I'm trying to do Xuntrics animal xp plugin. I'm trying to do so if you choose the the animal dog you get to be a model that looks like a dog. here is my code:
Code:
#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <fun>
#define CLASS_NOTHING 0
#define CLASS_DOG 1
#define CLASS_CAT 2
#define CLASS_HORSE 3
#define CLASS_COW 4
#define MAXCLASSES 5
new PlayerClass[33]
new PlayerXP[33]
new PlayerLevel[33]
new const CLASSES[MAXCLASSES][] = {
"None",
"Dog",
"Cat",
"Horse",
"Cow"
}
new msgtext
new const LEVELS[6] = {
100,
200,
400,
800,
1600,
3200
}
public plugin_precache() {
PlayerClass[id] = CLASS_DOG;
precache_model("models/animals/dog.mdl");
}
public plugin_init()
{
register_plugin("Animal Mod", "1.0", "XunTric")
register_cvar("sv_animalmod", "1")
register_event("DeathMsg", "DeathMsg", "a")
register_cvar("XP_per_kill", "20")
register_menucmd(register_menuid("menu_ChooseAnimal"),1023,"DoChooseAnimal");
register_event("ResetHUD", "ResetHud", "b")
msgtext = get_user_msgid("StatusText")
register_clcmd("say /changeanimal", "ChangeAnimal")
register_clcmd("say_team /changeanimal", "ChangeAnimal")
}
stock ChooseAnimal(id)
{
new menu[192]
new keys = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_0;
format(menu, 191, "Animal Mod: Choose Animal^n^n1. Dog^n2. Cat^n3. Horse^n4. Cow^n^n0. Exit")
show_menu(id, keys, menu, -1, "menu_ChooseAnimal")
return PLUGIN_CONTINUE
}
public DoChooseAnimal(id, key)
{
if(key == 0) {
if(PlayerClass[id] == CLASS_DOG) {
client_print(id, print_chat, "[Animal Mod] You are allready a Dog! Choose something else!")
ChooseAnimal(id)
return PLUGIN_HANDLED
}
PlayerClass[id] = CLASS_DOG
client_print(id, print_chat, "[Animal Mod] You are now a Dog!")
}
if(key == 1) {
if(PlayerClass[id] == CLASS_CAT) {
client_print(id, print_chat, "[Animal Mod] You are allready a Cat! Choose something else!")
ChooseAnimal(id)
return PLUGIN_HANDLED
}
PlayerClass[id] = CLASS_CAT
client_print(id, print_chat, "[Animal Mod] You are now a Cat!")
}
if(key == 2) {
if(PlayerClass[id] == CLASS_HORSE) {
client_print(id, print_chat, "[Animal Mod] You are allready a Horse! Choose something else!")
ChooseAnimal(id)
return PLUGIN_HANDLED
}
PlayerClass[id] = CLASS_HORSE
client_print(id, print_chat, "[Animal Mod] You are now a Horse!")
}
if(key == 3) {
if(PlayerClass[id] == CLASS_COW) {
client_print(id, print_chat, "[Animal Mod] You are allready a Cow! Choose something else!")
ChooseAnimal(id)
return PLUGIN_HANDLED
}
PlayerClass[id] = CLASS_COW
client_print(id, print_chat, "[Animal Mod] You are now a Cow!")
}
ShowHUD(id)
return PLUGIN_HANDLED
}
public ResetHUD(id)
{
if(PlayerClass[id] == CLASS_NOTHING) {
ChooseAnimal(id)
return PLUGIN_HANDLED
}
return PLUGIN_HANDLED
}
public DeathMsg()
{
if(get_cvar_num("sv_animalmod") == 0) {
return PLUGIN_HANDLED
}
new attacker = read_data(1)
if(PlayerClass[attacker] == CLASS_NOTHING) {
return PLUGIN_HANDLED
}
if(PlayerLevel[attacker] == 6) {
return PLUGIN_HANDLED
}
PlayerXP[attacker] += get_cvar_num("XP_per_kill")
if(PlayerXP[attacker] >= LEVELS[PlayerLevel[attacker]]) {
PlayerLevel[attacker] += 1
client_print(attacker, print_chat, "[Animal Mod] Congratulations! You are now level %i!", PlayerLevel[attacker])
ShowHUD(attacker)
}
ShowHUD(attacker)
return PLUGIN_CONTINUE
}
public ShowHUD(id)
{
new HUD[51]
format(HUD, 50, "[%s]Level: %i XP: %i", CLASSES[PlayerClass[id]], PlayerLevel[id], PlayerXP[id])
message_begin(MSG_ONE, msgtext, {0,0,0}, id)
write_byte(0)
write_string(HUD)
message_end()
return
}