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Joined: 23 Sep 2018 13:15
Posts: 7
Detinator Steam: Da
CS Status: Citesc forumul eXtreamCS.com...!
Detinator server CS: 89.34.25.182:27015
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Salut , cum pot face ca acest plugin sa salveze level in mysql ?
Acum salveaza in nvault...


| Afiseaza codul
#include <amxmodx>
#include <amxmisc>
#include <nvault>
#include <fakemeta>
#include <zombie_plague_special>
#include <hamsandwich>
#include <fun>

/*================================================================================
Info
==================================================================================

Zombie XP Mode by redomin8
MeRcyLeZZ coded a huuuuge portion of the code, and I learned
from his genius and maybe made some changes (some was perfect)

Also, I'd very much like to thank G-Dog for all the help with creating
ZP Bank, I used his code to learn nvault. Good job guys!

Thanks to AssKicR and xeroblood for making ExplodeString.

Enjoy it, take it apart, make a better one. Have fun!

================================================================================
Editable Section follows
================================================================================*/

// Uncomment to have an item added to zp's extra menu
#define TRIGGER_ZP_ITEM

// Uncomment to use say commands like "xp", "levels", "class", etc
#define TRIGGER_SAYMENU

// Uncomment if you have redomin8's [ZP] Bank - With Autosave installed (fixes spending spree bug)
//#define ZP_BANK_AUTOSAVE

// Uncomment to allow experimental menu alignment
//#define ZP_ALIGN_TEXT

//Uncomment to give levels to people
//#define ZP_GAMERUINER

//Uncomment to automatically bind a letter to show our menu
#define ZP_BINDMENU "j"

/*================================================================================
End Editable Section
================================================================================*/

#if defined TRIGGER_ZP_ITEM
new g_TriggerItem
#endif
#if defined ZP_BANK_AUTOSAVE
//compatibility with zp_banks spending spree mode
native zp_bank_get_packs(id)
native zp_bank_set_packs(id, value)
#endif

// Plugin info
static const PLUGIN_NAME[] = "ZP XP by redomin8"
static const PLUGIN_VERSION[] = "1.1"

// Forwards for our zombie plugins
new g_fwRoundStart, g_fwDummyResult

// nVault parameters
new gvault;
#define VAULT_LEVEL 0
#define VAULT_HCLASS 1
#define VAULT_ZCLASS 2

// Internal variables
enum pcvar
{
enable = 0,
packslevelup //(current level) * packslevelup = price to level up
}
new pcvars[pcvar];
new userLevel[33], userAuthID[33][32], userNeededPacks[33]
new g_modname[32] // for formating the mod name
new g_maxplayers // max players counter

/*================================================================================
Required Code from zombie_plague (modified to suite the plugin)
================================================================================*/

const MAX_CLASSSES = 40

// Note: keep g_zclass_name and g_hclass_name the same array size!
// Zombie Classes vars
new g_zclass_name[MAX_CLASSSES][32] // name
new g_zclass_info[MAX_CLASSSES][32] // description
new g_zclass_model[MAX_CLASSSES][32] // player model
new g_zclass_clawmodel[MAX_CLASSSES][32] // claw model
new g_zclass_hp[MAX_CLASSSES] // health
new g_zclass_spd[MAX_CLASSSES] // speed
new g_zclass_lvl[MAX_CLASSSES] // level
new Float:g_zclass_grav[MAX_CLASSSES] // gravity
new Float:g_zclass_kb[MAX_CLASSSES] // knockback
new g_zclass_load[MAX_CLASSSES][40] // loading identifier
new g_zclass_i // loaded zombie classes counter

// Human Classes vars
new g_hclass_name[MAX_CLASSSES][32] // name
new g_hclass_info[MAX_CLASSSES][32] // description
new g_hclass_model[MAX_CLASSSES][32] // player model
new g_hclass_weapons[MAX_CLASSSES][32] // claw model
new g_hclass_hp[MAX_CLASSSES] // health
new g_hclass_spd[MAX_CLASSSES] // speed
new g_hclass_lvl[MAX_CLASSSES] // level
new Float:g_hclass_grav[MAX_CLASSSES] // gravity
new g_hclass_load[MAX_CLASSSES][40] // loading identifier
new g_hclass_i // loaded zombie classes counter

// For menu handlers
#define ZCLASSES_STARTID g_menu_data[id][0]
#define ZCLASSES_SELECTION (g_menu_data[id][0]+key)
#define HCLASSES_STARTID g_menu_data[id][1]
#define HCLASSES_SELECTION (g_menu_data[id][1]+key)
new g_menu_data[33][8] // data for various menus
const MENU_KEY_BACK = 7
const MENU_KEY_NEXT = 8
const MENU_KEY_EXIT = 9
const KEYSMENU = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)|(1<<8)|(1<<9)

// Cvars
new cvar_welcomemsg, cvar_removeweapons, cvar_removexp, cvar_removezombie;

// Vars
new g_zombieclassnext[33] // zombie class for next infection
new g_humanclassnext[33] // zombie class for next infection
new g_zombieclass[33] // zombie class
new g_humanclass[33] // zombie class
new g_resetparams[33] // reset params?
new bool:g_hclass_showmenu[33]
new bool:g_zclass_showmenu[33]

const OFFSET_CSTEAMS = 114
const OFFSET_LINUX = 5 // offsets 5 higher in Linux builds
enum
{
CS_TEAM_UNASSIGNED = 0,
CS_TEAM_T,
CS_TEAM_CT,
CS_TEAM_SPECTATOR
}
new g_freezetime; // whether it's freeze time
new bool:g_human[33]; // is zombie
new bool:loadedZombies //bugfix for cvar_removezombies being enabled after it was disabled first (and no zombies loaded)
/* --- FOR OUR HUD --- */
// Tasks for events
enum (+= 100)
{
TASK_SHOWHUD
}

// IDs inside tasks
#define ID_SHOWHUD (taskid - TASK_SHOWHUD)

// Message sync object
new g_MsgSync2

// Message IDs vars
new g_msgSayText

// Constants
const PEV_SPEC_TARGET = pev_iuser2
new const textHeader[] = "[ZMOXP]"
new const textHeaderOrig[] = "[ZMOXP]" //imitate Zombie Plague alerts

// 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 = 0.6
const Float:HUD_SPECT_Y = 0.85
const Float:HUD_STATS_X = 1.005 //changed to right align
const Float:HUD_STATS_Y = 0.9

/*================================================================================
Constants JUST for giving guns
================================================================================*/

// CS Offsets
#if cellbits == 32
const OFFSET_CSTEAMS = 114
const OFFSET_CSMONEY = 115
const OFFSET_NVGOGGLES = 129
const OFFSET_ZOOMTYPE = 363
const OFFSET_CSDEATHS = 444
const OFFSET_AWM_AMMO = 377
const OFFSET_SCOUT_AMMO = 378
const OFFSET_PARA_AMMO = 379
const OFFSET_FAMAS_AMMO = 380
const OFFSET_M3_AMMO = 381
const OFFSET_USP_AMMO = 382
const OFFSET_FIVESEVEN_AMMO = 383
const OFFSET_DEAGLE_AMMO = 384
const OFFSET_P228_AMMO = 385
const OFFSET_GLOCK_AMMO = 386
const OFFSET_FLASH_AMMO = 387
const OFFSET_HE_AMMO = 388
const OFFSET_SMOKE_AMMO = 389
const OFFSET_C4_AMMO = 390
const OFFSET_CLIPAMMO = 51
#else
const OFFSET_CSTEAMS = 139
const OFFSET_CSMONEY = 140
const OFFSET_NVGOGGLES = 155
const OFFSET_ZOOMTYPE = 402
const OFFSET_CSDEATHS = 493
const OFFSET_AWM_AMMO = 426
const OFFSET_SCOUT_AMMO = 427
const OFFSET_PARA_AMMO = 428
const OFFSET_FAMAS_AMMO = 429
const OFFSET_M3_AMMO = 430
const OFFSET_USP_AMMO = 431
const OFFSET_FIVESEVEN_AMMO = 432
const OFFSET_DEAGLE_AMMO = 433
const OFFSET_P228_AMMO = 434
const OFFSET_GLOCK_AMMO = 435
const OFFSET_FLASH_AMMO = 46
const OFFSET_HE_AMMO = 437
const OFFSET_SMOKE_AMMO = 438
const OFFSET_C4_AMMO = 439
const OFFSET_CLIPAMMO = 65
#endif

