void ShowHatMenu(int client) {
PrintToChat(client, "Hat Menu:");
for (int i = 0; i < SLOT_MAX; i++) {
PrintToChat(client, Format("%d. Equip Hat %d", i+1, i+1));
}
PrintToChat(client, "7. Manage Hat Options");
}
void EquipHat(int client, int slot) {
if (slot < 0 || slot >= SLOT_MAX) {
PrintToChat(client, "Invalid hat slot!");
return;
}
// Equip the hat for the player
g_PlayerHats[slot].type = /* Get hat type */;
// Update player's appearance with the new hat
}
void OnPluginStart() {
RegisterCommand("!hat", "Show the hat menu", "ShowHatMenu", ADMFLAG_GENERIC);
RegisterCommand("equiphat", "Equip a hat", "EquipHat", ADMFLAG_GENERIC);
RegisterCommand("managehatoptions", "Manage hat options", "ManageHatOptions", ADMFLAG_GENERIC);
RegisterCommand("applypaint", "Apply paint to a hat", "ApplyPaint", ADMFLAG_GENERIC);
RegisterCommand("changestyle", "Change the style of a hat", "ChangeStyle", ADMFLAG_GENERIC);
RegisterCommand("addunusualeffect", "Add an unusual effect to a hat", "AddUnusualEffect", ADMFLAG_GENERIC);
}
Command weapon:
Spoiler
#include <sourcemod>
enum WeaponType {
WEAPON_NONE,
WEAPON_SCATTERGUN,
WEAPON_ROCKET_LAUNCHER,
WEAPON_FLAMETHROWER,
// Add more weapon types here as needed
WEAPON_MAX
}
enum ModifierType {
MODIFIER_NONE,
MODIFIER_AUSTRALIUM,
MODIFIER_WARPAINT,
MODIFIER_SPELLS,
MODIFIER_FESTIVIZER,
MODIFIER_KILLSTREAK,
// Add more modifier types here as needed
MODIFIER_MAX
}
void EquipWeapon(int client, int slot) {
if (slot < 0 || slot >= SLOT_MAX) {
PrintToChat(client, "Invalid weapon slot!");
return;
}
// Equip the weapon for the player
g_PlayerWeapons[slot].type = /* Get weapon type */;
// Update player's loadout with the new weapon
}