(menuid, MPROP_EXITNAME, menu)

menu_display(id, menuid)
}

// Zombie Class Menu
public show_menu_zclass(id)
{
// Player disconnected
if (!g_isconnected[id])
return;

// Bots pick their zombie class randomly
if (g_isbot[id])
{
g_zombieclassnext[id] = random_num(0, g_zclass_i - 1)
return;
}

static menuid, menu[128], class, buffer[32], buffer2[32]

// Title
formatex(menu, charsmax(menu), "%L\r", id, "MENU_ZCLASS_TITLE")
menuid = menu_create(menu, "menu_zclass")

// Class List
for (class = 0; class < g_zclass_i; class++)
{
// Retrieve name and info
ArrayGetString(g_zclass_name, class, buffer, charsmax(buffer))
ArrayGetString(g_zclass_info, class, buffer2, charsmax(buffer2))

// Add to menu
if (class == g_zombieclassnext[id])
formatex(menu, charsmax(menu), "\d%s %s", buffer, buffer2)
else
formatex(menu, charsmax(menu), "%s \y%s", buffer, buffer2)

buffer[0] = class
buffer[1] = 0
menu_additem(menuid, menu, buffer)
}

// Back - Next - Exit
formatex(menu, charsmax(menu), "%L", id, "MENU_BACK")
menu_setprop(menuid, MPROP_BACKNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT")
menu_setprop(menuid, MPROP_NEXTNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT")
menu_setprop(menuid, MPROP_EXITNAME, menu)

menu_display(id, menuid)
}

// Custom game mode menu
public show_menu_game_mode(id)
{
// Player disconnected
if (!g_isconnected[id])
return;

// No custom game modes registered ?
if (g_gamemodes_i == MAX_GAME_MODES)
{
// Print a message
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_GAME_MODES")

// Show the main admin menu and stop
show_menu3_admin(id)
return;
}

// Create vars necessary for displaying the game modes menu
static menuid, menu[128], game,  buffer[32]

// Title
formatex(menu, charsmax(menu), "%L \r", id, "MENU_ADMIN_CUSTOM_TITLE")
menuid = menu_create(menu, "menu_mode")

// Game mode List
for (game = MAX_GAME_MODES; game < g_gamemodes_i; game++)
{
// Retrieve the game mode's name
ArrayGetString(g_gamemode_name, (game - MAX_GAME_MODES), buffer, charsmax(buffer))

// Check for access flags and other conditions
if ((get_user_flags(id) & ArrayGetCell(g_gamemode_flag, (game - MAX_GAME_MODES))) && allowed_custom_game())
formatex(menu, charsmax(menu), "%L %s ", id, "MENU_ADMIN1_CUSTOM", buffer)
else
formatex(menu, charsmax(menu), "\d%L %s", id, "MENU_ADMIN1_CUSTOM", buffer)

// Add the item to the menu
buffer[0] = game
buffer[1] = 0
menu_additem(menuid, menu, buffer)
}

// Back - Next - Exit
formatex(menu, charsmax(menu), "%L", id, "MENU_BACK")
menu_setprop(menuid, MPROP_BACKNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT")
menu_setprop(menuid, MPROP_NEXTNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT")
menu_setprop(menuid, MPROP_EXITNAME, menu)

menu_display(id, menuid)

}
// Help Menu
show_menu_info(id)
{
static menu[150]

formatex(menu, charsmax(menu), "\y%L^n^n\r1.\w %L^n\r2.\w %L^n\r3.\w %L^n\r4.\w %L^n^n\r0.\w %L", id, "MENU_INFO_TITLE", id, "MENU_INFO1", id,"MENU_INFO2", id,"MENU_INFO3", id,"MENU_INFO4", id, "MENU_EXIT")
show_menu(id, KEYSMENU, menu, -1, "Mod Info")
}

// Admin Menu
show_menu_admin(id)
{
static menu[250], len, userflags
len = 0
userflags = get_user_flags(id)

// Title
len += formatex(menu[len], charsmax(menu) - len, "\y%L^n^n", id, "MENU_ADMIN_TITLE")

// 1. Zombiefy/Humanize command
if (userflags & (g_access_flag[ACCESS_MODE_INFECTION] | g_access_flag[ACCESS_MAKE_ZOMBIE] | g_access_flag[ACCESS_MAKE_HUMAN]))
len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU_ADMIN1")
else
len += formatex(menu[len], charsmax(menu) - len, "\d1. %L^n", id, "MENU_ADMIN1")

// 2. Nemesis command
if (userflags & (g_access_flag[ACCESS_MODE_NEMESIS] | g_access_flag[ACCESS_MAKE_NEMESIS]))
len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU_ADMIN2")
else
len += formatex(menu[len], charsmax(menu) - len, "\d2. %L^n", id, "MENU_ADMIN2")

// 3. Survivor command
if (userflags & (g_access_flag[ACCESS_MODE_SURVIVOR] | g_access_flag[ACCESS_MAKE_SURVIVOR]))
len += formatex(menu[len], charsmax(menu) - len, "\r3.\w %L^n", id, "MENU_ADMIN3")
else
len += formatex(menu[len], charsmax(menu) - len, "\d3. %L^n", id, "MENU_ADMIN3")

// 4. Sniper command
if (userflags & (g_access_flag[ACCESS_MODE_SNIPER] | g_access_flag[ACCESS_MAKE_SNIPER]))
len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU_ADMIN8")
else
len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU_ADMIN8")

// 5. Assassin command
if (userflags & (g_access_flag[ACCESS_MODE_ASSASSIN] | g_access_flag[ACCESS_MAKE_ASSASSIN]))
len += formatex(menu[len], charsmax(menu) - len, "\r5.\w %L^n", id, "MENU_ADMIN9")
else
len += formatex(menu[len], charsmax(menu) - len, "\d5. %L^n", id, "MENU_ADMIN9")

// 6. Respawn command
if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
len += formatex(menu[len], charsmax(menu) - len, "\r6.\w %L^n", id, "MENU_ADMIN4")
else
len += formatex(menu[len], charsmax(menu) - len, "\d6. %L^n", id, "MENU_ADMIN4")

// 9. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n\r9.\w %L", id, "MENU_EXIT")

// 0. Back
len += formatex(menu[len], charsmax(menu) - len, "^n\r0.\w %L", id, "MENU_BACK")

show_menu(id, KEYSMENU, menu, -1, "Admin Menu")
}

// Admin Menu 2
show_menu2_admin(id)
{
static menu[250], len, userflags
len = 0
userflags = get_user_flags(id)

// Title
len += formatex(menu[len], charsmax(menu) - len, "\y%L^n^n", id, "MENU2_ADMIN_TITLE")

// 1. Multi infection command
if ((userflags & g_access_flag[ACCESS_MODE_MULTI]) && allowed_multi())
len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU_ADMIN6")
else
len += formatex(menu[len], charsmax(menu) - len, "\d1. %L^n", id, "MENU_ADMIN6")

// 2. Swarm mode command
if ((userflags & g_access_flag[ACCESS_MODE_SWARM]) && allowed_swarm())
len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU_ADMIN5")
else
len += formatex(menu[len], charsmax(menu) - len, "\d2. %L^n", id, "MENU_ADMIN5")

// 3. Plague mode command
if ((userflags & g_access_flag[ACCESS_MODE_PLAGUE]) && allowed_plague())
len += formatex(menu[len], charsmax(menu) - len, "\r3.\w %L^n", id, "MENU_ADMIN7")
else
len += formatex(menu[len], charsmax(menu) - len, "\d3. %L^n", id, "MENU_ADMIN7")

// 4. Armageddon mode command
if ((userflags & g_access_flag[ACCESS_MODE_LNJ]) && allowed_lnj())
len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU_ADMIN10")
else
len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU_ADMIN10")

// 9. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n\r9.\w %L", id, "MENU_EXIT")

// 0. Back
len += formatex(menu[len], charsmax(menu) - len, "^n\r0.\w %L", id, "MENU_BACK")

show_menu(id, KEYSMENU, menu, -1, "Menu2 Admin")
}

// Admin Menu 3
show_menu3_admin(id)
{
static menu[245], len, userflags
len = 0
userflags = get_user_flags(id)

// Title
len += formatex(menu[len], charsmax(menu) - len, "\y%L^n^n", id, "MENU3_ADMIN_TITLE")

// 1. Admin menu of classes
if (userflags & g_access_flag[ACCESS_ADMIN_MENU])
len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU_ADMIN")
else
len += formatex(menu[len], charsmax(menu) - len, "\d1. %L^n", id, "MENU_ADMIN")

// 2. Main Modes admin menu
if (userflags & g_access_flag[ACCESS_ADMIN_MENU2])
len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU2_ADMIN")
else
len += formatex(menu[len], charsmax(menu) - len, "\d2. %L^n", id, "MENU2_ADMIN")

// 3. Custom modes admin menu
if (userflags & g_access_flag[ACCESS_ADMIN_MENU3])
len += formatex(menu[len], charsmax(menu) - len, "\r3.\w %L^n^n", id, "MENU_ADMIN_CUSTOM")
else
len += formatex(menu[len], charsmax(menu) - len, "\d3. %L^n^n", id, "MENU_ADMIN_CUSTOM")


// 0. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n\r0.\w %L", id, "MENU_EXIT")

show_menu(id, KEYSMENU, menu, -1, "Menu3 Admin")
}

// Player List Menu
show_menu_player_list(id)
{
static menuid, menu[128], player, userflags, buffer[2]
userflags = get_user_flags(id)

// Title
switch (PL_ACTION)
{
case ACTION_ZOMBIEFY_HUMANIZE: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN1")
case ACTION_MAKE_NEMESIS: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN2")
case ACTION_MAKE_SURVIVOR: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN3")
case ACTION_MAKE_SNIPER: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN8")
case ACTION_MAKE_ASSASSIN: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN9")
case ACTION_RESPAWN_PLAYER: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN4")
}
menuid = menu_create(menu, "menu_player_list")

// Player List
for (player = 1; player <= g_maxplayers; player++)
{
// Skip if not connected
if (!g_isconnected[player])
continue;

// Format text depending on the action to take
switch (PL_ACTION)
{
case ACTION_ZOMBIEFY_HUMANIZE: // Zombiefy/Humanize command
{
if (g_zombie[player])
{
if (allowed_human(player) && (userflags & g_access_flag[ACCESS_MAKE_HUMAN]))
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
}
else
{
if (allowed_zombie(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_INFECTION]) : (userflags & g_access_flag[ACCESS_MAKE_ZOMBIE])))
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
}
case ACTION_MAKE_NEMESIS: // Nemesis command
{
if (allowed_nemesis(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_NEMESIS]) : (userflags & g_access_flag[ACCESS_MAKE_NEMESIS])))
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
else
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
}
case ACTION_MAKE_SURVIVOR: // Survivor command
{
if (allowed_survivor(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SURVIVOR]) : (userflags & g_access_flag[ACCESS_MAKE_SURVIVOR])))
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
else
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
}
case ACTION_MAKE_SNIPER: // Sniper command
{
if (allowed_sniper(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SNIPER]) : (userflags & g_access_flag[ACCESS_MAKE_SNIPER])))
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
else
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
}
case ACTION_MAKE_ASSASSIN: // Nemesis command
{
if (allowed_assassin(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_ASSASSIN]) : (userflags & g_access_flag[ACCESS_MAKE_ASSASSIN])))
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
else
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
}
case ACTION_RESPAWN_PLAYER: // Respawn command
{
if (allowed_respawn(player) && (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS]))
formatex(menu, charsmax(menu), "%s", g_playername[player])
else
formatex(menu, charsmax(menu), "\d%s", g_playername[player])
}
}

// Add player
buffer[0] = player
buffer[1] = 0
menu_additem(menuid, menu, buffer)
}

// Back - Next - Exit
formatex(menu, charsmax(menu), "%L", id, "MENU_BACK")
menu_setprop(menuid, MPROP_BACKNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT")
menu_setprop(menuid, MPROP_NEXTNAME, menu)
formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT")
menu_setprop(menuid, MPROP_EXITNAME, menu)

menu_display(id, menuid)
}

/*================================================================================
[Menu Handlers]
=================================================================================*/

// Game Menu
public menu_game(id, key)
{
switch (key)
{

case 0: // Buy Weapons
{
// Custom buy menus enabled?
if (get_pcvar_num(cvar_buycustom))
{
// Disable the remember selection setting
WPN_AUTO_ON = 0
zp_colored_print(id, "%s Meniul Principal Se Va Re-Activa Runda Urmatoare.", CHAT_PREFIX)

// Show menu if player hasn't yet bought anything
if (g_canbuy[id]) show_menu_buy1(id)
}
else
zp_colored_print(id, "%s Unavailable command.", CHAT_PREFIX)
}
case 1: // Extra Items
{
// Extra items enabled?
if (get_pcvar_num(cvar_extraitems))
{
// Check whether the player is able to buy anything
if (g_isalive[id])
show_menu_extras(id)
else
zp_colored_print(id, "%s Unavailable command.", CHAT_PREFIX)
}
else
zp_colored_print(id, "%s Extra Items are disabled.", CHAT_PREFIX)
}   
   
case 2: client_cmd(id, "say xpmenu") // Meniu XP
 
case 3: // Unstuck
{
// Check if player is stuck
if (g_isalive[id])
{
if (is_player_stuck(id))
{
// Move to an initial spawn
if (get_pcvar_num(cvar_randspawn))
do_random_spawn(id) // random spawn (including CSDM)
else
do_random_spawn(id, 1) // regular spawn
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_STUCK")
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
}
case 4: // Points Menu
{
show_menu_features(id)
}

case 5: client_cmd(id, "say /vm") // Vip menu call

case 6: client_cmd(id, "say /medalii") // Meniu Medalii

case 7: client_cmd(id, "say /meniu") // Meniu avantaje vip

case 8: // Admin Menu
{
// Check if player has the required access
if (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU])
show_menu3_admin(id)
else
zp_colored_print(id, "%s Nu Aveti Acces.", CHAT_PREFIX)

}
}

return PLUGIN_HANDLED;
}

// Buy Menu 1
public menu_buy1(id, key)
{
// Zombies, survivors or snipers get no guns
if (!g_isalive[id] || g_zombie[id] || g_survivor[id] || g_sniper[id])
return PLUGIN_HANDLED;

// Special keys / weapon list exceeded
if (key >= MENU_KEY_AUTOSELECT || WPN_SELECTION >= WPN_MAXIDS)
{
switch (key)
{
case MENU_KEY_AUTOSELECT: // toggle auto select
{
WPN_AUTO_ON = 1 - WPN_AUTO_ON
}
case MENU_KEY_NEXT: // next/back
{
if (WPN_STARTID+7 < WPN_MAXIDS)
WPN_STARTID += 7
else
WPN_STARTID = 0
}
case MENU_KEY_EXIT: // exit
{
return PLUGIN_HANDLED;
}
}

// Show buy menu again
show_menu_buy1(id)
return PLUGIN_HANDLED;
}

// Store selected weapon id
WPN_AUTO_PRI = WPN_SELECTION

// Buy primary weapon
buy_primary_weapon(id, WPN_AUTO_PRI)

// Show pistols menu
show_menu_buy2(id)

return PLUGIN_HANDLED;
}

// Buy Primary Weapon
buy_primary_weapon(id, selection)
{
// Drop previous weapons
drop_weapons(id, 1)
drop_weapons(id, 2)

// Strip off from weapons
fm_strip_user_weapons(id)
fm_give_item(id, "weapon_knife")

// Get weapon's id and name
static weaponid, wname[32]
weaponid = ArrayGetCell(g_primary_weaponids, selection)
ArrayGetString(g_primary_items, selection, wname, charsmax(wname))

// Give the new weapon and full ammo
fm_give_item(id, wname)
ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])

// Weapons bought
g_canbuy[id] = false

// Give additional items
static i
for (i = 0; i < ArraySize(g_additional_items); i++)
{
ArrayGetString(g_additional_items, i, wname, charsmax(wname))
fm_give_item(id, wname)
}
}
// Features Menu
public menu_features(id, key)
{
switch(key)   
{
case 0:
{
if (Points[id] >= 130)
{
g_double_damage[id] = true
Points[id] -= 130
zp_colored_print(0, "%s^x03 %s^x01 a Cumparat^x04 Dublu Damange", CHAT_PREFIX, g_playername[id])
}
else
zp_colored_print(id, "%s Nu Aveti Suficiente Puncte.", CHAT_PREFIX)
}
case 1:
{
if (Points[id] >= 150)
{
g_nodamage[id] = true
Points[id] -= 150
zp_colored_print(0, "%s^x03 %s^x01 a Cumparat^x04 God Infect", CHAT_PREFIX, g_playername[id])
}
else
zp_colored_print(id, "%s Nu Aveti Suficiente Puncte.", CHAT_PREFIX)
}
case 2:
{
if (Points[id] >= 100)
{
g_ammopacks[id] += 450
Points[id] -= 100
zp_colored_print(0, "%s^x03 %s^x01 a Cumparat^x04 450 Credie", CHAT_PREFIX, g_playername[id])
}
else
zp_colored_print(id, "%s Nu Aveti Suficiente Puncte.", CHAT_PREFIX)
}
case 3:
{
if (Points[id] >= 150)
{
g_ammopacks[id] += 750
Points[id] -= 150
zp_colored_print(0, "%s^x03 %s^x01 a Cumparat^x04 750 Credie", CHAT_PREFIX, g_playername[id])
}
else
zp_colored_print(id, "%s Nu Aveti Suficiente Puncte.", CHAT_PREFIX)
}
case 4:
{
if (Points[id] >= 200)
{
g_ammopacks[id] += 1100
Points[id] -= 200
zp_colored_print(0, "%s^x03 %s^x01 a Cumparat^x04 1100 Credie", CHAT_PREFIX, g_playername[id])
}
else
zp_colored_print(id, "%s Nu Aveti Suficiente Puncte.", CHAT_PREFIX)
}
case 5:
{
if (Points[id] >= 500)
{
g_ammopacks[id] += 1700
Points[id] -= 500
zp_colored_print(0, "%s^x03 %s^x01 a Cumparat^x04 1700 Credie", CHAT_PREFIX, g_playername[id])
}
else
zp_colored_print(id, "%s Nu Aveti Suficiente Puncte.", CHAT_PREFIX)
}
case 6:
{
if (Points[id] >= 650)
{
g_ammopacks[id] += 2100
Points[id] -= 650
zp_colored_print(0, "%s^x03 %s^x01 a Cumparat^x04 2100 Credie", CHAT_PREFIX, g_playername[id])
}
else
zp_colored_print(id, "%s Nu Aveti Suficiente Puncte.", CHAT_PREFIX)
}
case 7:
{
if (Points[id] >= 850)
{
g_ammopacks[id] += 2600
Points[id] -= 850
zp_colored_print(0, "%s^x03 %s^x01 a Cumparat^x04 2600 Credie", CHAT_PREFIX, g_playername[id])
}
else
zp_colored_print(id, "%s Nu Aveti Suficiente Puncte.", CHAT_PREFIX)
}
case 8:
{
if (Points[id] >= 180 && allowed_lnj())
{   
if (allowed_lnj())
{
// Call Apocalypse Mode
remove_task(TASK_MAKEZOMBIE)
start_lnj_mode(MODE_SET, 0)

Points[id] -= 180
zp_colored_print(0, "%s^x03 %s^x01 a Cumparat^x04 Armaghedon 1 Runda", CHAT_PREFIX, g_playername[id])
}
}
else
zp_colored_print(id, "%s Nu Aveti Suficiente Puncte.", CHAT_PREFIX)
}
}

return PLUGIN_HANDLED;
}


// Buy Menu 2
public menu_buy2(id, key)
{   
// Zombies, survivors or snipers get no guns
if (!g_isalive[id] || g_zombie[id] || g_survivor[id] || g_sniper[id])
return PLUGIN_HANDLED;

// Special keys / weapon list exceeded
if (key >= ArraySize(g_secondary_items))
{
// Toggle autoselect
if (key == MENU_KEY_AUTOSELECT)
WPN_AUTO_ON = 1 - WPN_AUTO_ON

// Reshow menu unless user exited
if (key != MENU_KEY_EXIT)
show_menu_buy2(id)

return PLUGIN_HANDLED;
}

// Store selected weapon
WPN_AUTO_SEC = key

// Drop secondary gun again, in case we picked another (bugfix)
drop_weapons(id, 2)

// Get weapon's id
static weaponid, wname[32]
weaponid = ArrayGetCell(g_secondary_weaponids, key)
ArrayGetString(g_secondary_items, key, wname, charsmax(wname))

// Give the new weapon and full ammo
fm_give_item(id, wname)
ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])

return PLUGIN_HANDLED;
}

// Extra Items Menu
public menu_extras(id, menuid, item)
{
// Menu was closed
if (item == MENU_EXIT)
{
menu_destroy(menuid)
return PLUGIN_HANDLED;
}

// Dead players are not allowed to buy items
if (!g_isalive[id])
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
menu_destroy(menuid)
return PLUGIN_HANDLED;
}

// Retrieve extra item id
static buffer[2], dummy, itemid
menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
itemid = buffer[0]

// Attempt to buy the item
buy_extra_item(id, itemid)
menu_destroy(menuid)
return PLUGIN_HANDLED;
}

// Buy Extra Item
buy_extra_item(id, itemid, ignorecost = 0)
{
// Retrieve item's team
static team
team = ArrayGetCell(g_extraitem_team, itemid)

// Check for team/class specific items
if ((g_zombie[id] && !g_nemesis[id] && !g_assassin[id] && !(team & ZP_TEAM_ZOMBIE)) || (!g_zombie[id] && !g_survivor[id] && !g_sniper[id] && !(team & ZP_TEAM_HUMAN)) || (g_nemesis[id] && !(team & ZP_TEAM_NEMESIS))
|| (g_survivor[id] && !(team & ZP_TEAM_SURVIVOR)) || (g_sniper[id] && !(team & ZP_TEAM_SNIPER)) || (g_assassin[id] && !(team & ZP_TEAM_ASSASSIN)))
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
return;
}

// Check for unavailable items
if ((itemid == EXTRA_NVISION && !get_pcvar_num(cvar_extranvision))
|| (itemid == EXTRA_ANTIDOTE && (!get_pcvar_num(cvar_extraantidote) || g_antidotecounter >= get_pcvar_num(cvar_antidotelimit)))
|| (itemid == EXTRA_MADNESS && (!get_pcvar_num(cvar_extramadness) || g_madnesscounter >= get_pcvar_num(cvar_madnesslimit)))
|| (itemid == EXTRA_INFBOMB && (!get_pcvar_num(cvar_extrainfbomb) || g_infbombcounter >= get_pcvar_num(cvar_infbomblimit)))
|| (itemid >= EXTRA_WEAPONS_STARTID && itemid <= EXTRAS_CUSTOM_STARTID-1 && !get_pcvar_num(cvar_extraweapons)))
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
return;
}

// Check for hard coded items with special conditions
if ((itemid == EXTRA_ANTIDOTE && (g_endround || g_swarmround || g_nemround || g_assassinround || g_survround || g_plagueround || g_sniperround || g_lnjround || fnGetZombies() <= 1 || (get_pcvar_num(cvar_deathmatch) && !get_pcvar_num(cvar_respawnafterlast) && fnGetHumans() == 1)))
|| (itemid == EXTRA_MADNESS && g_nodamage[id]) || (itemid == EXTRA_INFBOMB && (g_endround || g_swarmround || g_nemround || g_survround || g_plagueround || g_assassinround || g_sniperround || g_lnjround)))
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_CANTUSE")
return;
}

if(itemid == EXTRA_ANTIDOTE && native_get_zombie_count() < get_pcvar_num(cvar_antidote_minzms)) {
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "ANTIDOTE_NOT_AVALIABLE1", get_pcvar_num(cvar_antidote_minzms))
return;
}

// Ignore item's cost?
if (!ignorecost)
{
// Check that we have enough ammo packs
if (g_ammopacks[id] < ArrayGetCell(g_extraitem_cost, itemid))
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "NOT_ENOUGH_AMMO")
return;
}

// Deduce item cost
g_ammopacks[id] -= ArrayGetCell(g_extraitem_cost, itemid)
}

// Check which kind of item we're buying
switch (itemid)
{
case EXTRA_NVISION: // Night Vision
{
g_nvision[id] = true

if (!g_isbot[id])
{
g_nvisionenabled[id] = true

// Custom nvg?
if (get_pcvar_num(cvar_customnvg))
{
remove_task(id+TASK_NVISION)
set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
}
else
set_user_gnvision(id, 1)
}
else
cs_set_user_nvg(id, 1)
}
case EXTRA_ANTIDOTE: // Antidote
{
// Increase antidote purchase count for this round
g_antidotecounter++

humanme(id, 0, 0, 0)
}
case EXTRA_MADNESS: // Zombie Madness
{
// Increase madness purchase count for this round
g_madnesscounter++

g_nodamage[id] = true

new name5[32]
get_user_name(id, name5, 31)                         
zp_colored_print(0, "^x04[ZP65]^x03 %s^x01 a Cumparat^x04 Zombie Madness", name5)

set_hudmessage(255, 145, 0, -1.0, 0.7, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%s A Cumparat Zombie Madness!", name5)

fm_set_rendering(id, kRenderFxGlowShell, 100, 0, 0, kRenderNormal, 200)
set_task(get_pcvar_float(cvar_madnessduration), "madness_over", id+TASK_BLOOD)

static sound[64]
ArrayGetString(zombie_madness, random_num(0, ArraySize(zombie_madness) - 1), sound, charsmax(sound))
emit_sound(id, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

case EXTRA_INFBOMB: // Infection Bomb
{
// Increase infection bomb purchase count for this round
g_infbombcounter++

// Already own one
if (user_has_weapon(id, CSW_HEGRENADE))
{
// Increase BP ammo on it instead
cs_set_user_bpammo(id, CSW_HEGRENADE, cs_get_user_bpammo(id, CSW_HEGRENADE) + 1)

// Flash ammo in hud
message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
write_byte(AMMOID[CSW_HEGRENADE]) // ammo id
write_byte(1) // ammo amount
message_end()

// Play clip purchase sound
emit_sound(id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)

buyed_in[id]++

return; // stop here
}

// Give weapon to the player
fm_give_item(id, "weapon_hegrenade")
}
default:
{
if (itemid >= EXTRA_WEAPONS_STARTID && itemid <= EXTRAS_CUSTOM_STARTID-1) // Weapons
{
// Get weapon's id and name
static weaponid, wname[32]
ArrayGetString(g_extraweapon_items, itemid - EXTRA_WEAPONS_STARTID, wname, charsmax(wname))
weaponid = cs_weapon_name_to_id(wname)

// If we are giving a primary/secondary weapon
if (MAXBPAMMO[weaponid] > 2)
{
// Make user drop the previous one
if ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)
drop_weapons(id, 1)
else
drop_weapons(id, 2)

// Give full BP ammo for the new one
ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
}
// If we are giving a grenade which the user already owns
else if (user_has_weapon(id, weaponid))
{
// Increase BP ammo on it instead
cs_set_user_bpammo(id, weaponid, cs_get_user_bpammo(id, weaponid) + 1)

// Flash ammo in hud
message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
write_byte(AMMOID[weaponid]) // ammo id
write_byte(1) // ammo amount
message_end()

// Play clip purchase sound
emit_sound(id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)

return; // stop here
}

// Give weapon to the player
fm_give_item(id, wname)
}
else // Custom additions
{
// Item selected forward
ExecuteForward(g_fwExtraItemSelected, g_fwDummyResult, id, itemid);

// Item purchase blocked, restore buyer's ammo packs
if (g_fwDummyResult >= ZP_PLUGIN_HANDLED && !ignorecost)
g_ammopacks[id] += ArrayGetCell(g_extraitem_cost, itemid)
}
}
}
}

// Zombie Class Menu
public menu_zclass(id, menuid, item)
{
// Menu was closed
if (item == MENU_EXIT)
{
menu_destroy(menuid)
return PLUGIN_HANDLED;
}

// Retrieve zombie class id
static buffer[2], dummy, classid
menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
classid = buffer[0]

// Store selection for the next infection
g_zombieclassnext[id] = classid

static name[32]
ArrayGetString(g_zclass_name, g_zombieclassnext[id], name, charsmax(name))

static HealthString[16];
AddCommas(ArrayGetCell(g_zclass_hp, g_zombieclassnext[id]), HealthString, 15);

// Show selected zombie class info and stats
zp_colored_print(id, "%s Your will be^x04 %s^x01 after the next infection.", CHAT_PREFIX, name)
zp_colored_print(id, "%s Health:^x04 %s^x01 | Speed:^x04 %d^x01 | Gravity:^x04 %d^x01 | Knockback:^x04 %d%%", CHAT_PREFIX, HealthString, ArrayGetCell(g_zclass_spd, g_zombieclassnext[id]),
floatround(Float:ArrayGetCell(g_zclass_grav, g_zombieclassnext[id]) * 800.0), floatround(Float:ArrayGetCell(g_zclass_kb, g_zombieclassnext[id]) * 100.0))

menu_destroy(menuid)
return PLUGIN_HANDLED;
}

// Custom game mode menu
public menu_mode(id, menuid, item)
{
// Player wants to exit the menu
if (item == MENU_EXIT)
{
menu_destroy(menuid)
show_menu3_admin(id)
return PLUGIN_HANDLED;
}

