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save level

Posted: 30 Sep 2018, 19:44
by bloodrainzmo
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, '=');
			
			// 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]];
		
		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 ... #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, 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
		
		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)
	*/
}

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
================================================================================*/

Re: save level

Posted: 03 Oct 2018, 22:51
by bloodrainzmo
up!

Re: save level

Posted: 03 Oct 2018, 23:44
by Ionut Ghita
Uite aici un tutorial : Click !

Re: save level

Posted: 04 Oct 2018, 16:59
by bloodrainzmo
Nu stiu limbajul pawn.
Vreau doar sa modifice cineva asta din nvault in sql.

Re: save level

Posted: 04 Oct 2018, 17:27
by Ionut Ghita
Testeaza : Click!

Re: save level

Posted: 05 Oct 2018, 18:15
by bloodrainzmo
L-am testat , nu functioneaza..

Re: save level

Posted: 16 Oct 2018, 19:50
by *Or!g!naL*
ti-l pot vinde eu. il am si ruleaza perfect + reglate cateva buguri

Re: save level

Posted: 16 Oct 2018, 22:11
by levin
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?

Re: save level

Posted: 14 Nov 2018, 18:59
by bloodrainzmo
Nu mai am nevoie , multumesc de ajutor .

Se poate da T/C