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 [ Cerere Plugin ] Meniu Arme RESPAWN 
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Salut, doresc si eu un plugin de genul [ Mai jos poze ] Se poate? :)


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29 Aug 2018 17:09
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numai cu cersitu umblati, poate fodatoru a scos niste bani din buzunar pentru acel plugin si tu il vrei pe degeaba.


30 Aug 2018 12:40
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Eu il numesc "Ajutor" si daca vrea cineva sa il dea, il da. Nu il da obligat sau etc, asa ca nu te mai baga.


30 Aug 2018 12:51
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Netestat.

csdm.cfg - locatie [ addons/amxmodx/configs | Afiseaza codul
]
Code:
;CSDM Configuration File
; Default settings by BAILOPAN

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;You must be running the Main plugin for this section
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[settings]

;Sets whether CSDM is enabled or not.
enabled = 1

;Sets whether or not players should be stripped of weapons on round start
; (excludes knife)
strip_weapons = 1

;Sets how long weapons should stay on the ground for after being dropped
;in seconds.  note that enabling this can create lots of lag for clients
; AND server.  0 is immediate, -1 is infinite.
weapons_stay = 0

;Sets the spawn mode.
; "none" - users spawn at normal map spawn points
; "preset" - csdm_spawn_preset.amxx required, uses predefined spawns in config files
; -- others may be supplied by 3rd party plugins
spawnmode = preset

;Sets whether the bomb is removed
remove_bomb = 1

;Sets the spawn waiting time
spawn_wait_time = 0.75

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;You must be running the FFA plugin for this section
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ffa]
;Set whether free for all mode is enabled by default
enabled = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;You must be running the Misc plugin for this section
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[misc]
;Map objectives are removed by their flags.
; a - as_ maps
; b - buyzones are removed
; c - cs_ maps
; d - de_ maps
remove_objectives = abcd

;Blocks people from using all buy commands
block_buy = 1

;Auto-refills ammo when it gets depleted
ammo_refill = 1

;Says a radio command to a player when they respawn
spawn_radio_msg = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;You must be running the ticketing plugin for this section
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ticketing]

;Is round ticketing enabled?
enabled = 0

;Number of times a team can have players respawn before they stop
; being able to respawn
tickets = 150


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;You must be running the protection plugin for this section
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[protection]

;Is spawn protection enabled?
enabled = 1

;Colors of glow shell, leave this in quotes
;The digits are R, G, B, A where A is the alpha transparency
; (as A gets higher, the glow shell is thicker)
colors = "0 255 0 200"

;Number of seconds someone is respawned for.
time = 2


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;You must be running the equip plugin for these sections
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[equip]

;Equip Menu flags:
; p - primary
; s - secondary
; a - armor
; g - grenade
; b - buy
menus = psa

;Autoitem flags:
; a - armor
; h - helmet
; g - grenades
; d - defusekit (CTs only!)
; n - nightvision
autoitems = ah

;Grenade flags:
; f - flashbang
; h - he grenade
; s - smoke grenade
grenades = h

;Sets number of flashbangs given if
; grenades are enabled
fnadesnum = 1


;;;;;;;;;;;;;;;;
;;WEAPON MENUS;;
;;;;;;;;;;;;;;;;

;Format for weapon menus is:
;shortname "Display Name" menupage
;Change the '1' to a '0' to block the weapon
;Removing or moving things
;  from the list will change the order of the menus!

[secondary]
usp \w[\yUSP\w] 1
glock18 \w[\yGlock\w] 1
deagle \w[\rDeagle\w] 1
p228 \w[\yP228\w] 1
elite \w[\yElite\w] 1
fiveseven "\w[\yFive Seven\w]" 1

[primary]
m4a1 \w[\yM4A1\w] 1
ak47 \w[\yAK47\w] 1
aug \w[\yAUG\w] 1
sg552 \w[\ySG552\w] 1
galil \w[\yGalil\w] 1
famas \w[\yFamas\w] 1
scout \w[\yScout\w] 1
awp \w[\yAWP\w] 1
sg550 \w[\ySG550\w] 1
m249 \w[\yM249\w] 1
g3sg1 \w[\yG3SG1\w] 1
ump45 "\w[\yUMP 45\w]" 1
mp5navy "\w[\yMP5 Navy\w]" 1
m3 \w[\yM3\w] 1
xm1014 \w[\yXM1014\w] 1
tmp \w[\yTMP\w] 1
mac10 "\w[\yMac 10\w]" 1
p90 \w[\yP90\w] 1

