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-   -   Error models for both teams (https://forums.alliedmods.net/showthread.php?t=104961)

DoviuX 09-29-2009 14:57

Error models for both teams
 
Where can be the problem ? I don't get it

PHP Code:

    public fw_PlayerSpawnid )
    {
     
// Not alive or didn't join a team yet
     
if ( !is_user_aliveid ) || !cs_get_user_teamid ) )
        return;
        
// Set to Survivor if on Counter team
        
g_survivor[id] = cs_get_user_teamid ) == CS_TEAM_CT true false;
    
     
// Remove previous tasks (if any)
     
remove_taskid MODELSET_TASK )
    
        if ( 
g_survivor[id] )
        {
         switch (
random_num(12))
         {
             case 
1copy(g_player_model[id], sizeof g_player_model[] - 1ModelT1)
                
             case 
2copy(g_player_model[id], sizeof g_player_model[] - 1ModelT2
 }
        else if ( 
g_survivor[id] ) = cs_get_user_teamid ) == CS_TEAM_T true false;
     {
             case 
1copy(g_player_model[id], sizeof g_player_model[] - 1ModelCT1)
                
             case 
2copy(g_player_model[id], sizeof g_player_model[] - 1ModelCT2
 }
         
// Get current model
         
new currentmodel[32]
         
fm_get_user_modelidcurrentmodelcharsmaxcurrentmodel ) )
        
         
// Check whether it matches the custom model
         
if ( !equalcurrentmodelg_player_model[id] ) )
         {
             
// An additional delay is offset at round start
             // since SVC_BAD is more likely to be triggered there
             
if ( get_gametime() - g_roundstarttime 5.0 )
                 
set_task5.0 MODELCHANGE_DELAY"fm_user_model_update"id MODELSET_TASK )
             else
                 
fm_user_model_updateid MODELSET_TASK )
         }
     }
     
// Not a survivor, but still has a custom model
     
else if ( g_has_custom_model[id] )
     {
         
// Reset it back to the default one
         
fm_reset_user_modelid )
     }
    }  
    public 
fw_SetClientKeyValueid, const infobuffer[], const key[] )
    {   
     
// Block CS model changes
     
if ( g_has_custom_model[id] && equalkey"model" ) )
         return 
FMRES_SUPERCEDE;
    
     return 
FMRES_IGNORED;
    }
    public 
fw_ClientUserInfoChangedid )
    {
     
// Player doesn't have a custom model
     
if ( !g_has_custom_model[id] )
         return 
FMRES_IGNORED;
    
     
// Get current model
     
static currentmodel[32]
     
fm_get_user_modelidcurrentmodelcharsmaxcurrentmodel ) )
    
     
// Check whether it matches the custom model - if not, set it again
     
if ( !equalcurrentmodelg_player_model[id] ) && !task_existsid MODELSET_TASK ) )
         
fm_set_user_modelid MODELSET_TASK )
    
     return 
FMRES_IGNORED;
    }
    public 
fm_user_model_updatetaskid )
    {
     static 
Float:current_time
     current_time 
get_gametime()
    
     
// Do we need a delay?
     
if ( current_time g_models_targettime >= MODELCHANGE_DELAY )
     {
         
fm_set_user_modeltaskid )
         
g_models_targettime current_time
     
}
     else
     {
         
set_task( (g_models_targettime MODELCHANGE_DELAY) - current_time"fm_set_user_model"taskid )
         
g_models_targettime g_models_targettime MODELCHANGE_DELAY
     
}
    }
    public 
fm_set_user_modelplayer )
    {
     
// Get actual player id
     
player -= MODELSET_TASK
    
     
// Set new model
     
engfuncEngFunc_SetClientKeyValueplayerengfuncEngFunc_GetInfoKeyBufferplayer ), "model"g_player_model[player] )
    
     
// Remember this player has a custom model
     
g_has_custom_model[player] = true
    
}
    
stock fm_get_user_modelplayermodel[], len )
    {
     
// Retrieve current model
     
engfuncEngFunc_InfoKeyValueengfuncEngFunc_GetInfoKeyBufferplayer ), "model"modellen )
    }
    
stock fm_reset_user_modelplayer )
    {
     
// Player doesn't have a custom model any longer
     
g_has_custom_model[player] = false
    
     dllfunc
DLLFunc_ClientUserInfoChangedplayerengfuncEngFunc_GetInfoKeyBufferplayer ) )
    } 



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