// Buy Menu: Primary and Secondary Weapons
new const g_primary_items[][] = { "weapon_galil", "weapon_famas", "weapon_m4a1", "weapon_ak47", "weapon_sg552", "weapon_aug", "weapon_scout",
"weapon_m3", "weapon_xm1014", "weapon_tmp", "weapon_mac10", "weapon_ump45", "weapon_mp5navy", "weapon_p90" }
new const g_secondary_items[][] = { "weapon_glock18", "weapon_usp", "weapon_p228", "weapon_deagle", "weapon_fiveseven", "weapon_elite" }


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

// Additional Items to give after buying all weapons (e.g. grenades)
new const g_additional_items[][] = { "weapon_hegrenade", "weapon_flashbang", "weapon_smokegrenade" }

// 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)

const PEV_ADDITIONAL_AMMO = pev_iuser1

/*================================================================================
The code starts here
================================================================================*/

public plugin_precache()
{
// Register all our cvars
cvar_welcomemsg = register_cvar("zp_xp_welcomemsg", "1");
cvar_removeweapons = register_cvar("zp_xp_removeweapons", "0");
cvar_removexp = register_cvar("zp_xp_removexp", "0");
cvar_removezombie = register_cvar("zp_xp_removezombie", "0");
}

public plugin_init()
{
// Register the plugin
register_plugin(PLUGIN_NAME, PLUGIN_VERSION, "Huh?")

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

// Register the menus
register_menu("Game Menu", KEYSMENU, "menu_game")
register_menu("Zombie Class Menu", KEYSMENU, "menu_zclass")
register_menu("Human Class Menu", KEYSMENU, "menu_hclass")

// For setting human's skills
register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")

// For setting the user human on connecting
RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1)

// For setting humans speed also
register_logevent("logevent_round_start",2, "1=Round_Start")

// Register event round start for humans
register_event("HLTV", "event_round_start", "a", "1=0", "2=0");

// Register forward for our plugins
g_fwRoundStart = CreateMultiForward("zp_round_started_human", ET_IGNORE, FP_CELL)

// Set our vars to disable zombie plague functions
set_task(1.0, "set_cvars")

// Register variables
pcvars[enable] = register_cvar("zp_xp_enable", "1")
pcvars[packslevelup] = 800

// Register client commands
register_clcmd("zp_xp_costscale", "SetPacksLevelUp")
register_clcmd("zp_xp_set_level", "SetLevel")
register_clcmd("zp_xp_removexp", "RemoveXP")
register_clcmd("zp_xp_removezombies", "RemoveZombies")
register_clcmd("zp_xp_removeweapons", "RemoveWeapons")

//trigger for handling the menu
#if defined TRIGGER_ZP_ITEM
g_TriggerItem = zp_register_extra_item("Zombie XP Menu", 0, 0)
#endif
#if defined TRIGGER_SAYMENU
register_clcmd("say xp", "handle_say_xp")
register_clcmd("say level", "handle_say_level")
register_clcmd("say class", "handle_say_class")
register_clcmd("say xpmenu", "handle_say_xpmenu")
#endif

//Settings variables
g_msgSayText = get_user_msgid("SayText")

// Format mod name
formatex(g_modname, sizeof g_modname - 1, "Zombie ZMOXP %s", PLUGIN_VERSION)

// Get Max Players
g_maxplayers = get_maxplayers()

//nVault
gvault = nvault_open(PLUGIN_NAME);

//for our HUD (shows level on screen)
//g_MsgSync2 = CreateHudSyncObj()
}

public set_cvars()
{
// Disable zombie_plague's zombie auto menu
if( get_pcvar_num(cvar_removezombie) == 0) set_cvar_num("zp_zombie_classes", 0);
if( get_pcvar_num(cvar_removeweapons) == 0) set_cvar_num("zp_buy_custom", 1);
}

public plugin_natives()
{
//natives
register_native("zpxp_register_extra_item", "native_register_extra_item", 1)
register_native("zpxp_register_human_class", "native_register_human_class", 1)
register_native("zpxp_register_zombie_class", "native_register_zombie_class", 1)
register_native("zp_get_user_human_class", "native_get_user_human_class", 1)
}

public plugin_end()
{
if( get_pcvar_num(cvar_removexp) == 0)
{
// Save everyone's data first
server_print("%s Saving your clients XP.", textHeader);

for( new o = 1; o < 33; o++)
{
//if ( !is_user_connected(o) || is_user_bot(o) ) continue;
if ( !is_user_connected(o) ) continue;
if ( is_user_bot(o) ) continue;

save_data(o);
}
}

nvault_close(gvault)

//Bugfix:
if( (loadedZombies == false) && ( get_pcvar_num(cvar_removezombie) == 0 ))
{
set_pcvar_num(cvar_removezombie, 0);
set_cvar_num("zp_zombie_classes", 0)
}
}

#if defined TRIGGER_SAYMENU
public handle_say_xp(id)
{

#if defined ZP_BINDMENU
new strLetter[2];
copy(strLetter, sizeof strLetter - 1, ZP_BINDMENU);
strtoupper(strLetter);
strtoupper(ZP_BINDMENU);

zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "SAY_INFO_KEY", strLetter)
#else
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "SAY_INFO")
#endif
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "SAY_XP", pcvars[packslevelup] * userLevel[id], userLevel[id])
return PLUGIN_HANDLED
}
public handle_say_level(id)
{
//return level
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "SAY_LEVEL", userLevel[id])
return PLUGIN_HANDLED
}
public handle_say_class(id)
{
//return class
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "SAY_CLASS", g_hclass_name[g_humanclass[id]], g_zclass_name[g_zombieclass[id]])
return PLUGIN_HANDLED
}
public handle_say_xpmenu(id)
{
show_menu_game(id);
return PLUGIN_HANDLED
}
#endif

#if defined TRIGGER_ZP_ITEM
public zp_extra_item_selected(player, itemid)
{
if(itemid == g_TriggerItem)
{
//show the menu
show_menu_game(player);
}
}
#endif

#if defined ZP_BANK_AUTOSAVE
public getAmmoPacks(id)
{
return zp_bank_get_packs(id);
}
public setAmmoPacks(id, value)
{
return zp_bank_set_packs(id, value);
}
#else
public getAmmoPacks(id)
{
return zp_get_user_ammo_packs(id);
}
public setAmmoPacks(id, value)
{
return zp_set_user_ammo_packs(id, value);
}
#endif


public SetLevel(id)
{
//Multilang is not enabled here since I plan to remove this funtionality once this leaves BETA
#if defined ZP_GAMERUINER
if ( read_argc() > 3 ) return PLUGIN_HANDLED;

new arg1[32], arg2[10], amount;
read_argv(1, arg1, sizeof(arg1) - 1);
read_argv(2, arg2, sizeof(arg2) - 1);

amount = str_to_num(arg2);
if( amount <= 0) amount = 1;
new target = cmd_target(0, arg1, 2);

if ( target == 0 )
{
//couldnt find them
zp_colored_print(id, "^x04%s^x01 Could not find the requested user.", textHeader);

return PLUGIN_HANDLED;