;List weapons here the bots can randomly have
;The short name must match one in the list above
[botsecondary]
deagle
usp

[botprimary]
ak47
m4a1
awp
galil
aug

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;You must be running the item mode plugin for this section
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[items]

;Is item mode enabled?
enabled = 0

;If set to 1, players will drop a pack of goodies when they die.
drop_packs = 1

;Sets the number of armor given by a battery. Default is 15.
battery = 15

;Sets the number of health given by a medkit. Default is 15.
medkit = 15

;Sets the time to wait for an item to reappear on its place. Default is 20 (0 = permanent)
item_time = 20

;Sets how long packs stay on the ground. (Max is 30 seconds)
drop_time = 20

;Remove semicolons to restrict any of the following items
; or add the short weapon names of the weapons you want to restrict (m4a1, ak47, awp ...)
[item_restrictions]
;longjump
;medkit
;battery
;pistolammo
;rifleammo
;shotammo
;smgammo
;awpammo
;paraammo
;fullammo
;armor



csdm_equip.sma | Afiseaza codul
Code:
/**
 * csdm_equip.sma
 * Allows for Counter-Strike to be played as DeathMatch.
 *
 * CSDM Equipment Menu
 *
 * By Freecode and BAILOPAN
 * (C)2003-2006 David "BAILOPAN" Anderson
 *
 *  Give credit where due.
 *  Share the source - it sets you free
 *  http://www.opensource.org/
 *  http://www.gnu.org/
 */
 
#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <csdm>
#include <fakemeta>

//Tampering with the author and name lines can violate the copyright
new PLUGINNAME[] = "CSDM Equip"
new VERSION[] = CSDM_VERSION
new AUTHORS[] = "CSDM Team"

#define   EQUIP_PRI   (1<<0)
#define   EQUIP_SEC   (1<<1)
#define   EQUIP_ARMOR   (1<<2)
#define   EQUIP_GREN   (1<<3)
#define EQUIP_ITEMS   (1<<4)
#define   EQUIP_ALL   (EQUIP_PRI|EQUIP_SEC|EQUIP_ARMOR|EQUIP_GREN|EQUIP_ITEMS)

//Menus
new g_SecMenu[] = "\w[\yRS\w] : \rPistols"      // Menu Name
new g_SecMenuID = -1                     // Menu ID
new g_cSecondary                        // Menu Callback
new bool:g_mSecStatus = true               // Menu Available?

new g_PrimMenu[] = "\w[\yRS\w] : \rPrimary Weapons"
new g_PrimMenuID = -1
new g_cPrimary
new bool:g_mPrimStatus = true

new g_ArmorMenu[] = "\w[\yRS\w] : \rArmor"
new g_ArmorMenuID = -1
new bool:g_mArmorStatus = true

new g_NadeMenu[] = "\w[\yRS\w] : \rGranade"
new g_NadeMenuID = -1
new bool:g_mNadeStatus = true

new g_EquipMenu[] = "\w[\yRS\w] : \rWeapons Menu"
new g_EquipMenuID = -1

new bool:g_mShowuser[33] = true

new bool:g_mAutoNades = false
new bool:g_mAutoArmor = false

//Weapon Selections
new g_SecWeapons[33][18]
new g_PrimWeapons[33][18]
new bool:g_mNades[33]
new bool:g_mArmor[33]

//Config weapon storage holders
new g_BotPrim[MAX_WEAPONS][18]
new g_iNumBotPrim

new g_BotSec[MAX_WEAPONS][18]
new g_iNumBotSec

new g_Secondary[MAX_SECONDARY][18]
new bool:g_DisabledSec[MAX_WEAPONS]
new g_iNumSec

new g_Primary[MAX_PRIMARY][18]
new bool:g_DisabledPrim[MAX_WEAPONS]
new g_iNumPrim