// Create some necassary vars
static buffer[2], dummy , gameid

// Retrieve the id of the game mode which was chosen
menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
gameid = buffer[0]

// Check users access level
if (get_user_flags(id) & ArrayGetCell(g_gamemode_flag, (gameid - MAX_GAME_MODES)))
{
// Only allow the game mode to proceed after some checks
if (allowed_custom_game())
command_custom_game(gameid, id)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")

// Show the menu again
show_menu_game_mode(id)
return PLUGIN_HANDLED;
}
else
{
// Player deosnt haves the required access level
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")

// Show the menu again
show_menu_game_mode(id)
return PLUGIN_HANDLED;
}

menu_destroy(menuid)
return PLUGIN_HANDLED;
}

// Info Menu
public menu_info(id, key)
{
static motd[1500], len
len = 0

switch (key)
{
case 0: // General
{
static weather, lighting[2]
weather = 0
get_pcvar_string(cvar_lighting, lighting, charsmax(lighting))
strtolower(lighting)

len += formatex(motd[len], charsmax(motd) - len, "%L ", id, "MOTD_INFO11", "Zombie Plague")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO12")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_A")

if (g_ambience_fog)
{
len += formatex(motd[len], charsmax(motd) - len, (weather < 1) ? " %L" : ". %L", id, "MOTD_FOG")
weather++
}
if (g_ambience_rain)
{
len += formatex(motd[len], charsmax(motd) - len, (weather < 1) ? " %L" : ". %L", id, "MOTD_RAIN")
weather++
}
if (g_ambience_snow)
{
len += formatex(motd[len], charsmax(motd) - len, (weather < 1) ? " %L" : ". %L", id, "MOTD_SNOW")
weather++
}
if (weather < 1) len += formatex(motd[len], charsmax(motd) - len, " %L", id, "MOTD_DISABLED")

len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_B", lighting)
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_C", id, get_pcvar_num(cvar_triggered) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (lighting[0] >= 'a' && lighting[0] <= 'd' && get_pcvar_float(cvar_thunder) > 0.0) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_D", floatround(get_pcvar_float(cvar_thunder)))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_E", id, get_pcvar_num(cvar_removedoors) > 0 ? get_pcvar_num(cvar_removedoors) > 1 ? "MOTD_DOORS" : "MOTD_ROTATING" : "MOTD_ENABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_F", id, get_pcvar_num(cvar_deathmatch) > 0 ? get_pcvar_num(cvar_deathmatch) > 1 ? get_pcvar_num(cvar_deathmatch) > 2 ? "MOTD_ENABLED" : "MOTD_DM_ZOMBIE" : "MOTD_DM_HUMAN" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_deathmatch)) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_G", floatround(get_pcvar_float(cvar_spawnprotection)))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_H", id, get_pcvar_num(cvar_randspawn) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_I", id, get_pcvar_num(cvar_extraitems) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_J", id, get_pcvar_num(cvar_zclasses) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_K", id, get_pcvar_num(cvar_customnvg) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_L", id, g_cached_customflash ? "MOTD_ENABLED" : "MOTD_DISABLED")

show_motd(id, motd, "Zombie Plague")
}
case 1: // Humans
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_A", get_pcvar_num(cvar_humanhp))
if (get_pcvar_num(cvar_humanlasthp) > 0) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_B", get_pcvar_num(cvar_humanlasthp))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_C", floatround(g_cached_humanspd))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_D", floatround(get_pcvar_float(cvar_humangravity) * 800.0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_E", id, get_pcvar_num(cvar_infammo) > 0 ? get_pcvar_num(cvar_infammo) > 1 ? "MOTD_AMMO_CLIP" : "MOTD_AMMO_BP" : "MOTD_LIMITED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_F", get_pcvar_num(cvar_ammodamage))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_G", id, get_pcvar_num(cvar_firegrenades) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_H", id, get_pcvar_num(cvar_frostgrenades) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_I", id, get_pcvar_num(cvar_flaregrenades) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_J", id, get_pcvar_num(cvar_knockback) ? "MOTD_ENABLED" : "MOTD_DISABLED")

show_motd(id, motd, "Zombie Plague")
}
case 2: // Zombies
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_A", ArrayGetCell(g_zclass_hp, 0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_B", floatround(float(ArrayGetCell(g_zclass_hp, 0)) * get_pcvar_float(cvar_zombiefirsthp)))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_C", floatround(get_pcvar_float(cvar_zombiearmor) * 100.0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_D", ArrayGetCell(g_zclass_spd, 0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_E", floatround(Float:ArrayGetCell(g_zclass_grav, 0) * 800.0))
if (get_pcvar_num(cvar_zombiebonushp)) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_F", get_pcvar_num(cvar_zombiebonushp))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_G", id, get_pcvar_num(cvar_zombiepainfree) > 0 ? get_pcvar_num(cvar_zombiepainfree) > 1 ? "MOTD_LASTZOMBIE" : "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_H", id, get_pcvar_num(cvar_zombiebleeding) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_I", get_pcvar_num(cvar_ammoinfect))

show_motd(id, motd, "Zombie Plague")
}
case 3: // Gameplay Modes
{
static nemhp[5], survhp[5], sniperhp[5], assassinhp[5]

// Get nemesis and survivor health
num_to_str(get_pcvar_num(cvar_nemhp), nemhp, charsmax(nemhp))
num_to_str(get_pcvar_num(cvar_survhp), survhp, charsmax(survhp))
num_to_str(get_pcvar_num(cvar_sniperhp), sniperhp, charsmax(sniperhp))
num_to_str(get_pcvar_num(cvar_assassinhp), assassinhp, charsmax(assassinhp))

len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4")

len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_A", id, get_pcvar_num(cvar_nem) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_nem))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_B", get_pcvar_num(cvar_nemchance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_C", get_pcvar_num(cvar_nemhp) > 0 ? nemhp : "[Auto]")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_D", floatround(g_cached_nemspd))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_E", floatround(get_pcvar_float(cvar_nemgravity) * 800.0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_F", id, g_cached_leapnemesis ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_G", id, get_pcvar_num(cvar_nempainfree) ? "MOTD_ENABLED" : "MOTD_DISABLED")
}

len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_H", id, get_pcvar_num(cvar_surv) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_surv))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_I", get_pcvar_num(cvar_survchance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_J", get_pcvar_num(cvar_survhp) > 0 ? survhp : "[Auto]")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_K", floatround(g_cached_survspd))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_L", floatround(get_pcvar_float(cvar_survgravity) * 800.0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_M", id, g_cached_leapsurvivor ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_N", id, get_pcvar_num(cvar_survpainfree) ? "MOTD_ENABLED" : "MOTD_DISABLED")
}

len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_O", id, get_pcvar_num(cvar_swarm) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_swarm)) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_P", get_pcvar_num(cvar_swarmchance))

len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_Q", id, get_pcvar_num(cvar_multi) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_multi))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_R", get_pcvar_num(cvar_multichance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_S", floatround(get_pcvar_float(cvar_multiratio) * 100.0))
}

len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_T", id, get_pcvar_num(cvar_plague) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_plague))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_U", get_pcvar_num(cvar_plaguechance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_V", floatround(get_pcvar_float(cvar_plagueratio) * 100.0))
}

len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_A", id, get_pcvar_num(cvar_sniper) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_sniper))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_B", get_pcvar_num(cvar_sniperchance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_C", get_pcvar_num(cvar_sniperhp) > 0 ? sniperhp : "[Auto]")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_D", floatround(g_cached_sniperspd))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_E", floatround(get_pcvar_float(cvar_snipergravity) * 800.0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_F", id, g_cached_leapsniper ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_G", id, get_pcvar_num(cvar_sniperpainfree) ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO5_H", floatround(get_pcvar_float(cvar_sniperdamage)))
}

len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_A", id, get_pcvar_num(cvar_assassin) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_assassin))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_B", get_pcvar_num(cvar_assassinchance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_C", get_pcvar_num(cvar_assassinhp) > 0 ? assassinhp : "[Auto]")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_D", floatround(g_cached_assassinspd))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_E", floatround(get_pcvar_float(cvar_assassingravity) * 800.0))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_F", id, g_cached_leapassassin ? "MOTD_ENABLED" : "MOTD_DISABLED")
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_G", id, get_pcvar_num(cvar_assassinpainfree) ? "MOTD_ENABLED" : "MOTD_DISABLED")
}

len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_H", id, get_pcvar_num(cvar_lnj) ? "MOTD_ENABLED" : "MOTD_DISABLED")
if (get_pcvar_num(cvar_lnj))
{
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_I", get_pcvar_num(cvar_lnjchance))
len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO6_J", floatround(get_pcvar_float(cvar_lnjratio) * 100.0))
}

show_motd(id, motd, "Zombie Plague")
}
default: return PLUGIN_HANDLED;
}

// Show help menu again if user wishes to read another topic
show_menu_info(id)

return PLUGIN_HANDLED;
}

// Admin Menu
public menu_admin(id, key)
{
static userflags
userflags = get_user_flags(id)

switch (key)
{
case ACTION_ZOMBIEFY_HUMANIZE: // Zombiefy/Humanize command
{
if (userflags & (g_access_flag[ACCESS_MODE_INFECTION] | g_access_flag[ACCESS_MAKE_ZOMBIE] | g_access_flag[ACCESS_MAKE_HUMAN]))
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_ZOMBIEFY_HUMANIZE
show_menu_player_list(id)
}
else
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu_admin(id)
}
}
case ACTION_MAKE_NEMESIS: // Nemesis command
{
if (userflags & (g_access_flag[ACCESS_MODE_NEMESIS] | g_access_flag[ACCESS_MAKE_NEMESIS]))
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_MAKE_NEMESIS
show_menu_player_list(id)
}
else
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu_admin(id)
}
}
case ACTION_MAKE_SURVIVOR: // Survivor command
{
if (userflags & (g_access_flag[ACCESS_MODE_SURVIVOR] | g_access_flag[ACCESS_MAKE_SURVIVOR]))
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_MAKE_SURVIVOR
show_menu_player_list(id)
}
else
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu_admin(id)
}
}
case ACTION_MAKE_SNIPER: // Sniper command
{
if (userflags & (g_access_flag[ACCESS_MODE_SNIPER] | g_access_flag[ACCESS_MAKE_SNIPER]))
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_MAKE_SNIPER
show_menu_player_list(id)
}
else
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu_admin(id)
}
}
case ACTION_MAKE_ASSASSIN: // Assassin command
{
if (userflags & (g_access_flag[ACCESS_MODE_ASSASSIN] | g_access_flag[ACCESS_MAKE_ASSASSIN]))
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_MAKE_ASSASSIN
show_menu_player_list(id)
}
else
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu_admin(id)
}
}
case ACTION_RESPAWN_PLAYER: // Respawn command
{
if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_RESPAWN_PLAYER
show_menu_player_list(id)
}
else
{
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
show_menu_admin(id)
}
}
case 9: // Chose to return
{
show_menu3_admin(id)
}
}
return PLUGIN_HANDLED;
}

public menu2_admin(id, key)
{
static userflags
userflags = get_user_flags(id)

switch (key)
{
case 0: // Multiple Infection command
{
if (userflags & g_access_flag[ACCESS_MODE_MULTI])
{
if (allowed_multi())
command_multi(id)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")

show_menu2_admin(id)
}
case 1: // Swarm Mode command
{
if (userflags & g_access_flag[ACCESS_MODE_SWARM])
{
if (allowed_swarm())
command_swarm(id)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")

show_menu2_admin(id)
}
case 2: // Plague Mode command
{
if (userflags & g_access_flag[ACCESS_MODE_PLAGUE])
{
if (allowed_plague())
command_plague(id)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")

show_menu2_admin(id)
}
case 3: // Armageddon Mode command
{
if (userflags & g_access_flag[ACCESS_MODE_LNJ])
{
if (allowed_lnj())
command_lnj(id)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")

show_menu2_admin(id)
}
case 9: // Chose to return
{
show_menu3_admin(id)
}
}
return PLUGIN_HANDLED;
}

public menu3_admin(id, key)
{
switch (key)
{
case 0: // Admin Menu Mode
{
// Check if player has the required access
if (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU])
show_menu_admin(id)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
}
case 1: // Admin Menu Class
{
// Check if player has the required access
if (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU2])
show_menu2_admin(id)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
}
case 2: // Admin Menu of Custom Game modes
{
// Check if player has the required access
if (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU3])
show_menu_game_mode(id)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
}
}
return PLUGIN_HANDLED;
}

public menu4_admin(id, key)
{
switch (key)
{
case 0: // Shut the mode
{
g_time = 5
shut_the_mode()
}
case 1: // Return
{
show_menu3_admin(id)
}
}
return PLUGIN_HANDLED;
}

// Player List Menu
public menu_player_list(id, menuid, item)
{
// Menu was closed
if (item == MENU_EXIT)
{
menu_destroy(menuid)
show_menu_admin(id)
return PLUGIN_HANDLED;
}

// Retrieve player id
static buffer[2], dummy, playerid
menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
playerid = buffer[0]

// Perform action on player

// Get admin flags
static userflags
userflags = get_user_flags(id)

// Make sure it's still connected
if (g_isconnected[playerid])
{
// Perform the right action if allowed
switch (PL_ACTION)
{
case ACTION_ZOMBIEFY_HUMANIZE: // Zombiefy/Humanize command
{
if (g_zombie[playerid])
{
if (userflags & g_access_flag[ACCESS_MAKE_HUMAN])
{
if (allowed_human(playerid))
command_human(id, playerid)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
}
else
{
if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_INFECTION]) : (userflags & g_access_flag[ACCESS_MAKE_ZOMBIE]))
{
if (allowed_zombie(playerid))
command_zombie(id, playerid)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
}
}
case ACTION_MAKE_NEMESIS: // Nemesis command
{
if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_NEMESIS]) : (userflags & g_access_flag[ACCESS_MAKE_NEMESIS]))
{
if (allowed_nemesis(playerid))
command_nemesis(id, playerid)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
}
case ACTION_MAKE_SURVIVOR: // Survivor command
{
if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SURVIVOR]) : (userflags & g_access_flag[ACCESS_MAKE_SURVIVOR]))
{
if (allowed_survivor(playerid))
command_survivor(id, playerid)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
}
case ACTION_MAKE_SNIPER: // Sniper command
{
if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SNIPER]) : (userflags & g_access_flag[ACCESS_MAKE_SNIPER]))
{
if (allowed_sniper(playerid))
command_sniper(id, playerid)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
}
case ACTION_MAKE_ASSASSIN: // Assassin command
{
if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_ASSASSIN]) : (userflags & g_access_flag[ACCESS_MAKE_ASSASSIN]))
{
if (allowed_assassin(playerid))
command_assassin(id, playerid)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
}
case ACTION_RESPAWN_PLAYER: // Respawn command
{
if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
{
if (allowed_respawn(playerid))
command_respawn(id, playerid)
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT_ACCESS")
}
}
}
else
zp_colored_print(id, "^x04[ZP65]^x01 %L", id, "CMD_NOT")

menu_destroy(menuid)
show_menu_player_list(id)
return PLUGIN_HANDLED;
}

/*================================================================================
[Admin Commands]
=================================================================================*/

// zp_toggle [1/0]
public cmd_toggle(id, level, cid)
{
// Check for access flag - Enable/Disable Mod
if (!cmd_access(id, g_access_flag[ACCESS_ENABLE_MOD], cid, 2))
return PLUGIN_HANDLED;

// Retrieve arguments
new arg[2]
read_argv(1, arg, charsmax(arg))

// Mod already enabled/disabled
if (str_to_num(arg) == g_pluginenabled)
return PLUGIN_HANDLED;

// Set toggle cvar
set_pcvar_num(cvar_toggle, str_to_num(arg))
client_print(id, print_console, "Zombie Plague %L.", id, str_to_num(arg) ? "MOTD_ENABLED" : "MOTD_DISABLED")

// Retrieve map name
new mapname[32]
get_mapname(mapname, charsmax(mapname))

// Restart current map
server_cmd("changelevel %s", mapname)

return PLUGIN_HANDLED;
}

// zp_zombie [target]
public cmd_zombie(id, level, cid)
{
// Check for access flag depending on the resulting action
if (g_newround)
{
// Start Mode Infection
if (!cmd_access(id, g_access_flag[ACCESS_MODE_INFECTION], cid, 2))
return PLUGIN_HANDLED;
}
else
{
// Make Zombie
if (!cmd_access(id, g_access_flag[ACCESS_MAKE_ZOMBIE], cid, 2))
return PLUGIN_HANDLED;
}

// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))

// Invalid target
if (!player) return PLUGIN_HANDLED;

// Target not allowed to be zombie
if (!allowed_zombie(player))
{
client_print(id, print_console, "[ZP65] %L", id, "CMD_NOT")
return PLUGIN_HANDLED
}

command_zombie(id, player)

return PLUGIN_HANDLED;
}

// zp_human [target]
public cmd_human(id, level, cid)
{
// Check for access flag - Make Human
if (!cmd_access(id, g_access_flag[ACCESS_MAKE_HUMAN], cid, 2))
return PLUGIN_HANDLED;

// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))

// Invalid target
if (!player) return PLUGIN_HANDLED;

// Target not allowed to be human
if (!allowed_human(player))
{
client_print(id, print_console, "[ZP65] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}

command_human(id, player)

return PLUGIN_HANDLED;
}

// zp_survivor [target]
public cmd_survivor(id, level, cid)
{
// Check for access flag depending on the resulting action
if (g_newround)
{
// Start Mode Survivor
if (!cmd_access(id, g_access_flag[ACCESS_MODE_SURVIVOR], cid, 2))
return PLUGIN_HANDLED;
}
else
{
// Make Survivor
if (!cmd_access(id, g_access_flag[ACCESS_MAKE_SURVIVOR], cid, 2))
return PLUGIN_HANDLED;
}

// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))

// Invalid target
if (!player) return PLUGIN_HANDLED;

// Target not allowed to be survivor
if (!allowed_survivor(player))
{
client_print(id, print_console, "[ZP65] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}

command_survivor(id, player)

return PLUGIN_HANDLED;
}

// zp_nemesis [target]
public cmd_nemesis(id, level, cid)
{
// Check for access flag depending on the resulting action
if (g_newround)
{
// Start Mode Nemesis
if (!cmd_access(id, g_access_flag[ACCESS_MODE_NEMESIS], cid, 2))
return PLUGIN_HANDLED;
}
else
{
// Make Nemesis
if (!cmd_access(id, g_access_flag[ACCESS_MAKE_NEMESIS], cid, 2))
return PLUGIN_HANDLED;
}

// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))

// Invalid target
if (!player) return PLUGIN_HANDLED;

// Target not allowed to be nemesis
if (!allowed_nemesis(player))
{
client_print(id, print_console, "[ZP65] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}

command_nemesis(id, player)

return PLUGIN_HANDLED;
}

// zp_respawn [target]
public cmd_respawn(id, level, cid)
{
// Check for access flag - Respawn
if (!cmd_access(id, g_access_flag[ACCESS_RESPAWN_PLAYERS], cid, 2))
return PLUGIN_HANDLED;

// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, CMDTARGET_ALLOW_SELF)

// Invalid target
if (!player) return PLUGIN_HANDLED;

// Target not allowed to be respawned
if (!allowed_respawn(player))
{
client_print(id, print_console, "[ZP65] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}

command_respawn(id, player)

return PLUGIN_HANDLED;
}

// zp_swarm
public cmd_swarm(id, level, cid)
{
// Check for access flag - Mode Swarm
if (!cmd_access(id, g_access_flag[ACCESS_MODE_SWARM], cid, 2))
return PLUGIN_HANDLED;

// Swarm mode not allowed
if (!allowed_swarm())
{
client_print(id, print_console, "[ZP65] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}

command_swarm(id)

return PLUGIN_HANDLED;
}

// zp_multi
public cmd_multi(id, level, cid)
{
// Check for access flag - Mode Multi
if (!cmd_access(id, g_access_flag[ACCESS_MODE_MULTI], cid, 2))
return PLUGIN_HANDLED;

// Multi infection mode not allowed
if (!allowed_multi())
{
client_print(id, print_console, "[ZP65] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}

command_multi(id)

return PLUGIN_HANDLED;
}

// zp_plague
public cmd_plague(id, level, cid)
{
// Check for access flag - Mode Plague
if (!cmd_access(id, g_access_flag[ACCESS_MODE_PLAGUE], cid, 2))
return PLUGIN_HANDLED;

// Plague mode not allowed
if (!allowed_plague())
{
client_print(id, print_console, "[ZP65] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}

command_plague(id)

return PLUGIN_HANDLED;
}

// zp_sniper [target]
public cmd_sniper(id, level, cid)
{
// Check for access flag depending on the resulting action
if (g_newround)
{
// Start Mode Sniper
if (!cmd_access(id, g_access_flag[ACCESS_MODE_SNIPER], cid, 2))
return PLUGIN_HANDLED;
}
else
{
// Make Sniper
if (!cmd_access(id, g_access_flag[ACCESS_MAKE_SNIPER], cid, 2))
return PLUGIN_HANDLED;
}

// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))

// Invalid target
if (!player) return PLUGIN_HANDLED;

// Target not allowed to be sniper
if (!allowed_sniper(player))
{
client_print(id, print_console, "[ZP65] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}

command_sniper(id, player)

return PLUGIN_HANDLED;
}
// zp_assassin [target]
public cmd_assassin(id, level, cid)
{
// Check for access flag depending on the resulting action
if (g_newround)
{
// Start Mode Assassin
if (!cmd_access(id, g_access_flag[ACCESS_MODE_ASSASSIN], cid, 2))
return PLUGIN_HANDLED;
}
else
{
// Make Assassin
if (!cmd_access(id, g_access_flag[ACCESS_MAKE_ASSASSIN], cid, 2))
return PLUGIN_HANDLED;
}

// Retrieve arguments
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))

// Invalid target
if (!player) return PLUGIN_HANDLED;

// Target not allowed to be assassin
if (!allowed_assassin(player))
{
client_print(id, print_console, "[ZP65] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}

command_assassin(id, player)

return PLUGIN_HANDLED;
}

// zp_lnj
public cmd_lnj(id, level, cid)
{
// Check for access flag - Mode Apocalypse
if (!cmd_access(id, g_access_flag[ACCESS_MODE_LNJ], cid, 2))
return PLUGIN_HANDLED;

// Apocalypse mode not allowed
if (!allowed_lnj())
{
client_print(id, print_console, "[ZP65] %L", id, "CMD_NOT")
return PLUGIN_HANDLED;
}

command_lnj(id)

return PLUGIN_HANDLED;
}
/*================================================================================
[Message Hooks]
=================================================================================*/

// Current Weapon info
public message_cur_weapon(msg_id, msg_dest, msg_entity)
{
// Not alive or zombie
if (!g_isalive[msg_entity] || g_zombie[msg_entity])
return;

// Not an active weapon
if (get_msg_arg_int(1) != 1)
return;

// Unlimited clip disabled for class
if (g_survivor[msg_entity] ? get_pcvar_num(cvar_survinfammo) <= 1 : get_pcvar_num(cvar_infammo) <= 1 && g_sniper[msg_entity] ? get_pcvar_num(cvar_sniperinfammo) <= 1 : get_pcvar_num(cvar_infammo) <= 1)
return;

// Get weapon's id
static weapon
weapon = get_msg_arg_int(2)

// Unlimited Clip Ammo for this weapon?
if (MAXBPAMMO[weapon] > 2)
{
// Max out clip ammo
cs_set_weapon_ammo(fm_cs_get_current_weapon_ent(msg_entity), MAXCLIP[weapon])

// HUD should show full clip all the time
set_msg_arg_int(3, get_msg_argtype(3), MAXCLIP[weapon])
}
}

// Take off player's money
public message_money(msg_id, msg_dest, msg_entity)
{
// Remove money setting enabled?
if (!get_pcvar_num(cvar_removemoney))
return PLUGIN_CONTINUE;

fm_cs_set_user_money(msg_entity, 0)
return PLUGIN_HANDLED;
}

// Fix for the HL engine bug when HP is multiples of 256
public message_health(msg_id, msg_dest, msg_entity)
{
// Get player's health
static health
health = get_msg_arg_int(1)

// Don't bother
if (health < 256) return;

// Check if we need to fix it
if (health % 256 == 0)
fm_set_user_health(msg_entity, pev(msg_entity, pev_health) + 1)

// HUD can only show as much as 255 hp
set_msg_arg_int(1, get_msg_argtype(1), 255)
}

// Block flashlight battery messages if custom flashlight is enabled instead
public message_flashbat()
{
if (g_cached_customflash)
return PLUGIN_HANDLED;

return PLUGIN_CONTINUE;
}

// Flashbangs should only affect zombies
public message_screenfade(msg_id, msg_dest, msg_entity)
{
if (get_msg_arg_int(4) != 255 || get_msg_arg_int(5) != 255 || get_msg_arg_int(6) != 255 || get_msg_arg_int(7) < 200)
return PLUGIN_CONTINUE;

// Nemesis/Assassin shouldn't be FBed
if (g_zombie[msg_entity] && !g_nemesis[msg_entity] && !g_assassin[msg_entity])
{
// Set flash color to nighvision's
set_msg_arg_int(4, get_msg_argtype(4), get_pcvar_num(cvar_nvgcolor[0]))
set_msg_arg_int(5, get_msg_argtype(5), get_pcvar_num(cvar_nvgcolor[1]))
set_msg_arg_int(6, get_msg_argtype(6), get_pcvar_num(cvar_nvgcolor[2]))
return PLUGIN_CONTINUE;
}

return PLUGIN_HANDLED;
}

// Prevent spectators' nightvision from being turned off when switching targets, etc.
public message_nvgtoggle()
{
return PLUGIN_HANDLED;
}

// Set correct model on player corpses
public message_clcorpse()
{
set_msg_arg_string(1, g_playermodel[get_msg_arg_int(12)])
}

// Prevent zombies from seeing any weapon pickup icon
public message_weappickup(msg_id, msg_dest, msg_entity)
{
if (g_zombie[msg_entity])
return PLUGIN_HANDLED;

return PLUGIN_CONTINUE;
}

// Prevent zombies from seeing any ammo pickup icon
public message_ammopickup(msg_id, msg_dest, msg_entity)
{
if (g_zombie[msg_entity])
return PLUGIN_HANDLED;

return PLUGIN_CONTINUE;
}

// Block hostage HUD display
public message_scenario()
{
if (get_msg_args() > 1)
{
static sprite[8]
get_msg_arg_string(2, sprite, charsmax(sprite))

if (equal(sprite, "hostage"))
return PLUGIN_HANDLED;
}

return PLUGIN_CONTINUE;
}

// Block hostages from appearing on radar
public message_hostagepos()
{
return PLUGIN_HANDLED;
}

// Block some text messages
public message_textmsg()
{
static textmsg[22]
get_msg_arg_string(2, textmsg, charsmax(textmsg))

// Game restarting, reset scores and call round end to balance the teams
if (equal(textmsg, "#Game_will_restart_in"))
{
g_scorehumans = 0
g_scorezombies = 0
logevent_round_end()
}
// Block round end related messages
else if (equal(textmsg, "#Hostages_Not_Rescued") || equal(textmsg, "#Round_Draw") || equal(textmsg, "#Terrorists_Win") || equal(textmsg, "#CTs_Win"))
{
return PLUGIN_HANDLED;
}

return PLUGIN_CONTINUE;
}

// Block CS round win audio messages, since we're playing our own instead
public message_sendaudio()
{
static audio[17]
get_msg_arg_string(2, audio, charsmax(audio))

if (equal(audio[7], "terwin") || equal(audio[7], "ctwin") || equal(audio[7], "rounddraw"))
return PLUGIN_HANDLED;

return PLUGIN_CONTINUE;
}

// Send actual team scores (T = zombies // CT = humans)
public message_teamscore()
{
static team[2]
get_msg_arg_string(1, team, charsmax(team))

switch (team[0])
{
// CT
case 'C': set_msg_arg_int(2, get_msg_argtype(2), g_scorehumans)
// Terrorist
case 'T': set_msg_arg_int(2, get_msg_argtype(2), g_scorezombies)
}
}

// Team Switch (or player joining a team for first time)
public message_teaminfo(msg_id, msg_dest)
{
// Only hook global messages
if (msg_dest != MSG_ALL && msg_dest != MSG_BROADCAST) return;

// Don't pick up our own TeamInfo messages for this player (bugfix)
if (g_switchingteam) return;

// Get player's id
static id
id = get_msg_arg_int(1)

// Enable spectators' nightvision if not spawning right away
set_task(0.2, "spec_nvision", id)

// Round didn't start yet, nothing to worry about
if (g_newround) return;

// Get his new team
static team[2]
get_msg_arg_string(2, team, charsmax(team))

// Perform some checks to see if they should join a different team instead
switch (team[0])
{
case 'C': // CT
{
if (g_survround && fnGetHumans() || g_sniperround && fnGetHumans()) // survivor or sniper alive --> switch to T and spawn as zombie
{
g_respawn_as_zombie[id] = true;
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_T)
set_msg_arg_string(2, "TERRORIST")
}
else if (!fnGetZombies()) // no zombies alive --> switch to T and spawn as zombie
{
g_respawn_as_zombie[id] = true;
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_T)
set_msg_arg_string(2, "TERRORIST")
}
}
case 'T': // Terrorist
{
if ((g_swarmround || g_survround || g_sniperround) && fnGetHumans()) // survivor/sniper alive or swarm round w\ humans --> spawn as zombie
{
g_respawn_as_zombie[id] = true;
}
else if (fnGetZombies()) // zombies alive --> switch to CT
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
set_msg_arg_string(2, "CT")
}
}
}
}