} else {

//we found them!
userLevel[id] = amount
ShowHUD(id)

if(id == target)
{
zp_colored_print(id, "^x04%s^x01 You have set yourself to level %d!", textHeader, amount );
} else {
new targetName[64];
get_user_name(target, targetName, 63);

zp_colored_print(id, "^x04%s^x01 You have set %s to level %d!", textHeader , targetName, amount );
zp_colored_print(target, "^x04%s^x01 You have been set to level %d!", textHeader , amount );
}
return PLUGIN_HANDLED;
}
#else
zp_colored_print(id, "^x04%s^x01 This functionality has been disabled.", textHeader);
client_print(id, print_console, "^x04%s^x01 This functionality has been disabled.", textHeader);
#endif
return PLUGIN_HANDLED;

}

public getNeededPacks(id)
{
//return the packs needed for leveling up
return pcvars[packslevelup] * userLevel[id]
}

public SetPacksLevelUp(id, value)
{
//this allows the user to change the multiplier for ammo cost
new arg[10], arg2
read_argv(1, arg, sizeof arg - 1)

arg2 = str_to_num(arg)
if(arg2 > 0)
{
client_print(id, print_console, "%s %L", textHeader, id, "ADMIN_CONFIRM")
pcvars[packslevelup] = arg2;

//go through each player and change the amount required to level up
for( new o = 1; o < 33; o++)
{
if ( !is_user_connected(o) ) continue;
userNeededPacks[id] = getNeededPacks(id)
}
} else {
//must be a positive number - PRINTS TO CONSOLE, LEAVE ALONE!
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ERR_NEGATIVE");
client_print(id, print_console, "%s %L", textHeader, id, "ERR_NEGATIVE")
}

return PLUGIN_HANDLED;
}


//-----------------------CVAR Handlers--------------------------

public RemoveXP(id)
{
//this allows the user to enable or disable XP
new arg[10], arg2
read_argv(1, arg, sizeof arg - 1)

arg2 = str_to_num(arg)
if(arg2 >= 0)
{
if(arg2 == 1) {
// Disable the XP
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ADMIN_CONFIRM");
client_print(id, print_console, "%s %L", textHeader, id, "ADMIN_CONFIRM")
set_pcvar_num(cvar_removexp, arg2);

} else if (arg2 == 0) {
// Enable the XP
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ADMIN_CONFIRM");
client_print(id, print_console, "%s %L", textHeader, id, "ADMIN_CONFIRM")
set_pcvar_num(cvar_removexp, arg2);

} else {
// They typed something wrong
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ERR_INVALIDENTRY");
client_print(id, print_console, "%s %L", textHeader, id, "ERR_INVALIDENTRY");
return PLUGIN_HANDLED;
}
} else {
//must be a positive number - PRINTS TO CONSOLE, LEAVE ALONE!
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ERR_NEGATIVE");
client_print(id, print_console, "%s %L", textHeader, id, "ERR_NEGATIVE")
}

return PLUGIN_HANDLED;

}

public RemoveZombies(id)
{
//this allows the user to enable or disable zombie classes
new arg[10], arg2
read_argv(1, arg, sizeof arg - 1)

arg2 = str_to_num(arg)
if(arg2 >= 0)
{
if (arg2 == 0) {
// Enable the zombie classes

if( loadedZombies == true )
{
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ADMIN_CONFIRM");
client_print(id, print_console, "%s %L", textHeader, id, "ADMIN_CONFIRM")
set_pcvar_num(cvar_removezombie, 0);
set_cvar_num("zp_zombie_classes", 0)
} else {
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ADMIN_CONFIRM_NEXTROUND");
client_print(id, print_console, "%s %L", textHeader, id, "ADMIN_CONFIRM_NEXTROUND")
//set_pcvar_num(cvar_removezombie, 0);
//set_cvar_num("zp_zombie_classes", 0)
}
} else if (arg2 == 1) {
// Disable the zombie classes
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ADMIN_CONFIRM");
client_print(id, print_console, "%s %L", textHeader, id, "ADMIN_CONFIRM")
set_pcvar_num(cvar_removezombie, 1);
set_cvar_num("zp_zombie_classes", 1)

} else if (arg2 == 2) {
// Disable, and dont add zombies to zombie plague
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ADMIN_CONFIRM_NEXTROUND");
client_print(id, print_console, "%s %L", textHeader, id, "ADMIN_CONFIRM_NEXTROUND")
set_pcvar_num(cvar_removezombie, 1);
set_cvar_num("zp_zombie_classes", 2)

} else {
// They typed something wrong
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ERR_INVALIDENTRY");
client_print(id, print_console, "%s %L", textHeader, id, "ERR_INVALIDENTRY");
return PLUGIN_HANDLED;

}
} else {
//must be a positive number - PRINTS TO CONSOLE, LEAVE ALONE!
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ERR_NEGATIVE");
client_print(id, print_console, "%s %L", textHeader, id, "ERR_NEGATIVE")
}

return PLUGIN_HANDLED;

}

public RemoveWeapons(id)
{
//this allows the user to enable or disable zombie classes
new arg[10], arg2
read_argv(1, arg, sizeof arg - 1)

arg2 = str_to_num(arg)
if(arg2 >= 0)
{
if(arg2 == 1) {
// Disable the custom human weapons
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ADMIN_CONFIRM");
client_print(id, print_console, "%s %L", textHeader, id, "ADMIN_CONFIRM")
set_pcvar_num(cvar_removeweapons, 1);
set_cvar_num("zp_buy_custom", 1);

} else if (arg2 == 0) {
// Enable the custom human weapons
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ADMIN_CONFIRM");
client_print(id, print_console, "%s %L", textHeader, id, "ADMIN_CONFIRM")
set_pcvar_num(cvar_removeweapons, 0);
set_cvar_num("zp_buy_custom", 1);

} else {
// They typed something wrong
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ERR_INVALIDENTRY");
client_print(id, print_console, "%s %L", textHeader, id, "ERR_INVALIDENTRY");
return PLUGIN_HANDLED;
}
} else {
//must be a positive number - PRINTS TO CONSOLE, LEAVE ALONE!
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ERR_NEGATIVE");
client_print(id, print_console, "%s %L", textHeader, id, "ERR_NEGATIVE")
}

return PLUGIN_HANDLED;

}

public show_menu_game(id)
{
// Show our menu
static menu[250], len, index;
len = 0
index = 1;

// Title
len += formatex(menu[len], sizeof menu - 1 - len, "\y%s^n^n", g_modname)

if( get_pcvar_num(cvar_removexp) == 0 )
{
// 1. Buy a level up
if(getAmmoPacks(id) >= getNeededPacks(id))
{
len += formatex(menu[len], sizeof menu - 1 - len, "\r%d.\w %L", index, id, "MENU_BUY_XP")
len += formatex(menu[len], sizeof menu - 1 - len, " \y%d %L^n", getNeededPacks(id), id, "AMMO_PACKS_XP")
} else {
len += formatex(menu[len], sizeof menu - 1 - len, "\d%d. %L", index, id, "MENU_BUY_XP")
len += formatex(menu[len], sizeof menu - 1 - len, " \d%d %L^n", getNeededPacks(id), id, "AMMO_PACKS_XP")
}

index++;
}

//Human class
len += formatex(menu[len], sizeof menu - 1 - len, "\r%d.\w %L^n", index, id,"MENU_HCLASS")

if (get_pcvar_num(cvar_removezombie) == 0)
{
//Zombie class
index++;
len += formatex(menu[len], sizeof menu - 1 - len, "\r%d.\w %L^n", index, id,"MENU_ZCLASS")
}