#define SILENCED_M4A1   0
#define SILENCED_USP      1
new bool:g_Silenced[33][2]

//Misc
new g_Armor = 0
new fnadesnum = 0
new bool:g_Flash = false
new bool:g_Nade = false
new bool:g_Smoke = false
new bool:g_NightVision = false
new bool:g_DefuseKit = false

//Quick Fix for menu pages
new g_MenuState[33] = {0}

public csdm_Init(const version[])
{
   if (version[0] == 0)
   {
      set_fail_state("CSDM failed to load.")
      return
   }
   
   // Menus and callbacks
   g_SecMenuID = menu_create(g_SecMenu, "m_SecHandler", 0)
   g_PrimMenuID = menu_create(g_PrimMenu, "m_PrimHandler", 0)
   g_ArmorMenuID = menu_create(g_ArmorMenu, "m_ArmorHandler", 0)
   g_NadeMenuID = menu_create(g_NadeMenu, "m_NadeHandler", 0)
   g_EquipMenuID = menu_create(g_EquipMenu, "m_EquipHandler", 0)
   
   menu_setprop(g_PrimMenuID, MPROP_EXIT, MEXIT_NEVER)
   menu_setprop(g_SecMenuID, MPROP_EXIT, MEXIT_NEVER)
   
   g_cSecondary = menu_makecallback("c_Secondary")
   g_cPrimary = menu_makecallback("c_Primary")
}

public csdm_CfgInit()
{
   // Config reader
   csdm_reg_cfg("equip", "cfgSetting")
   // In order for weapon menu
   csdm_reg_cfg("secondary", "cfgSecondary")
   csdm_reg_cfg("primary", "cfgPrimary")
   csdm_reg_cfg("botprimary", "cfgBotPrim")
   csdm_reg_cfg("botsecondary", "cfgBotSec")
}

public plugin_init()
{
   register_plugin(PLUGINNAME, VERSION, AUTHORS)
   
   // Build Armor/Nade/Equip Menu's
   buildMenu()
   
   register_clcmd("say guns", "enableMenu")
   register_clcmd("say /guns", "enableMenu")
   register_clcmd("say menu", "enableMenu")
   register_clcmd("say enablemenu", "enableMenu")
   register_clcmd("say enable_menu", "enableMenu")
}

public client_connect(id)
{
   g_mShowuser[id] = true
   g_mNades[id] = false
   g_mArmor[id] = false
   g_Silenced[id][SILENCED_M4A1] = false
   g_Silenced[id][SILENCED_USP] = false
   
   return PLUGIN_CONTINUE
}

public client_disconnect(id)
{
   g_mShowuser[id] = true
   g_mNades[id] = false
   g_mArmor[id] = false
   
   return PLUGIN_CONTINUE
}

public csdm_RemoveWeapon(owner, entity_id, boxed_id)
{
   new classname[32], weapon
   if (!pev_valid(entity_id))
   {
      return PLUGIN_CONTINUE
   }
   pev(entity_id, pev_classname, classname, 31)
   weapon = get_weaponid(classname)
   if (weapon == CSW_M4A1)
   {
      g_Silenced[owner][SILENCED_M4A1] = cs_get_weapon_silen(entity_id) ? true : false
   } else if (weapon == CSW_USP) {
      g_Silenced[owner][SILENCED_USP] = cs_get_weapon_silen(entity_id) ? true : false
   }
   
   return PLUGIN_CONTINUE
}

public csdm_PostDeath(killer, victim, headshot, const weapon[])
{
   /* Clean up any defusal kits we might have made! */
   if (!g_DefuseKit)
   {
      return
   }
   
   /* This might have a race condition for team switches... */
   if (cs_get_user_team(victim) == CS_TEAM_CT)
   {
      cs_set_user_defuse(victim, 0)
   }
}

public cfgSecondary(readAction, line[], section[])
{
   if (readAction == CFG_READ)
   {
      if (g_iNumSec >= MAX_SECONDARY)
         return PLUGIN_HANDLED
      
      new wep[16], display[48], dis[4]
      new cmd[6]

      parse(line, wep, 15, display, 47, dis, 3)
      
      new disabled = str_to_num(dis)
      