/*================================================================================
[Main Functions]
=================================================================================*/

// Make Zombie Task
public make_zombie_task()
{
/**
* Note:
* The make a zombie function has been totally changed
* and rewritten to suit the requirements of the new
* native for registering game modes externally.
*/

// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()

// Not enough players, come back later!
if (iPlayersnum < 1)
{
set_task(2.0, "make_zombie_task", TASK_MAKEZOMBIE)
return;
}

// Start the game modes cycle
start_swarm_mode(0, MODE_NONE)
}

// Start swarm mode
start_swarm_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()

static sound[64]

if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SWARM) && random_num(1, get_pcvar_num(cvar_swarmchance)) == get_pcvar_num(cvar_swarm) && iPlayersnum >= get_pcvar_num(cvar_swarmminplayers))
|| mode == MODE_SET)
{      
// Swarm Mode
g_swarmround = true
g_currentmode = MODE_SWARM
g_lastmode = MODE_SWARM

// Prevent Infection
g_allowinfection = false

// Make sure there are alive players on both teams (BUGFIX)
if (!fnGetAliveTs())
{
// Move random player to T team
id = fnGetRandomAlive(random_num(1, iPlayersnum))
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_T)
fm_user_team_update(id)
}
else if (!fnGetAliveCTs())
{
// Move random player to CT team
id = fnGetRandomAlive(random_num(1, iPlayersnum))
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}

// Turn every T into a zombie
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;

// Not a Terrorist
if (fm_cs_get_user_team(id) != FM_CS_TEAM_T)
continue;

// Turn into a zombie
zombieme(id, 0, 0, 1, 0, 0)
}

// Play swarm sound
ArrayGetString(sound_swarm, random_num(0, ArraySize(sound_swarm) - 1), sound, charsmax(sound))
PlaySound(sound);

// Show Swarm HUD notice
set_hudmessage(20, 255, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SWARM")

// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}

// Mode fully started!
g_modestarted = true
g_newround = false

// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SWARM, 0);

// Stop here [BUGFIX]
return;
}

// Give chance to another game mode
start_plague_mode(0, MODE_NONE)
}

// Start plague mode
start_plague_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()

static sound[64], iZombies, iMaxZombies

if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_PLAGUE) && random_num(1, get_pcvar_num(cvar_plaguechance)) == get_pcvar_num(cvar_plague)
&& floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil) >= 1&&
iPlayersnum-(get_pcvar_num(cvar_plaguesurvnum)+get_pcvar_num(cvar_plaguenemnum)+floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)) >= 1
&& iPlayersnum >= get_pcvar_num(cvar_plagueminplayers)) || mode == MODE_SET)
{
// Plague Mode
g_plagueround = true
g_currentmode = MODE_PLAGUE
g_lastmode = MODE_PLAGUE

// Prevent Infection
g_allowinfection = false

// Turn specified amount of players into Survivors
static iSurvivors, iMaxSurvivors
iMaxSurvivors = get_pcvar_num(cvar_plaguesurvnum)
iSurvivors = 0

while (iSurvivors < iMaxSurvivors)
{
// Choose random guy
id = fnGetRandomAlive(random_num(1, iPlayersnum))

// Already a survivor?
if (g_survivor[id])
continue;

// If not, turn him into one
humanme(id, 1, 0, 0)
iSurvivors++

// Apply survivor health multiplier
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_plaguesurvhpmulti)))
}

// Turn specified amount of players into Nemesis
static iNemesis, iMaxNemesis
iMaxNemesis = get_pcvar_num(cvar_plaguenemnum)
iNemesis = 0

while (iNemesis < iMaxNemesis)
{
// Choose random guy
id = fnGetRandomAlive(random_num(1, iPlayersnum))

// Already a survivor or nemesis?
if (g_survivor[id] || g_nemesis[id])
continue;

// If not, turn him into one
zombieme(id, 0, 1, 0, 0, 0)
iNemesis++

// Apply nemesis health multiplier
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_plaguenemhpmulti)))
}

// iMaxZombies is rounded up, in case there aren't enough players
iMaxZombies = floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)
iZombies = 0

// Randomly turn iMaxZombies players into zombies
while (iZombies < iMaxZombies)
{
// Keep looping through all players
if (++id > g_maxplayers) id = 1

// Dead or already a zombie or survivor
if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
continue;

// Random chance
if (random_num(0, 1))
{
// Turn into a zombie
zombieme(id, 0, 0, 1, 0, 0)
iZombies++
}
}

// Turn the remaining players into humans
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who arent zombies or survivor
if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
continue;

// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}

// Play plague sound
ArrayGetString(sound_plague, random_num(0, ArraySize(sound_plague) - 1), sound, charsmax(sound))
PlaySound(sound);

// Show Plague HUD notice
set_hudmessage(0, 50, 200, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_PLAGUE")

// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}

// Mode fully started!
g_modestarted = true

// No more a new round
g_newround = false

// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_PLAGUE, 0);

// Stop here [BUGFIX]
return;
}

// Give chance to other game modes
start_multi_mode(0, MODE_NONE)
}

// Start multiple infection mode
start_multi_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()

static sound[64], iZombies, iMaxZombies

if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_MULTI) && random_num(1, get_pcvar_num(cvar_multichance)) == get_pcvar_num(cvar_multi) &&
floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) >= 2 && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) < iPlayersnum && iPlayersnum >= get_pcvar_num(cvar_multiminplayers))
|| mode == MODE_SET)
{

// Multi Infection Mode
g_currentmode = MODE_MULTI
g_lastmode = MODE_MULTI

// Allow Infection
g_allowinfection = true

// iMaxZombies is rounded up, in case there aren't enough players
iMaxZombies = floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil)
iZombies = 0

// Randomly turn iMaxZombies players into zombies
while (iZombies < iMaxZombies)
{
// Keep looping through all players
if (++id > g_maxplayers) id = 1

// Dead or already a zombie
if (!g_isalive[id] || g_zombie[id])
continue;

// Random chance
if (random_num(0, 1))
{
// Turn into a zombie
zombieme(id, 0, 0, 1, 0, 0)
iZombies++
}
}

// Turn the remaining players into humans
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who aren't zombies
if (!g_isalive[id] || g_zombie[id])
continue;

// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}

// Play multi infection sound
ArrayGetString(sound_multi, random_num(0, ArraySize(sound_multi) - 1), sound, charsmax(sound))
PlaySound(sound);

// Show Multi Infection HUD notice
set_hudmessage(200, 50, 0, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_MULTI")

// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}

// Mode fully started!
g_modestarted = true

// No more a new round
g_newround = false

// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_MULTI, 0);

// Stop here
return;
}

// Give chance to other game modes
start_lnj_mode(0, MODE_NONE)
}

// Start LNJ mode
start_lnj_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()

static sound[64], iZombies, iMaxZombies

if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_LNJ) && random_num(1, get_pcvar_num(cvar_lnjchance)) == get_pcvar_num(cvar_lnj) &&
iPlayersnum >= get_pcvar_num(cvar_lnjminplayers) && floatround(iPlayersnum*get_pcvar_float(cvar_lnjratio), floatround_ceil) >= 1 && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) < iPlayersnum )
|| mode == MODE_SET)
{
// Armageddon Mode
g_lnjround = true
g_currentmode = MODE_LNJ
g_lastmode = MODE_LNJ

// Prevent Infection
g_allowinfection = false

// iMaxZombies is rounded up, in case there aren't enough players
iMaxZombies = floatround((iPlayersnum * get_pcvar_float(cvar_lnjratio)), floatround_ceil)
iZombies = 0

// Randomly turn iMaxZombies players into Nemesis
while (iZombies < iMaxZombies)
{
// Keep looping through all players
if (++id > g_maxplayers) id = 1

// Dead or already a zombie or survivor
if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
continue;

// Random chance
if (random_num(0, 1))
{
// Turn into a Nemesis
zombieme(id, 0, 1, 0, 0, 0)
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_lnjnemhpmulti)))
iZombies++
}
}

// Turn the remaining players into survivors
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who arent zombies or survivor
if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
continue;

// Turn into a Survivor
humanme(id, 1, 0, 0)
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_lnjsurvhpmulti)))
}

// Play armageddon sound
ArrayGetString(sound_lnj, random_num(0, ArraySize(sound_lnj) - 1), sound, charsmax(sound))
PlaySound(sound);

// Show Armageddon HUD notice
set_hudmessage(181 , 62, 244, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_LNJ")

// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_LNJ])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}

// Mode fully started!
g_modestarted = true

// No more a new round
g_newround = false

// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_LNJ, 0);

// Stop Here
return;
}

// Give chance to other game modes
start_sniper_mode(0, MODE_NONE)
}

// Start sniper mode
start_sniper_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()

static forward_id, sound[64]

if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SNIPER) && random_num(1, get_pcvar_num(cvar_sniperchance)) == get_pcvar_num(cvar_sniper) && iPlayersnum >= get_pcvar_num(cvar_sniperminplayers))
|| mode == MODE_SET)
{
// Sniper Mode
g_sniperround = true
g_currentmode = MODE_SNIPER
g_lastmode = MODE_SNIPER

// Prevent Infection
g_allowinfection = false

// Choose player randomly?
if (mode == MODE_NONE)
id = fnGetRandomAlive(random_num(1, iPlayersnum))

// Remember id for calling our forward later
forward_id = id

// Make sniper
humanme(id, 0, 0, 1)

// Turn the remaining players into zombies
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;

// Sniper or already a zombie
if (g_sniper[id] || g_zombie[id] )
continue;

// Turn into a zombie
zombieme(id, 0, 0, 1, 0, 0)
}

// Play sniper sound
ArrayGetString(sound_sniper, random_num(0, ArraySize(sound_sniper) - 1), sound, charsmax(sound))
PlaySound(sound);

// Show Sniper HUD notice
set_hudmessage(0 , 250, 250, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SNIPER", g_playername[forward_id])

// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}

// Mode fully started!
g_modestarted = true

// No more a new round
g_newround = false

// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SNIPER, forward_id);

// Stop here
return;
}

// Give a chance to other game modes
start_survivor_mode(0, MODE_NONE)
}

// Start survivor mode
start_survivor_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()

static forward_id, sound[64]

if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SURVIVOR) && random_num(1, get_pcvar_num(cvar_survchance)) == get_pcvar_num(cvar_surv) && iPlayersnum >= get_pcvar_num(cvar_survminplayers))
|| mode == MODE_SET)
{
// Survivor Mode
g_survround = true
g_currentmode = MODE_SURVIVOR
g_lastmode = MODE_SURVIVOR

// Prevent Infection
g_allowinfection = false

// Choose player randomly?
if (mode == MODE_NONE)
id = fnGetRandomAlive(random_num(1, iPlayersnum))

// Remember id for calling our forward later
forward_id = id

// Turn player into a survivor
humanme(id, 1, 0, 0)

// Turn the remaining players into zombies
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;

// Survivor or already a zombie
if (g_survivor[id] || g_zombie[id] )
continue;

// Turn into a zombie
zombieme(id, 0, 0, 1, 0, 0)
}

// Play survivor sound
ArrayGetString(sound_survivor, random_num(0, ArraySize(sound_survivor) - 1), sound, charsmax(sound))
PlaySound(sound);

// Show Survivor HUD notice
set_hudmessage(0, 10, 255, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SURVIVOR", g_playername[forward_id])

// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}

// Mode fully started!
g_modestarted = true

// No more a new round
g_newround = false

// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SURVIVOR, forward_id);

// Stop here
return;
}

// Give chance to other game modes
start_assassin_mode(0, MODE_NONE)
}

// Start assassin mode
start_assassin_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()

static forward_id, sound[64]

if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_ASSASSIN) && random_num(1, get_pcvar_num(cvar_assassinchance)) == get_pcvar_num(cvar_assassin) && iPlayersnum >= get_pcvar_num(cvar_assassinminplayers))
|| mode == MODE_SET)
{
// Assassin Mode
g_assassinround = true
g_currentmode = MODE_ASSASSIN
g_lastmode = MODE_ASSASSIN

// Prevent Infection
g_allowinfection = false

// Choose player randomly?
if (mode == MODE_NONE)
id = fnGetRandomAlive(random_num(1, iPlayersnum))

// Remember id for calling our forward later
forward_id = id

// Turn player into assassin
zombieme(id, 0, 0, 0, 0, 1)

// Turn off the lights [Taken From Speeds Zombie Mutilation]
static ent
ent = -1
while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "light")) != 0)
{
dllfunc(DLLFunc_Use, ent, 0);
}

// Remaining players should be humans (CTs)
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;

// First assassin
if (g_zombie[id])
continue;

// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
// Change team
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}

// Make a screen fade
message_begin(MSG_ONE, g_msgScreenFade, _, id)
write_short(UNIT_SECOND*5) // duration
write_short(0) // hold time
write_short(FFADE_IN) // fade type
write_byte(250) // red
write_byte(0) // green
write_byte(0) // blue
write_byte(255) // alpha
message_end()

// Make a screen shake [Make it horrorful]
message_begin(MSG_ONE_UNRELIABLE, g_msgScreenShake, _, id)
write_short(UNIT_SECOND*75) // amplitude
write_short(UNIT_SECOND*7) // duration
write_short(UNIT_SECOND*75) // frequency
message_end()
}

// Play Assassin sound
ArrayGetString(sound_assassin, random_num(0, ArraySize(sound_assassin) - 1), sound, charsmax(sound))
PlaySound(sound);

// Show Assassin HUD notice
set_hudmessage(255, 150, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_ASSASSIN", g_playername[forward_id])

// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}

// Mode fully started!
g_modestarted = true

// No more a new round
g_newround = false

// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_ASSASSIN, forward_id);

// Stop here
return;
}

// Give chance to other game modes
start_nemesis_mode(0, MODE_NONE)
}

// Start nemesis mode
start_nemesis_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()

static forward_id, sound[64]

if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_NEMESIS) && random_num(1, get_pcvar_num(cvar_nemchance)) == get_pcvar_num(cvar_nem) && iPlayersnum >= get_pcvar_num(cvar_nemminplayers))
|| mode == MODE_SET)
{
// Nemesis Mode
g_nemround = true
g_currentmode = MODE_NEMESIS
g_lastmode = MODE_NEMESIS

// Prevent Infection
g_allowinfection = false

// Choose player randomly?
if (mode == MODE_NONE)
id = fnGetRandomAlive(random_num(1, iPlayersnum))

// Remember id for calling our forward later
forward_id = id

// Turn player into nemesis
zombieme(id, 0, 1, 0, 0, 0)

// Remaining players should be humans (CTs)
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;

// First nemesis
if (g_zombie[id])
continue;

// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}

// Play Nemesis sound
ArrayGetString(sound_nemesis, random_num(0, ArraySize(sound_nemesis) - 1), sound, charsmax(sound))
PlaySound(sound);

// Show Nemesis HUD notice
set_hudmessage(255, 20, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_NEMESIS", g_playername[forward_id])

// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}

// Mode fully started!
g_modestarted = true

// No more a new round
g_newround = false

// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_NEMESIS, forward_id);

// Stop here
return;
}

// Start some custom game modes
start_custom_mode()
}

// Start custom game mode
start_custom_mode()
{
// No custom game modes registered
if(g_gamemodes_i == MAX_GAME_MODES)
{
// Start our infection mode
start_infection_mode(0, MODE_NONE)
return;
}

// No more a new round
g_newround = false

// Loop through every custom game mode present
// This is to ensure that every game mode is given a chance
static game
for (game = MAX_GAME_MODES; game < g_gamemodes_i; game++)
{
// Apply chance level and check if the last played mode was not the same as this one
if ((random_num(1, ArrayGetCell(g_gamemode_chance, (game - MAX_GAME_MODES))) == 1) && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != game))
{
// Execute our round start pre forward
// This is were the game mode will decide whether to run itself or block it self
ExecuteForward(g_fwRoundStart_pre, g_fwDummyResult, game)

// The game mode didnt accept some conditions
if (g_fwDummyResult >= ZP_PLUGIN_HANDLED)
{
// Give other game modes a chance
continue;
}
// Game mode has accepted the conditions
else
{
// Current game mode and last game mode are equal to the game mode id
g_currentmode = game
g_lastmode = game

// Check whether or not to allow infection during this game mode
g_allowinfection = (ArrayGetCell(g_gamemode_allow, (game - MAX_GAME_MODES)) == 1) ? true : false

// Check the death match mode required by the game mode
g_deathmatchmode = ArrayGetCell(g_gamemode_dm, (game - MAX_GAME_MODES))

// Our custom game mode has fully started
g_modestarted = true

// Execute our round start forward with the game mode id
ExecuteForward(g_fwRoundStart, g_fwDummyResult, game, 0)

// Turn the remaining players into humans [BUGFIX]
static id
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who arent zombies or survivor
if (!g_isalive[id] || g_zombie[id] || g_survivor[id] || g_sniper[id])
continue;

// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}

// Stop the loop and prevent other game modes from being given a chance [BUGFIX]
break;
}
}

// The game mode was not given a chance then continue the loop
else continue;
}

// No game mode has started then start our good old infection mode [BUGFIX]
if (!g_modestarted)
start_infection_mode(0, MODE_NONE)
}

// Start the default infection mode
start_infection_mode(id, mode)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()

static forward_id

// Single Infection Mode
g_currentmode = MODE_INFECTION
g_lastmode = MODE_INFECTION

// Allow Infection
g_allowinfection = true

// Choose player randomly?
if (mode == MODE_NONE)
id = fnGetRandomAlive(random_num(1, iPlayersnum))

// Turn player into the first zombie
zombieme(id, 0, 0, 0, 0, 0)

// Remember id for calling our forward later
forward_id = id

// Remaining players should be humans (CTs)
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;

// First zombie
if (g_zombie[id])
continue;

// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}

// Show First Zombie HUD notice
set_hudmessage(255, 0, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L",LANG_PLAYER, "NOTICE_FIRST", g_playername[forward_id])

// Start ambience sounds
if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION])
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}

// Mode fully started!
g_modestarted = true

// No more a new round
g_newround = false

// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_INFECTION, forward_id);
}

// Zombie Me Function (player id, infector, turn into a nemesis, silent mode, deathmsg and rewards, turn into assassin)
zombieme(id, infector, nemesis, silentmode, rewards, assassin)
{
// User infect attempt forward
ExecuteForward(g_fwUserInfect_attempt, g_fwDummyResult, id, infector, nemesis)

// One or more plugins blocked the infection. Only allow this after making sure it's
// not going to leave us with no zombies. Take into account a last player leaving case.
// BUGFIX: only allow after a mode has started, to prevent blocking first zombie e.g.
if (g_fwDummyResult >= ZP_PLUGIN_HANDLED && g_modestarted && fnGetZombies() > g_lastplayerleaving)
return;

// Pre user infect forward
ExecuteForward(g_fwUserInfected_pre, g_fwDummyResult, id, infector, nemesis)

// Show zombie class menu if they haven't chosen any (e.g. just connected)
if (g_zombieclassnext[id] == ZCLASS_NONE && get_pcvar_num(cvar_zclasses))
set_task(0.2, "show_menu_zclass", id)

// Set selected zombie class
g_zombieclass[id] = g_zombieclassnext[id]

// If no class selected yet, use the first (default) one
if (g_zombieclass[id] == ZCLASS_NONE) g_zombieclass[id] = 0

// Way to go...
g_zombie[id] = true
g_nemesis[id] = false
g_assassin[id] = false
g_survivor[id] = false
g_firstzombie[id] = false
g_sniper[id] = false

// Remove aura (bugfix)
remove_task(id+TASK_AURA)

// Remove spawn protection (bugfix)
g_nodamage[id] = false
set_pev(id, pev_effects, pev(id, pev_effects) &~ EF_NODRAW)

// Reset burning duration counter (bugfix)
g_burning_duration[id] = 0

// Show deathmsg and reward infector?
if (rewards && infector)
{
// Send death notice and fix the "dead" attrib on scoreboard
SendDeathMsg(infector, id)
FixDeadAttrib(id)

// Reward frags, deaths, health, and ammo packs
UpdateFrags(infector, id, get_pcvar_num(cvar_fragsinfect), 1, 1)
g_ammopacks[infector] += get_pcvar_num(cvar_ammoinfect)
fm_set_user_health(infector, pev(infector, pev_health) + get_pcvar_num(cvar_zombiebonushp))
}

// Cache speed, knockback, and name for player's class
g_zombie_spd[id] = float(ArrayGetCell(g_zclass_spd, g_zombieclass[id]))
g_zombie_knockback[id] = Float:ArrayGetCell(g_zclass_kb, g_zombieclass[id])
ArrayGetString(g_zclass_name, g_zombieclass[id], g_zombie_classname[id], charsmax(g_zombie_classname[]))

// Set zombie attributes based on the mode
static sound[64]
if (!silentmode)
{
if (nemesis)
{
// Nemesis
g_nemesis[id] = true

// Set health [0 = auto]
if (get_pcvar_num(cvar_nemhp) == 0)
{
if (get_pcvar_num(cvar_nembasehp) == 0)
fm_set_user_health(id, ArrayGetCell(g_zclass_hp, 0) * fnGetAlive())
else
fm_set_user_health(id, get_pcvar_num(cvar_nembasehp) * fnGetAlive())
}
else
fm_set_user_health(id, get_pcvar_num(cvar_nemhp))

// Set gravity, unless frozen
if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_nemgravity))
}

else if (assassin)
{
// Assassin
g_assassin[id] = true

// Set health [0 = auto]
if (get_pcvar_num(cvar_assassinhp) == 0)
{
if (get_pcvar_num(cvar_assassinbasehp) == 0)
fm_set_user_health(id, ArrayGetCell(g_zclass_hp, 0) * fnGetAlive())
else
fm_set_user_health(id, get_pcvar_num(cvar_assassinbasehp) * fnGetAlive())
}
else
fm_set_user_health(id, get_pcvar_num(cvar_assassinhp))

// Set gravity, unless frozen
if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_assassingravity))
}

else if ((fnGetZombies() == 1) && !g_assassin[id] && !g_nemesis[id] )
{
// First zombie
g_firstzombie[id] = true

// Set health and gravity, unless frozen
fm_set_user_health(id, floatround(float(ArrayGetCell(g_zclass_hp, g_zombieclass[id])) * get_pcvar_float(cvar_zombiefirsthp)))
if (!g_frozen[id]) set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))

// Infection sound
ArrayGetString(zombie_infect, random_num(0, ArraySize(zombie_infect) - 1), sound, charsmax(sound))
emit_sound(id, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

}
else
{
// Infected by someone

// Set health and gravity, unless frozen
fm_set_user_health(id, ArrayGetCell(g_zclass_hp, g_zombieclass[id]))
if (!g_frozen[id]) set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))

// Infection sound
ArrayGetString(zombie_infect, random_num(0, ArraySize(zombie_infect) - 1), sound, charsmax(sound))
emit_sound(id, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Show Infection HUD notice
set_hudmessage(255, 0, 0, HUD_INFECT_X, HUD_INFECT_Y, 0, 0.0, 5.0, 1.0, 1.0, -1)

if (infector) // infected by someone?
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_INFECT2", g_playername[id], g_playername[infector])
else
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_INFECT", g_playername[id])
}
}
else
{
// Silent mode, no HUD messages, no infection sounds

// Set health and gravity, unless frozen
fm_set_user_health(id, ArrayGetCell(g_zclass_hp, g_zombieclass[id]))
if (!g_frozen[id]) set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
}

// Remove previous tasks
remove_task(id+TASK_MODEL)
remove_task(id+TASK_BLOOD)
remove_task(id+TASK_AURA)
remove_task(id+TASK_BURN)

// Switch to T
if (fm_cs_get_user_team(id) != FM_CS_TEAM_T) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_T)
fm_user_team_update(id)
}

// Custom models stuff
static currentmodel[32], tempmodel[32], already_has_model, i, iRand, size
already_has_model = false

if (g_handle_models_on_separate_ent)
{
// Set the right model
if (g_nemesis[id])
{
iRand = random_num(0, ArraySize(model_nemesis) - 1)
ArrayGetString(model_nemesis, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_nemesis, iRand))
}
else if (g_assassin[id])
{
iRand = random_num(0, ArraySize(model_assassin) - 1)
ArrayGetString(model_assassin, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_assassin, iRand))
}
else
{
if (get_pcvar_num(cvar_adminmodelszombie) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
{
iRand = random_num(0, ArraySize(model_admin_zombie) - 1)
ArrayGetString(model_admin_zombie, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_zombie, iRand))
}
else
{
iRand = random_num(ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id]), ArrayGetCell(g_zclass_modelsend, g_zombieclass[id]) - 1)
ArrayGetString(g_zclass_playermodel, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_zclass_modelindex, iRand))
}
}

// Set model on player model entity
fm_set_playermodel_ent(id)

// Nemesis glow / remove glow on player model entity, unless frozen
if (!g_frozen[id])
{
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 250, 0 , 0, kRenderNormal, 25)
else if (g_nemesis[id] && !(get_pcvar_num(cvar_nemglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0 , 0, kRenderNormal, 25)

else if (g_assassin[id] && get_pcvar_num(cvar_assassinglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 250, 0 , 0, kRenderNormal, 25)
else if (g_assassin[id] && !(get_pcvar_num(cvar_assassinglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0 , 0, kRenderNormal, 25)

else if (!g_assassin[id] && !g_nemesis[id])
fm_set_rendering(g_ent_playermodel[id])
}
}
else
{
// Get current model for comparing it with the current one
fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))

// Set the right model, after checking that we don't already have it
if (g_nemesis[id])
{
size = ArraySize(model_nemesis)
for (i = 0; i < size; i++)
{
ArrayGetString(model_nemesis, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}

if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_nemesis, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_nemesis, iRand))
}
}

else if (g_assassin[id])
{
size = ArraySize(model_assassin)
for (i = 0; i < size; i++)
{
ArrayGetString(model_assassin, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}

if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_assassin, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_assassin, iRand))
}
}

else
{
if (get_pcvar_num(cvar_adminmodelszombie) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
{
size = ArraySize(model_admin_zombie)
for (i = 0; i < size; i++)
{
ArrayGetString(model_admin_zombie, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}

if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_admin_zombie, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_zombie, iRand))
}
}
else
{
for (i = ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id]); i < ArrayGetCell(g_zclass_modelsend, g_zombieclass[id]); i++)
{
ArrayGetString(g_zclass_playermodel, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}

if (!already_has_model)
{
iRand = random_num(ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id]), ArrayGetCell(g_zclass_modelsend, g_zombieclass[id]) - 1)
ArrayGetString(g_zclass_playermodel, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_zclass_modelindex, iRand))
}
}
}

// Need to change the model?
if (!already_has_model)
{
// An additional delay is offset at round start
// since SVC_BAD is more likely to be triggered there
if (g_newround)
set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
else
fm_user_model_update(id+TASK_MODEL)
}

// Nemesis glow / remove glow, unless frozen
if (!g_frozen[id])
{
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
fm_set_rendering(id, kRenderFxGlowShell, 250, 0, 0, kRenderNormal, 25)
else if (g_nemesis[id] && !(get_pcvar_num(cvar_nemglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)

else if (g_assassin[id] && get_pcvar_num(cvar_assassinglow))
fm_set_rendering(id, kRenderFxGlowShell, 250, 0, 0, kRenderNormal, 25)
else if (g_assassin[id] && !(get_pcvar_num(cvar_assassinglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)

else if (!g_assassin[id] && !g_nemesis[id])
fm_set_rendering(id)
}
}

// Remove any zoom (bugfix)
cs_set_user_zoom(id, CS_RESET_ZOOM, 1)

// Remove armor
set_pev(id, pev_armorvalue, 0.0)

// Drop weapons when infected
drop_weapons(id, 1)
drop_weapons(id, 2)

// Strip zombies from guns and give them a knife
fm_strip_user_weapons(id)
fm_give_item(id, "weapon_knife")

// Fancy effects
infection_effects(id)

// Nemesis aura task
if (g_nemesis[id] && get_pcvar_num(cvar_nemaura))
set_task(0.1, "zombie_aura", id+TASK_AURA, _, _, "b")

// Assassin aura task
if (g_assassin[id] && get_pcvar_num(cvar_assassinaura))
set_task(0.1, "zombie_aura", id+TASK_AURA, _, _, "b")

// Give Zombies Night Vision?
if (get_pcvar_num(cvar_nvggive))
{
g_nvision[id] = true

if (!g_isbot[id])
{
// Turn on Night Vision automatically?
if (get_pcvar_num(cvar_nvggive) == 1)
{
g_nvisionenabled[id] = true

// Custom nvg?
if (get_pcvar_num(cvar_customnvg))
{
remove_task(id+TASK_NVISION)
set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
}
else
set_user_gnvision(id, 1)
}
// Turn off nightvision when infected (bugfix)
else if (g_nvisionenabled[id])
{
if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
else set_user_gnvision(id, 0)
g_nvisionenabled[id] = false
}
}
else
cs_set_user_nvg(id, 1); // turn on NVG for bots
}
// Disable nightvision when infected (bugfix)
else if (g_nvision[id])
{
if (g_isbot[id]) cs_set_user_nvg(id, 0) // Turn off NVG for bots
if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
else if (g_nvisionenabled[id]) set_user_gnvision(id, 0)
g_nvision[id] = false
g_nvisionenabled[id] = false
}