// 0. Exit
len += formatex(menu[len], sizeof menu - 1 - len, "^n^n\r0.\w %L", id, "MENU_EXIT")

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

public save_data(id)
{
new vaultkey[40],vaultData[256];

new g_selected_zclass[sizeof g_zclass_load[]] , g_selected_hclass[sizeof g_hclass_load[]] //bug fix for not showing menu if the user hasnt picked a zombie
if( g_hclass_showmenu[id] == true) { g_selected_hclass = "-1"; } else { formatex(g_selected_hclass, sizeof g_selected_hclass - 1, g_hclass_load[g_humanclassnext[id]]); }
if( g_zclass_showmenu[id] == true) { g_selected_zclass = "-1"; } else { formatex(g_selected_zclass, sizeof g_selected_zclass -1, g_zclass_load[g_zombieclassnext[id]]); }

formatex( vaultkey, sizeof vaultkey - 1, "%s_stats", userAuthID[id]);
formatex( vaultData, sizeof vaultData - 1, "0=%i;1=%s;2=%s;", userLevel[id], g_selected_hclass, g_selected_zclass);

nvault_set(gvault, vaultkey, vaultData);
}

public load_data(id)
{
if( get_pcvar_num(cvar_removexp) != 0)
{
// Do not load or save data
g_hclass_showmenu[id] = true;
g_zclass_showmenu[id] = true;
return;
}

new vaultkey[40], vaultReturn[256];
new vaultData[4][40], vaultResults[3][40];

// Get the Level
format(vaultkey, sizeof vaultkey - 1, "%s_stats", userAuthID[id]);
nvault_get(gvault, vaultkey, vaultReturn, sizeof vaultReturn - 1);

new Count = ExplodeString(vaultData, sizeof vaultData - 1, sizeof vaultData[] - 1, vaultReturn, ';')

if(Count == sizeof vaultResults - 1)
{
new ivaultLevel, i_hclass_id = -1, i_zclass_id = -1;

for( new i = 0; i < sizeof vaultData - 1; i++)
{
ExplodeString(vaultResults, sizeof vaultResults - 1, sizeof vaultResults[] - 1, vaultData[i], '=');

// We now have our items
switch (str_to_num(vaultResults[0]))
{
case VAULT_LEVEL:
{
ivaultLevel = str_to_num(vaultResults[1]);

if (ivaultLevel == 0) ivaultLevel = 1;
userLevel[id] = ivaultLevel
}

case VAULT_HCLASS:
{
// Look for our human class
if( !equali(vaultResults[1], "-1") )
{
for (new i2 = 0; i2 < g_hclass_i; i2++)
{
if( equali(vaultResults[1], g_hclass_load[i2]) )
{
i_hclass_id = i2;
break;
}
}
}

if ( i_hclass_id == -1)
{
// Couldnt find them
g_hclass_showmenu[id] = true;
} else {
// We found their zombie class
g_humanclassnext[id] = i_hclass_id;
g_hclass_showmenu[id] = false;
}
}

case VAULT_ZCLASS:
{
if( !equali(vaultResults[1], "-1") )
{
for (new i2 = 0; i2 < g_zclass_i; i2++)
{
if( equali(vaultResults[1], g_zclass_load[i2]) )
{
i_zclass_id = i2;
break;
}
}
}

if ( i_zclass_id == -1)
{
g_zclass_showmenu[id] = true;
} else {
g_zombieclassnext[id] = i_zclass_id;
g_zclass_showmenu[id] = false;
zp_set_user_zombie_class(id, i_zclass_id);
}
}
}
}
} else {
g_hclass_showmenu[id] = true;
g_zclass_showmenu[id] = true;

}
}

public client_connect(id)
{
// Do we bind a key
#if defined ZP_BINDMENU
client_cmd(id,"bind %s ^"say xpmenu^"", ZP_BINDMENU);
#endif
}
public client_putinserver(id)
{
// Reset vars
resetvars(id)

// Make sure zombieplague doesnt load the last plugin as the default zombie
zp_set_user_zombie_class(id, 0)

// Load their data
load_data(id);

// Set amount of levels to level up (called after load_data)
userNeededPacks[id] = getNeededPacks(id)

// Set the custom HUD display task
set_task(1.0, "ShowHUD", id+TASK_SHOWHUD, _, _, "b")
}

public client_disconnect(id)
{
// Save the data
save_data(id);

// Remove tasks
remove_task(id+TASK_SHOWHUD)
}

public fw_PlayerSpawn_Post(id)
{
// Both humans and zombies spawn and call this
// Zombies can respawn if deathmatch is enabled

//TODO: Check if this works
if (zp_get_user_zombie(id))
return FMRES_IGNORED;

if (!is_user_alive(id)) // you could also use is_user_connected()
return FMRES_IGNORED;

// Set selected human and zombie class
g_humanclass[id] = g_humanclassnext[id]
g_zombieclass[id] = g_zombieclassnext[id]

// Change the default human variables
humanme(id)

// We know for sure they are a human, only give guns+speed+grav if they've picked a class
if (( g_hclass_showmenu[id] == false ) && (get_pcvar_num(cvar_removeweapons) == 0))
{
setHumanParameters(id)
giveWeapons(id) //give weapons
}

return FMRES_IGNORED;
}

public event_round_start()
{
static team;

// Set our humans hp, speed, etc
for( new o = 1; o < 33; o++)
{
// Not connected
if ( !is_user_connected(o) ) continue;

// Not playing
team = fm_get_user_team(o)
if (team == CS_TEAM_SPECTATOR || team == CS_TEAM_UNASSIGNED) continue;

// Set our human vars
//humanme(o)

// Our next vars are now current
//g_humanclass[o] = g_humanclassnext[o]
//g_zombieclass[o] = g_zombieclassnext[o]

// The round has started
ExecuteForward(g_fwRoundStart, g_fwDummyResult, o);
}

// Set our vars
g_freezetime = true

// Do we show a welcome message?
if( get_pcvar_num(cvar_welcomemsg) )
set_task(2.0, "welcome_msg")
}

public zp_user_infected_pre(id, infector)
{
// Make sure he is not a human
g_human[id] = false

// Strip his guns (so they dont fall on the floor)
strip_weapons(id);
}

public zp_user_infected_post(id, infector)
{
// Do we show the menu?
if ((g_zclass_showmenu[id] == true) && get_pcvar_num(cvar_removezombie) ==0) show_menu_zclass(id);

}

public zp_user_humanized_pre(id)
{
// Set selected human class, incase he buys antidote
g_humanclass[id] = g_humanclassnext[id];
g_zombieclass[id] = g_zombieclassnext[id];
}

public zp_user_humanized_post(id)
{
// Hes become human again, set our vars
if( !zp_get_user_survivor(id) )
{
humanme(id)
setHumanParameters(id)
if( get_pcvar_num(cvar_removeweapons) == 0) giveWeapons(id) //give weapons
} else {
// He has become a survivor
g_human[id] = false
}

ShowHUD(id)
}




enum
{
WEAPON_GALIL = 0,
WEAPON_FAMAS,
WEAPON_M4A1,
}

public humanme(id)
{
// Set our human's height, jump, etc

if( g_hclass_showmenu[id] == true)
{
// They just entered, and no data was loaded for them
// Show the menu (despite the fact that they are automatically lvl. 1)
if (get_pcvar_num(cvar_removezombie) == 0)
{ set_task(0.1, "show_menu_hclass", id); } else { set_task(0.5, "show_menu_hclass", id); }
}