      //Copy weapon into array
      format(g_Secondary[g_iNumSec], 17, "weapon_%s", wep)

      g_DisabledSec[g_iNumSec] = disabled ? false : true
      
      format(cmd,5,"%d ",g_iNumSec)
      g_iNumSec++
      
      //TODO: Add menu_destroy_items to remake menu on cfg reload
      menu_additem(g_SecMenuID, display, cmd, 0, g_cSecondary)
   }
   else if (readAction == CFG_RELOAD)
   {
      g_SecMenuID = menu_create(g_SecMenu, "m_SecHandler", 0)
      g_iNumSec = 0
   }
   else if (readAction == CFG_DONE)
   {
      //Nothing for now
      return PLUGIN_HANDLED
   }
   
   return PLUGIN_HANDLED
}

public cfgPrimary(readAction, line[], section[])
{
   if (readAction == CFG_READ)
   {
      if (g_iNumPrim >= MAX_PRIMARY)   
         return PLUGIN_HANDLED
         
      new wep[16], display[48], dis[4]
      new cmd[6]

      parse(line, wep, 15, display, 47, dis, 3)
      
      new disabled = str_to_num(dis)
      
      //Copy weapon into array
      format(g_Primary[g_iNumPrim], 17, "weapon_%s", wep)
      g_DisabledPrim[g_iNumPrim] = disabled ? false : true
      
      format(cmd, 5, "%d", g_iNumPrim)
      g_iNumPrim++
      
      //TODO: Add menu_destroy_items to remake menu on cfg reload
      menu_additem(g_PrimMenuID, display, cmd, 0, g_cPrimary)
   } else if (readAction == CFG_RELOAD) {
      g_PrimMenuID = menu_create(g_PrimMenu, "m_PrimHandler", 0)
      g_iNumPrim = 0
   } else if (readAction == CFG_DONE) {
      //Nothing for now
      return PLUGIN_HANDLED
   }
   
   return PLUGIN_HANDLED
}
   
   
public cfgBotPrim(readAction, line[], section[])
{
   if (readAction == CFG_READ)
   {
   
      new wep[16], display[32]

      parse(line, wep, 15, display, 31)
      
      //Copy weapon into array
      format(g_BotPrim[g_iNumBotPrim], 17, "weapon_%s", wep)
      g_iNumBotPrim++
   } else if (readAction == CFG_RELOAD) {
      g_iNumBotPrim = 0
   } else if (readAction == CFG_DONE) {
      //Nothing for now
      return PLUGIN_HANDLED
   }
   
   return PLUGIN_HANDLED
}

public cfgBotSec(readAction, line[], section[])
{
   if (readAction == CFG_READ)
   {
   
      new wep[16], display[32]

      parse(line, wep, 15, display, 31)
      
      //Copy weapon into array
      format(g_BotSec[g_iNumBotSec], 17, "weapon_%s", wep)
      g_iNumBotSec++
   } else if (readAction == CFG_RELOAD) {
      g_iNumBotSec = 0
   } else if (readAction == CFG_DONE) {
      //Nothing for now
      return PLUGIN_HANDLED
   }
   
   return PLUGIN_HANDLED
}

public cfgSetting(readAction, line[], section[])
{
   if (readAction == CFG_READ)
   {

      new setting[16], sign[3], value[6]

      parse(line, setting, 15, sign, 2, value, 5)
      
      // Menus settings
      if (contain(setting,"menus") != -1)
      {
         if (containi(value, "p") != -1)
         {
            g_mPrimStatus = true
         }
         
         if (containi(value, "s") != -1)
         {
            g_mSecStatus = true
         }
         
         if (containi(value, "a") != -1)
         {
            g_mArmorStatus = true
         }
         
         if (containi(value, "g") != -1)
         {
            g_mNadeStatus = true
         }
         
         return PLUGIN_HANDLED
      } else if (contain(setting, "autoitems") != -1) {

         if (containi(value, "a")  != -1)
         {
            //Disable Armor Menu
            g_mArmorStatus = false
            g_mAutoArmor = true
            
