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[ZP 1.6.1] Afficher les autre joueur sauf moi !


  
 
 
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gpower
Member
Join Date: Sep 2012
Old 09-09-2012 , 14:33   [ZP 1.6.1] Afficher les autre joueur sauf moi !
#1

Bonjours, Je Veux Voir Noms De tt Les Joueurs Sauf Moi, qu'est ce que je dois changer ?

PHP Code:
// Player List Menu
show_menu_player_list(id)
{
    static 
menuidmenu[128], playeruserflagsbuffer[2]
    
userflags get_user_flags(id)
    
    
// Title
    
switch (PL_ACTION)
    {
        case 
ACTION_ZOMBIEFY_HUMANIZEformatex(menucharsmax(menu), "%L\r"id"MENU_ADMIN1")
        case 
ACTION_MAKE_NEMESISformatex(menucharsmax(menu), "%L\r"id"MENU_ADMIN2")
        case 
ACTION_MAKE_SURVIVORformatex(menucharsmax(menu), "%L\r"id"MENU_ADMIN3")
        case 
ACTION_MAKE_SNIPERformatex(menucharsmax(menu), "%L\r"id"MENU_ADMIN8")
        case 
ACTION_MAKE_ASSASSINformatex(menucharsmax(menu), "%L\r"id"MENU_ADMIN9")
        case 
ACTION_RESPAWN_PLAYERformatex(menucharsmax(menu), "%L\r"id"MENU_ADMIN4")
    }
    
menuid menu_create(menu"menu_player_list")
    
    
// Player List
    
for (player 1player <= g_maxplayersplayer++)
    {
        
// Skip if not connected
        
if (!g_isconnected[player])
            continue;
        
        
// Format text depending on the action to take
        
switch (PL_ACTION)
        {
            case 
ACTION_ZOMBIEFY_HUMANIZE// Zombiefy/Humanize command
            
{
                if (
g_zombie[player])
                {
                    if (
allowed_human(player) && (userflags g_access_flag[ACCESS_MAKE_HUMAN]))
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                }
                else
                {
                    if (
allowed_zombie(player) && (g_newround ? (userflags g_access_flag[ACCESS_MODE_INFECTION]) : (userflags g_access_flag[ACCESS_MAKE_ZOMBIE])))
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
            }
            case 
ACTION_MAKE_NEMESIS// Nemesis command
            
{
                if (
allowed_nemesis(player) && (g_newround ? (userflags g_access_flag[ACCESS_MODE_NEMESIS]) : (userflags g_access_flag[ACCESS_MAKE_NEMESIS])))
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
                else
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
            }
            case 
ACTION_MAKE_SURVIVOR// Survivor command
            
{
                if (
allowed_survivor(player) && (g_newround ? (userflags g_access_flag[ACCESS_MODE_SURVIVOR]) : (userflags g_access_flag[ACCESS_MAKE_SURVIVOR])))
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
                else
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
            }
            case 
ACTION_MAKE_SNIPER// Sniper command
            
{
                if (
allowed_sniper(player) && (g_newround ? (userflags g_access_flag[ACCESS_MODE_SNIPER]) : (userflags g_access_flag[ACCESS_MAKE_SNIPER])))
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
                else
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
            }
            case 
ACTION_MAKE_ASSASSIN// Nemesis command
            
{
                if (
allowed_assassin(player) && (g_newround ? (userflags g_access_flag[ACCESS_MODE_ASSASSIN]) : (userflags g_access_flag[ACCESS_MAKE_ASSASSIN])))
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
                else
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
            }
            case 
ACTION_RESPAWN_PLAYER// Respawn command
            
{
                if (
allowed_respawn(player) && (userflags g_access_flag[ACCESS_RESPAWN_PLAYERS]))
                    
formatex(menucharsmax(menu), "%s"g_playername[player])
                else
                    
formatex(menucharsmax(menu), "\d%s"g_playername[player])
            }
        }
        
        
// Add player
        
buffer[0] = player
        buffer
[1] = 0
        menu_additem
(menuidmenubuffer)
    }
    
    
// Back - Next - Exit
    
formatex(menucharsmax(menu), "%L"id"MENU_BACK")
    
menu_setprop(menuidMPROP_BACKNAMEmenu)
    
formatex(menucharsmax(menu), "%L"id"MENU_NEXT")
    
menu_setprop(menuidMPROP_NEXTNAMEmenu)
    
formatex(menucharsmax(menu), "%L"id"MENU_EXIT")
    
menu_setprop(menuidMPROP_EXITNAMEmenu)
    
    
menu_display(idmenuid)

Merci
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