// They are human
g_human[id] = true;
}

public giveWeapons(id)
{
// Strip weapons first
strip_weapons(id);

// Give all weapons (everything is in g_hclass_weapons)
static i, weaponid;
for (i = 0; i < sizeof g_hclass_weapons; i++)
{
weaponid = g_hclass_weapons[g_humanclass[id]][i];

if (weaponid >= 1 && weaponid <= 14) {
// Give main weapon
give_primary_weapon(id, weaponid - 1);

} else if ( weaponid >= 15 && weaponid <= 20) {
// Give secondary gun
give_secondary_weapon(id, weaponid - 15);

} else if ( weaponid >= 21 && weaponid <=23) {
// Give grenades
fm_give_item(id, g_additional_items[weaponid - 21]);

} else {
// We have given them all their item, or they dont have any
return;
}
}
}

public setHumanParameters(id)
{
set_pev(id, pev_gravity, g_hclass_grav[g_humanclass[id]])
fm_set_user_health(id, g_hclass_hp[g_humanclass[id]])
}

public resetvars(id)
{
// This should only be called whenever a person connects!
// Otherwise it erases a persons choices
// Reset our human's variables
g_zombieclassnext[id] = 0;
g_humanclassnext[id] = 0;
g_zombieclass[id] = 0;
g_humanclass[id] = 0;

g_hclass_showmenu[id] = false;
g_zclass_showmenu[id] = false;

userLevel[id] = 1;

get_user_authid(id, userAuthID[id], 31)
g_resetparams[id] = false
}

/*================================================================================
Begin Functions from the internet
================================================================================*/

//http://forums.alliedmods.net/showthread.php?p=67207#post67207
stock ExplodeString( Output[][], Max, Size, Input[], Delimiter )
{
new Idx, l = strlen(Input), Len;
do Len += (1 + copyc( Output[Idx], Size, Input[Len], Delimiter ));
while( (Len < l) && (++Idx < Max) )
return Idx;
}


/*================================================================================
Begin Code from zombie_plague (modified to suit the plugin)
================================================================================*/

// 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);
}


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

// Not human, survivor will count as not a human
if(!g_human[id]) return;

// Set Player MaxSpeed
if (!g_freezetime)
{
if (g_human[id])
{
set_pev(id, pev_maxspeed, float(g_hclass_spd[g_humanclass[id]]))
return
}
}
}

public show_menu_zclass(id)
{
// Player disconnected
if (!is_user_connected(id))
return;

// Bots pick default classes
if (is_user_bot(id))
{
g_zombieclassnext[id] = 0 //basic zombie
return;
}

static menu[800], len, class, removexp;
new curClassIcon[2];

len = 0
removexp = get_pcvar_num(cvar_removexp);

// Title
len += formatex(menu[len], sizeof menu - 1 - len, "\y%L \r [%d-%d]^n^n", id, "MENU_ZCLASS_TITLE", ZCLASSES_STARTID+1, min(ZCLASSES_STARTID+7, g_zclass_i))

#if defined ZP_ALIGN_TEXT
// Align text
new spacers[400], g_zclass_spacers1, g_zclass_spacers2
new maxSpace1, maxSpace2, curSpace1[32], curSpace2[32]

// Get max width first
for (class = ZCLASSES_STARTID; class < min(ZCLASSES_STARTID+7, g_zclass_i); class++)
{
formatex(spacers, sizeof spacers - 1, "%d. %s", class-ZCLASSES_STARTID+1, g_zclass_name[class])

g_zclass_spacers1 = strlen(spacers)
g_zclass_spacers2 = strlen(g_zclass_info[class])

if(g_zclass_spacers1 > maxSpace1) maxSpace1 = g_zclass_spacers1
if(g_zclass_spacers2 > maxSpace2) maxSpace2 = g_zclass_spacers2
}

// 1-7. Class List
for (class = ZCLASSES_STARTID; class < min(ZCLASSES_STARTID+7, g_zclass_i); class++)
{
formatex(spacers, sizeof spacers - 1, "%d. %s", class-ZCLASSES_STARTID+1, g_zclass_name[class])

g_zclass_spacers1 = maxSpace1 - strlen(spacers)
g_zclass_spacers2 = maxSpace2 - strlen(g_zclass_info[class])

arrayset(curSpace1, '^0', sizeof curSpace1 - 1)
arrayset(curSpace2, '^0', sizeof curSpace2 - 1)

if(g_zclass_spacers1 != 0) arrayset(curSpace1, '^t', g_zclass_spacers1)
if(g_zclass_spacers2 != 0) arrayset(curSpace2, '^t', g_zclass_spacers2)

if (((class == g_zombieclassnext[id] && g_zclass_showmenu[id] == false) || (userLevel[id] < g_zclass_lvl[class])) && (removexp == 0))
{
if (class == g_zombieclassnext[id]) { curClassIcon = "*"; } else { curClassIcon = ""; }

len += formatex(menu[len], sizeof menu - 1 - len, "\d%s%d. %s %s %s %s %L %d^n", curClassIcon, class-ZCLASSES_STARTID+1, g_zclass_name[class], curSpace1, g_zclass_info[class], curSpace2, id, "BOTH_ATTRIB_LEVEL", g_zclass_lvl[class])
} else if (removexp == 1) {
len += formatex(menu[len], sizeof menu - 1 - len, "\r%d.\w %s\y %s %s^n", class-ZCLASSES_STARTID+1, g_zclass_name[class], curSpace1, g_zclass_info[class])
} else {
len += formatex(menu[len], sizeof menu - 1 - len, "\r%d.\w %s\y %s %s\w %s %L %d^n", class-ZCLASSES_STARTID+1, g_zclass_name[class], curSpace1, g_zclass_info[class], curSpace2, id, "BOTH_ATTRIB_LEVEL", g_zclass_lvl[class])
}
}
#else
for (class = ZCLASSES_STARTID; class < min(ZCLASSES_STARTID+7, g_zclass_i); class++)
{
if (((class == g_zombieclassnext[id] && g_zclass_showmenu[id] == false) || (userLevel[id] < g_zclass_lvl[class])) && (removexp == 0))
{
if (class == g_zombieclassnext[id]) { curClassIcon = "*"; } else { curClassIcon = ""; }

len += formatex(menu[len], sizeof menu - 1 - len, "\d%s%d. %s - %s - %L %d^n", curClassIcon, class-ZCLASSES_STARTID+1, g_zclass_name[class], g_zclass_info[class], id, "BOTH_ATTRIB_LEVEL", g_zclass_lvl[class])
} else if (removexp == 1) {
len += formatex(menu[len], sizeof menu - 1 - len, "\r%d.\w %s -\y %s^n", class-ZCLASSES_STARTID+1, g_zclass_name[class], g_zclass_info[class]);
} else {
len += formatex(menu[len], sizeof menu - 1 - len, "\r%d.\w %s -\y %s\w - %L %d^n", class-ZCLASSES_STARTID+1, g_zclass_name[class], g_zclass_info[class], id, "BOTH_ATTRIB_LEVEL", g_zclass_lvl[class]);
}
}
#endif

// 8. Back - 9. Next - 0. Exit
len += formatex(menu[len], sizeof menu - 1 - len, "^n\r8.\w %L^n\r9.\w %L^n^n\r0.\w %L", id, "MENU_BACK", id, "MENU_NEXT", id, "MENU_EXIT")

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


public show_menu_hclass(id)
{
// Player disconnected
if (!is_user_connected(id))
return;