            g_Armor = 1
         }
                  
         if (containi(value, "h") != -1)
         {
            //Disable Armor Menu
            g_mArmorStatus = false
            g_mAutoArmor = true
            g_Armor = 2
         }
         
         if (containi(value, "g") != -1)
         {
            //Disable Grenade Menu
            g_mNadeStatus = false
            g_mAutoNades = true
         }
         
         if (containi(value, "d") != -1)
         {
            g_DefuseKit = true
         }
         
         if (containi(value, "n") != -1)
         {
            g_NightVision = true
         }
         
         return PLUGIN_HANDLED
      } else if (contain(setting, "grenades") != -1) {
         if (containi(value, "f") != -1)
         {
            g_Flash = true
         }
         
         if (containi(value, "h") != -1)
         {
            g_Nade = true
         }
         
         if (containi(value, "s") != -1)
         {
            g_Smoke = true
         }
      } else if (contain(setting, "fnadesnum") != -1) {
         fnadesnum = str_to_num(value)
      }
      
      return PLUGIN_HANDLED
   } else if (readAction == CFG_RELOAD) {
      g_mArmorStatus = false
      g_mNadeStatus = false
      g_Flash = false
      g_Nade = false
      g_Smoke = false
      g_Armor = 0
      g_mSecStatus = false
      g_mPrimStatus = false
      g_mAutoNades = false
      g_DefuseKit = false
      g_NightVision = false
      fnadesnum = 1
   } else if (readAction == CFG_DONE) {
      //Nothing for now
      return PLUGIN_HANDLED
   }
   
   return PLUGIN_HANDLED
}

//Secondary Weapon Callback
public c_Secondary(id, menu, item)
{

   if( item < 0 ) return PLUGIN_CONTINUE
   
   new cmd[6], iName[64]
   new access, callback
   
   menu_item_getinfo(menu, item, access, cmd,5, iName, 63, callback)
   
   new dis = str_to_num(cmd)
   
   //Check to see if item is disabled
   if (g_DisabledSec[dis])
   {
      return ITEM_DISABLED
   }
   else
   {
      return ITEM_ENABLED
   }
   
   return PLUGIN_HANDLED
}

//Primary Weapon Callback
public c_Primary(id, menu, item)
{

   if (item < 0)
      return PLUGIN_CONTINUE
   
   // Get item info
   new cmd[6], iName[64]
   new access, callback
   
   menu_item_getinfo(menu, item, access, cmd,5, iName, 63, callback)
   
   new dis = str_to_num(cmd)
   
   //Check to see if item is disabled
   if (g_DisabledPrim[dis])
   {
      return ITEM_DISABLED
   }
   else
   {
      return ITEM_ENABLED
   }
   
   return PLUGIN_HANDLED
}

//Equipment Menu handler
public m_EquipHandler(id, menu, item)
{
   if (item < 0)
   {
      return PLUGIN_CONTINUE
   }
   
   // Get item info
   new cmd[2], iName[64]
   new access, callback
   
   menu_item_getinfo(menu, item, access, cmd, 1, iName, 63, callback)
   
   new choice = str_to_num(cmd)
   
   switch(choice)
   {
      case 1:
      {
         if (g_mSecStatus)
         {
            menu_display(id, g_SecMenuID, 0)
         }
         else if (g_mPrimStatus)
         {
            menu_display(id, g_PrimMenuID, 0)
         }
         else if (g_mArmorStatus)
         {
            menu_display(id, g_ArmorMenuID, 0)
         }
         else if (g_mNadeStatus)
         {
            if (g_mAutoArmor)
            {
               equipUser(id, EQUIP_ARMOR)
            }
            menu_display(id, g_NadeMenuID, 0)
         } else {
            if (g_mAutoArmor)
            {
               equipUser(id, EQUIP_ARMOR)
            }
            if (g_mAutoNades)
            {
               equipUser(id, EQUIP_GREN)
            }
            equipUser(id, EQUIP_ITEMS)
         }
      }
      case 2:
      {
         // Equip person with last settings
         equipUser(id, EQUIP_ALL)
      }
      case 3:
      {
         g_mShowuser[id] = false
         client_print(id, print_chat, "[CSDM] Type ^"guns^" in chat to re-enable your equip menu.")
         equipUser(id, EQUIP_ALL)
      }
   }
   
   return PLUGIN_HANDLED
}

//Secondary Wep Menu handler
public m_SecHandler(id, menu, item)
{
   // Get item info
   new cmd[6], iName[64]
   new access, callback
   
   menu_item_getinfo(menu, item, access, cmd,5, iName, 63, callback)
   
   new wep = str_to_num(cmd)
   
   copy(g_SecWeapons[id],17,g_Secondary[wep])
   equipUser(id, EQUIP_SEC)
   
