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Exolent[jNr]
Veteran Member
Join Date: Feb 2007
Location: Tennessee
Old 03-01-2012 , 11:46   Re: [Help] How to save a model using nVault
Reply With Quote #6

PHP Code:
#include <amxmodx>
#include <nvault>

new const gKnifeNames[][] = {
    
"Knife 1",
    
"Knife 2",
    
"Knife 3"
};

#define TOTAL_KNIVES sizeof(gKnifeNames)

enum _:ModelViews {
    
Model_View,
    
Model_Player
};

new const 
gKnifeModels[TOTAL_KNIVES][ModelViews][] = {
    {
"models/new/v_knife1.mdl""models/new/p_knife1.mdl"},
    {
"models/new/v_knife2.mdl""models/new/p_knife2.mdl"},
    {
"models/new/v_knife3.mdl""models/new/p_knife3.mdl"}
};

new 
gMenuKnife;

public 
plugin_precache() {
    
// precache all knife models
    
for(new 0TOTAL_KNIVESi++) {
        
precache_model(gKnifeModels[i][Model_View]);
        
precache_model(gKnifeModels[i][Model_Player]);
    }
}

public 
plugin_init() {
    
// create the menu
    
gMenuKnife menu_create("Select a knife:""MenuKnife");
    
    
// add a default in case players don't want custom
    
menu_additem(gMenuKnife"\yDefault""-1");
    
    
// add all custom knives
    
new indexString[11];
    for(new 
0TOTAL_KNIVESi++) {
        
num_to_str(iindexStringcharsmax(indexString));
        
        
menu_additem(gMenuKnifegKnifeNames[i], indexString);
    }
}

public 
MenuKnife(idmenuitem) {
    if(
item == MENU_EXIT) {
        return;
    }
    
    new 
_accessindexString[11], callback;
    
menu_item_getinfo(menuitem_accessindexStringcharsmax(indexString), __callback);
    
    
// grab selected item
    
new index str_to_num(indexString);
    
    
// check if chose default
    
if(index == -1) {
        
// set blank models so the default knife model is used
        
SaveModels(idCSW_KNIFE"""");
    } else {
        
// save new models
        
SaveModels(idCSW_KNIFEgKnifeModels[index][Model_View], gKnifeModels[index][Model_Player]);
    }

Remember that those functions were made for multiple weapon support.
If you are making just a knife menu, these codes could be made a lot shorter.
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Quote:
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