// Bots pick default classes
if (is_user_bot(id))
{
g_humanclassnext[id] = 0
return;
}

static menu[800], len, class, removexp
new curClassIcon[2]
len = 0
removexp = get_pcvar_num(cvar_removexp);

// Title
len += formatex(menu[len], sizeof menu - 1 - len, "\y%L \r[%d-%d]^n^n", id, "MENU_HCLASS_TITLE", HCLASSES_STARTID+1, min(HCLASSES_STARTID+7, g_hclass_i))

#if defined ZP_ALIGN_TEXT
// Align text
new spacers[400], g_hclass_spacers1, g_hclass_spacers2
new maxSpace1, maxSpace2, curSpace1[32], curSpace2[32]

// Get max width first
for (class = HCLASSES_STARTID; class < min(HCLASSES_STARTID+7, g_hclass_i); class++)
{
formatex(spacers, sizeof spacers - 1, "%d. %s", class-HCLASSES_STARTID+1, g_hclass_name[class])

g_hclass_spacers1 = strlen(spacers)
g_hclass_spacers2 = strlen(g_hclass_info[class])

if(g_hclass_spacers1 > maxSpace1) maxSpace1 = g_hclass_spacers1
if(g_hclass_spacers2 > maxSpace2) maxSpace2 = g_hclass_spacers2
}

// 1-7. Class List
for (class = HCLASSES_STARTID; class < min(HCLASSES_STARTID+7, g_hclass_i); class++)
{
formatex(spacers, sizeof spacers - 1, "%d. %s", class-HCLASSES_STARTID+1, g_hclass_name[class])

g_hclass_spacers1 = maxSpace1 - strlen(spacers)
g_hclass_spacers2 = maxSpace2 - strlen(g_hclass_info[class])

arrayset(curSpace1, '^0', sizeof curSpace1 - 1)
arrayset(curSpace2, '^0', sizeof curSpace2 - 1)

if(g_hclass_spacers1 != 0) arrayset(curSpace1, '^t', g_hclass_spacers1)
if(g_hclass_spacers2 != 0) arrayset(curSpace2, '^t', g_hclass_spacers2)

if (((class == g_humanclassnext[id] && g_hclass_showmenu[id] == false) || (userLevel[id] < g_hclass_lvl[class])) && (removexp == 0))
{
if (class == g_humanclassnext[id]) { curClassIcon = "*"; } else { curClassIcon = ""; }

len += formatex(menu[len], sizeof menu - 1 - len, "\d%s%d. %s %s %s %s %L %d^n", curClassIcon, class-HCLASSES_STARTID+1, g_hclass_name[class], curSpace1, g_hclass_info[class], curSpace2, id, "BOTH_ATTRIB_LEVEL", g_hclass_lvl[class])
} else if (removexp == 1) {
len += formatex(menu[len], sizeof menu - 1 - len, "\r%d.\w %s\y %s %s^n", class-HCLASSES_STARTID+1, g_hclass_name[class], curSpace1, g_hclass_info[class])
} else {
len += formatex(menu[len], sizeof menu - 1 - len, "\r%d.\w %s\y %s %s\w %s %L %d^n", class-HCLASSES_STARTID+1, g_hclass_name[class], curSpace1, g_hclass_info[class], curSpace2, id, "BOTH_ATTRIB_LEVEL", g_hclass_lvl[class])
}
}

#else
for (class = HCLASSES_STARTID; class < min(HCLASSES_STARTID+7, g_hclass_i); class++)
{
if (((class == g_humanclassnext[id] && g_hclass_showmenu[id] == false) || (userLevel[id] < g_hclass_lvl[class])) && (removexp == 0))
{
if (class == g_humanclassnext[id]) { curClassIcon = "*"; } else { curClassIcon = ""; }

len += formatex(menu[len], sizeof menu - 1 - len, "\d%s%d. %s - %s - %L %d^n", curClassIcon, class-HCLASSES_STARTID+1, g_hclass_name[class], g_hclass_info[class], id, "BOTH_ATTRIB_LEVEL", g_hclass_lvl[class])
} else if (removexp == 1) {
len += formatex(menu[len], sizeof menu - 1 - len, "\r%d.\w %s -\y %s^n", class-HCLASSES_STARTID+1, g_hclass_name[class], g_hclass_info[class]);
} else {
len += formatex(menu[len], sizeof menu - 1 - len, "\r%d.\w %s -\y %s\w - %L %d^n", class-HCLASSES_STARTID+1, g_hclass_name[class], g_hclass_info[class], id, "BOTH_ATTRIB_LEVEL", g_hclass_lvl[class])
}
}
#endif

// 8. Back - 9. Next - 0. Exit
len += formatex(menu[len], sizeof menu - 1 - len, "^n\r8.\w %L^n\r9.\w %L^n^n\r0.\w %L", id, "MENU_BACK", id, "MENU_NEXT", id, "MENU_EXIT")

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

/* ----------------------- Menu Handlers -------------------------*/

// Game Menu
public menu_game(id, key)
{
if(get_pcvar_num(cvar_removexp) == 1) key++;

switch (key)
{
case 0: // Buy a level up
{
if(getAmmoPacks(id) >= getNeededPacks(id))
{
setAmmoPacks(id, getAmmoPacks(id) - getNeededPacks(id))
userLevel[id] += 1
save_data(id)

// Inform the user they leveled up
zp_colored_print(id, "^x04%s^x01 %L %d", textHeader, id ,"MENU_BUY_LEVEL", userLevel[id])
ShowHUD(id)
} else {
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id ,"ERR_NOTENOUGHPACKS")
}

// Return to the main xp menu
show_menu_game(id);

}

case 1: // Human Classes
{
// Restrict it here if we wanted to
show_menu_hclass(id)
}

case 2: // Zombie Classes
{
if (get_pcvar_num(cvar_removezombie) == 0)
{
// Restrict it here if we wanted to
show_menu_zclass(id)
}
}
}

return PLUGIN_HANDLED;
}

// Zombie Class Menu
public menu_zclass(id, key)
{
// Special keys / items list exceeded
if (key >= MENU_KEY_BACK || ZCLASSES_SELECTION >= g_zclass_i)
{
switch (key)
{
case MENU_KEY_BACK: // back
{
if (ZCLASSES_STARTID-7 >= 0) ZCLASSES_STARTID -= 7
}
case MENU_KEY_NEXT: // next
{
if (ZCLASSES_STARTID+7 < g_zclass_i) ZCLASSES_STARTID += 7
}
case MENU_KEY_EXIT: // exit
{
return PLUGIN_HANDLED;
}
}

// Show extra items menu again
show_menu_zclass(id)
return PLUGIN_HANDLED;
}

// They selected their own class
if (ZCLASSES_SELECTION == g_zombieclassnext[id])
{
//Plugin continues if this is false (sets class info on connect)
if( g_zclass_showmenu[id] == false) //when a client first connects, the menu shows all zombies as a choice even the one the client defaults to (index of 0)
{
// Alert them they already have chosen a zombie
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ERR_ALREADYSELECTED")
show_menu_zclass(id)

// They had already chosen this zombie, dont rerun the command
return PLUGIN_HANDLED;
}
}

if (get_pcvar_num(cvar_removexp) == 0)
{
if (g_zclass_lvl[HCLASSES_SELECTION] > userLevel[id])
{
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ERR_NOTLEVEL")
show_menu_zclass(id)
return PLUGIN_HANDLED;
}
}

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

// Disable showing menu since theyve chosen
g_zclass_showmenu[id] = false;