   // Show next menu here
   
   if (g_mPrimStatus)
   {
      menu_display(id, g_PrimMenuID, 0)
   }
   else if (g_mArmorStatus)
   {
      menu_display(id, g_ArmorMenuID, 0)
   }
   else if (g_mNadeStatus)
   {
      if (g_mAutoArmor)
      {
         equipUser(id, EQUIP_ARMOR)
      }
      menu_display(id, g_NadeMenuID, 0)
   }
   else
   {
      if (g_mAutoArmor)
      {
         equipUser(id, EQUIP_ARMOR)
      }
      if (g_mAutoNades)
      {
         equipUser(id, EQUIP_GREN)
      }
      equipUser(id, EQUIP_ITEMS)
   }
   
   return PLUGIN_HANDLED
}

//Primary Wep Menu handler
public m_PrimHandler(id, menu, item)
{
   if (item < 0)  return PLUGIN_HANDLED
   
   // Get item info
   new cmd[6], iName[64]
   new access, callback
   
   if (menu_item_getinfo(menu, item, access, cmd,5, iName, 63, callback))
   {
      new wep = str_to_num(cmd)
   
      copy(g_PrimWeapons[id], 17, g_Primary[wep])
      equipUser(id, EQUIP_PRI)
   }
      
   // Show next menu here
      
   if (g_mArmorStatus)
   {
      menu_display(id, g_ArmorMenuID, 0)
   }
   else if (g_mNadeStatus)
   {
      if (g_mAutoArmor)
      {
         equipUser(id, EQUIP_ARMOR)
      }
      menu_display(id, g_NadeMenuID, 0)
   } else {
      if (g_mAutoArmor)
      {
         equipUser(id, EQUIP_ARMOR)
      }
      if (g_mAutoNades)
      {
         equipUser(id, EQUIP_GREN)
      }
      equipUser(id, EQUIP_ITEMS)
   }
   
   return PLUGIN_HANDLED
}

//Armor Menu handler
public m_ArmorHandler(id, menu, item)
{
   if (item < 0) return PLUGIN_CONTINUE
   
   // Get item info
   new cmd[6], iName[64]
   new access, callback

   menu_item_getinfo(menu, item, access, cmd,5, iName, 63, callback)
   
   new choice = str_to_num(cmd)
   
   if (choice == 1)
   {
      g_mArmor[id] = true
   }
   else if (choice == 2)
   {
      g_mArmor[id] = false
   }
   equipUser(id, EQUIP_ARMOR)
   
   // Show next menu here
   
   if (g_mNadeStatus)
   {
      menu_display(id, g_NadeMenuID, 0)
   } else {
      if (g_mAutoNades)
      {
         equipUser(id, EQUIP_GREN)
      }
      equipUser(id, EQUIP_ITEMS)
   }
   
   return PLUGIN_HANDLED
}

//Nade Menu handler
public m_NadeHandler(id, menu, item)
{
   if (item < 0) return PLUGIN_CONTINUE
   
   new cmd[6], iName[64]
   new access, callback
   
   menu_item_getinfo(menu, item, access, cmd, 5, iName, 63, callback)
   
   new choice = str_to_num(cmd)
   
   if (choice == 1)
   {
      g_mNades[id] = true
   }
   else if (choice == 2)
   {
      g_mNades[id] = false
   }
   
   equipUser(id, EQUIP_GREN)
   equipUser(id, EQUIP_ITEMS)

   return PLUGIN_HANDLED
}

buildMenu()
{
   //Equip Menu
   menu_additem(g_EquipMenuID, "\w( \yNew Guns \w)", "1", 0, -1)
   menu_additem(g_EquipMenuID, "\w( \yPrevious Setup \w)", "2", 0, -1)
   menu_additem(g_EquipMenuID, "\w( \yDon't show menu again \w)", "3", 0, -1)
   menu_setprop(g_EquipMenuID, MPROP_EXIT, MEXIT_NEVER)
   