// Set custom FOV?
if (get_pcvar_num(cvar_zombiefov) != 90 && get_pcvar_num(cvar_zombiefov) != 0)
{
message_begin(MSG_ONE, g_msgSetFOV, _, id)
write_byte(get_pcvar_num(cvar_zombiefov)) // fov angle
message_end()
}

// Call the bloody task
if (!g_nemesis[id] && !g_assassin[id] && get_pcvar_num(cvar_zombiebleeding))
set_task(0.7, "make_blood", id+TASK_BLOOD, _, _, "b")

// Idle sounds task
if (!g_nemesis[id] && !g_assassin[id])
set_task(random_float(50.0, 70.0), "zombie_play_idle", id+TASK_BLOOD, _, _, "b")

// Turn off zombie's flashlight
turn_off_flashlight(id)

// Post user infect forward
ExecuteForward(g_fwUserInfected_post, g_fwDummyResult, id, infector, nemesis)

// Last Zombie Check
fnCheckLastZombie()
}

// Function Human Me (player id, turn into a survivor, silent mode)
humanme(id, survivor, silentmode, sniper)
{
// User humanize attempt forward
ExecuteForward(g_fwUserHumanize_attempt, g_fwDummyResult, id, survivor)

// One or more plugins blocked the "humanization". Only allow this after making sure it's
// not going to leave us with no humans. Take into account a last player leaving case.
// BUGFIX: only allow after a mode has started, to prevent blocking first survivor e.g.
if (g_fwDummyResult >= ZP_PLUGIN_HANDLED && g_modestarted && fnGetHumans() > g_lastplayerleaving)
return;

// Pre user humanize forward
ExecuteForward(g_fwUserHumanized_pre, g_fwDummyResult, id, survivor)

// Remove previous tasks
remove_task(id+TASK_MODEL)
remove_task(id+TASK_BLOOD)
remove_task(id+TASK_AURA)
remove_task(id+TASK_BURN)
remove_task(id+TASK_NVISION)

// Reset some vars
g_zombie[id] = false
g_nemesis[id] = false
g_survivor[id] = false
g_firstzombie[id] = false
g_canbuy[id] = true
g_nvision[id] = false
g_nvisionenabled[id] = false
g_sniper[id] = false
g_assassin[id] = false

// Remove survivor/sniper's aura (bugfix)
remove_task(id+TASK_AURA)

// Remove spawn protection (bugfix)
g_nodamage[id] = false
set_pev(id, pev_effects, pev(id, pev_effects) &~ EF_NODRAW)

// Reset burning duration counter (bugfix)
g_burning_duration[id] = 0

// Drop previous weapons
drop_weapons(id, 1)
drop_weapons(id, 2)

// Strip off from weapons
fm_strip_user_weapons(id)
fm_give_item(id, "weapon_knife")

// Set human attributes based on the mode
if (survivor)
{
// Survivor
g_survivor[id] = true

// Set Health [0 = auto]
if (get_pcvar_num(cvar_survhp) == 0)
{
if (get_pcvar_num(cvar_survbasehp) == 0)
fm_set_user_health(id, get_pcvar_num(cvar_humanhp) * fnGetAlive())
else
fm_set_user_health(id, get_pcvar_num(cvar_survbasehp) * fnGetAlive())
}
else
fm_set_user_health(id, get_pcvar_num(cvar_survhp))

// Set gravity, unless frozen
if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_survgravity))

give_item(id, "weapon_xm1014");
cs_set_user_bpammo(id, CSW_XM1014, 90);

give_item(id, "weapon_ak47");
cs_set_user_bpammo(id, CSW_AK47, 90);
give_item(id, "weapon_m4a1");
cs_set_user_bpammo(id, CSW_M4A1, 90);




// Turn off his flashlight
turn_off_flashlight(id)

// Give the survivor a nice aura
if (get_pcvar_num(cvar_survaura))
set_task(0.1, "human_aura", id+TASK_AURA, _, _, "b")

// Survivor bots will also need nightvision to see in the dark
if (g_isbot[id])
{
g_nvision[id] = true
cs_set_user_nvg(id, 1)
}
}
else if (sniper)
{
// Sniper
g_sniper[id] = true

// Set Health [0 = auto]
if (get_pcvar_num(cvar_sniperhp) == 0)
{
if (get_pcvar_num(cvar_sniperbasehp) == 0)
fm_set_user_health(id, get_pcvar_num(cvar_humanhp) * fnGetAlive())
else
fm_set_user_health(id, get_pcvar_num(cvar_sniperbasehp) * fnGetAlive())
}
else
fm_set_user_health(id, get_pcvar_num(cvar_sniperhp))

// Set gravity, unless frozen
if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_snipergravity))

// Give sniper his own weapon and fill the ammo
fm_give_item(id, "weapon_awp")
ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[CSW_AWP], AMMOTYPE[CSW_AWP], MAXBPAMMO[CSW_AWP])

// Turn off his flashlight
turn_off_flashlight(id)

// Give the sniper a nice aura
if (get_pcvar_num(cvar_sniperaura))
set_task(0.1, "human_aura", id+TASK_AURA, _, _, "b")

// Sniper bots will also need nightvision to see in the dark
if (g_isbot[id])
{
g_nvision[id] = true
cs_set_user_nvg(id, 1)
}
}
else
{
// Human taking an antidote

// Set health
fm_set_user_health(id, get_pcvar_num(cvar_humanhp))

// Set gravity, unless frozen
if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))

// Show custom buy menu?
if (get_pcvar_num(cvar_buycustom))
set_task(0.2, "show_menu_buy1", id+TASK_SPAWN)

// Silent mode = no HUD messages, no antidote sound
if (!silentmode)
{
// Antidote sound
static sound[64]
ArrayGetString(sound_antidote, random_num(0, ArraySize(sound_antidote) - 1), sound, charsmax(sound))
emit_sound(id, CHAN_ITEM, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Show Antidote HUD notice
set_hudmessage(10, 255, 235, HUD_INFECT_X, HUD_INFECT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_ANTIDOTE", g_playername[id])
}
}

// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}

// Custom models stuff
static currentmodel[32], tempmodel[32], already_has_model, i, iRand, size
already_has_model = false

if (g_handle_models_on_separate_ent)
{
// Set the right model
if (g_survivor[id])
{
iRand = random_num(0, ArraySize(model_survivor) - 1)
ArrayGetString(model_survivor, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_survivor, iRand))
}
else if (g_sniper[id])
{
iRand = random_num(0, ArraySize(model_sniper) - 1)
ArrayGetString(model_sniper, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_sniper, iRand))
}
else
{
if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
{
iRand = random_num(0, ArraySize(model_admin_human) - 1)
ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
}
else
{
if (get_pcvar_num(cvar_vipmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_VIP_MODELS]))
{
iRand = random_num(0, ArraySize(model_vip_human) - 1)
ArrayGetString(model_vip_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_vip_human, iRand))
}
else
{
iRand = random_num(0, ArraySize(model_human) - 1)
ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
}
}
}

// Set model on player model entity
fm_set_playermodel_ent(id)

// Set survivor glow / remove glow on player model entity, unless frozen
if (!g_frozen[id])
{
if (g_survivor[id] && get_pcvar_num(cvar_survglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 250, 250, kRenderNormal, 25)
else if (g_survivor[id] && !(get_pcvar_num(cvar_survglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)

else if (g_sniper[id] && get_pcvar_num(cvar_sniperglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, get_pcvar_num(cvar_snipercolor[0]), get_pcvar_num(cvar_snipercolor[1]), get_pcvar_num(cvar_snipercolor[2]), kRenderNormal, 25)
else if (g_sniper[id] && !(get_pcvar_num(cvar_sniperglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)

else if (!g_sniper[id] && !g_survivor[id])
fm_set_rendering(g_ent_playermodel[id])
}
}
else
{
// Get current model for comparing it with the current one
fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))

// Set the right model, after checking that we don't already have it
if (g_survivor[id])
{
size = ArraySize(model_survivor)
for (i = 0; i < size; i++)
{
ArrayGetString(model_survivor, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}

if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_survivor, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_survivor, iRand))
}
}
else if (g_sniper[id])
{
size = ArraySize(model_sniper)
for (i = 0; i < size; i++)
{
ArrayGetString(model_sniper, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}

if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_sniper, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_sniper, iRand))
}
}
else
{
if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
{
size = ArraySize(model_admin_human)
for (i = 0; i < size; i++)
{
ArrayGetString(model_admin_human, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
}
}
else
{
if (get_pcvar_num(cvar_vipmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_VIP_MODELS]))
{
size = ArraySize(model_vip_human)
for (i = 0; i < size; i++)
{
ArrayGetString(model_vip_human, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}
if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_vip_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_vip_human, iRand))
}
}
else
{
size = ArraySize(model_human)
for (i = 0; i < size; i++)
{
ArrayGetString(model_human, i, tempmodel, charsmax(tempmodel))
if (equal(currentmodel, tempmodel)) already_has_model = true
}

if (!already_has_model)
{
iRand = random_num(0, size - 1)
ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
}
}
}
}

// Need to change the model?
if (!already_has_model)
{
// An additional delay is offset at round start
// since SVC_BAD is more likely to be triggered there
if (g_newround)
set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
else
fm_user_model_update(id+TASK_MODEL)
}

// Set survivor glow / remove glow, unless frozen
if (!g_frozen[id])
{
if (g_survivor[id] && get_pcvar_num(cvar_survglow))
fm_set_rendering(id, kRenderFxGlowShell, 0, 250, 250, kRenderNormal, 25)
else if (g_survivor[id] && !(get_pcvar_num(cvar_survglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)

else if (g_sniper[id] && get_pcvar_num(cvar_sniperglow))
fm_set_rendering(id, kRenderFxGlowShell, get_pcvar_num(cvar_snipercolor[0]), get_pcvar_num(cvar_snipercolor[1]), get_pcvar_num(cvar_snipercolor[2]), kRenderNormal, 25)
else if (g_sniper[id] && !(get_pcvar_num(cvar_sniperglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)

else if (!g_sniper[id] && !g_survivor[id])
fm_set_rendering(id)
}
}

// Restore FOV?
if (get_pcvar_num(cvar_zombiefov) != 90 && get_pcvar_num(cvar_zombiefov) != 0)
{
message_begin(MSG_ONE, g_msgSetFOV, _, id)
write_byte(90) // angle
message_end()
}

// Disable nightvision
if (g_isbot[id]) cs_set_user_nvg(id, 0)
else if (!get_pcvar_num(cvar_customnvg) && g_nvisionenabled[id]) set_user_gnvision(id, 0)

// Post user humanize forward
ExecuteForward(g_fwUserHumanized_post, g_fwDummyResult, id, survivor)

// Last Zombie Check
fnCheckLastZombie()
}

/*================================================================================
[Other Functions and Tasks]
=================================================================================*/

public cache_cvars()
{
g_cached_zombiesilent = get_pcvar_num(cvar_zombiesilent)
g_cached_customflash = get_pcvar_num(cvar_customflash)
g_cached_humanspd = get_pcvar_float(cvar_humanspd)
g_cached_nemspd = get_pcvar_float(cvar_nemspd)
g_cached_survspd = get_pcvar_float(cvar_survspd)
g_cached_leapzombies = get_pcvar_num(cvar_leapzombies)
g_cached_leapzombiescooldown = get_pcvar_float(cvar_leapzombiescooldown)
g_cached_leapnemesis = get_pcvar_num(cvar_leapnemesis)
g_cached_leapnemesiscooldown = get_pcvar_float(cvar_leapnemesiscooldown)
g_cached_leapsurvivor = get_pcvar_num(cvar_leapsurvivor)
g_cached_leapsurvivorcooldown = get_pcvar_float(cvar_leapsurvivorcooldown)
g_cached_sniperspd = get_pcvar_float(cvar_sniperspd)
g_cached_leapsniper = get_pcvar_num(cvar_leapsniper)
g_cached_leapsnipercooldown = get_pcvar_float(cvar_leapsnipercooldown)
g_cached_assassinspd = get_pcvar_float(cvar_assassinspd)
g_cached_leapassassin = get_pcvar_num(cvar_leapassassin)
g_cached_leapassassincooldown = get_pcvar_float(cvar_leapassassincooldown)
}

load_customization_from_files()
{
// Build customization file path
new path[64]
get_configsdir(path, charsmax(path))
format(path, charsmax(path), "%s/%s", path, ZP_CUSTOMIZATION_FILE)

// File not present
if (!file_exists(path))
{
new error[100]
formatex(error, charsmax(error), "Cannot load customization file %s!", path)
set_fail_state(error)
return;
}

// Set up some vars to hold parsing info
new linedata[1024], key[64], value[960], section, teams

// Open customization file for reading
new file = fopen(path, "rt")

while (file && !feof(file))
{
// Read one line at a time
fgets(file, linedata, charsmax(linedata))

// Replace newlines with a null character to prevent headaches
replace(linedata, charsmax(linedata), "^n", "")

// Blank line or comment
if (!linedata[0] || linedata[0] == ';') continue;

// New section starting
if (linedata[0] == '[')
{
section++
continue;
}

// Get key and value(s)
strtok(linedata, key, charsmax(key), value, charsmax(value), '=')

// Trim spaces
trim(key)
trim(value)

switch (section)
{
case SECTION_ACCESS_FLAGS:
{
if (equal(key, "ENABLE/DISABLE MOD"))
g_access_flag[ACCESS_ENABLE_MOD] = read_flags(value)
else if (equal(key, "ADMIN MENU OF CLASSES"))
g_access_flag[ACCESS_ADMIN_MENU] = read_flags(value)
else if (equal(key, "ADMIN MENU OF MODES"))
g_access_flag[ACCESS_ADMIN_MENU2] = read_flags(value)
else if (equal(key, "ADMIN MENU MAIN ACCESS"))
g_access_flag[ACCESS_ADMIN_MENU3] = read_flags(value)
else if (equal(key, "START MODE INFECTION"))
g_access_flag[ACCESS_MODE_INFECTION] = read_flags(value)
else if (equal(key, "START MODE NEMESIS"))
g_access_flag[ACCESS_MODE_NEMESIS] = read_flags(value)
else if (equal(key, "START MODE SURVIVOR"))
g_access_flag[ACCESS_MODE_SURVIVOR] = read_flags(value)
else if (equal(key, "START MODE SWARM"))
g_access_flag[ACCESS_MODE_SWARM] = read_flags(value)
else if (equal(key, "START MODE MULTI"))
g_access_flag[ACCESS_MODE_MULTI] = read_flags(value)
else if (equal(key, "START MODE PLAGUE"))
g_access_flag[ACCESS_MODE_PLAGUE] = read_flags(value)
else if (equal(key, "MAKE ZOMBIE"))
g_access_flag[ACCESS_MAKE_ZOMBIE] = read_flags(value)
else if (equal(key, "MAKE HUMAN"))
g_access_flag[ACCESS_MAKE_HUMAN] = read_flags(value)
else if (equal(key, "MAKE NEMESIS"))
g_access_flag[ACCESS_MAKE_NEMESIS] = read_flags(value)
else if (equal(key, "MAKE SURVIVOR"))
g_access_flag[ACCESS_MAKE_SURVIVOR] = read_flags(value)
else if (equal(key, "RESPAWN PLAYERS"))
g_access_flag[ACCESS_RESPAWN_PLAYERS] = read_flags(value)
else if (equal(key, "ADMIN MODELS"))
g_access_flag[ACCESS_ADMIN_MODELS] = read_flags(value)
else if (equal(key, "VIP MODELS"))
g_access_flag[ACCESS_VIP_MODELS] = read_flags(value)
else if (equal(key, "START MODE SNIPER"))
g_access_flag[ACCESS_MODE_SNIPER] = read_flags(value)
else if (equal(key, "MAKE SNIPER"))
g_access_flag[ACCESS_MAKE_SNIPER] = read_flags(value)
else if (equal(key, "START MODE ASSASSIN"))
g_access_flag[ACCESS_MODE_ASSASSIN] = read_flags(value)
else if (equal(key, "MAKE ASSASSIN"))
g_access_flag[ACCESS_MAKE_ASSASSIN] = read_flags(value)
else if (equal(key, "START MODE LNJ"))
g_access_flag[ACCESS_MODE_LNJ] = read_flags(value)

}
case SECTION_PLAYER_MODELS:
{
if (equal(key, "HUMAN"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to models array
ArrayPushString(model_human, key)
}
}
else if (equal(key, "NEMESIS"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to models array
ArrayPushString(model_nemesis, key)
}
}
else if (equal(key, "SURVIVOR"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to models array
ArrayPushString(model_survivor, key)
}
}
else if (equal(key, "ADMIN ZOMBIE"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to models array
ArrayPushString(model_admin_zombie, key)
}
}
else if (equal(key, "ADMIN HUMAN"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to models array
ArrayPushString(model_admin_human, key)
}
}
else if (equal(key, "VIP HUMAN"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to models array
ArrayPushString(model_vip_human, key)
}
}
else if (equal(key, "SNIPER"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to models array
ArrayPushString(model_sniper, key)
}
}
else if (equal(key, "ASSASSIN"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to models array
ArrayPushString(model_assassin, key)
}
}

else if (equal(key, "FORCE CONSISTENCY"))
g_force_consistency = str_to_num(value)
else if (equal(key, "SAME MODELS FOR ALL"))
g_same_models_for_all = str_to_num(value)
else if (g_same_models_for_all && equal(key, "ZOMBIE"))
{
// Parse models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to models array
ArrayPushString(g_zclass_playermodel, key)

// Precache model and retrieve its modelindex
formatex(linedata, charsmax(linedata), "models/player/%s/%s.mdl", key, key)
ArrayPushCell(g_zclass_modelindex, engfunc(EngFunc_PrecacheModel, linedata))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, linedata)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, linedata)
}
}
}
case SECTION_WEAPON_MODELS:
{
if (equal(key, "V_KNIFE HUMAN"))
copy(model_vknife_human, charsmax(model_vknife_human), value)
if (equal(key, "P_KNIFE HUMAN"))
copy(model_pknife_human, charsmax(model_pknife_human), value)
else if (equal(key, "V_KNIFE NEMESIS"))
copy(model_vknife_nemesis, charsmax(model_vknife_nemesis), value)
else if (equal(key, "V_M249 SURVIVOR"))
copy(model_vm249_survivor, charsmax(model_vm249_survivor), value)
else if (equal(key, "GRENADE INFECT"))
copy(model_grenade_infect, charsmax(model_grenade_infect), value)
else if (equal(key, "GRENADE FIRE"))
copy(model_grenade_fire, charsmax(model_grenade_fire), value)
else if (equal(key, "GRENADE FROST"))
copy(model_grenade_frost, charsmax(model_grenade_frost), value)
else if (equal(key, "GRENADE FLARE"))
copy(model_grenade_flare, charsmax(model_grenade_flare), value)
else if (equal(key, "V_KNIFE ADMIN HUMAN"))
copy(model_vknife_admin_human, charsmax(model_vknife_admin_human), value)
else if (equal(key, "P_KNIFE ADMIN HUMAN"))
copy(model_pknife_admin_human, charsmax(model_pknife_admin_human), value)
else if (equal(key, "V_KNIFE VIP HUMAN"))
copy(model_vknife_vip_human, charsmax(model_vknife_vip_human), value)
else if (equal(key, "P_KNIFE VIP HUMAN"))
copy(model_pknife_vip_human, charsmax(model_pknife_vip_human), value)
else if (equal(key, "V_KNIFE ADMIN ZOMBIE"))
copy(model_vknife_admin_zombie, charsmax(model_vknife_admin_zombie), value)
else if (equal(key, "V_AWP SNIPER"))
copy(model_vawp_sniper, charsmax(model_vawp_sniper), value)
else if (equal(key, "V_KNIFE ASSASSIN"))
copy(model_vknife_assassin, charsmax(model_vknife_assassin), value)
}
case SECTION_GRENADE_SPRITES:
{
if (equal(key, "TRAIL"))
copy(sprite_grenade_trail, charsmax(sprite_grenade_trail), value)
else if (equal(key, "RING"))
copy(sprite_grenade_ring, charsmax(sprite_grenade_ring), value)
else if (equal(key, "FIRE"))
copy(sprite_grenade_fire, charsmax(sprite_grenade_fire), value)
else if (equal(key, "SMOKE"))
copy(sprite_grenade_smoke, charsmax(sprite_grenade_smoke), value)
else if (equal(key, "GLASS"))
copy(sprite_grenade_glass, charsmax(sprite_grenade_glass), value)
}
case SECTION_SOUNDS:
{
if (equal(key, "WIN ZOMBIES"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_win_zombies, key)
}
}
else if (equal(key, "WIN HUMANS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_win_humans, key)
}
}
else if (equal(key, "WIN NO ONE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_win_no_one, key)
}
}
else if (equal(key, "ZOMBIE INFECT"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(zombie_infect, key)
}
}
else if (equal(key, "ZOMBIE PAIN"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(zombie_pain, key)
}
}
else if (equal(key, "NEMESIS PAIN"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(nemesis_pain, key)
}
}
else if (equal(key, "ASSASSIN PAIN"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(assassin_pain, key)
}
}
else if (equal(key, "ZOMBIE DIE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(zombie_die, key)
}
}
else if (equal(key, "ZOMBIE FALL"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(zombie_fall, key)
}
}
else if (equal(key, "ZOMBIE MISS SLASH"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(zombie_miss_slash, key)
}
}
else if (equal(key, "ZOMBIE MISS WALL"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(zombie_miss_wall, key)
}
}
else if (equal(key, "ZOMBIE HIT NORMAL"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(zombie_hit_normal, key)
}
}
else if (equal(key, "ZOMBIE HIT STAB"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(zombie_hit_stab, key)
}
}
else if (equal(key, "ZOMBIE IDLE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(zombie_idle, key)
}
}
else if (equal(key, "ZOMBIE IDLE LAST"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(zombie_idle_last, key)
}
}
else if (equal(key, "ZOMBIE MADNESS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(zombie_madness, key)
}
}
else if (equal(key, "ROUND NEMESIS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_nemesis, key)
}
}
else if (equal(key, "ROUND SURVIVOR"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_survivor, key)
}
}
else if (equal(key, "ROUND SWARM"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_swarm, key)
}
}
else if (equal(key, "ROUND MULTI"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_multi, key)
}
}
else if (equal(key, "ROUND PLAGUE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_plague, key)
}
}
else if (equal(key, "GRENADE INFECT EXPLODE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(grenade_infect, key)
}
}
else if (equal(key, "GRENADE INFECT PLAYER"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(grenade_infect_player, key)
}
}
else if (equal(key, "GRENADE FIRE EXPLODE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(grenade_fire, key)
}
}
else if (equal(key, "GRENADE FIRE PLAYER"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(grenade_fire_player, key)
}
}
else if (equal(key, "GRENADE FROST EXPLODE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(grenade_frost, key)
}
}
else if (equal(key, "GRENADE FROST PLAYER"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(grenade_frost_player, key)
}
}
else if (equal(key, "GRENADE FROST BREAK"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(grenade_frost_break, key)
}
}
else if (equal(key, "GRENADE FLARE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(grenade_flare, key)
}
}
else if (equal(key, "ANTIDOTE"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_antidote, key)
}
}
else if (equal(key, "THUNDER"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_thunder, key)
}
}
else if (equal(key, "ROUND SNIPER"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_sniper, key)
}
}
else if (equal(key, "ROUND ASSASSIN"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_assassin, key)
}
}
else if (equal(key, "ROUND LNJ"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_lnj, key)
}
}
}
case SECTION_AMBIENCE_SOUNDS:
{
if (equal(key, "INFECTION ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && equal(key, "INFECTION SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_ambience1, key)
ArrayPushCell(sound_ambience1_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && equal(key, "INFECTION DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushCell(sound_ambience1_duration, str_to_num(key))
}
}
else if (equal(key, "NEMESIS ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && equal(key, "NEMESIS SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_ambience2, key)
ArrayPushCell(sound_ambience2_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && equal(key, "NEMESIS DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushCell(sound_ambience2_duration, str_to_num(key))
}
}
else if (equal(key, "SURVIVOR ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && equal(key, "SURVIVOR SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_ambience3, key)
ArrayPushCell(sound_ambience3_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && equal(key, "SURVIVOR DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushCell(sound_ambience3_duration, str_to_num(key))
}
}
else if (equal(key, "SWARM ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && equal(key, "SWARM SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_ambience4, key)
ArrayPushCell(sound_ambience4_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && equal(key, "SWARM DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushCell(sound_ambience4_duration, str_to_num(key))
}
}
else if (equal(key, "PLAGUE ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && equal(key, "PLAGUE SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_ambience5, key)
ArrayPushCell(sound_ambience5_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && equal(key, "PLAGUE DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushCell(sound_ambience5_duration, str_to_num(key))
}
}
else if (equal(key, "SNIPER ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER] && equal(key, "SNIPER SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_ambience6, key)
ArrayPushCell(sound_ambience6_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER] && equal(key, "SNIPER DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushCell(sound_ambience6_duration, str_to_num(key))
}
}
else if (equal(key, "ASSASSIN ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN] && equal(key, "ASSASSIN SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_ambience7, key)
ArrayPushCell(sound_ambience7_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN] && equal(key, "ASSASSIN DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushCell(sound_ambience7_duration, str_to_num(key))
}
}
else if (equal(key, "LNJ ENABLE"))
g_ambience_sounds[AMBIENCE_SOUNDS_LNJ] = str_to_num(value)
else if (g_ambience_sounds[AMBIENCE_SOUNDS_LNJ] && equal(key, "LNJ SOUNDS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushString(sound_ambience8, key)
ArrayPushCell(sound_ambience8_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
}
}
else if (g_ambience_sounds[AMBIENCE_SOUNDS_LNJ] && equal(key, "LNJ DURATIONS"))
{
// Parse sounds
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to sounds array
ArrayPushCell(sound_ambience8_duration, str_to_num(key))
}
}
}
case SECTION_BUY_MENU_WEAPONS:
{
if (equal(key, "PRIMARY"))
{
// Parse weapons
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to weapons array
ArrayPushString(g_primary_items, key)
ArrayPushCell(g_primary_weaponids, cs_weapon_name_to_id(key))
}
}
else if (equal(key, "SECONDARY"))
{
// Parse weapons
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to weapons array
ArrayPushString(g_secondary_items, key)
ArrayPushCell(g_secondary_weaponids, cs_weapon_name_to_id(key))
}
}
else if (equal(key, "ADDITIONAL ITEMS"))
{
// Parse weapons
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to weapons array
ArrayPushString(g_additional_items, key)
}
}
}
case SECTION_EXTRA_ITEMS_WEAPONS:
{
if (equal(key, "NAMES"))
{
// Parse weapon items
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to weapons array
ArrayPushString(g_extraweapon_names, key)
}
}
else if (equal(key, "ITEMS"))
{
// Parse weapon items
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to weapons array
ArrayPushString(g_extraweapon_items, key)
}
}
else if (equal(key, "COSTS"))
{
// Parse weapon items
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to weapons array
ArrayPushCell(g_extraweapon_costs, str_to_num(key))
}
}
}
case SECTION_HARD_CODED_ITEMS_COSTS:
{
if (equal(key, "NIGHT VISION"))
g_extra_costs2[EXTRA_NVISION] = str_to_num(value)
else if (equal(key, "ANTIDOTE"))
g_extra_costs2[EXTRA_ANTIDOTE] = str_to_num(value)
else if (equal(key, "ZOMBIE MADNESS"))
g_extra_costs2[EXTRA_MADNESS] = str_to_num(value)
else if (equal(key, "INFECTION BOMB"))
g_extra_costs2[EXTRA_INFBOMB] = str_to_num(value)
}
case SECTION_WEATHER_EFFECTS:
{
if (equal(key, "RAIN"))
g_ambience_rain = str_to_num(value)
else if (equal(key, "SNOW"))
g_ambience_snow = str_to_num(value)
else if (equal(key, "FOG"))
g_ambience_fog = str_to_num(value)
else if (equal(key, "FOG DENSITY"))
copy(g_fog_density, charsmax(g_fog_density), value)
else if (equal(key, "FOG COLOR"))
copy(g_fog_color, charsmax(g_fog_color), value)
}
case SECTION_SKY:
{
if (equal(key, "ENABLE"))
g_sky_enable = str_to_num(value)
else if (equal(key, "SKY NAMES"))
{
// Parse sky names
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to skies array
ArrayPushString(g_sky_names, key)