// Show selected zombie class info and stats
zp_colored_print(id, "^x04%s^x01 %L: %s", textHeader, id, "ZOMBIE_SELECT_XP", g_zclass_name[g_zombieclassnext[id]])
zp_colored_print(id, "^x04%s^x01 %L: %d %L: %d %L: %d %L: %d%%", textHeader, id, "ZOMBIE_ATTRIB1_XP", g_zclass_hp[g_zombieclassnext[id]], id, "ZOMBIE_ATTRIB2_XP", g_zclass_spd[g_zombieclassnext[id]],
id, "ZOMBIE_ATTRIB3_XP", floatround(g_zclass_grav[g_zombieclassnext[id]]*800), id, "ZOMBIE_ATTRIB4_XP", floatround(g_zclass_kb[g_zombieclassnext[id]]*100))

// Set the class for zombie plague
zp_set_user_zombie_class(id, g_zombieclassnext[id])

return PLUGIN_HANDLED;
}

// Human Class Menu
public menu_hclass(id, key)
{
// Special keys / items list exceeded
if (key >= MENU_KEY_BACK || HCLASSES_SELECTION >= g_hclass_i)
{
switch (key)
{
case MENU_KEY_BACK: // back
{
if (HCLASSES_STARTID-7 >= 0) HCLASSES_STARTID -= 7
}
case MENU_KEY_NEXT: // next
{
if (HCLASSES_STARTID+7 < g_hclass_i) HCLASSES_STARTID += 7
}
case MENU_KEY_EXIT: // exit
{
return PLUGIN_HANDLED;
}
}

// Show human list again
show_menu_hclass(id)
return PLUGIN_HANDLED;
}

if (HCLASSES_SELECTION == g_humanclassnext[id])
{
// When a client first connects, the menu shows all zombies as a choice even the one the client defaults to (index of 0)
if( g_hclass_showmenu[id] == false)
{
// Alert them they alaerdy have chosen a zombie
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ERR_ALREADYSELECTED")
show_menu_hclass(id)
return PLUGIN_HANDLED; //they had already chosen this zombie, dont rerun the command
}
}

if (get_pcvar_num(cvar_removexp) == 0)
{
if (g_hclass_lvl[HCLASSES_SELECTION] > userLevel[id])
{
zp_colored_print(id, "^x04%s^x01 %L", textHeader, id, "ERR_NOTLEVEL")
show_menu_hclass(id)
return PLUGIN_HANDLED;
}
}

// Store selection for the next infection
g_humanclassnext[id] = HCLASSES_SELECTION;

// Disable showing menu since theyve chosen
g_hclass_showmenu[id] = false;

// Show selected human class info and stats
zp_colored_print(id, "^x04%s^x01 %L: %s", textHeader, id, "HUMAN_SELECT_XP", g_hclass_name[g_humanclassnext[id]])
zp_colored_print(id, "^x04%s^x01 %L: %d %L: %d %L: %d", textHeader, id, "HUMAN_ATTRIB1_XP", g_hclass_hp[g_humanclassnext[id]], id, "HUMAN_ATTRIB2_XP", g_hclass_spd[g_humanclassnext[id]],
id, "HUMAN_ATTRIB3_XP", floatround(g_hclass_grav[g_humanclassnext[id]]*800), id)

return PLUGIN_HANDLED;
}

public ShowHUD(taskid)
{
//if (get_pcvar_num(cvar_removexp) == 1 ) return;

static id;

// Our ID
id = ID_SHOWHUD;

// Player died?
if (!is_user_alive(id))
{
// Get spectating target
id = pev(id, PEV_SPEC_TARGET) //other persons ID

// Target not alive
if (!is_user_alive(id)) return;
}

// Format the classname
static red, green, blue, g_name[sizeof g_hclass_name]; // Hopefully g_zclass_name and g_zclass_name will be left the same array size

if ( g_human[id] == false ) // zombies
{
red = 200
green = 250
blue = 0

formatex(g_name, sizeof g_name - 1, "%L", id, "HUD_ZOMBIE");
}
else // humans
{
red = 0
green = 0
blue = 255

copy(g_name, sizeof g_name - 1, g_hclass_name[g_humanclass[id]]);
}

if (id != ID_SHOWHUD)
{
if (get_pcvar_num(cvar_removexp) == 0 )
{
// Set our HUD in position for spectating
set_hudmessage(255, 255, 255, HUD_SPECT_X, HUD_SPECT_Y, 0, 6.0, 1.1, 0.0, 0.0, -1);
ShowSyncHudMsg(ID_SHOWHUD, g_MsgSync2, "%L: %s - %L: %d", ID_SHOWHUD, "HUD_CLASS", g_name, ID_SHOWHUD, "HUD_LEVEL", userLevel[id]);
} else {
// Just show the class information
set_hudmessage(255, 255, 255, HUD_SPECT_X, HUD_SPECT_Y, 0, 6.0, 1.1, 0.0, 0.0, -1);
ShowSyncHudMsg(ID_SHOWHUD, g_MsgSync2, "%L: %s", ID_SHOWHUD, "HUD_CLASS", g_name);
}
} else {
if (get_pcvar_num(cvar_removexp) == 0 )
{
// Set our HUD in position for the player
set_hudmessage(red, green, blue, HUD_STATS_X, HUD_STATS_Y, 0, 6.0, 1.1, 0.0, 0.0, -1);
ShowSyncHudMsg(id, g_MsgSync2, "%L: %s - %L: %d^t^t^t", id, "HUD_CLASS", g_name, id, "HUD_LEVEL", userLevel[id]);
} else {
// Just show the class information
set_hudmessage(red, green, blue, HUD_STATS_X, HUD_STATS_Y, 0, 6.0, 1.1, 0.0, 0.0, -1);
ShowSyncHudMsg(id, g_MsgSync2, "%L: %s^t^t^t", id, "HUD_CLASS", g_name);
}
}
}

// Native: native_get_user_human_class
public native_get_user_human_class(id)
{
return g_humanclass[id];
}

// Native: zpxp_register_human_class
public native_register_human_class(const name[], const info[], const model[], const weapons[], hp, speed, Float:gravity, level)
{
// Reached human classes limit
if (g_hclass_i >= sizeof g_hclass_name)
return -1;

// Strings passed byref
param_convert(1)
param_convert(2)
param_convert(3)
param_convert(4)

// Add the class
copy(g_hclass_name[g_hclass_i], sizeof g_hclass_name[] - 1, name)
copy(g_hclass_info[g_hclass_i], sizeof g_hclass_info[] - 1, info)
copy(g_hclass_model[g_hclass_i], sizeof g_hclass_model[] - 1, model)
copy(g_hclass_weapons[g_hclass_i], sizeof g_hclass_weapons[] - 1, weapons)
g_hclass_hp[g_hclass_i] = hp
g_hclass_spd[g_hclass_i] = speed
g_hclass_grav[g_hclass_i] = gravity
g_hclass_lvl[g_hclass_i] = level


// For the load_data and save_data
new tSave[40]
formatex(tSave, sizeof tSave - 1, "%s%s", name, info);
replace_all(tSave, sizeof tSave - 1, ";", "")
replace_all(tSave, sizeof tSave - 1, " ", "")
g_hclass_load[g_hclass_i] = tSave;

// Increase registered classes counter
g_hclass_i++

// Return id under which we registered the class
return g_hclass_i-1;
}

// Native: zpxp_register_zombie_class
public native_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback, level)
{
// Dont return -1, we wil get lots of server window print errors from the plugins
if( get_pcvar_num(cvar_removezombie) == 2) return 0;

//Bugfix for loading zombies
loadedZombies = true;

// Strings passed byref
param_convert(1)
param_convert(2)
param_convert(3)
param_convert(4)

