Error models for both teams
Where can be the problem ? I don't get it
PHP Code:
public fw_PlayerSpawn( id ) { // Not alive or didn't join a team yet if ( !is_user_alive( id ) || !cs_get_user_team( id ) ) return; // Set to Survivor if on Counter team g_survivor[id] = cs_get_user_team( id ) == CS_TEAM_CT ? true : false; // Remove previous tasks (if any) remove_task( id + MODELSET_TASK ) if ( g_survivor[id] ) { switch (random_num(1, 2)) { case 1: copy(g_player_model[id], sizeof g_player_model[] - 1, ModelT1) case 2: copy(g_player_model[id], sizeof g_player_model[] - 1, ModelT2) } else if ( g_survivor[id] ) = cs_get_user_team( id ) == CS_TEAM_T ? true : false; { case 1: copy(g_player_model[id], sizeof g_player_model[] - 1, ModelCT1) case 2: copy(g_player_model[id], sizeof g_player_model[] - 1, ModelCT2) } // Get current model new currentmodel[32] fm_get_user_model( id, currentmodel, charsmax( currentmodel ) ) // Check whether it matches the custom model if ( !equal( currentmodel, g_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_task( 5.0 * MODELCHANGE_DELAY, "fm_user_model_update", id + MODELSET_TASK ) else fm_user_model_update( id + 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_model( id ) } } public fw_SetClientKeyValue( id, const infobuffer[], const key[] ) { // Block CS model changes if ( g_has_custom_model[id] && equal( key, "model" ) ) return FMRES_SUPERCEDE; return FMRES_IGNORED; } public fw_ClientUserInfoChanged( id ) { // 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_model( id, currentmodel, charsmax( currentmodel ) ) // Check whether it matches the custom model - if not, set it again if ( !equal( currentmodel, g_player_model[id] ) && !task_exists( id + MODELSET_TASK ) ) fm_set_user_model( id + MODELSET_TASK ) return FMRES_IGNORED; } public fm_user_model_update( taskid ) { static Float:current_time current_time = get_gametime() // Do we need a delay? if ( current_time - g_models_targettime >= MODELCHANGE_DELAY ) { fm_set_user_model( taskid ) 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_model( player ) { // Get actual player id player -= MODELSET_TASK // Set new model engfunc( EngFunc_SetClientKeyValue, player, engfunc( EngFunc_GetInfoKeyBuffer, player ), "model", g_player_model[player] ) // Remember this player has a custom model g_has_custom_model[player] = true } stock fm_get_user_model( player, model[], len ) { // Retrieve current model engfunc( EngFunc_InfoKeyValue, engfunc( EngFunc_GetInfoKeyBuffer, player ), "model", model, len ) } stock fm_reset_user_model( player ) { // Player doesn't have a custom model any longer g_has_custom_model[player] = false dllfunc( DLLFunc_ClientUserInfoChanged, player, engfunc( EngFunc_GetInfoKeyBuffer, player ) ) }
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