// Preache custom sky files
formatex(linedata, charsmax(linedata), "gfx/env/%sbk.tga", key)
engfunc(EngFunc_PrecacheGeneric, linedata)
formatex(linedata, charsmax(linedata), "gfx/env/%sdn.tga", key)
engfunc(EngFunc_PrecacheGeneric, linedata)
formatex(linedata, charsmax(linedata), "gfx/env/%sft.tga", key)
engfunc(EngFunc_PrecacheGeneric, linedata)
formatex(linedata, charsmax(linedata), "gfx/env/%slf.tga", key)
engfunc(EngFunc_PrecacheGeneric, linedata)
formatex(linedata, charsmax(linedata), "gfx/env/%srt.tga", key)
engfunc(EngFunc_PrecacheGeneric, linedata)
formatex(linedata, charsmax(linedata), "gfx/env/%sup.tga", key)
engfunc(EngFunc_PrecacheGeneric, linedata)
}
}
}
case SECTION_LIGHTNING:
{
if (equal(key, "LIGHTS"))
{
// Parse lights
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to lightning array
ArrayPushString(lights_thunder, key)
}
}
}
case SECTION_ZOMBIE_DECALS:
{
if (equal(key, "DECALS"))
{
// Parse decals
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to zombie decals array
ArrayPushCell(zombie_decals, str_to_num(key))
}
}
}
case SECTION_KNOCKBACK:
{
// Format weapon entity name
strtolower(key)
format(key, charsmax(key), "weapon_%s", key)

// Add value to knockback power array
kb_weapon_power[cs_weapon_name_to_id(key)] = str_to_float(value)
}
case SECTION_OBJECTIVE_ENTS:
{
if (equal(key, "CLASSNAMES"))
{
// Parse classnames
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to objective ents array
ArrayPushString(g_objective_ents, key)
}
}
}
case SECTION_SVC_BAD:
{
if (equal(key, "MODELCHANGE DELAY"))
g_modelchange_delay = str_to_float(value)
else if (equal(key, "HANDLE MODELS ON SEPARATE ENT"))
g_handle_models_on_separate_ent = str_to_num(value)
else if (equal(key, "SET MODELINDEX OFFSET"))
g_set_modelindex_offset = str_to_num(value)
}
}
}
if (file) fclose(file)

// Build zombie classes file path
get_configsdir(path, charsmax(path))
format(path, charsmax(path), "%s/%s", path, ZP_ZOMBIECLASSES_FILE)

// Parse if present
if (file_exists(path))
{
// Open zombie classes file for reading
file = fopen(path, "rt")

while (file && !feof(file))
{
// Read one line at a time
fgets(file, linedata, charsmax(linedata))

// Replace newlines with a null character to prevent headaches
replace(linedata, charsmax(linedata), "^n", "")

// Blank line or comment
if (!linedata[0] || linedata[0] == ';') continue;

// New class starting
if (linedata[0] == '[')
{
// Remove first and last characters (braces)
linedata[strlen(linedata) - 1] = 0
copy(linedata, charsmax(linedata), linedata[1])

// Store its real name for future reference
ArrayPushString(g_zclass2_realname, linedata)
continue;
}

// Get key and value(s)
strtok(linedata, key, charsmax(key), value, charsmax(value), '=')

// Trim spaces
trim(key)
trim(value)

if (equal(key, "NAME"))
ArrayPushString(g_zclass2_name, value)
else if (equal(key, "INFO"))
ArrayPushString(g_zclass2_info, value)
else if (equal(key, "MODELS"))
{
// Set models start index
ArrayPushCell(g_zclass2_modelsstart, ArraySize(g_zclass2_playermodel))

// Parse class models
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

// Add to class models array
ArrayPushString(g_zclass2_playermodel, key)
ArrayPushCell(g_zclass2_modelindex, -1)
}

// Set models end index
ArrayPushCell(g_zclass2_modelsend, ArraySize(g_zclass2_playermodel))
}
else if (equal(key, "CLAWMODEL"))
ArrayPushString(g_zclass2_clawmodel, value)
else if (equal(key, "HEALTH"))
ArrayPushCell(g_zclass2_hp, str_to_num(value))
else if (equal(key, "SPEED"))
ArrayPushCell(g_zclass2_spd, str_to_num(value))
else if (equal(key, "GRAVITY"))
ArrayPushCell(g_zclass2_grav, str_to_float(value))
else if (equal(key, "KNOCKBACK"))
ArrayPushCell(g_zclass2_kb, str_to_float(value))
}
if (file) fclose(file)
}

// Build extra items file path
get_configsdir(path, charsmax(path))
format(path, charsmax(path), "%s/%s", path, ZP_EXTRAITEMS_FILE)

// Parse if present
if (file_exists(path))
{
// Open extra items file for reading
file = fopen(path, "rt")

while (file && !feof(file))
{
// Read one line at a time
fgets(file, linedata, charsmax(linedata))

// Replace newlines with a null character to prevent headaches
replace(linedata, charsmax(linedata), "^n", "")

// Blank line or comment
if (!linedata[0] || linedata[0] == ';') continue;

// New item starting
if (linedata[0] == '[')
{
// Remove first and last characters (braces)
linedata[strlen(linedata) - 1] = 0
copy(linedata, charsmax(linedata), linedata[1])

// Store its real name for future reference
ArrayPushString(g_extraitem2_realname, linedata)
continue;
}

// Get key and value(s)
strtok(linedata, key, charsmax(key), value, charsmax(value), '=')

// Trim spaces
trim(key)
trim(value)

if (equal(key, "NAME"))
ArrayPushString(g_extraitem2_name, value)
else if (equal(key, "COST"))
ArrayPushCell(g_extraitem2_cost, str_to_num(value))
else if (equal(key, "TEAMS"))
{
// Clear teams bitsum
teams = 0

// Parse teams
while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
{
// Trim spaces
trim(key)
trim(value)

if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_ZOMBIE]))
teams |= ZP_TEAM_ZOMBIE
else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_HUMAN]))
teams |= ZP_TEAM_HUMAN
else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_NEMESIS]))
teams |= ZP_TEAM_NEMESIS
else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_SURVIVOR]))
teams |= ZP_TEAM_SURVIVOR
else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_SNIPER]))
teams |= ZP_TEAM_SNIPER
else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_ASSASSIN]))
teams |= ZP_TEAM_ASSASSIN
}

// Add to teams array
ArrayPushCell(g_extraitem2_team, teams)
}
}
if (file) fclose(file)
}
}

save_customization()
{
new i, k, buffer[512]

// Build zombie classes file path
new path[64]
get_configsdir(path, charsmax(path))
format(path, charsmax(path), "%s/%s", path, ZP_ZOMBIECLASSES_FILE)

// Open zombie classes file for appending data
new file = fopen(path, "at"), size = ArraySize(g_zclass_name)

// Add any new zombie classes data at the end if needed
for (i = 0; i < size; i++)
{
if (ArrayGetCell(g_zclass_new, i))
{
// Add real name
ArrayGetString(g_zclass_name, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "^n[%s]", buffer)
fputs(file, buffer)

// Add caption
ArrayGetString(g_zclass_name, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "^nNAME = %s", buffer)
fputs(file, buffer)

// Add info
ArrayGetString(g_zclass_info, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "^nINFO = %s", buffer)
fputs(file, buffer)

// Add models
for (k = ArrayGetCell(g_zclass_modelsstart, i); k < ArrayGetCell(g_zclass_modelsend, i); k++)
{
if (k == ArrayGetCell(g_zclass_modelsstart, i))
{
// First model, overwrite buffer
ArrayGetString(g_zclass_playermodel, k, buffer, charsmax(buffer))
}
else
{
// Successive models, append to buffer
ArrayGetString(g_zclass_playermodel, k, path, charsmax(path))
format(buffer, charsmax(buffer), "%s , %s", buffer, path)
}
}
format(buffer, charsmax(buffer), "^nMODELS = %s", buffer)
fputs(file, buffer)

// Add clawmodel
ArrayGetString(g_zclass_clawmodel, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "^nCLAWMODEL = %s", buffer)
fputs(file, buffer)

// Add health
formatex(buffer, charsmax(buffer), "^nHEALTH = %d", ArrayGetCell(g_zclass_hp, i))
fputs(file, buffer)

// Add speed
formatex(buffer, charsmax(buffer), "^nSPEED = %d", ArrayGetCell(g_zclass_spd, i))
fputs(file, buffer)

// Add gravity
formatex(buffer, charsmax(buffer), "^nGRAVITY = %.2f", Float:ArrayGetCell(g_zclass_grav, i))
fputs(file, buffer)

// Add knockback
formatex(buffer, charsmax(buffer), "^nKNOCKBACK = %.2f^n", Float:ArrayGetCell(g_zclass_kb, i))
fputs(file, buffer)
}
}
fclose(file)

// Build extra items file path
get_configsdir(path, charsmax(path))
format(path, charsmax(path), "%s/%s", path, ZP_EXTRAITEMS_FILE)

// Open extra items file for appending data
file = fopen(path, "at")
size = ArraySize(g_extraitem_name)

// Add any new extra items data at the end if needed
for (i = EXTRAS_CUSTOM_STARTID; i < size; i++)
{
if (ArrayGetCell(g_extraitem_new, i))
{
// Add real name
ArrayGetString(g_extraitem_name, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "^n[%s]", buffer)
fputs(file, buffer)

// Add caption
ArrayGetString(g_extraitem_name, i, buffer, charsmax(buffer))
format(buffer, charsmax(buffer), "^nNAME = %s", buffer)
fputs(file, buffer)

// Add cost
formatex(buffer, charsmax(buffer), "^nCOST = %d", ArrayGetCell(g_extraitem_cost, i))
fputs(file, buffer)

// Add team
formatex(buffer, charsmax(buffer), "^nTEAMS = %s^n", ZP_TEAM_NAMES[ArrayGetCell(g_extraitem_team, i)])
fputs(file, buffer)
}
}
fclose(file)

// Free arrays containing class/item overrides
ArrayDestroy(g_zclass2_realname)
ArrayDestroy(g_zclass2_name)
ArrayDestroy(g_zclass2_info)
ArrayDestroy(g_zclass2_modelsstart)
ArrayDestroy(g_zclass2_modelsend)
ArrayDestroy(g_zclass2_playermodel)
ArrayDestroy(g_zclass2_modelindex)
ArrayDestroy(g_zclass2_clawmodel)
ArrayDestroy(g_zclass2_hp)
ArrayDestroy(g_zclass2_spd)
ArrayDestroy(g_zclass2_grav)
ArrayDestroy(g_zclass2_kb)
ArrayDestroy(g_zclass_new)
ArrayDestroy(g_extraitem2_realname)
ArrayDestroy(g_extraitem2_name)
ArrayDestroy(g_extraitem2_cost)
ArrayDestroy(g_extraitem2_team)
ArrayDestroy(g_extraitem_new)
}

// Register Ham Forwards for CZ bots
public register_ham_czbots(id)
{
// Make sure it's a CZ bot and it's still connected
if (g_hamczbots || !g_isconnected[id] || !get_pcvar_num(cvar_botquota))
return;

RegisterHamFromEntity(Ham_Spawn, id, "fw_PlayerSpawn_Post", 1)
RegisterHamFromEntity(Ham_Killed, id, "fw_PlayerKilled")
RegisterHamFromEntity(Ham_Killed, id, "fw_PlayerKilled_Post", 1)
RegisterHamFromEntity(Ham_TakeDamage, id, "fw_TakeDamage")
RegisterHamFromEntity(Ham_TakeDamage, id, "fw_TakeDamage_Post", 1)
RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack")

// Ham forwards for CZ bots succesfully registered
g_hamczbots = true

// If the bot has already spawned, call the forward manually for him
if (is_user_alive(id)) fw_PlayerSpawn_Post(id)
}

// Disable minmodels task
public disable_minmodels(id)
{
if (!g_isconnected[id]) return;
client_cmd(id, "cl_minmodels 0")
}

// Bots automatically buy extra items
public bot_buy_extras(taskid)
{
// Nemesis, Survivor or Sniper bots have nothing to buy by default
if (!g_isalive[ID_SPAWN] || g_survivor[ID_SPAWN] || g_nemesis[ID_SPAWN] || g_sniper[ID_SPAWN])
return;

if (!g_zombie[ID_SPAWN]) // human bots
{
// Attempt to buy Night Vision
buy_extra_item(ID_SPAWN, EXTRA_NVISION)

// Attempt to buy a weapon
buy_extra_item(ID_SPAWN, random_num(EXTRA_WEAPONS_STARTID, EXTRAS_CUSTOM_STARTID-1))
}
else // zombie bots
{
// Attempt to buy an Antidote
buy_extra_item(ID_SPAWN, EXTRA_ANTIDOTE)
}
}

// Refill BP Ammo Task
public refill_bpammo(const args[], id)
{
// Player died or turned into a zombie
if (!g_isalive[id] || g_zombie[id])
return;

set_msg_block(g_msgAmmoPickup, BLOCK_ONCE)
ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[REFILL_WEAPONID], AMMOTYPE[REFILL_WEAPONID], MAXBPAMMO[REFILL_WEAPONID])
}

// Balance Teams Task
balance_teams()
{
// Get amount of users playing
static iPlayersnum
iPlayersnum = fnGetPlaying()

// No players, don't bother
if (iPlayersnum < 1) return;

// Split players evenly
static iTerrors, iMaxTerrors, id, team[33]
iMaxTerrors = iPlayersnum/2
iTerrors = 0

// First, set everyone to CT
for (id = 1; id <= g_maxplayers; id++)
{
// Skip if not connected
if (!g_isconnected[id])
continue;

team[id] = fm_cs_get_user_team(id)

// Skip if not playing
if (team[id] == FM_CS_TEAM_SPECTATOR || team[id] == FM_CS_TEAM_UNASSIGNED)
continue;

// Set team
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
team[id] = FM_CS_TEAM_CT
}

// Then randomly set half of the players to Terrorists
while (iTerrors < iMaxTerrors)
{
// Keep looping through all players
if (++id > g_maxplayers) id = 1

// Skip if not connected
if (!g_isconnected[id])
continue;

// Skip if not playing or already a Terrorist
if (team[id] != FM_CS_TEAM_CT)
continue;

// Random chance
if (random_num(0, 1))
{
fm_cs_set_user_team(id, FM_CS_TEAM_T)
team[id] = FM_CS_TEAM_T
iTerrors++
}
}
}

// Welcome Message Task
public welcome_msg()
{
// Show mod info
zp_colored_print(0, "^x01**** ^x04ZP.FREAKZ.RO ^x01|| ^x04 93.119.25.125:27015 ^x01|| ^x04Zombie Plague 6.5 (Ultimate) ^x01****", g_modname)
zp_colored_print(0, "^x04[ZP65]^x01 %L", LANG_PLAYER, "NOTICE_INFO1")
if (!get_pcvar_num(cvar_infammo)) zp_colored_print(0, "^x04[ZP65]^x01 %L", LANG_PLAYER, "NOTICE_INFO2")

// Show T-virus HUD notice
set_hudmessage(0, 125, 200, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 3.0, 2.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_VIRUS_FREE")
}

// Respawn Player Task
public respawn_player_task(taskid)
{
// Get player's team
static team
team = fm_cs_get_user_team(ID_SPAWN)

// Respawn player automatically if allowed on current round
if ((!g_endround && team != FM_CS_TEAM_SPECTATOR && team != FM_CS_TEAM_UNASSIGNED && !g_isalive[ID_SPAWN] && (!g_survround || get_pcvar_num(cvar_allowrespawnsurv)) && (!g_swarmround || get_pcvar_num(cvar_allowrespawnswarm))
&& (!g_nemround || get_pcvar_num(cvar_allowrespawnnem))&& (!g_plagueround || get_pcvar_num(cvar_allowrespawnplague)) && (!g_sniperround || get_pcvar_num(cvar_allowrespawnsniper)) && (!g_assassinround || get_pcvar_num(cvar_allowrespawnassassin))
&& (!g_lnjround || get_pcvar_num(cvar_allowrespawnlnj))) && (!(g_currentmode > MODE_LNJ) || (g_deathmatchmode > 0)))
{
// Infection rounds = none of the above
if (!get_pcvar_num(cvar_allowrespawninfection) && (g_currentmode == MODE_INFECTION || g_currentmode == MODE_MULTI))
return;

// Override respawn as zombie setting on nemesis, assassin, survivor and sniper rounds
if (g_survround || g_sniperround) g_respawn_as_zombie[ID_SPAWN] = true
else if (g_nemround || g_assassinround) g_respawn_as_zombie[ID_SPAWN] = false

respawn_player_manually(ID_SPAWN)
}
}

// Respawn Player Manually (called after respawn checks are done)
respawn_player_manually(id)
{
// Set proper team before respawning, so that the TeamInfo message that's sent doesn't confuse PODBots
if (g_respawn_as_zombie[id])
fm_cs_set_user_team(id, FM_CS_TEAM_T)
else
fm_cs_set_user_team(id, FM_CS_TEAM_CT)

// Respawning a player has never been so easy
ExecuteHamB(Ham_CS_RoundRespawn, id)
}

// Check Round Task -check that we still have both zombies and humans on a round-
check_round(leaving_player)
{
// Round ended or make_a_zombie task still active
if (g_endround || task_exists(TASK_MAKEZOMBIE))
return;

// Get alive players count
static iPlayersnum, id
iPlayersnum = fnGetAlive()

// Last alive player, don't bother
if (iPlayersnum < 2)
return;

// Last zombie disconnecting
if (g_zombie[leaving_player] && fnGetZombies() == 1)
{
// Only one CT left, don't bother
if (fnGetHumans() == 1 && fnGetCTs() == 1)
return;

// Pick a random one to take his place
while ((id = fnGetRandomAlive(random_num(1, iPlayersnum))) == leaving_player ) { /* keep looping */ }

// Show last zombie left notice
zp_colored_print(0, "^x04[ZP65]^x01 %L", LANG_PLAYER, "LAST_ZOMBIE_LEFT", g_playername[id])

// Set player leaving flag
g_lastplayerleaving = true

// Turn into a Nemesis, Assassin or just a zombie?
if (g_nemesis[leaving_player])
zombieme(id, 0, 1, 0, 0, 0)
else if (g_assassin[leaving_player])
zombieme(id, 0, 0, 0, 0, 1)
else
zombieme(id, 0, 0, 0, 0, 0)

// Remove player leaving flag
g_lastplayerleaving = false

// If Nemesis, set chosen player's health to that of the one who's leaving
if (get_pcvar_num(cvar_keephealthondisconnect) && g_nemesis[leaving_player])
fm_set_user_health(id, pev(leaving_player, pev_health))

// If Assassin, set chosen player's health to that of the one who's leaving
if (get_pcvar_num(cvar_keephealthondisconnect) && g_assassin[leaving_player])
fm_set_user_health(id, pev(leaving_player, pev_health))
}

// Last human disconnecting
else if (!g_zombie[leaving_player] && fnGetHumans() == 1)
{
// Only one T left, don't bother
if (fnGetZombies() == 1 && fnGetTs() == 1)
return;

// Pick a random one to take his place
while ((id = fnGetRandomAlive(random_num(1, iPlayersnum))) == leaving_player ) { /* keep looping */ }

// Show last human left notice
zp_colored_print(0, "^x04[ZP65]^x01 %L", LANG_PLAYER, "LAST_HUMAN_LEFT", g_playername[id])

// Set player leaving flag
g_lastplayerleaving = true

// Turn into a Survivor, Sniper or just a human?
if (g_survivor[leaving_player])
humanme(id, 1, 0, 0)
else if (g_sniper[leaving_player])
humanme(id, 0, 0, 1)
else
humanme(id, 0, 0, 0)

// Remove player leaving flag
g_lastplayerleaving = false

// If Survivor, set chosen player's health to that of the one who's leaving
if (get_pcvar_num(cvar_keephealthondisconnect) && g_survivor[leaving_player])
fm_set_user_health(id, pev(leaving_player, pev_health))

// If Sniper, set chosen player's health to that of the one who's leaving
if (get_pcvar_num(cvar_keephealthondisconnect) && g_sniper[leaving_player])
fm_set_user_health(id, pev(leaving_player, pev_health))
}
}

// Lighting Effects Task
public lighting_effects()
{
// Cache some CVAR values at every 5 secs
cache_cvars()

// Get lighting style
static lighting[2]
get_pcvar_string(cvar_lighting, lighting, charsmax(lighting))
strtolower(lighting)

// Lighting disabled? ["0"]
if (lighting[0] == '0')
return;

// Darkest light settings?
if (lighting[0] >= 'a' && lighting[0] <= 'd')
{
static thunderclap_in_progress, Float:thunder
thunderclap_in_progress = task_exists(TASK_THUNDER)
thunder = get_pcvar_float(cvar_thunder)

// Set thunderclap tasks if not existant
if (thunder > 0.0 && !task_exists(TASK_THUNDER_PRE) && !thunderclap_in_progress)
{
g_lights_i = 0
ArrayGetString(lights_thunder, random_num(0, ArraySize(lights_thunder) - 1), g_lights_cycle, charsmax(g_lights_cycle))
g_lights_cycle_len = strlen(g_lights_cycle)
set_task(thunder, "thunderclap", TASK_THUNDER_PRE)
}

// Set lighting only when no thunderclaps are going on
if (!thunderclap_in_progress) engfunc(EngFunc_LightStyle, 0, g_assassinround ? "a" : lighting) // no lighting in assassin round
}
else
{
// Remove thunderclap tasks
remove_task(TASK_THUNDER_PRE)
remove_task(TASK_THUNDER)

// Set lighting
engfunc(EngFunc_LightStyle, 0, g_assassinround ? "a" : lighting) // no lighting in assassin round
}
}

// Thunderclap task
public thunderclap()
{
// Play thunder sound
if (g_lights_i == 0)
{
static sound[64]
ArrayGetString(sound_thunder, random_num(0, ArraySize(sound_thunder) - 1), sound, charsmax(sound))
PlaySound(sound)
}

// Set lighting
static light[2]
light[0] = g_lights_cycle[g_lights_i]
engfunc(EngFunc_LightStyle, 0, light)

g_lights_i++

// Lighting cycle end?
if (g_lights_i >= g_lights_cycle_len)
{
remove_task(TASK_THUNDER)
lighting_effects()
}
// Lighting cycle start?
else if (!task_exists(TASK_THUNDER))
set_task(0.1, "thunderclap", TASK_THUNDER, _, _, "b")
}

// Ambience Sound Effects Task
public ambience_sound_effects(taskid)
{
// Play a random sound depending on the round
static sound[64], iRand, duration, ismp3

// Check for current game mode
switch (g_currentmode)
{
case MODE_INFECTION:
{
iRand = random_num(0, ArraySize(sound_ambience1) - 1)
ArrayGetString(sound_ambience1, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience1_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience1_ismp3, iRand)
}
case MODE_NEMESIS:
{
iRand = random_num(0, ArraySize(sound_ambience2) - 1)
ArrayGetString(sound_ambience2, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience2_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience2_ismp3, iRand)
}
case MODE_ASSASSIN:
{
iRand = random_num(0, ArraySize(sound_ambience7) - 1)
ArrayGetString(sound_ambience7, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience7_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience7_ismp3, iRand)
}
case MODE_SURVIVOR:
{
iRand = random_num(0, ArraySize(sound_ambience3) - 1)
ArrayGetString(sound_ambience3, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience3_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience3_ismp3, iRand)   
}
case MODE_SNIPER:
{
iRand = random_num(0, ArraySize(sound_ambience6) - 1)
ArrayGetString(sound_ambience6, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience6_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience6_ismp3, iRand)
}
case MODE_SWARM:
{
iRand = random_num(0, ArraySize(sound_ambience4) - 1)
ArrayGetString(sound_ambience4, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience4_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience4_ismp3, iRand)
}
case MODE_MULTI:
{
iRand = random_num(0, ArraySize(sound_ambience1) - 1)
ArrayGetString(sound_ambience1, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience1_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience1_ismp3, iRand)
}
case MODE_PLAGUE:
{
iRand = random_num(0, ArraySize(sound_ambience5) - 1)
ArrayGetString(sound_ambience5, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience5_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience5_ismp3, iRand)
}
case MODE_LNJ:
{
iRand = random_num(0, ArraySize(sound_ambience8) - 1)
ArrayGetString(sound_ambience8, iRand, sound, charsmax(sound))
duration = ArrayGetCell(sound_ambience8_duration, iRand)
ismp3 = ArrayGetCell(sound_ambience8_ismp3, iRand)
}
}

// Play it on clients
if (ismp3)
client_cmd(0, "mp3 play ^"sound/%s^"", sound)
else
PlaySound(sound)

// Set the task for when the sound is done playing
set_task(float(duration), "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}

// Ambience Sounds Stop Task
ambience_sound_stop()
{
client_cmd(0, "mp3 stop; stopsound")
}

// Flashlight Charge Task
public flashlight_charge(taskid)
{
// Drain or charge?
if (g_flashlight[ID_CHARGE])
g_flashbattery[ID_CHARGE] -= get_pcvar_num(cvar_flashdrain)
else
g_flashbattery[ID_CHARGE] += get_pcvar_num(cvar_flashcharge)

// Battery fully charged
if (g_flashbattery[ID_CHARGE] >= 100)
{
// Don't exceed 100%
g_flashbattery[ID_CHARGE] = 100

// Update flashlight battery on HUD
message_begin(MSG_ONE, g_msgFlashBat, _, ID_CHARGE)
write_byte(100) // battery
message_end()

// Task not needed anymore
remove_task(taskid);
return;
}

// Battery depleted
if (g_flashbattery[ID_CHARGE] <= 0)
{
// Turn it off
g_flashlight[ID_CHARGE] = false
g_flashbattery[ID_CHARGE] = 0

// Play flashlight toggle sound
emit_sound(ID_CHARGE, CHAN_ITEM, sound_flashlight, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Update flashlight status on HUD
message_begin(MSG_ONE, g_msgFlashlight, _, ID_CHARGE)
write_byte(0) // toggle
write_byte(0) // battery
message_end()

// Remove flashlight task for this player
remove_task(ID_CHARGE+TASK_FLASH)
}
else
{
// Update flashlight battery on HUD
message_begin(MSG_ONE_UNRELIABLE, g_msgFlashBat, _, ID_CHARGE)
write_byte(g_flashbattery[ID_CHARGE]) // battery
message_end()
}
}

// Remove Spawn Protection Task
public remove_spawn_protection(taskid)
{
// Not alive
if (!g_isalive[ID_SPAWN])
return;

// Remove spawn protection
g_nodamage[ID_SPAWN] = false
set_pev(ID_SPAWN, pev_effects, pev(ID_SPAWN, pev_effects) & ~EF_NODRAW)
}

// Hide Player's Money Task
public task_hide_money(taskid)
{
// Not alive
if (!g_isalive[ID_SPAWN])
return;

// Hide money
message_begin(MSG_ONE, g_msgHideWeapon, _, ID_SPAWN)
write_byte(HIDE_MONEY) // what to hide bitsum
message_end()

// Hide the HL crosshair that's drawn
message_begin(MSG_ONE, g_msgCrosshair, _, ID_SPAWN)
write_byte(0) // toggle
message_end()
}

// Turn Off Flashlight and Restore Batteries
turn_off_flashlight(id)
{
// Restore batteries for the next use
fm_cs_set_user_batteries(id, 100)

// Check if flashlight is on
if (pev(id, pev_effects) & EF_DIMLIGHT)
{
// Turn it off
set_pev(id, pev_impulse, IMPULSE_FLASHLIGHT)
}
else
{
// Clear any stored flashlight impulse (bugfix)
set_pev(id, pev_impulse, 0)
}

// Turn off custom flashlight
if (g_cached_customflash)
{
// Turn it off
g_flashlight[id] = false
g_flashbattery[id] = 100

// Update flashlight HUD
message_begin(MSG_ONE, g_msgFlashlight, _, id)
write_byte(0) // toggle
write_byte(100) // battery
message_end()

// Remove previous tasks
remove_task(id+TASK_CHARGE)
remove_task(id+TASK_FLASH)
}
}

// Some one aimed at someone
public event_show_status(id)
{
// Not a bot and is still connected
if (!g_isbot[id] && g_isconnected[id] && get_pcvar_num(cvar_aiminfo))
{
// Retrieve the aimed player's id
static aimid
aimid = read_data(2)

// Only show friends status ?
if (g_zombie[id] == g_zombie[aimid])
{
static class[32], red, blue

// Format the class name according to the player's team
if (g_zombie[id])
{
red = 255
blue = 0

if (g_nemesis[aimid])
formatex(class, charsmax(class), "%L %L", id, "CLASS_CLASS", id, "CLASS_NEMESIS")
else if (g_assassin[aimid])
formatex(class, charsmax(class), "%L %L", id, "CLASS_CLASS", id, "CLASS_ASSASSIN")
else
formatex(class, charsmax(class), "%L %s", id, "CLASS_CLASS", g_zombie_classname[aimid])
}
else
{
red = 0
blue = 255

if (g_survivor[aimid])
formatex(class, charsmax(class), "%L %L", id, "CLASS_CLASS", id, "CLASS_SURVIVOR")
else if (g_sniper[aimid])
formatex(class, charsmax(class), "%L %L", id, "CLASS_CLASS", id, "CLASS_SNIPER")
else
formatex(class, charsmax(class), "%L %L", id, "CLASS_CLASS", id, "CLASS_HUMAN")
}

static HealthString[16], ArmorString[16], PacksString[16];
AddCommas(pev(aimid, pev_health), HealthString, 15);
AddCommas(pev(aimid, pev_armorvalue), ArmorString, 15);
AddCommas(g_ammopacks[aimid], PacksString, 15);

// Show the notice                       
set_hudmessage(red, 50, blue, -1.0, 0.60, 1, 0.01, 3.0, 0.01, 0.01, -1)
ShowSyncHudMsg(id, g_MsgSync3,"%s^n%s [ Viata: %s | Armura: %s | Credite: %s", \
g_playername[aimid], class, HealthString, ArmorString, PacksString)
}
}
}