// Save the name, level required, and classid
copy(g_zclass_name[g_zclass_i], sizeof g_zclass_name[] - 1, name)
copy(g_zclass_info[g_zclass_i], sizeof g_zclass_info[] - 1, info)
copy(g_zclass_model[g_zclass_i], sizeof g_zclass_model[] - 1, model)
copy(g_zclass_clawmodel[g_zclass_i], sizeof g_zclass_clawmodel[] - 1, clawmodel)

g_zclass_hp[g_zclass_i] = hp
g_zclass_spd[g_zclass_i] = speed
g_zclass_grav[g_zclass_i] = gravity
g_zclass_kb[g_zclass_i] = knockback
g_zclass_lvl[g_zclass_i] = level

// For the load_data and save_data
new tSave[40]
formatex(tSave, sizeof tSave - 1, "%s%s", name, info);
replace_all(tSave, sizeof tSave - 1, ";", "")
replace_all(tSave, sizeof tSave - 1, " ", "")
g_zclass_load[g_zclass_i] = tSave;

// Get the classid from zombie plague
new g_returnclass_id;
g_returnclass_id = zp_register_zombie_class(g_zclass_name[g_zclass_i], g_zclass_info[g_zclass_i], g_zclass_model[g_zclass_i], g_zclass_clawmodel[g_zclass_i], g_zclass_hp[g_zclass_i] / 2, g_zclass_spd[g_zclass_i], g_zclass_grav[g_zclass_i], g_zclass_kb[g_zclass_i]);

// Make sure there was no error
if( g_returnclass_id == -1 )
{
server_print("%s %L", textHeader, LANG_PLAYER, "ERR_BADRETURN");
return -1
}

// Increase registered classes counter
g_zclass_i++

// Return id under which we registered the class
return g_zclass_i-1;
}

public native_register_extra_item(const name[], cost, team)
{
//TO DO

}

/*================================================================================
--The following are copied directly from zombie_plague, no reinventing wheels...
[Shared Functions]
=================================================================================*/

// Welcome Message Task
public welcome_msg()
{
// Show mod info
zp_colored_print(0, "^x04%s^x01 %L", textHeaderOrig, LANG_PLAYER, "NOTICE_INFO_XP")
}

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

// Get User Team
stock fm_get_user_team(id)
{
return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX);
}

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 (!is_user_connected(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, sizeof buffer - 1, message, 3)

// Send it
message_begin(MSG_ONE, 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
{
// Replace LANG_PLAYER with player id
for (i = 2; i < argscount; i++)
{
if (getarg(i) == LANG_PLAYER)
setarg(i, 0, target)
}

// Format message for player
vformat(buffer, sizeof buffer - 1, message, 3)

// Send it
message_begin(MSG_ONE, g_msgSayText, _, target)
write_byte(target)
write_string(buffer)
message_end()
}
}

/*================================================================================
Code JUST for giving guns
================================================================================*/

// 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 the weapon entity
static wname[32], weapon_ent
get_weaponname(weaponid, wname, sizeof wname - 1)
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, fm_get_user_bpammo(id, weaponid))

// Player drops the weapon and looses his bpammo
engclient_cmd(id, "drop", wname)
fm_set_user_bpammo(id, weaponid, 0)
}
}
}

// Set User BP Ammo
stock fm_set_user_bpammo(id, weapon, amount)
{
static offset

switch(weapon)
{
case CSW_AWP: offset = OFFSET_AWM_AMMO;
case CSW_SCOUT,CSW_AK47,CSW_G3SG1: offset = OFFSET_SCOUT_AMMO;
case CSW_M249: offset = OFFSET_PARA_AMMO;
case CSW_M4A1,CSW_FAMAS,CSW_AUG,CSW_SG550,CSW_GALI,CSW_SG552: offset = OFFSET_FAMAS_AMMO;
case CSW_M3,CSW_XM1014: offset = OFFSET_M3_AMMO;
case CSW_USP,CSW_UMP45,CSW_MAC10: offset = OFFSET_USP_AMMO;
case CSW_FIVESEVEN,CSW_P90: offset = OFFSET_FIVESEVEN_AMMO;
case CSW_DEAGLE: offset = OFFSET_DEAGLE_AMMO;
case CSW_P228: offset = OFFSET_P228_AMMO;
case CSW_GLOCK18,CSW_MP5NAVY,CSW_TMP,CSW_ELITE: offset = OFFSET_GLOCK_AMMO;
case CSW_FLASHBANG: offset = OFFSET_FLASH_AMMO;
case CSW_HEGRENADE: offset = OFFSET_HE_AMMO;
case CSW_SMOKEGRENADE: offset = OFFSET_SMOKE_AMMO;
case CSW_C4: offset = OFFSET_C4_AMMO;
default: return;
}

set_pdata_int(id, offset, amount, OFFSET_LINUX)
}

// Get User BP Ammo
stock fm_get_user_bpammo(id, weapon)
{
static offset

switch(weapon)
{
case CSW_AWP: offset = OFFSET_AWM_AMMO;
case CSW_SCOUT,CSW_AK47,CSW_G3SG1: offset = OFFSET_SCOUT_AMMO;
case CSW_M249: offset = OFFSET_PARA_AMMO;
case CSW_M4A1,CSW_FAMAS,CSW_AUG,CSW_SG550,CSW_GALI,CSW_SG552: offset = OFFSET_FAMAS_AMMO;
case CSW_M3,CSW_XM1014: offset = OFFSET_M3_AMMO;
case CSW_USP,CSW_UMP45,CSW_MAC10: offset = OFFSET_USP_AMMO;
case CSW_FIVESEVEN,CSW_P90: offset = OFFSET_FIVESEVEN_AMMO;
case CSW_DEAGLE: offset = OFFSET_DEAGLE_AMMO;
case CSW_P228: offset = OFFSET_P228_AMMO;
case CSW_GLOCK18,CSW_MP5NAVY,CSW_TMP,CSW_ELITE: offset = OFFSET_GLOCK_AMMO;
case CSW_FLASHBANG: offset = OFFSET_FLASH_AMMO;
case CSW_HEGRENADE: offset = OFFSET_HE_AMMO;
case CSW_SMOKEGRENADE: offset = OFFSET_SMOKE_AMMO;
case CSW_C4: offset = OFFSET_C4_AMMO;
default: return -1;
}

return get_pdata_int(id, offset, OFFSET_LINUX);
}

// 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)
}


// 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) {}

return entity;
}

strip_weapons (id)
{
if( !get_pcvar_num(cvar_removeweapons) )
{
// 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")
}

// Buy Primary Weapon
give_primary_weapon(id, key)
{
// Get weapon index
static weaponid
weaponid = get_weaponid(g_primary_items[key])

// Give the new weapon
fm_give_item(id, g_primary_items[key])
fm_set_user_bpammo(id, weaponid, MAXBPAMMO[key])

/*
// Give additional items
static i
for (i = 0; i < sizeof g_additional_items; i++)
fm_give_item(id, g_additional_items[i])
*/
}

give_secondary_weapon(id, key)
{
// Get weapon index
static weaponid
weaponid = get_weaponid(g_secondary_items[key])

// Give the new weapon with full ammo
fm_give_item(id, g_secondary_items[key])
fm_set_user_bpammo(id, weaponid, MAXBPAMMO[weaponid])
}

/*================================================================================
End Code just for giving guns
================================================================================*/


30 Sep 2018 19:44
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Nu stiu limbajul pawn.
Vreau doar sa modifice cineva asta din nvault in sql.


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off:
*Or!g!naL* wrote:
ti-l pot vinde eu. il am si ruleaza perfect + reglate cateva buguri


:') :') :') :') :') :') :')

on: vrei să salveze doar level-ul?

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