   //Armor Menu
   menu_additem(g_ArmorMenuID, "\w( \yYes, armor up \w)", "1", 0, -1)
   menu_additem(g_ArmorMenuID, "\w( \yNo Armor \w)", "2", 0, -1)
   menu_setprop(g_ArmorMenuID, MPROP_EXIT, MEXIT_NEVER)
   
   //Nade Menu
   menu_additem(g_NadeMenuID, "\w( \yAll Grenades \w)", "1", 0, -1)
   menu_additem(g_NadeMenuID, "\w( \yNo Grenades \w)", "2", 0, -1)
   menu_setprop(g_NadeMenuID, MPROP_EXIT, MEXIT_NEVER)
   
   return PLUGIN_HANDLED
}

equipUser(id, to)
{
   if (!is_user_alive(id) )
      return
   
   if (to & EQUIP_SEC)
   {
      //Give Secondary
      GiveUserFullWeapon(id, g_SecWeapons[id])
   }
   
   if (to & EQUIP_PRI)
   {
      //Give Primary
      GiveUserFullWeapon(id, g_PrimWeapons[id])
   }
   
   if (to & EQUIP_ARMOR)
   {
      //Give Armor
      if (g_mAutoArmor || g_mArmor[id])
      {
         new armor = g_mArmor[id] ? 2 : g_Armor
         cs_set_user_armor(id, DEFAULT_ARMOR, CsArmorType:armor)
      }
   }
   
   if (to & EQUIP_GREN)
   {
      //Give Nades
      if (g_mNades[id] || g_mAutoNades)
      {
            
         if (g_Nade)
         {
            GiveUserFullWeapon(id,"weapon_hegrenade")
         }
         
         if (g_Smoke)
         {
            GiveUserFullWeapon(id, "weapon_smokegrenade")
         }
      
         if (g_Flash && fnadesnum)
         {
            GiveUserFullWeapon(id, "weapon_flashbang")
            if (fnadesnum == 2)
            {
               GiveUserFullWeapon(id, "weapon_flashbang")
            }
         }

      }
   }
   
   if (to & EQUIP_ITEMS)
   {
      if (g_DefuseKit && (cs_get_user_team(id) == CS_TEAM_CT))
      {
         cs_set_user_defuse(id, 1)
      }
      if (g_NightVision)
      {
         cs_set_user_nvg(id, 1)
      }
   }
}

GiveUserFullWeapon(id, const wp[])
{
   /** First check to make sure the user does not have a weapon in this slot */
   new wpnid = get_weaponid(wp)
   new weapons[MAX_WEAPONS], num
   new name[24], weap
   new slot
   if (wpnid == 0)
   {
      if (equal(wp, "weapon_shield"))
      {
         slot = SLOT_PRIMARY
         wpnid = -1
      }
   } else {
      slot = g_WeaponSlots[wpnid]
   }
   if ((slot == SLOT_SECONDARY || slot == SLOT_PRIMARY)
       && wpnid > 0)
   {
      get_user_weapons(id, weapons, num)
      for (new i=0; i<num; i++)
      {
         weap = weapons[i]
         if (weap == wpnid)
         {
            continue
         }
         if (g_WeaponSlots[weap] == slot)
         {
            if (slot == SLOT_SECONDARY && cs_get_user_shield(id))
            {
               //temporary fix!
               drop_with_shield(id, weap)
            } else {
               get_weaponname(weap, name, 23)
               csdm_force_drop(id, name)
            }
         }
      }
   } else if (slot == SLOT_PRIMARY && wpnid == -1 && cs_get_user_shield(id)) {
      return
   }
   
   if (slot == SLOT_PRIMARY && cs_get_user_shield(id) && wpnid > 0)
   {
      csdm_fwd_drop(id, -1, "weapon_shield")
   }
   
   new item_id = csdm_give_item(id, wp)
   if (item_id > 0)
   {
      if (wpnid == CSW_M4A1)
      {
         cs_set_weapon_silen(item_id, g_Silenced[id][SILENCED_M4A1], 1)
      } else if (wpnid == CSW_USP) {
         cs_set_weapon_silen(item_id, g_Silenced[id][SILENCED_USP], 1)
      }
   }

   if (wpnid > 0)
   {
      new bpammo = g_MaxBPAmmo[wpnid]
      if (bpammo)
      {
         cs_set_user_bpammo(id, wpnid, bpammo)
      }
   }
}