// Remove the aim-info message
public event_hide_status(id)
{
ClearSyncHud(id, g_MsgSync3)
}

// ZPA Shut Down
public shut_the_mode()
{
// Time to switch off ZPA ?
if (g_time <= 0)
{      
server_cmd("zp_toggle 0")
return;
}

// Send the notice to all players
set_hudmessage(250, 10, 10, -1.0, -1.0, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SHUT_DOWN", g_time)

// Decrease counter
g_time--

// Repeat
set_task(1.0, "shut_the_mode")
}

// Infection Bomb Explosion
infection_explode(ent)
{
// Round ended (bugfix)
if (g_endround) return;

// Get origin
static Float:originF[3]
pev(ent, pev_origin, originF)

// Make the explosion
create_blast(originF)

// Added Infection bomb sprite effects
message_begin (MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( TE_SPRITETRAIL ) // Throws a shower of sprites or models
engfunc(EngFunc_WriteCoord, originF[ 0 ]) // start pos
engfunc(EngFunc_WriteCoord, originF[ 1 ])
engfunc(EngFunc_WriteCoord, originF[ 2 ] + 200.0)
engfunc(EngFunc_WriteCoord, originF[ 0 ]) // velocity
engfunc(EngFunc_WriteCoord, originF[ 1 ])
engfunc(EngFunc_WriteCoord, originF[ 2 ] + 30.0)
write_short(g_infect_trail) // spr
write_byte(60) // (count)
write_byte(random_num(27,30)) // (life in 0.1's)
write_byte(2) // byte (scale in 0.1's)
write_byte(50) // (velocity along vector in 10's)
write_byte(10) // (randomness of velocity in 10's)
message_end()

// Infection nade explode sound
static sound[64]
ArrayGetString(grenade_infect, random_num(0, ArraySize(grenade_infect) - 1), sound, charsmax(sound))
emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Get attacker
static attacker
attacker = pev(ent, pev_owner)

// Collisions
static victim
victim = -1

while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
{
// Only effect alive non-spawnprotected humans
if (!is_user_valid_alive(victim) || g_zombie[victim] || g_nodamage[victim])
continue;

// Last human is killed
if (fnGetHumans() == 1)
{
ExecuteHamB(Ham_Killed, victim, attacker, 0)
continue;
}

// Infected victim's sound
ArrayGetString(grenade_infect_player, random_num(0, ArraySize(grenade_infect_player) - 1), sound, charsmax(sound))
emit_sound(victim, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Turn into zombie
zombieme(victim, attacker, 0, 1, 1, 0)
}

// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, ent)
}

// Fire Grenade Explosion
fire_explode(ent)
{
// Get origin
static Float:originF[3]
pev(ent, pev_origin, originF)

// Make the explosion
create_blast2(originF)

// Fire nade explode sound
static sound[64]
ArrayGetString(grenade_fire, random_num(0, ArraySize(grenade_fire) - 1), sound, charsmax(sound))
emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Collisions
static victim
victim = -1

while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
{
// Only effect alive zombies
if (!is_user_valid_alive(victim) || !g_zombie[victim] || g_nodamage[victim])
continue;

// Heat icon?
if (get_pcvar_num(cvar_hudicons))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_BURN) // damage type
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
}

if (g_nemesis[victim] || g_assassin[victim]) // fire duration (nemesis/assassin is fire resistant)
g_burning_duration[victim] += get_pcvar_num(cvar_fireduration)
else
g_burning_duration[victim] += get_pcvar_num(cvar_fireduration) * 5

// Set burning task on victim if not present
if (!task_exists(victim+TASK_BURN))
set_task(0.2, "burning_flame", victim+TASK_BURN, _, _, "b")
}

// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, ent)
}

// Frost Grenade Explosion
frost_explode(ent)
{
// Get origin
static Float:originF[3]
pev(ent, pev_origin, originF)

// Make the explosion
create_blast3(originF)

// Frost nade explode sound
static sound[64]
ArrayGetString(grenade_frost, random_num(0, ArraySize(grenade_frost) - 1), sound, charsmax(sound))
emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Collisions
static victim
victim = -1

while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
{
// Only effect alive unfrozen zombies
if (!is_user_valid_alive(victim) || !g_zombie[victim] || g_frozen[victim] || g_nodamage[victim])
continue;

// Nemesis and Assassin shouldn't be frozen
if (g_nemesis[victim] || g_assassin[victim])
{
// Get player's origin
static origin2[3]
get_user_origin(victim, origin2)

// Broken glass sound
ArrayGetString(grenade_frost_break, random_num(0, ArraySize(grenade_frost_break) - 1), sound, charsmax(sound))
emit_sound(victim, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Glass shatter
message_begin(MSG_PVS, SVC_TEMPENTITY, origin2)
write_byte(TE_BREAKMODEL) // TE id
write_coord(origin2[0]) // x
write_coord(origin2[1]) // y
write_coord(origin2[2]+24) // z
write_coord(16) // size x
write_coord(16) // size y
write_coord(16) // size z
write_coord(random_num(-50, 50)) // velocity x
write_coord(random_num(-50, 50)) // velocity y
write_coord(25) // velocity z
write_byte(10) // random velocity
write_short(g_glassSpr) // model
write_byte(10) // count
write_byte(25) // life
write_byte(BREAK_GLASS) // flags
message_end()

continue;
}

// Freeze icon?
if (get_pcvar_num(cvar_hudicons))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_DROWN) // damage type - DMG_FREEZE
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
}

// Light blue glow while frozen
if (g_handle_models_on_separate_ent)
fm_set_rendering(g_ent_playermodel[victim], kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
else
fm_set_rendering(victim, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)

// Freeze sound
ArrayGetString(grenade_frost_player, random_num(0, ArraySize(grenade_frost_player) - 1), sound, charsmax(sound))
emit_sound(victim, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Add a blue tint to their screen
message_begin(MSG_ONE, g_msgScreenFade, _, victim)
write_short(0) // duration
write_short(0) // hold time
write_short(FFADE_STAYOUT) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()

// Prevent from jumping
if (pev(victim, pev_flags) & FL_ONGROUND)
set_pev(victim, pev_gravity, 999999.9) // set really high
else
set_pev(victim, pev_gravity, 0.000001) // no gravity

// Set a task to remove the freeze
g_frozen[victim] = true;
set_task(get_pcvar_float(cvar_freezeduration), "remove_freeze", victim)
}

// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, ent)
}

// Remove freeze task
public remove_freeze(id)
{
// Not alive or not frozen anymore
if (!g_isalive[id] || !g_frozen[id])
return;

// Unfreeze
g_frozen[id] = false;

// Restore gravity
if (g_zombie[id])
{
if (g_nemesis[id])
set_pev(id, pev_gravity, get_pcvar_float(cvar_nemgravity))
else if (g_assassin[id])
set_pev(id, pev_gravity, get_pcvar_float(cvar_assassingravity))
else
set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
}
else
{
if (g_survivor[id])
set_pev(id, pev_gravity, get_pcvar_float(cvar_survgravity))
else if (g_sniper[id])
set_pev(id, pev_gravity, get_pcvar_float(cvar_snipergravity))
else
set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))
}

// Restore rendering
if (g_handle_models_on_separate_ent)
{
// Nemesis, Assassin, Survivor or Sniper glow / remove glow on player model entity
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 250, 0, 0, kRenderNormal, 25)
else if (g_nemesis[id] && !(get_pcvar_num(cvar_nemglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)

else if (g_assassin[id] && get_pcvar_num(cvar_assassinglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 250, 0, 0, kRenderNormal, 25)
else if (g_assassin[id] && !(get_pcvar_num(cvar_assassinglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)   

else if (g_survivor[id] && get_pcvar_num(cvar_survglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 250, 250, kRenderNormal, 25)
else if (g_survivor[id] && !(get_pcvar_num(cvar_survglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)

else if (g_sniper[id] && get_pcvar_num(cvar_sniperglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, get_pcvar_num(cvar_snipercolor[0]), get_pcvar_num(cvar_snipercolor[1]), get_pcvar_num(cvar_snipercolor[2]), kRenderNormal, 25)
else if (g_sniper[id] && !(get_pcvar_num(cvar_sniperglow)))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)

else
fm_set_rendering(g_ent_playermodel[id])
}
else
{
// Nemesis, Assassin, Survivor or Sniper glow / remove glow
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
fm_set_rendering(id, kRenderFxGlowShell, 250, 0, 0, kRenderNormal, 25)
else if (g_nemesis[id] && !(get_pcvar_num(cvar_nemglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)

else if (g_assassin[id] && get_pcvar_num(cvar_assassinglow))
fm_set_rendering(id, kRenderFxGlowShell, 250, 0, 0, kRenderNormal, 25)
else if (g_assassin[id] && !(get_pcvar_num(cvar_assassinglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)   

else if (g_survivor[id] && get_pcvar_num(cvar_survglow))
fm_set_rendering(id, kRenderFxGlowShell, 0, 250, 250, kRenderNormal, 25)
else if (g_survivor[id] && !(get_pcvar_num(cvar_survglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)

else if (g_sniper[id] && get_pcvar_num(cvar_sniperglow))
fm_set_rendering(id, kRenderFxGlowShell, get_pcvar_num(cvar_snipercolor[0]), get_pcvar_num(cvar_snipercolor[1]), get_pcvar_num(cvar_snipercolor[2]), kRenderNormal, 25)
else if (g_sniper[id] && !(get_pcvar_num(cvar_sniperglow)))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25)

else
fm_set_rendering(id)
}

// Gradually remove screen's blue tint
message_begin(MSG_ONE, g_msgScreenFade, _, id)
write_short(UNIT_SECOND) // duration
write_short(0) // hold time
write_short(FFADE_IN) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()

// Broken glass sound
static sound[64]
ArrayGetString(grenade_frost_break, random_num(0, ArraySize(grenade_frost_break) - 1), sound, charsmax(sound))
emit_sound(id, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)

// Get player's origin
static origin2[3]
get_user_origin(id, origin2)

// Glass shatter
message_begin(MSG_PVS, SVC_TEMPENTITY, origin2)
write_byte(TE_BREAKMODEL) // TE id
write_coord(origin2[0]) // x
write_coord(origin2[1]) // y
write_coord(origin2[2]+24) // z
write_coord(16) // size x
write_coord(16) // size y
write_coord(16) // size z
write_coord(random_num(-50, 50)) // velocity x
write_coord(random_num(-50, 50)) // velocity y
write_coord(25) // velocity z
write_byte(10) // random velocity
write_short(g_glassSpr) // model
write_byte(10) // count
write_byte(25) // life
write_byte(BREAK_GLASS) // flags
message_end()

ExecuteForward(g_fwUserUnfrozen, g_fwDummyResult, id);
}

// Remove Stuff Task
public remove_stuff()
{
static ent

// Remove rotating doors
if (get_pcvar_num(cvar_removedoors) > 0)
{
ent = -1;
while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "func_door_rotating")) != 0)
engfunc(EngFunc_SetOrigin, ent, Float:{8192.0 ,8192.0 ,8192.0})
}

// Remove all doors
if (get_pcvar_num(cvar_removedoors) > 1)
{
ent = -1;
while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "func_door")) != 0)
engfunc(EngFunc_SetOrigin, ent, Float:{8192.0 ,8192.0 ,8192.0})
}

// Triggered lights
if (!get_pcvar_num(cvar_triggered))
{
ent = -1
while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "light")) != 0)
{
dllfunc(DLLFunc_Use, ent, 0); // turn off the light
set_pev(ent, pev_targetname, 0) // prevent it from being triggered
}
}
}

// Set Custom Weapon Models
replace_weapon_models(id, weaponid)
{
switch (weaponid)
{
case CSW_KNIFE: // Custom knife models
{
if (g_zombie[id])
{
if (g_nemesis[id]) // Nemesis
{
set_pev(id, pev_viewmodel2, model_vknife_nemesis)
set_pev(id, pev_weaponmodel2, "")
}
else if (g_assassin[id]) // Assassin
{
set_pev(id, pev_viewmodel2, model_vknife_assassin)
set_pev(id, pev_weaponmodel2, "")
}
else // Zombies
{
// Admin knife models?
if (get_pcvar_num(cvar_adminknifemodelszombie) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS])
{
set_pev(id, pev_viewmodel2, model_vknife_admin_zombie)
set_pev(id, pev_weaponmodel2, "")
}
else
{
static clawmodel[100]
ArrayGetString(g_zclass_clawmodel, g_zombieclass[id], clawmodel, charsmax(clawmodel))
format(clawmodel, charsmax(clawmodel), "models/zombie_plague/%s", clawmodel)
set_pev(id, pev_viewmodel2, clawmodel)
set_pev(id, pev_weaponmodel2, "")
}
}
}
else // Humans
{
// Admin knife models?
if (get_pcvar_num(cvar_adminknifemodelshuman) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS])
{
set_pev(id, pev_viewmodel2, model_vknife_admin_human)
set_pev(id, pev_weaponmodel2, model_pknife_admin_human)
}
else
{
if (get_pcvar_num(cvar_vipknifemodelshuman) && get_user_flags(id) & g_access_flag[ACCESS_VIP_MODELS])
{
set_pev(id, pev_viewmodel2, model_vknife_vip_human)
set_pev(id, pev_weaponmodel2, model_pknife_vip_human)
}
else
{
set_pev(id, pev_viewmodel2, model_vknife_human)
set_pev(id, pev_weaponmodel2, model_pknife_human)
}
}
}
}
case CSW_M249: // Survivor's M249
{
if (g_survivor[id])
set_pev(id, pev_viewmodel2, model_vm249_survivor)
}
case CSW_HEGRENADE: // Infection bomb or fire grenade
{
if (g_zombie[id])
set_pev(id, pev_viewmodel2, model_grenade_infect)
else
set_pev(id, pev_viewmodel2, model_grenade_fire)
}
case CSW_FLASHBANG: // Frost grenade
{
set_pev(id, pev_viewmodel2, model_grenade_frost)
}
case CSW_SMOKEGRENADE: // Flare grenade
{
set_pev(id, pev_viewmodel2, model_grenade_flare)
}
case CSW_AWP: // Sniper's AWP
{
if (g_sniper[id])
set_pev(id, pev_viewmodel2, model_vawp_sniper)
}
}

// Update model on weaponmodel ent
if (g_handle_models_on_separate_ent) fm_set_weaponmodel_ent(id)
}

// Reset Player Vars
reset_vars(id, resetall)
{
g_zombie[id] = false
g_nemesis[id] = false
g_survivor[id] = false
g_firstzombie[id] = false
g_lastzombie[id] = false
g_lasthuman[id] = false
g_sniper[id] = false
g_assassin[id] = false
g_frozen[id] = false
g_nodamage[id] = false
g_respawn_as_zombie[id] = false
g_nvision[id] = false
g_nvisionenabled[id] = false
g_flashlight[id] = false
g_flashbattery[id] = 100
g_canbuy[id] = true
g_burning_duration[id] = 0

if (resetall)
{
g_ammopacks[id] = get_pcvar_num(cvar_startammopacks)
g_zombieclass[id] = ZCLASS_NONE
g_zombieclassnext[id] = ZCLASS_NONE
g_damagedealt[id] = 0
WPN_AUTO_ON = 0
}
}

// Set spectators nightvision
public spec_nvision(id)
{
// Not connected, alive, or bot
if (!g_isconnected[id] || g_isalive[id] || g_isbot[id])
return;

// Give Night Vision?
if (get_pcvar_num(cvar_nvggive))
{
g_nvision[id] = true

// Turn on Night Vision automatically?
if (get_pcvar_num(cvar_nvggive) == 1)
{
g_nvisionenabled[id] = true

// Custom nvg?
if (get_pcvar_num(cvar_customnvg))
{
remove_task(id+TASK_NVISION)
set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
}
else
set_user_gnvision(id, 1)
}
}
}

// Show HUD Task
public ShowHUD(taskid)
{
static id
id = ID_SHOWHUD;

// Player died?
if (!g_isalive[id])
{
// Get spectating target
id = pev(id, PEV_SPEC_TARGET)

// Target not alive
if (!g_isalive[id]) return;
}

// Format classname
static class[32], ip[16], country[45], city[45], red, green, blue

get_user_ip(id, ip, charsmax(ip), 1)
geoip_country(ip, country, charsmax(country))
//geoip_city(ip, city, charsmax(city))

if (g_zombie[id]) // zombies
{
red = 255
green = 0
blue = 10

if (g_nemesis[id])
formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_NEMESIS")
else if (g_assassin[id])
formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_ASSASSIN")
else
copy(class, charsmax(class), g_zombie_classname[id])
}
else // humans
{
red = 0
green = 150
blue = 255

if (g_survivor[id])
formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_SURVIVOR")
else if (g_sniper[id])
formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_SNIPER")
else
formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_HUMAN")
}

// Spectating someone else?
if (id != ID_SHOWHUD)
{
static HealthString[16], PacksString[16], PointsString[16];

AddCommas(pev(id, pev_health), HealthString, 15);
AddCommas(g_ammopacks[id], PacksString, 15);
AddCommas(Points[id], PointsString, 15);

// Show name, class, health, armor and ammo packs
set_hudmessage(255, 10, 255, HUD_SPECT_X, HUD_SPECT_Y, 1, 6.0, 1.1, 0.0, 0.0, -1)
ShowSyncHudMsg(ID_SHOWHUD, g_MsgSync2, "[Spectator] [%s]^n[%s],^n[Viata]: [%s]^n[Armura]: [%d]^n[Credite]: [%s],^n[Puncte]: [%s],^n[Tara]: [%s], [%s]^n[Viteza]: [%d]^n[Nivel]: [%d]^n[Mod Curent]: [%s]", \
g_playername[id], class, HealthString, pev(id, pev_armorvalue), PacksString, PointsString, country, city, fm_get_speed(id), zp_get_level(id), g_mode_names[g_currentmode])
}
else
{
static HealthString[16], PacksString[16], PointsString[16];
AddCommas(pev(ID_SHOWHUD, pev_health), HealthString, 15);
AddCommas(g_ammopacks[ID_SHOWHUD], PacksString, 15);
AddCommas(Points[ID_SHOWHUD], PointsString, 15);
// Show class, health, armor and ammo packs 
set_hudmessage(red, green, blue, HUD_STATS_X, HUD_STATS_Y, 0, 6.0, 1.1, 0.0, 0.0, -1)
ShowSyncHudMsg(ID_SHOWHUD, g_MsgSync2, "[Clasa]: [%s],^n[Viata]: [%s]^n[Armura]: [%d]^n[Credite]: [%s]^n[Puncte]: [%s]^n[%L] [%d]^n[Nivel]: [%d]^n[Viteza]: [%d]^n[Fraguri]: [%i]^n[Decese]: [%d]^n[Mod Curent]: [%s]", class, HealthString, \
pev(ID_SHOWHUD, pev_armorvalue), PacksString, PointsString, ID_SHOWHUD, "MONEY", cs_get_user_money(id), zp_get_level(id), fm_get_speed(id), get_user_frags(id), get_user_deaths(id), g_mode_names[g_currentmode])
}
if(city[0] == EOS)
{
copy(city, charsmax(city), "Error")

}


// Play idle zombie sounds
public zombie_play_idle(taskid)
{
// Round ended/new one starting
if (g_endround || g_newround)
return;

static sound[64]

// Last zombie?
if (g_lastzombie[ID_BLOOD])
{
ArrayGetString(zombie_idle_last, random_num(0, ArraySize(zombie_idle_last) - 1), sound, charsmax(sound))
emit_sound(ID_BLOOD, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
}
else
{
ArrayGetString(zombie_idle, random_num(0, ArraySize(zombie_idle) - 1), sound, charsmax(sound))
emit_sound(ID_BLOOD, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
}
}

// Madness Over Task
public madness_over(taskid)
{
g_nodamage[ID_BLOOD] = false
fm_set_rendering(ID_BLOOD)


// Place user at a random spawn
do_random_spawn(id, regularspawns = 0)
{
static hull, sp_index, i

// Get whether the player is crouching
hull = (pev(id, pev_flags) & FL_DUCKING) ? HULL_HEAD : HULL_HUMAN

// Use regular spawns?
if (!regularspawns)
{
// No spawns?
if (!g_spawnCount)
return;

// Choose random spawn to start looping at
sp_index = random_num(0, g_spawnCount - 1)

// Try to find a clear spawn
for (i = sp_index + 1; /*no condition*/; i++)
{
// Start over when we reach the end
if (i >= g_spawnCount) i = 0

// Free spawn space?
if (is_hull_vacant(g_spawns[i], hull))
{
// Engfunc_SetOrigin is used so ent's mins and maxs get updated instantly
engfunc(EngFunc_SetOrigin, id, g_spawns[i])
break;
}

// Loop completed, no free space found
if (i == sp_index) break;
}
}
else
{
// No spawns?
if (!g_spawnCount2)
return;

// Choose random spawn to start looping at
sp_index = random_num(0, g_spawnCount2 - 1)

// Try to find a clear spawn
for (i = sp_index + 1; /*no condition*/; i++)
{
// Start over when we reach the end
if (i >= g_spawnCount2) i = 0

// Free spawn space?
if (is_hull_vacant(g_spawns2[i], hull))
{
// Engfunc_SetOrigin is used so ent's mins and maxs get updated instantly
engfunc(EngFunc_SetOrigin, id, g_spawns2[i])
break;
}

// Loop completed, no free space found
if (i == sp_index) break;
}
}
}

// Get Zombies -returns alive zombies number-
fnGetZombies()
{
static iZombies, id
iZombies = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id] && g_zombie[id])
iZombies++
}

return iZombies;
}

// Get Humans -returns alive humans number-
fnGetHumans()
{
static iHumans, id
iHumans = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id] && !g_zombie[id])
iHumans++
}

return iHumans;
}

// Get Nemesis -returns alive nemesis number-
fnGetNemesis()
{
static iNemesis, id
iNemesis = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id] && g_nemesis[id])
iNemesis++
}

return iNemesis;
}

// Get Survivors -returns alive survivors number-
fnGetSurvivors()
{
static iSurvivors, id
iSurvivors = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id] && g_survivor[id])
iSurvivors++
}

return iSurvivors;
}

// Get Snipers -returns alive snipers number-
fnGetSnipers()
{
static iSnipers, id
iSnipers = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id] && g_sniper[id])
iSnipers++
}

return iSnipers;
}
// Get Assassins -returns alive assassin numbers-
fnGetAssassin()
{
static iAssassin, id
iAssassin = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id] && g_assassin[id])
iAssassin++
}

return iAssassin;
}

// Get Alive -returns alive players number-
fnGetAlive()
{
static iAlive, id
iAlive = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id])
iAlive++
}

return iAlive;
}

// Get Random Alive -returns index of alive player number n -
fnGetRandomAlive(n)
{
static iAlive, id
iAlive = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id])
iAlive++

if (iAlive == n)
return id;
}

return -1;
}

// Get Playing -returns number of users playing-
fnGetPlaying()
{
static iPlaying, id, team
iPlaying = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isconnected[id])
{
team = fm_cs_get_user_team(id)

if (team != FM_CS_TEAM_SPECTATOR && team != FM_CS_TEAM_UNASSIGNED)
iPlaying++
}
}

return iPlaying;
}

// Get CTs -returns number of CTs connected-
fnGetCTs()
{
static iCTs, id
iCTs = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isconnected[id])
{         
if (fm_cs_get_user_team(id) == FM_CS_TEAM_CT)
iCTs++
}
}

return iCTs;
}

// Get Ts -returns number of Ts connected-
fnGetTs()
{
static iTs, id
iTs = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isconnected[id])
{         
if (fm_cs_get_user_team(id) == FM_CS_TEAM_T)
iTs++
}
}

return iTs;
}

// Get Alive CTs -returns number of CTs alive-
fnGetAliveCTs()
{
static iCTs, id
iCTs = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id])
{         
if (fm_cs_get_user_team(id) == FM_CS_TEAM_CT)
iCTs++
}
}

return iCTs;
}

// Get Alive Ts -returns number of Ts alive-
fnGetAliveTs()
{
static iTs, id
iTs = 0

for (id = 1; id <= g_maxplayers; id++)
{
if (g_isalive[id])
{         
if (fm_cs_get_user_team(id) == FM_CS_TEAM_T)
iTs++
}
}

return iTs;
}

// Last Zombie Check -check for last zombie and set its flag-
fnCheckLastZombie()
{
static id
for (id = 1; id <= g_maxplayers; id++)
{
// Last zombie
if (g_isalive[id] && g_zombie[id] && !g_nemesis[id] && !g_assassin[id] && fnGetZombies() == 1)
{
if (!g_lastzombie[id])
{
// Last zombie forward
ExecuteForward(g_fwUserLastZombie, g_fwDummyResult, id);
}
g_lastzombie[id] = true
}
else
g_lastzombie[id] = false

// Last human
if (g_isalive[id] && !g_zombie[id] && !g_survivor[id] && !g_sniper[id] && fnGetHumans() == 1)
{
if (!g_lasthuman[id])
{
// Last human forward
ExecuteForward(g_fwUserLastHuman, g_fwDummyResult, id);

// Reward extra hp
fm_set_user_health(id, pev(id, pev_health) + get_pcvar_num(cvar_humanlasthp))
}
g_lasthuman[id] = true
}
else
g_lasthuman[id] = false
}
}

// Save player's stats to database
save_stats(id)
{
// Save the current player stats
static key[32], data[64]
format(key, charsmax(key), "%s", g_playername[id])
format(data, charsmax(data), "%d", Points[id])
fvault_set_data(g_vault_stats, key, data)
}

// Load player's stats from database (if a record is found)
load_stats(id)
{
// Load the current player stats
static key[32], data[64], points[32]
format(key, charsmax(key), "%s", g_playername[id])
format(data, charsmax(data), "%d", Points[id])

if (fvault_get_data(g_vault_stats, key, data, charsmax(data)))
{
parse(data, points, charsmax(points))      
Points[id] = str_to_num(points)         
}
}

// Checks if a player is allowed to be zombie
allowed_zombie(id)
{
if ((g_zombie[id] && !g_nemesis[id] && !g_assassin[id]) || g_endround || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && !g_zombie[id] && fnGetHumans() == 1))
return false;

return true;
}

// Checks if a player is allowed to be human
allowed_human(id)
{
if ((!g_zombie[id] && !g_survivor[id] && !g_sniper[id]) || g_endround || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && g_zombie[id] && fnGetZombies() == 1))
return false;

return true;
}

// Checks if a player is allowed to be survivor
allowed_survivor(id)
{
if (g_endround || g_survivor[id] || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && g_zombie[id] && fnGetZombies() == 1))
return false;

return true;
}

// Checks if a player is allowed to be nemesis
allowed_nemesis(id)
{
if (g_endround || g_nemesis[id] || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && !g_zombie[id] && fnGetHumans() == 1))
return false;

return true;
}

// Checks if a player is allowed to respawn
allowed_respawn(id)
{
static team
team = fm_cs_get_user_team(id)

if (g_endround || team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED || g_isalive[id])
return false;

return true;
}

// Checks if swarm mode is allowed
allowed_swarm()
{
if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG))
return false;

return true;
}

// Checks if multi infection mode is allowed
allowed_multi()
{
if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG) || floatround(fnGetAlive()*get_pcvar_float(cvar_multiratio), floatround_ceil) < 2 || floatround(fnGetAlive()*get_pcvar_float(cvar_multiratio), floatround_ceil) >= fnGetAlive())
return false;

return true;
}

// Checks if plague mode is allowed
allowed_plague()
{
if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG) || floatround((fnGetAlive()-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil) < 1
|| fnGetAlive()-(get_pcvar_num(cvar_plaguesurvnum)+get_pcvar_num(cvar_plaguenemnum)+floatround((fnGetAlive()-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)) < 1)
return false;

return true;
}

// Checks if a player is allowed to be sniper
allowed_sniper(id)
{
if (g_endround || g_sniper[id] || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && g_zombie[id] && fnGetZombies() == 1))
return false;

return true;
}
// Checks if a player ia sllowed to be assassin
allowed_assassin(id)
{
if (g_endround || g_assassin[id] || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && !g_zombie[id] && fnGetHumans() == 1))
return false;

return true;
}

// Checks if armageddon mode is allowed
allowed_lnj()
{
if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG) || fnGetAlive() < 2)
return false;

return true;
}

// Checks if a custom game mode is allowed
allowed_custom_game()
{
if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG) || fnGetAlive() < 2)
return false;

return true;
}

// Admin Command. zp_zombie
command_zombie(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_INFECT")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_INFECT")
}

// Log to Zombie Plague 6.5 Secrets  log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER, "CMD_INFECT", fnGetPlaying(), g_maxplayers)
log_to_file("zp_65.log", logdata)
}

// New round?
if (g_newround)
{
// Set as first zombie
remove_task(TASK_MAKEZOMBIE)
start_infection_mode(player, MODE_SET)
}
else
{
// Just infect
zombieme(player, 0, 0, 0, 0, 0)
}
}

// Admin Command. zp_human
command_human(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_DISINFECT")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_DISINFECT")
}

// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_DISINFECT", fnGetPlaying(), g_maxplayers)
log_to_file("zp_65.log", logdata)
}

// Turn to human
humanme(player, 0, 0, 0)
}

// Admin Command. zp_survivor
command_survivor(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_SURVIVAL")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_SURVIVAL")
}

// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_SURVIVAL", fnGetPlaying(), g_maxplayers)
log_to_file("zp_65.log", logdata)
}

// New round?
if (g_newround)
{
// Set as first survivor
remove_task(TASK_MAKEZOMBIE)
start_survivor_mode(player, MODE_SET)
}
else
{
// Turn player into a Survivor
humanme(player, 1, 0, 0)
}
}

// Admin Command. zp_nemesis
command_nemesis(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_NEMESIS")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_NEMESIS")
}

// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_NEMESIS", fnGetPlaying(), g_maxplayers)
log_to_file("zp_65.log", logdata)
}

// New round?
if (g_newround)
{
// Set as first nemesis
remove_task(TASK_MAKEZOMBIE)
start_nemesis_mode(player, MODE_SET)
}
else
{
// Turn player into a Nemesis
zombieme(player, 0, 1, 0, 0, 0)
}
}

// Admin Command. zp_respawn
command_respawn(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_RESPAWN")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_RESPAWN")
}

// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER, "CMD_RESPAWN", fnGetPlaying(), g_maxplayers)
log_to_file("zp_65.log", logdata)
}

// Respawn as zombie?
if (g_currentmode > MODE_LNJ) // Custom round ?
{
if(g_deathmatchmode == 2 || (g_deathmatchmode == 3 && random_num(0, 1)) || (g_deathmatchmode == 4 && (fnGetZombies() < (fnGetAlive()/2))))
g_respawn_as_zombie[player] = true
}
else // Normal round
{
if (get_pcvar_num(cvar_deathmatch) == 2 || (get_pcvar_num(cvar_deathmatch) == 3 && random_num(0, 1)) || (get_pcvar_num(cvar_deathmatch) == 4 && (fnGetZombies() < (fnGetAlive()/2))))
g_respawn_as_zombie[player] = true
}

// Override respawn as zombie setting on nemesis, assassin, survivor and sniper rounds
if (g_survround || g_sniperround) g_respawn_as_zombie[player] = true
else if (g_nemround || g_assassinround) g_respawn_as_zombie[player] = false

respawn_player_manually(player);
}

// Admin Command. zp_swarm
command_swarm(id)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_SWARM")
case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_SWARM")
}

// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER, "CMD_SWARM", fnGetPlaying(), g_maxplayers)
log_to_file("zp_65.log", logdata)
}

// Call Swarm Mode
remove_task(TASK_MAKEZOMBIE)
start_swarm_mode(0, MODE_SET)
}

// Admin Command. zp_multi
command_multi(id)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_MULTI")
case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_MULTI")
}

// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER,"CMD_MULTI", fnGetPlaying(), g_maxplayers)
log_to_file("zp_65.log", logdata)
}

// Call Multi Infection
remove_task(TASK_MAKEZOMBIE)
start_multi_mode(0, MODE_SET)
}

// Admin Command. zp_plague
command_plague(id)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_PLAGUE")
case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_PLAGUE")
}

// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER,"CMD_PLAGUE", fnGetPlaying(), g_maxplayers)
log_to_file("zp_65.log", logdata)
}

// Call Plague Mode
remove_task(TASK_MAKEZOMBIE)
start_plague_mode(0, MODE_SET)
}

// Admin Command. zp_sniper
command_sniper(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_SNIPER")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_SNIPER")
}

// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_SNIPER", fnGetPlaying(), g_maxplayers)
log_to_file("zp_65.log", logdata)
}

// New round?
if (g_newround)
{
// Set as first sniper
remove_task(TASK_MAKEZOMBIE)
start_sniper_mode(player, MODE_SET)
}
else
{
// Turn player into a Sniper
humanme(player, 0, 0, 1)
}
}
// Admin command: Assassin
command_assassin(id, player)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_ASSASSIN")
case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_ASSASSIN")
}

// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_ASSASSIN", fnGetPlaying(), g_maxplayers)
log_to_file("zp_65.log", logdata)
}

// New round?
if (g_newround)
{
// Set as first assassin
remove_task(TASK_MAKEZOMBIE)
start_assassin_mode(player, MODE_SET)
}
else
{
// Turn player into a Assassin
zombieme(player, 0, 0, 0, 0, 1)
}
}

// Admin Command. zp_lnj
command_lnj(id)
{
// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_LNJ")
case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_LNJ")
}

// Log to Zombie Plague log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER, "CMD_LNJ", fnGetPlaying(), g_maxplayers)
log_to_file("zp_65.log", logdata)
}

// Call Armageddon Mode
remove_task(TASK_MAKEZOMBIE)
start_lnj_mode(0, MODE_SET)
}

// Admin command for a custom game mode
command_custom_game(gameid, id)
{
// Retrieve the game mode name as it will be used
static buffer[32]
ArrayGetString(g_gamemode_name, (gameid - MAX_GAME_MODES), buffer, charsmax(buffer))

// Show activity?
switch (get_pcvar_num(cvar_showactivity))
{
case 1: client_print(0, print_chat, "ADMIN - %L %s", LANG_PLAYER, "MENU_ADMIN2_CUSTOM", buffer)
case 2: client_print(0, print_chat, "ADMIN %s - %L %s", g_playername[id], LANG_PLAYER, "MENU_ADMIN2_CUSTOM", buffer)
}

// Log to Zombie Plague 6.5 Secrets log file?
if (get_pcvar_num(cvar_logcommands))
{
static logdata[100], authid[32], ip[16]
get_user_authid(id, authid, charsmax(authid))
get_user_ip(id, ip, charsmax(ip), 1)
formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L %s (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER, "MENU_ADMIN2_CUSTOM", buffer, fnGetPlaying(), g_maxplayers)
log_to_file("zp_65.log", logdata)
}

// Remove make a zombie task
remove_task(TASK_MAKEZOMBIE)

// No more a new round
g_newround = false

// Current game mode and last game mode are equal to the game mode id
g_currentmode = gameid
g_lastmode = gameid

// Check whether or not to allow infection during this game mode
g_allowinfection = (ArrayGetCell(g_gamemode_allow, (gameid - MAX_GAME_MODES)) == 1) ? true : false

// Check the death match mode required by the game mode
g_deathmatchmode = ArrayGetCell(g_gamemode_dm, (gameid - MAX_GAME_MODES))

// Our custom game mode has fully started
g_modestarted = true

// Execute our round start forward with the game mode id [BUGFIX]
ExecuteForward(g_fwRoundStart, g_fwDummyResult, gameid, 0)

// Execute our game mode selected forward
ExecuteForward(g_fwGameModeSelected, g_fwDummyResult, gameid, id)
}

/*================================================================================
[Custom Natives]
=================================================================================*/

// Native: zp_get_user_zombie
public native_get_user_zombie(id)
{
return g_zombie[id];
}

// Native: zp_get_user_nemesis
public native_get_user_nemesis(id)
{
return g_nemesis[id];
}

// Native: zp_get_user_survivor
public native_get_user_survivor(id)
{
return g_survivor[id];
}

public native_get_user_first_zombie(id)
{
return g_firstzombie[id];
}

// Native: zp_get_user_last_zombie
public native_get_user_last_zombie(id)
{
return g_lastzombie[id];
}

// Native: zp_get_user_last_human
public native_get_user_last_human(id)
{
return g_lasthuman[id];
}

// Native: zp_get_user_zombie_class
public native_get_user_zombie_class(id)
{
return g_zombieclass[id];
}

// Native: zp_get_user_next_class
public native_get_user_next_class(id)
{
return g_zombieclassnext[id];
}

// Native: zp_set_user_zombie_class
public native_set_user_zombie_class(id, classid)
{
if (classid < 0 || classid >= g_zclass_i)
return 0;

g_zombieclassnext[id] = classid
return 1;
}

// Native: zp_get_user_ammo_packs
public native_get_user_ammo_packs(id)
{
return g_ammopacks[id];
}

// Native: zp_set_user_ammo_packs
public native_set_user_ammo_packs(id, amount)
{
g_ammopacks[id] = amount;
}

// Native: zp_get_zombie_maxhealth
public native_get_zombie_maxhealth(id)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

if (g_zombie[id] && !g_nemesis[id] && !g_assassin[id])
{
if (g_firstzombie[id])
return floatround(float(ArrayGetCell(g_zclass_hp, g_zombieclass[id])) * get_pcvar_float(cvar_zombiefirsthp))
else
return ArrayGetCell(g_zclass_hp, g_zombieclass[id])
}
return -1;
}

// Native: zp_get_user_batteries
public native_get_user_batteries(id)
{
return g_flashbattery[id];
}

// Native: zp_set_user_batteries
public native_set_user_batteries(id, value)
{
// ZPA disabled
if (!g_pluginenabled)
return;

g_flashbattery[id] = clamp(value, 0, 100);

if (g_cached_customflash)
{
// Set the flashlight charge task to update battery status
remove_task(id+TASK_CHARGE)
set_task(1.0, "flashlight_charge", id+TASK_CHARGE, _, _, "b")
}
}

// Native: zp_get_user_nightvision
public native_get_user_nightvision(id)
{
return g_nvision[id];
}

// Native: zp_set_user_nightvision
public native_set_user_nightvision(id, set)
{
// ZPA disabled
if (!g_pluginenabled)
return;

if (set)
{
g_nvision[id] = true

if (!g_isbot[id])
{
g_nvisionenabled[id] = true

// Custom nvg?
if (get_pcvar_num(cvar_customnvg))
{
remove_task(id+TASK_NVISION)
set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
}
else
set_user_gnvision(id, 1)
}
else
cs_set_user_nvg(id, 1)
}
else
{
// Turn off NVG for bots
if (g_isbot[id]) cs_set_user_nvg(id, 0);
if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
else if (g_nvisionenabled[id]) set_user_gnvision(id, 0)
g_nvision[id] = false
g_nvisionenabled[id] = false
}
}

// Native: zp_infect_user
public native_infect_user(id, infector, silent, rewards)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Not allowed to be zombie
if (!allowed_zombie(id))
return 0;

// New round?
if (g_newround)
{
// Set as first zombie
remove_task(TASK_MAKEZOMBIE)
start_infection_mode(id, MODE_SET)
}
else
{
// Just infect (plus some checks)
zombieme(id, is_user_valid_alive(infector) ? infector : 0, 0, (silent == 1) ? 1 : 0, (rewards == 1) ? 1 : 0, 0)
}

return 1;
}

// Native: zp_disinfect_user
public native_disinfect_user(id, silent)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Not allowed to be human
if (!allowed_human(id))
return 0;

// Turn to human
humanme(id, 0, (silent == 1) ? 1 : 0, 0)
return 1;
}

// Native: zp_make_user_nemesis
public native_make_user_nemesis(id)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Not allowed to be nemesis
if (!allowed_nemesis(id))
return 0;

// New round?
if (g_newround)
{
// Set as first nemesis
remove_task(TASK_MAKEZOMBIE)
start_nemesis_mode(id, MODE_SET)
}
else
{
// Turn player into a Nemesis
zombieme(id, 0, 1, 0, 0, 0)
}

return 1;
}

// Native: zp_make_user_survivor
public native_make_user_survivor(id)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Not allowed to be survivor
if (!allowed_survivor(id))
return 0;

// New round?
if (g_newround)
{
// Set as first survivor
remove_task(TASK_MAKEZOMBIE)
start_survivor_mode(id, MODE_SET)
}
else
{
// Turn player into a Survivor
humanme(id, 1, 0, 0)
}

return 1;
}

// Native: zp_respawn_user
public native_respawn_user(id, team)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Invalid player
if (!is_user_valid_connected(id))
return 0;

// Respawn not allowed
if (!allowed_respawn(id))
return 0;

// Respawn as zombie?
g_respawn_as_zombie[id] = (team == ZP_TEAM_ZOMBIE) ? true : false

// Respawnish!
respawn_player_manually(id)
return 1;
}

// Native: zp_force_buy_extra_item
public native_force_buy_extra_item(id, itemid, ignorecost)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

if (itemid < 0 || itemid >= g_extraitem_i)
return 0;

buy_extra_item(id, itemid, ignorecost)
return 1;
}

// Native: zp_get_user_sniper
public native_get_user_sniper(id)
{
return g_sniper[id];
}

// Native: zp_make_user_sniper
public native_make_user_sniper(id)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Not allowed to be sniper
if (!allowed_sniper(id))
return 0;

// New round?
if (g_newround)
{
// Set as first sniper
remove_task(TASK_MAKEZOMBIE)
start_sniper_mode(id, MODE_SET)
}
else
{
// Turn player into a Sniper
humanme(id, 0, 0, 1)
}

return 1;
}

// Native: zp_get_user_assassin
public native_get_user_assassin(id)
{
return g_assassin[id];
}

// Native: zp_make_user_assassin
public native_make_user_assassin(id)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Not allowed to be assassin
if (!allowed_assassin(id))
return 0;

// New round?
if (g_newround)
{
// Set as first assassin
remove_task(TASK_MAKEZOMBIE)
start_assassin_mode(id, MODE_SET)
}
else
{
// Turn player into a Assassin
zombieme(id, 0, 0, 0, 0, 1)
}

return 1;
}

// Native: zp_get_user_model
public native_get_user_model(plugin_id, param_nums)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Insufficient number of arguments
if (param_nums != 3)
return -1;

// Retrieve the player's index
static id; id = get_param(1)

// Not an alive player or invalid player
if (!is_user_valid_alive(id))
return 0;

// Retrieve the player's current model
static current_model[32]
fm_cs_get_user_model(id, current_model, charsmax(current_model))

// Copy the model name into the array passed
set_string(2, current_model, get_param(3))

return 1;
}
// Native: zp_set_user_model
public native_set_user_model(id, const model[])
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Not an alive player or invalid player
if (!is_user_valid_alive(id))
return -1;

// Strings passed byref
param_convert(2)

// Retrieve the player's current model
static current_model[32]
fm_cs_get_user_model(id, current_model, charsmax(current_model))

// Check whether we already have the model set on the player
if (equal(current_model, model))
return 0;

// Update player's model
copy(g_playermodel[id], charsmax(g_playermodel[]), model)

// Set the right model for the player
if (g_handle_models_on_separate_ent) fm_set_playermodel_ent(id)
else fm_user_model_update(id+TASK_MODEL)

return 1;
}

// Native: zp_get_current_mode
public native_get_current_mode()
{
return g_currentmode
}

// Native: zp_has_round_started
public native_has_round_started()
{
if (g_newround) return 0; // not started
if (g_modestarted) return 1; // started
return 2; // starting
}

// Native: zp_is_nemesis_round
public native_is_nemesis_round()
{
return g_nemround;
}

// Native: zp_is_survivor_round
public native_is_survivor_round()
{
return g_survround;
}

// Native: zp_is_swarm_round
public native_is_swarm_round()
{
return g_swarmround;
}

// Native: zp_is_plague_round
public native_is_plague_round()
{
return g_plagueround;
}

// Native: zp_get_zombie_count
public native_get_zombie_count()
{
return fnGetZombies();
}

// Native: zp_get_human_count
public native_get_human_count()
{
return fnGetHumans();
}

// Native: zp_get_nemesis_count
public native_get_nemesis_count()
{
return fnGetNemesis();
}

// Native: zp_get_survivor_count
public native_get_survivor_count()
{
return fnGetSurvivors();
}

// Native: zp_is_sniper_round
public native_is_sniper_round()
{
return g_sniperround;
}

// Native: zp_get_sniper_count
public native_get_sniper_count()
{
return fnGetSnipers();
}

// Native: zp_is_assassin_round
public native_is_assassin_round()
{
return g_assassinround;
}

// Native: zp_get_assassin_count
public native_get_assassin_count()
{
return fnGetAssassin();
}

// Native: zp_is_lnj_round
public native_is_lnj_round()
{
return g_lnjround;
}

// Native: zp_register_game_mode
public native_register_game_mode( const name[], flags, chance, allow, dm_mode)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Arrays not yet initialized
if (!g_arrays_created)
return -1;

// Strings passed byref
param_convert(1)

// Add the game mode
ArrayPushString(g_gamemode_name, name)
ArrayPushCell(g_gamemode_flag, flags)
ArrayPushCell(g_gamemode_chance, chance)
ArrayPushCell(g_gamemode_allow, allow)
ArrayPushCell(g_gamemode_dm, dm_mode)

// Increase registered game modes counter
g_gamemodes_i++

// Return id under which we registered the game mode
return (g_gamemodes_i-1);
}

// Native: zp_register_extra_item
public native_register_extra_item(const name[], cost, team)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Arrays not yet initialized
if (!g_arrays_created)
return -1;

// For backwards compatibility
if (team == ZP_TEAM_ANY)
team = ZP_TEAM_ZOMBIE|ZP_TEAM_HUMAN

// Strings passed byref
param_convert(1)

// Add the item
ArrayPushString(g_extraitem_name, name)
ArrayPushCell(g_extraitem_cost, cost)
ArrayPushCell(g_extraitem_team, team)

// Set temporary new item flag
ArrayPushCell(g_extraitem_new, 1)

// Override extra items data with our customizations
new i, buffer[32], size = ArraySize(g_extraitem2_realname)
for (i = 0; i < size; i++)
{
ArrayGetString(g_extraitem2_realname, i, buffer, charsmax(buffer))

// Check if this is the intended item to override
if (!equal(name, buffer))
continue;

// Remove new item flag
ArraySetCell(g_extraitem_new, g_extraitem_i, 0)

// Replace caption
ArrayGetString(g_extraitem2_name, i, buffer, charsmax(buffer))
ArraySetString(g_extraitem_name, g_extraitem_i, buffer)

// Replace cost
buffer[0] = ArrayGetCell(g_extraitem2_cost, i)
ArraySetCell(g_extraitem_cost, g_extraitem_i, buffer[0])

// Replace team
buffer[0] = ArrayGetCell(g_extraitem2_team, i)
ArraySetCell(g_extraitem_team, g_extraitem_i, buffer[0])
}

// Increase registered items counter
g_extraitem_i++

// Return id under which we registered the item
return (g_extraitem_i-1);
}

// Function: zp_register_extra_item (to be used within this plugin only)
native_register_extra_item2(const name[], cost, team)
{
// Add the item
ArrayPushString(g_extraitem_name, name)
ArrayPushCell(g_extraitem_cost, cost)
ArrayPushCell(g_extraitem_team, team)

// Set temporary new item flag
ArrayPushCell(g_extraitem_new, 1)

// Increase registered items counter
g_extraitem_i++
}

// Native: zp_register_zombie_class
public native_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback)
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Arrays not yet initialized
if (!g_arrays_created)
return -1;

// Strings passed byref
param_convert(1)
param_convert(2)
param_convert(3)
param_convert(4)

// Add the class
ArrayPushString(g_zclass_name, name)
ArrayPushString(g_zclass_info, info)

// Using same zombie models for all classes?
if (g_same_models_for_all)
{
ArrayPushCell(g_zclass_modelsstart, 0)
ArrayPushCell(g_zclass_modelsend, ArraySize(g_zclass_playermodel))
}
else
{
ArrayPushCell(g_zclass_modelsstart, ArraySize(g_zclass_playermodel))
ArrayPushString(g_zclass_playermodel, model)
ArrayPushCell(g_zclass_modelsend, ArraySize(g_zclass_playermodel))
ArrayPushCell(g_zclass_modelindex, -1)
}

ArrayPushString(g_zclass_clawmodel, clawmodel)
ArrayPushCell(g_zclass_hp, hp)
ArrayPushCell(g_zclass_spd, speed)
ArrayPushCell(g_zclass_grav, gravity)
ArrayPushCell(g_zclass_kb, knockback)

// Set temporary new class flag
ArrayPushCell(g_zclass_new, 1)

// Override zombie classes data with our customizations
new i, k, buffer[32], Float:buffer2, nummodels_custom, nummodels_default, prec_mdl[100], size = ArraySize(g_zclass2_realname)
for (i = 0; i < size; i++)
{
ArrayGetString(g_zclass2_realname, i, buffer, charsmax(buffer))

// Check if this is the intended class to override
if (!equal(name, buffer))
continue;

// Remove new class flag
ArraySetCell(g_zclass_new, g_zclass_i, 0)

// Replace caption
ArrayGetString(g_zclass2_name, i, buffer, charsmax(buffer))
ArraySetString(g_zclass_name, g_zclass_i, buffer)

// Replace info
ArrayGetString(g_zclass2_info, i, buffer, charsmax(buffer))
ArraySetString(g_zclass_info, g_zclass_i, buffer)

// Replace models, unless using same models for all classes
if (!g_same_models_for_all)
{
nummodels_custom = ArrayGetCell(g_zclass2_modelsend, i) - ArrayGetCell(g_zclass2_modelsstart, i)
nummodels_default = ArrayGetCell(g_zclass_modelsend, g_zclass_i) - ArrayGetCell(g_zclass_modelsstart, g_zclass_i)

// Replace each player model and model index
for (k = 0; k < min(nummodels_custom, nummodels_default); k++)
{
ArrayGetString(g_zclass2_playermodel, ArrayGetCell(g_zclass2_modelsstart, i) + k, buffer, charsmax(buffer))
ArraySetString(g_zclass_playermodel, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k, buffer)

// Precache player model and replace its modelindex with the real one
formatex(prec_mdl, charsmax(prec_mdl), "models/player/%s/%s.mdl", buffer, buffer)
ArraySetCell(g_zclass_modelindex, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k, engfunc(EngFunc_PrecacheModel, prec_mdl))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, prec_mdl)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, prec_mdl)
}

// We have more custom models than what we can accommodate,
// Let's make some space...
if (nummodels_custom > nummodels_default)
{
for (k = nummodels_default; k < nummodels_custom; k++)
{
ArrayGetString(g_zclass2_playermodel, ArrayGetCell(g_zclass2_modelsstart, i) + k, buffer, charsmax(buffer))
ArrayInsertStringAfter(g_zclass_playermodel, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k - 1, buffer)

// Precache player model and retrieve its modelindex
formatex(prec_mdl, charsmax(prec_mdl), "models/player/%s/%s.mdl", buffer, buffer)
ArrayInsertCellAfter(g_zclass_modelindex, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k - 1, engfunc(EngFunc_PrecacheModel, prec_mdl))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, prec_mdl)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, prec_mdl)
}

// Fix models end index for this class
ArraySetCell(g_zclass_modelsend, g_zclass_i, ArrayGetCell(g_zclass_modelsend, g_zclass_i) + (nummodels_custom - nummodels_default))
}

/* --- Not needed since classes can't have more than 1 default model for now ---
// We have less custom models than what this class has by default,
// Get rid of those extra entries...
if (nummodels_custom < nummodels_default)
{
for (k = nummodels_custom; k < nummodels_default; k++)
{
ArrayDeleteItem(g_zclass_playermodel, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + nummodels_custom)
}

// Fix models end index for this class
ArraySetCell(g_zclass_modelsend, g_zclass_i, ArrayGetCell(g_zclass_modelsend, g_zclass_i) - (nummodels_default - nummodels_custom))
}
*/
}

// Replace clawmodel
ArrayGetString(g_zclass2_clawmodel, i, buffer, charsmax(buffer))
ArraySetString(g_zclass_clawmodel, g_zclass_i, buffer)

// Precache clawmodel
formatex(prec_mdl, charsmax(prec_mdl), "models/zombie_plague/%s", buffer)
engfunc(EngFunc_PrecacheModel, prec_mdl)

// Replace health
buffer[0] = ArrayGetCell(g_zclass2_hp, i)
ArraySetCell(g_zclass_hp, g_zclass_i, buffer[0])

// Replace speed
buffer[0] = ArrayGetCell(g_zclass2_spd, i)
ArraySetCell(g_zclass_spd, g_zclass_i, buffer[0])

// Replace gravity
buffer2 = Float:ArrayGetCell(g_zclass2_grav, i)
ArraySetCell(g_zclass_grav, g_zclass_i, buffer2)

// Replace knockback
buffer2 = Float:ArrayGetCell(g_zclass2_kb, i)
ArraySetCell(g_zclass_kb, g_zclass_i, buffer2)
}

// If class was not overriden with customization data
if (ArrayGetCell(g_zclass_new, g_zclass_i))
{
// If not using same models for all classes
if (!g_same_models_for_all)
{
// Precache default class model and replace modelindex with the real one
formatex(prec_mdl, charsmax(prec_mdl), "models/player/%s/%s.mdl", model, model)
ArraySetCell(g_zclass_modelindex, ArrayGetCell(g_zclass_modelsstart, g_zclass_i), engfunc(EngFunc_PrecacheModel, prec_mdl))
if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, prec_mdl)
if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, prec_mdl)
}

// Precache default clawmodel
formatex(prec_mdl, charsmax(prec_mdl), "models/zombie_plague/%s", clawmodel)
engfunc(EngFunc_PrecacheModel, prec_mdl)
}

// Increase registered classes counter
g_zclass_i++

// Return id under which we registered the class
return (g_zclass_i-1);
}

// Native: zp_get_extra_item_id
public native_get_extra_item_id(const name[])
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Strings passed byref
param_convert(1)

// Loop through every item
static i, item_name[32]
for (i = 0; i < g_extraitem_i; i++)
{
ArrayGetString(g_extraitem_name, i, item_name, charsmax(item_name))

// Check if this is the item to retrieve
if (equali(name, item_name))
return i;
}

return -1;
}

// Native: zp_get_zombie_class_id
public native_get_zombie_class_id(const name[])
{
// ZPA disabled
if (!g_pluginenabled)
return -1;

// Strings passed byref
param_convert(1)

// Loop through every class
static i, class_name[32]
for (i = 0; i < g_zclass_i; i++)
{
ArrayGetString(g_zclass_name, i, class_name, charsmax(class_name))

// Check if this is the class to retrieve
if (equali(name, class_name))
return i;
}

return -1;
}

/*================================================================================
[Custom Messages]
=================================================================================*/

// Custom Night Vision
public set_user_nvision(taskid)
{
// Get player's origin
static origin[3]
get_user_origin(ID_NVISION, origin)

// Nightvision message
message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, ID_NVISION)
write_byte(TE_DLIGHT) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_byte(get_pcvar_num(cvar_nvgsize)) // radius

// Nemesis / Madness / Spectator in nemesis round
if (g_nemesis[ID_NVISION] || (g_zombie[ID_NVISION] && g_nodamage[ID_NVISION]) || (!g_isalive[ID_NVISION] && g_nemround))
{
write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
}
// Assassin / Spectator in assassin round
else if (g_assassin[ID_NVISION] || (!g_isalive[ID_NVISION] && g_assassinround))
{
write_byte(get_pcvar_num(cvar_assassinnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_assassinnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_assassinnvgcolor[2])) // b
}
// Human / Spectator in normal round
else if (!g_zombie[ID_NVISION] || !g_isalive[ID_NVISION])
{
write_byte(get_pcvar_num(cvar_humnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_humnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_humnvgcolor[2])) // b
}
// Zombie
else
{
write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
}

write_byte(2) // life
write_byte(0) // decay rate
message_end()
}

// Game Nightvision
set_user_gnvision(id, toggle)
{
// Toggle NVG message
message_begin(MSG_ONE, g_msgNVGToggle, _, id)
write_byte(toggle) // toggle
message_end()
}

// Custom Flashlight
public set_user_flashlight(taskid)
{
// Get player and aiming origins
static Float:originF[3], Float:destoriginF[3]
pev(ID_FLASH, pev_origin, originF)
fm_get_aim_origin(ID_FLASH, destoriginF)

// Max distance check
if (get_distance_f(originF, destoriginF) > get_pcvar_float(cvar_flashdist))
return;

// Send to all players?
if (get_pcvar_num(cvar_flashshowall))
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, destoriginF, 0)
else
message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, ID_FLASH)

// Flashlight
write_byte(TE_DLIGHT) // TE id
engfunc(EngFunc_WriteCoord, destoriginF[0]) // x
engfunc(EngFunc_WriteCoord, destoriginF[1]) // y
engfunc(EngFunc_WriteCoord, destoriginF[2]) // z

// Different flashlight in assassin round ?
if (g_assassinround)
{
write_byte(get_pcvar_num(cvar_flashsize2)) // radius
write_byte(get_pcvar_num(cvar_flashcolor2[0])) // r
write_byte(get_pcvar_num(cvar_flashcolor2[1])) // g
write_byte(get_pcvar_num(cvar_flashcolor2[2])) // b
}
else
{
write_byte(get_pcvar_num(cvar_flashsize)) // radius
write_byte(get_pcvar_num(cvar_flashcolor[0])) // r
write_byte(get_pcvar_num(cvar_flashcolor[1])) // g
write_byte(get_pcvar_num(cvar_flashcolor[2])) // b
}

write_byte(3) // life
write_byte(0) // decay rate
message_end()
}

// Infection special effects
infection_effects(id)
{
// Screen fade? (unless frozen)
if (!g_frozen[id] && get_pcvar_num(cvar_infectionscreenfade))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgScreenFade, _, id)
write_short(UNIT_SECOND) // duration
write_short(0) // hold time
write_short(FFADE_IN) // fade type
if (g_nemesis[id])
{
write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
}
else if (g_assassin[id])
{
write_byte(get_pcvar_num(cvar_assassinnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_assassinnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_assassinnvgcolor[2])) // b
}
else
{
write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
}
write_byte (255) // alpha
message_end()
}

// Screen shake?
if (get_pcvar_num(cvar_infectionscreenshake))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgScreenShake, _, id)
write_short(UNIT_SECOND*75) // amplitude
write_short(UNIT_SECOND*5) // duration
write_short(UNIT_SECOND*75) // frequency
message_end()
}