// MAIN FUNCTION OF THE PLUGIN
public csdm_PostSpawn(player)
{
   if (is_user_bot(player))
   {
         new randPrim = random_num(0, g_iNumBotPrim-1)
         new randSec = random_num(0, g_iNumBotSec-1)
          
         // By our lMOSTeast favorite guy KWo RIP - 02.11.2005.
         new randArm = random_num(0, 2)
         new randGre = random_num(0, 2)
         
         GiveUserFullWeapon(player, g_BotPrim[randPrim])
         GiveUserFullWeapon(player, g_BotSec[randSec])

         g_mArmor[player] = (g_mArmorStatus && randArm)
         g_mNades[player] = (g_mNadeStatus && randGre)
   
         if (g_mAutoArmor || g_mArmor[player])
         {
            equipUser(player, EQUIP_ARMOR)
         }

         if (g_mAutoNades || g_mNades[player])
         {
            equipUser(player, EQUIP_GREN)
         }
         if (g_DefuseKit)
         {
            equipUser(player, EQUIP_ITEMS)
         }
   } else {
      if (g_mShowuser[player])
      {
         g_MenuState[player] = 1
         menu_display(player, g_EquipMenuID, 0)
      } else {
         g_MenuState[player] = 0
         equipUser(player, EQUIP_ALL)
      }
   }
   
   return PLUGIN_CONTINUE
}

public enableMenu(id)
{
   if (!csdm_active())
      return PLUGIN_CONTINUE
      
   if (!g_mShowuser[id])
   {
      g_mShowuser[id] = true
      client_print(id, print_chat, "[CSDM] Your equip menu has been re-enabled.")
      if (!g_MenuState[id])
      {
         g_MenuState[id] = 1
         menu_display(id, g_EquipMenuID, 0)
      }
   } else {
      client_print(id, print_chat, "[CSDM] Your equip menu is already enabled.")
   }
   
   return PLUGIN_HANDLED
}

_________________
Țepe date | Afiseaza codul
Ce-oi vrea să vezi?


30 Aug 2018 14:18
Profile multumesc
Membru, skill +1
Membru, skill +1
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Joined: 13 Jul 2018 13:44
Posts: 121
Location: Câmpulung
Detinator Steam: Da
SteamID: Andu
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Scuze ca revin tocmai acum cu un raspuns, dar nu functioneaza sa-l compliez. ( http://prntscr.com/lqrlci )


04 Dec 2018 23:40
Profile multumesc YIM WWW
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Joined: 05 Jun 2016 22:04
Posts: 1129
Location: beyond the time
Detinator Steam: Da
Detinator server CS: GO/CSGO.WARED.RO
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OnLyYoNuTz wrote:
numai cu cersitu umblati, poate fodatoru a scos niste bani din buzunar pentru acel plugin si tu il vrei pe degeaba.

Ce plugin ma?! Niste culori bagate la misto in config pff...

Vezi si tu eroarea ce zice, daca nu stii engleza https://translate.google.ro/?hl=ro#view ... l=en&tl=ro si ca sa te scutesc de munca, acel plugin trebuie compilat local si incluzand csdm.inc

OFF: De ce vrei tu sa ai ce are si el si nu altfel? Sa fii unic nu copia cuiva, stiu acel server, are playeri doar din boost e praf fara boost, nu e nimic special la el ;)

_________________


04 Dec 2018 23:54
Profile multumesc YIM WWW
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Joined: 06 Jan 2008 15:20
Posts: 410
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Sunt bune modificarile Laurentiu P., l-am pus si eu pe server la mine...


05 Dec 2018 10:45
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