// Infection icon?
if (get_pcvar_num(cvar_hudicons))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, id)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_NERVEGAS) // damage type - DMG_RADIATION
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
}

// Get player's origin
static origin[3]
get_user_origin(id, origin)

// Tracers?
if (get_pcvar_num(cvar_infectiontracers))
{
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_IMPLOSION) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_byte(128) // radius
write_byte(20) // count
write_byte(3) // duration
message_end()
}

// Particle burst?
if (get_pcvar_num(cvar_infectionparticles))
{
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_PARTICLEBURST) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_short(50) // radius
write_byte(70) // color
write_byte(3) // duration (will be randomized a bit)
message_end()
}

// Light sparkle?
if (get_pcvar_num(cvar_infectionsparkle))
{
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_DLIGHT) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_byte(20) // radius
write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
write_byte(2) // life
write_byte(0) // decay rate
message_end()
}
}

// Nemesis/madness aura task
public zombie_aura(taskid)
{
// Not nemesis, not in zombie madness
if (!g_nemesis[ID_AURA] && !g_nodamage[ID_AURA] && !g_assassin[ID_AURA])
{
// Task not needed anymore
remove_task(taskid);
return;
}

// Get player's origin
static origin[3]
get_user_origin(ID_AURA, origin)

// Colored Aura
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_DLIGHT) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_byte(get_pcvar_num(cvar_nemauraradius)) // radius

// Different aura color for assassin
if (g_assassin[ID_AURA])
{
write_byte(get_pcvar_num(cvar_assassinnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_assassinnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_assassinnvgcolor[2])) // b
}
else // Aura color for nemesis
{
write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
}

write_byte(2) // life
write_byte(0) // decay rate
message_end()
}

// Survivor/Sniper aura task
public human_aura(taskid)
{
// Not survivor or sniper
if (!g_survivor[ID_AURA] && !g_sniper[ID_AURA])
{
// Task not needed anymore
remove_task(taskid);
return;
}

// Get player's origin
static origin[3]
get_user_origin(ID_AURA, origin)

// Colored Aura
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_DLIGHT) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z

// Set aura for sniper
if (g_sniper[ID_AURA])
{
write_byte(get_pcvar_num(cvar_sniperauraradius)) // radius
write_byte(get_pcvar_num(cvar_snipercolor[0])) // r
write_byte(get_pcvar_num(cvar_snipercolor[1])) // g
write_byte(get_pcvar_num(cvar_snipercolor[2])) // b
}
else // Set it for survivor
{
write_byte(get_pcvar_num(cvar_surv_aura_radius)) // radius
write_byte(get_pcvar_num(cvar_surv_aura[0])) // r
write_byte(get_pcvar_num(cvar_surv_aura[1])) // g
write_byte(get_pcvar_num(cvar_surv_aura[2])) // b
}

write_byte(2) // life
write_byte(0) // decay rate
message_end()
}

// Make zombies leave footsteps and bloodstains on the floor
public make_blood(taskid)
{
// Only bleed when moving on ground
if (!(pev(ID_BLOOD, pev_flags) & FL_ONGROUND) || fm_get_speed(ID_BLOOD) < 80)
return;

// Get user origin
static Float:originF[3]
pev(ID_BLOOD, pev_origin, originF)

// If ducking set a little lower
if (pev(ID_BLOOD, pev_bInDuck))
originF[2] -= 18.0
else
originF[2] -= 36.0

// Send the decal message
engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_WORLDDECAL) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
write_byte(ArrayGetCell(zombie_decals, random_num(0, ArraySize(zombie_decals) - 1)) + (g_czero * 12)) // random decal number (offsets +12 for CZ)
message_end()
}

// Flare Lighting Effects
flare_lighting(entity, duration)
{
// Get origin and color
static Float:originF[3], color[3]
pev(entity, pev_origin, originF)
pev(entity, PEV_FLARE_COLOR, color)

if (g_assassinround)
{   
// Lighting in assassin round is different
engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_DLIGHT) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
write_byte(get_pcvar_num(cvar_flaresize2)) // radius
write_byte(color[0]) // r
write_byte(color[1]) // g
write_byte(color[2]) // b
write_byte(51) //life
write_byte((duration < 2) ? 3 : 0) //decay rate
message_end()
}
else
{
// Lighting
engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_DLIGHT) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
write_byte(get_pcvar_num(cvar_flaresize)) // radius
write_byte(color[0]) // r
write_byte(color[1]) // g
write_byte(color[2]) // b
write_byte(51) //life
write_byte((duration < 2) ? 3 : 0) //decay rate
message_end()
}

// Sparks
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPARKS) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
message_end()
}

// Burning Flames
public burning_flame(taskid)
{
// Get player origin and flags
static origin[3], flags
get_user_origin(ID_BURN, origin)
flags = pev(ID_BURN, pev_flags)

// Madness mode - in water - burning stopped
if (g_nodamage[ID_BURN] || (flags & FL_INWATER) || g_burning_duration[ID_BURN] < 1)
{
// Smoke sprite
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_SMOKE) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]-50) // z
write_short(g_smokeSpr) // sprite
write_byte(random_num(15, 20)) // scale
write_byte(random_num(10, 20)) // framerate
message_end()

// Task not needed anymore
remove_task(taskid);
return;
}

// Randomly play burning zombie scream sounds (not for nemesis or assassin)
if (!g_nemesis[ID_BURN] && !g_assassin[ID_BURN] && !random_num(0, 20))
{
static sound[64]
ArrayGetString(grenade_fire_player, random_num(0, ArraySize(grenade_fire_player) - 1), sound, charsmax(sound))
emit_sound(ID_BURN, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
}

// Fire slow down, unless nemesis
if (!g_nemesis[ID_BURN] && !g_assassin[ID_BURN] && (flags & FL_ONGROUND) && get_pcvar_float(cvar_fireslowdown) > 0.0)
{
static Float:velocity[3]
pev(ID_BURN, pev_velocity, velocity)
xs_vec_mul_scalar(velocity, get_pcvar_float(cvar_fireslowdown), velocity)
set_pev(ID_BURN, pev_velocity, velocity)
}

// Get player's health
static health
health = pev(ID_BURN, pev_health)

// Take damage from the fire
if (health - floatround(get_pcvar_float(cvar_firedamage), floatround_ceil) > 0)
fm_set_user_health(ID_BURN, health - floatround(get_pcvar_float(cvar_firedamage), floatround_ceil))

// Flame sprite
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_SPRITE) // TE id
write_coord(origin[0]+random_num(-5, 5)) // x
write_coord(origin[1]+random_num(-5, 5)) // y
write_coord(origin[2]+random_num(-10, 10)) // z
write_short(g_flameSpr) // sprite
write_byte(random_num(5, 10)) // scale
write_byte(200) // brightness
message_end()
   
// Decrease burning duration counter
g_burning_duration[ID_BURN]--
}

// Infection Bomb: Green Blast
create_blast(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(200) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
   
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(200) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
   
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(200) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()

// TE_EXPLOSION
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+75) // z axis
write_short(g_infect_explode)
write_byte(22)
write_byte(35)
write_byte(TE_EXPLFLAG_NOSOUND)
message_end()
}

// Fire Grenade: Fire Blast
create_blast2(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(100) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
   
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(50) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
   
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(0) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()

// TE_SPRITETRAIL
engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPRITETRAIL) // TE ID
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+70) // z axis
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]) // z axis
write_short(g_fire_gib) // Sprite Index
write_byte(80) // Count
write_byte(20) // Life
write_byte(2) // Scale
write_byte(50) // Velocity Along Vector
write_byte(10) // Rendomness of Velocity
message_end();

// TE_EXPLOSION
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+75) // z axis
write_short(g_fire_explode)
write_byte(22)
write_byte(35)
write_byte(TE_EXPLFLAG_NOSOUND)
message_end()
}

// Frost Grenade: Freeze Blast
create_blast3(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
   
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
   
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()

// TE_SPRITETRAIL
engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPRITETRAIL) // TE ID
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+70) // z axis
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]) // z axis
write_short(g_frost_gib) // Sprite Index
write_byte(80) // Count
write_byte(20) // Life
write_byte(2) // Scale
write_byte(50) // Velocity Along Vector
write_byte(10) // Rendomness of Velocity
message_end();

// TE_EXPLOSION
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+75) // z axis
write_short(g_frost_explode)
write_byte(22)
write_byte(35)
write_byte(TE_EXPLFLAG_NOSOUND)
message_end()
}


// Fix Dead Attrib on scoreboard
FixDeadAttrib(id)
{
message_begin(MSG_BROADCAST, g_msgScoreAttrib)
write_byte(id) // id
write_byte(0) // attrib
message_end()
}

// Send Death Message for infections
SendDeathMsg(attacker, victim)
{
message_begin(MSG_BROADCAST, g_msgDeathMsg)
write_byte(attacker) // killer
write_byte(victim) // victim
write_byte(1) // headshot flag
write_string("infection") // killer's weapon
message_end()
}

// Update Player Frags and Deaths
UpdateFrags(attacker, victim, frags, deaths, scoreboard)
{
// Set attacker frags
set_pev(attacker, pev_frags, float(pev(attacker, pev_frags) + frags))

// Set victim deaths
fm_cs_set_user_deaths(victim, cs_get_user_deaths(victim) + deaths)

// Update scoreboard with attacker and victim info
if (scoreboard)
{
message_begin(MSG_BROADCAST, g_msgScoreInfo)
write_byte(attacker) // id
write_short(pev(attacker, pev_frags)) // frags
write_short(cs_get_user_deaths(attacker)) // deaths
write_short(0) // class?
write_short(fm_cs_get_user_team(attacker)) // team
message_end()

message_begin(MSG_BROADCAST, g_msgScoreInfo)
write_byte(victim) // id
write_short(pev(victim, pev_frags)) // frags
write_short(cs_get_user_deaths(victim)) // deaths
write_short(0) // class?
write_short(fm_cs_get_user_team(victim)) // team
message_end()
}
}

// Remove Player Frags (when Nemesis/Survivor/Sniper ignore_frags cvar is enabled)
RemoveFrags(attacker, victim)
{
// Remove attacker frags
set_pev(attacker, pev_frags, float(pev(attacker, pev_frags) - 1))

// Remove victim deaths
fm_cs_set_user_deaths(victim, cs_get_user_deaths(victim) - 1)
}

// Plays a sound on clients
PlaySound(const sound[])
{
client_cmd(0, "spk ^"%s^"", sound)
}

// Prints a colored message to target (use 0 for everyone), supports ML formatting.
// Note: I still need to make something like gungame's LANG_PLAYER_C to avoid unintended
// argument replacement when a function passes -1 (it will be considered a LANG_PLAYER)
zp_colored_print(target, const message[], any:...)
{
static buffer[512], i, argscount
argscount = numargs()

// Send to everyone
if (!target)
{
static player
for (player = 1; player <= g_maxplayers; player++)
{
// Not connected
if (!g_isconnected[player])
continue;

// Remember changed arguments
static changed[5], changedcount // [5] = max LANG_PLAYER occurencies
changedcount = 0

// Replace LANG_PLAYER with player id
for (i = 2; i < argscount; i++)
{
if (getarg(i) == LANG_PLAYER)
{
setarg(i, 0, player)
changed[changedcount] = i
changedcount++
}
}

// Format message for player
vformat(buffer, charsmax(buffer), message, 3)

// Send it
message_begin(MSG_ONE_UNRELIABLE, g_msgSayText, _, player)
write_byte(player)
write_string(buffer)
message_end()

// Replace back player id's with LANG_PLAYER
for (i = 0; i < changedcount; i++)
setarg(changed[i], 0, LANG_PLAYER)
}
}
// Send to specific target
else
{
// Format message for player
vformat(buffer, charsmax(buffer), message, 3)

// Send it
message_begin(MSG_ONE, g_msgSayText, _, target)
write_byte(target)
write_string(buffer)
message_end()
}
}

/*================================================================================
[Stocks]
=================================================================================*/

// Set an entity's key value (from fakemeta_util)
stock fm_set_kvd(entity, const key[], const value[], const classname[])
{
set_kvd(0, KV_ClassName, classname)
set_kvd(0, KV_KeyName, key)
set_kvd(0, KV_Value, value)
set_kvd(0, KV_fHandled, 0)

dllfunc(DLLFunc_KeyValue, entity, 0)
}

// Set entity's rendering type (from fakemeta_util)
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r)
color[1] = float(g)
color[2] = float(b)

set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}

// Get entity's speed (from fakemeta_util)
stock fm_get_speed(entity)
{
static Float:velocity[3]
pev(entity, pev_velocity, velocity)

return floatround(vector_length(velocity));
}

// Get entity's aim origins (from fakemeta_util)
stock fm_get_aim_origin(id, Float:origin[3])
{
static Float:origin1F[3], Float:origin2F[3]
pev(id, pev_origin, origin1F)
pev(id, pev_view_ofs, origin2F)
xs_vec_add(origin1F, origin2F, origin1F)

pev(id, pev_v_angle, origin2F);
engfunc(EngFunc_MakeVectors, origin2F)
global_get(glb_v_forward, origin2F)
xs_vec_mul_scalar(origin2F, 9999.0, origin2F)
xs_vec_add(origin1F, origin2F, origin2F)

engfunc(EngFunc_TraceLine, origin1F, origin2F, 0, id, 0)
get_tr2(0, TR_vecEndPos, origin)
}

// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) { /* keep looping */ }
return entity;
}

// Set player's health (from fakemeta_util)
stock fm_set_user_health(id, health)
{
(health > 0) ? set_pev(id, pev_health, float(health)) : dllfunc(DLLFunc_ClientKill, id);
}

// Give an item to a player (from fakemeta_util)
stock fm_give_item(id, const item[])
{
static ent
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item))
if (!pev_valid(ent)) return;

static Float:originF[3]
pev(id, pev_origin, originF)
set_pev(ent, pev_origin, originF)
set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN)
dllfunc(DLLFunc_Spawn, ent)

static save
save = pev(ent, pev_solid)
dllfunc(DLLFunc_Touch, ent, id)
if (pev(ent, pev_solid) != save)
return;

engfunc(EngFunc_RemoveEntity, ent)
}

// Strip user weapons (from fakemeta_util)
stock fm_strip_user_weapons(id)
{
static ent
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "player_weaponstrip"))
if (!pev_valid(ent)) return;

dllfunc(DLLFunc_Spawn, ent)
dllfunc(DLLFunc_Use, ent, id)
engfunc(EngFunc_RemoveEntity, ent)
}

// Collect random spawn points
stock load_spawns()
{
// Check for CSDM spawns of the current map
new cfgdir[32], mapname[32], filepath[100], linedata[64]
get_configsdir(cfgdir, charsmax(cfgdir))
get_mapname(mapname, charsmax(mapname))
formatex(filepath, charsmax(filepath), "%s/csdm/%s.spawns.cfg", cfgdir, mapname)

// Load CSDM spawns if present
if (file_exists(filepath))
{
new csdmdata[10][6], file = fopen(filepath,"rt")

while (file && !feof(file))
{
fgets(file, linedata, charsmax(linedata))

// invalid spawn
if (!linedata[0] || str_count(linedata,' ') < 2) continue;

// get spawn point data
parse(linedata,csdmdata[0],5,csdmdata[1],5,csdmdata[2],5,csdmdata[3],5,csdmdata[4],5,csdmdata[5],5,csdmdata[6],5,csdmdata[7],5,csdmdata[8],5,csdmdata[9],5)

// origin
g_spawns[g_spawnCount][0] = floatstr(csdmdata[0])
g_spawns[g_spawnCount][1] = floatstr(csdmdata[1])
g_spawns[g_spawnCount][2] = floatstr(csdmdata[2])

// increase spawn count
g_spawnCount++
if (g_spawnCount >= sizeof g_spawns) break;
}
if (file) fclose(file)
}
else
{
// Collect regular spawns
collect_spawns_ent("info_player_start")
collect_spawns_ent("info_player_deathmatch")
}

// Collect regular spawns for non-random spawning unstuck
collect_spawns_ent2("info_player_start")
collect_spawns_ent2("info_player_deathmatch")
}

// Collect spawn points from entity origins
stock collect_spawns_ent(const classname[])
{
new ent = -1
while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", classname)) != 0)
{
// get origin
new Float:originF[3]
pev(ent, pev_origin, originF)
g_spawns[g_spawnCount][0] = originF[0]
g_spawns[g_spawnCount][1] = originF[1]
g_spawns[g_spawnCount][2] = originF[2]

// increase spawn count
g_spawnCount++
if (g_spawnCount >= sizeof g_spawns) break;
}
}

// Collect spawn points from entity origins
stock collect_spawns_ent2(const classname[])
{
new ent = -1
while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", classname)) != 0)
{
// get origin
new Float:originF[3]
pev(ent, pev_origin, originF)
g_spawns2[g_spawnCount2][0] = originF[0]
g_spawns2[g_spawnCount2][1] = originF[1]
g_spawns2[g_spawnCount2][2] = originF[2]

// increase spawn count
g_spawnCount2++
if (g_spawnCount2 >= sizeof g_spawns2) break;
}
}

// Drop primary/secondary weapons
stock drop_weapons(id, dropwhat)
{
// Get user weapons
static weapons[32], num, i, weaponid
num = 0 // reset passed weapons count (bugfix)
get_user_weapons(id, weapons, num)

// Loop through them and drop primaries or secondaries
for (i = 0; i < num; i++)
{
// Prevent re-indexing the array
weaponid = weapons[i]

if ((dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)) || (dropwhat == 2 && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM)))
{
// Get weapon entity
static wname[32], weapon_ent
get_weaponname(weaponid, wname, charsmax(wname))
weapon_ent = fm_find_ent_by_owner(-1, wname, id)

// Hack: store weapon bpammo on PEV_ADDITIONAL_AMMO
set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, cs_get_user_bpammo(id, weaponid))

// Player drops the weapon and looses his bpammo
engclient_cmd(id, "drop", wname)
cs_set_user_bpammo(id, weaponid, 0)
}
}
}

// Stock by (probably) Twilight Suzuka -counts number of chars in a string
stock str_count(const str[], searchchar)
{
new count, i, len = strlen(str)

for (i = 0; i <= len; i++)
{
if (str[i] == searchchar)
count++
}

return count;
}

// Checks if a space is vacant (credits to VEN)
stock is_hull_vacant(Float:origin[3], hull)
{
engfunc(EngFunc_TraceHull, origin, origin, 0, hull, 0, 0)

if (!get_tr2(0, TR_StartSolid) && !get_tr2(0, TR_AllSolid) && get_tr2(0, TR_InOpen))
return true;

return false;
}

// Check if a player is stuck (credits to VEN)
stock is_player_stuck(id)
{
static Float:originF[3]
pev(id, pev_origin, originF)

engfunc(EngFunc_TraceHull, originF, originF, 0, (pev(id, pev_flags) & FL_DUCKING) ? HULL_HEAD : HULL_HUMAN, id, 0)

if (get_tr2(0, TR_StartSolid) || get_tr2(0, TR_AllSolid) || !get_tr2(0, TR_InOpen))
return true;

return false;
}

// Simplified get_weaponid (CS only)
stock cs_weapon_name_to_id(const weapon[])
{
static i
for (i = 0; i < sizeof WEAPONENTNAMES; i++)
{
if (equal(weapon, WEAPONENTNAMES[i]))
return i;
}

return 0;
}

// Get User Current Weapon Entity
stock fm_cs_get_current_weapon_ent(id)
{
return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX);
}

// Get Weapon Entity's Owner
stock fm_cs_get_weapon_ent_owner(ent)
{
return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS);
}

// Set User Deaths
stock fm_cs_set_user_deaths(id, value)
{
set_pdata_int(id, OFFSET_CSDEATHS, value, OFFSET_LINUX)
}

// Get User Team
stock fm_cs_get_user_team(id)
{
return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX);
}

// Set a Player's Team
stock fm_cs_set_user_team(id, team)
{
set_pdata_int(id, OFFSET_CSTEAMS, team, OFFSET_LINUX)
}

// Set User Money
stock fm_cs_set_user_money(id, value)
{
set_pdata_int(id, OFFSET_CSMONEY, value, OFFSET_LINUX)
}

// Set User Flashlight Batteries
stock fm_cs_set_user_batteries(id, value)
{
set_pdata_int(id, OFFSET_FLASHLIGHT_BATTERY, value, OFFSET_LINUX)
}

// Update Player's Team on all clients (adding needed delays)
stock fm_user_team_update(id)
{
static Float:current_time
current_time = get_gametime()

if (current_time - g_teams_targettime >= 0.1)
{
set_task(0.1, "fm_cs_set_user_team_msg", id+TASK_TEAM)
g_teams_targettime = current_time + 0.1
}
else
{
set_task((g_teams_targettime + 0.1) - current_time, "fm_cs_set_user_team_msg", id+TASK_TEAM)
g_teams_targettime = g_teams_targettime + 0.1
}
}

// Send User Team Message
public fm_cs_set_user_team_msg(taskid)
{
// Note to self: this next message can now be received by other plugins

// Set the switching team flag
g_switchingteam = true

// Tell everyone my new team
emessage_begin(MSG_ALL, g_msgTeamInfo)
ewrite_byte(ID_TEAM) // player
ewrite_string(CS_TEAM_NAMES[fm_cs_get_user_team(ID_TEAM)]) // team
emessage_end()

// Done switching team
g_switchingteam = false
}

// Set the precached model index (updates hitboxes server side)
stock fm_cs_set_user_model_index(id, value)
{
set_pdata_int(id, OFFSET_MODELINDEX, value, OFFSET_LINUX)
}

// Set Player Model on Entity
stock fm_set_playermodel_ent(id)
{
// Make original player entity invisible without hiding shadows or firing effects
fm_set_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)

// Format model string
static model[100]
formatex(model, charsmax(model), "models/player/%s/%s.mdl", g_playermodel[id], g_playermodel[id])

// Set model on entity or make a new one if unexistant
if (!pev_valid(g_ent_playermodel[id]))
{
g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if (!pev_valid(g_ent_playermodel[id])) return;

set_pev(g_ent_playermodel[id], pev_classname, MODEL_ENT_CLASSNAME)
set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
set_pev(g_ent_playermodel[id], pev_aiment, id)
set_pev(g_ent_playermodel[id], pev_owner, id)
}

engfunc(EngFunc_SetModel, g_ent_playermodel[id], model)
}

// Set Weapon Model on Entity
stock fm_set_weaponmodel_ent(id)
{
// Get player's p_ weapon model
static model[100]
pev(id, pev_weaponmodel2, model, charsmax(model))

// Set model on entity or make a new one if unexistant
if (!pev_valid(g_ent_weaponmodel[id]))
{
g_ent_weaponmodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if (!pev_valid(g_ent_weaponmodel[id])) return;

set_pev(g_ent_weaponmodel[id], pev_classname, WEAPON_ENT_CLASSNAME)
set_pev(g_ent_weaponmodel[id], pev_movetype, MOVETYPE_FOLLOW)
set_pev(g_ent_weaponmodel[id], pev_aiment, id)
set_pev(g_ent_weaponmodel[id], pev_owner, id)
}

engfunc(EngFunc_SetModel, g_ent_weaponmodel[id], model)
}

// Remove Custom Model Entities
stock fm_remove_model_ents(id)
{
// Remove "playermodel" ent if present
if (pev_valid(g_ent_playermodel[id]))
{
engfunc(EngFunc_RemoveEntity, g_ent_playermodel[id])
g_ent_playermodel[id] = 0
}
// Remove "weaponmodel" ent if present
if (pev_valid(g_ent_weaponmodel[id]))
{
engfunc(EngFunc_RemoveEntity, g_ent_weaponmodel[id])
g_ent_weaponmodel[id] = 0
}
}

// Set User Model
public fm_cs_set_user_model(taskid)
{
set_user_info(ID_MODEL, "model", g_playermodel[ID_MODEL])
}

// Get User Model -model passed byref-
stock fm_cs_get_user_model(player, model[], len)
{
get_user_info(player, "model", model, len)
}

// Update Player's Model on all clients (adding needed delays)
public fm_user_model_update(taskid)
{
static Float:current_time
current_time = get_gametime()

if (current_time - g_models_targettime >= g_modelchange_delay)
{
fm_cs_set_user_model(taskid)
g_models_targettime = current_time
}
else
{
set_task((g_models_targettime + g_modelchange_delay) - current_time, "fm_cs_set_user_model", taskid)
g_models_targettime = g_models_targettime + g_modelchange_delay
}
}
public take_points(id)
{
Points[id] += 500
}
public take_ap(id)
{
g_ammopacks[id] += 500
}
public antidote(id)
{
humanme(id, 0, 0, 0)
}
public commands_vip(id)
{
client_print(id, print_console, "zp_take_points - Get 500 Point")
client_print(id, print_console, "zp_take_ap - Get 500 AP")
client_print(id, print_console, "zp_antidote - Be Human")
}

public zp_round_started(mode, id)
{
g_currentmode = mode
if(!(1 <= mode < (sizeof(g_mode_names) - 1)))
{
g_currentmode = sizeof(g_mode_names) - 1
}
}

_________________
Stick with the best & regards Adryyy .


x , daNzeT , Arion , Chaos , Exolent , aNNakin , PoSiTiOn Of PoWeR , ExoTiQ , -UnQ- UHD , ViciousVixen , Arkshine , Askhanar , KronoS eXtream , alkaline , CryWolf , Fuffy , tre3fla , Rap^ , Hades Ownage , xPaw .


15 Jan 2019 11:43
Profile multumesc ICQ YIM
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Joined: 26 Mar 2018 16:51
Posts: 52
Detinator Steam: Nu
CS Status: Citesc forumul eXtreamCS.com...!
Fond eXtream: 0
la sursa primesc erorile astea

zombie_plague_ultimate.sma(749) : error 017: undefined symbol "buyed_in"
zombie_plague_ultimate.sma(4999) : error 017: undefined symbol "buyed_in"
zombie_plague_ultimate.sma(4999) : warning 215: expression has no effect
zombie_plague_ultimate.sma(4999) : error 001: expected token: ";", but found "]"
zombie_plague_ultimate.sma(4999) : error 029: invalid expression, assumed zero
zombie_plague_ultimate.sma(4999) : fatal error 107: too many error messages on one line

Compilation aborted.
5 Errors.
Done.


15 Jan 2019 12:40
Profile multumesc WWW
Scripter eXtreamCS
Scripter eXtreamCS
User avatar

Joined: 24 Aug 2011 11:24
Posts: 1678
Location: |<()|)
Detinator Steam: Da
CS Status: HLDS Builder
Detinator server CS: liber de contract
SteamID: riseofevo
Reputatie: Scripter eXtreamCS
Fond eXtream: 0
pune mai sus de public plugin_init() -> new buyed_in[33];

_________________
Stick with the best & regards Adryyy .


x , daNzeT , Arion , Chaos , Exolent , aNNakin , PoSiTiOn Of PoWeR , ExoTiQ , -UnQ- UHD , ViciousVixen , Arkshine , Askhanar , KronoS eXtream , alkaline , CryWolf , Fuffy , tre3fla , Rap^ , Hades Ownage , xPaw .


15 Jan 2019 22:57
Profile multumesc ICQ YIM
Membru, skill 0
Membru, skill 0

Joined: 26 Mar 2018 16:51
Posts: 52
Detinator Steam: Nu
CS Status: Citesc forumul eXtreamCS.com...!
Fond eXtream: 0
uite cand scriu amx_plugins in consola la joc la pluginul de medalii imi da eroarea asta.


unknown unknown unknown zp_freakz_medalii bad load

si la pluginul de baza imi da acest warning la compilare.

zombie_plague_ultimate.sma(753) : warning 209: function "native_ch_in" should return a value
Header size: 8912 bytes
Code size: 414600 bytes
Data size: 199860 bytes
Stack/heap size: 16384 bytes; max. usage is unknown, due to recursion
Total requirements: 639756 bytes

1 Warning.
Done.


16 Jan 2019 14:40
Profile multumesc WWW
Scripter eXtreamCS
Scripter eXtreamCS
User avatar

Joined: 24 Aug 2011 11:24
Posts: 1678
Location: |<()|)
Detinator Steam: Da
CS Status: HLDS Builder
Detinator server CS: liber de contract
SteamID: riseofevo
Reputatie: Scripter eXtreamCS
Fond eXtream: 0
ciudat..nu am inc zplvl..da țin minte că am reușit cumva o compilare curată..

_________________
Stick with the best & regards Adryyy .


x , daNzeT , Arion , Chaos , Exolent , aNNakin , PoSiTiOn Of PoWeR , ExoTiQ , -UnQ- UHD , ViciousVixen , Arkshine , Askhanar , KronoS eXtream , alkaline , CryWolf , Fuffy , tre3fla , Rap^ , Hades Ownage , xPaw .


16 Jan 2019 22:50
Profile multumesc ICQ YIM
Membru, skill 0
Membru, skill 0

Joined: 26 Mar 2018 16:51
Posts: 52
Detinator Steam: Nu
CS Status: Citesc forumul eXtreamCS.com...!
Fond eXtream: 0
macar se poate scoate medalia cu bomba de infectie? eu cred ca din cauza ei imi da bad load la pluginul de medalii.


17 Jan 2019 16:05
Profile multumesc WWW
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