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Senior Member
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08-07-2011
, 04:09
[EDIT] This Plugin (Excerpt from the idea)
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#1
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Hi guys, This code add new menu?
- 300 Spartan Mode (Open/Close) --> CT & T give Shield + deagle.
- CT God Mode "Open/Close"
- Give T Glow (random colors) "Open/close"
- Zombie Mode "Open/Close" PS: CT zombies seem (models/player/CT_Zombie/CT_Zombie.mdl) ---> CT 2500 HP only knife = give T weapon m4a1 + Deagle and Dark a map , give CT nightvision )
- Shark Mode "Open/Close" ( Only CT noclip , give T weapons m4a1+ deagle)
- and last ----> CT's give 10 jb points --> "T" P.S = say /givejb
Thanx
PHP Code:
#include < amxmodx > #include < cstrike > #include < fun > #include < fakemeta >
new g_iChosenOption[ 33 ];
new bool:g_bBuried[ 33 ];
new g_pFriendlyFire;
enum { FRIENDLY_FIRE = 1, NEW_CT, GIVE_C4, BURY, UNBURY };
public plugin_init() { register_plugin( "CT Menu", "1.0", "H3avY Ra1n" ); register_clcmd( "say /ctmenu", "Cmd_CTMenu" ); g_pFriendlyFire = get_cvar_pointer( "mp_friendlyfire" ); }
public client_connect( id ) { g_bBuried[ id ] = false; g_iChosenOption[ id ] = 0; }
public Cmd_CTMenu( id ) { if( cs_get_user_team( id ) != CS_TEAM_CT ) { client_print( id, print_chat, "You must be a guard to use this item." ); return PLUGIN_HANDLED; } new hMenu = menu_create( "CT Menu", "CTMenu_Handler" ); new szFormat[ 32 ]; formatex( szFormat, charsmax( szFormat ), "Turn %s Friendly Fire", get_pcvar_num( g_pFriendlyFire ) ? "Off" : "On" ); menu_additem( hMenu, szFormat, "1" ); menu_additem( hMenu, "Choose a new CT", "2" ); menu_additem( hMenu, "Give C4", "3" ); menu_additem( hMenu, "Bury Player", "4" ); menu_additem( hMenu, "Unbury Player", "5" ); menu_display( id, hMenu, 0 ); return PLUGIN_CONTINUE; }
public CTMenu_Handler( id, hMenu, iItem ) { if( iItem == MENU_EXIT || cs_get_user_team( id ) != CS_TEAM_CT ) { menu_destroy( hMenu ); return PLUGIN_HANDLED; }
new szData[ 6 ]; new iAccess, hCallback; menu_item_getinfo( hMenu, iItem, iAccess, szData, charsmax( szData ), _, _, hCallback ); g_iChosenOption[ id ] = str_to_num( szData ); if( g_iChosenOption[ id ] == FRIENDLY_FIRE ) set_pcvar_num( g_pFriendlyFire, get_pcvar_num( g_pFriendlyFire ) ? 0 : 1 ); else ShowPlayerMenu( id ); menu_destroy( hMenu ); return PLUGIN_HANDLED; }
public ShowPlayerMenu( id ) { new hMenu = menu_create( "Choose a Player:", "PlayerMenu_Handler" ); new szName[ 32 ], szInfo[ 6 ]; new iPlayers[ 32 ], iNum; get_players( iPlayers, iNum, "a" ); for( new i = 0, iPlayer; i < iNum; i++ ) { iPlayer = iPlayers[ i ]; switch( g_iChosenOption[ id ] ) { case NEW_CT: if( cs_get_user_team( iPlayer ) != CS_TEAM_T ) continue; case BURY: if( g_bBuried[ iPlayer ] ) continue; case UNBURY: if( !g_bBuried[ iPlayer ] ) continue; }
get_user_name( iPlayer, szName, charsmax( szName ) ); num_to_str( iPlayer, szInfo, charsmax( szInfo ) ); menu_additem( hMenu, szName, szInfo ); } menu_display( id, hMenu, 0 ); }
public PlayerMenu_Handler( id, hMenu, iItem ) { if( iItem == MENU_EXIT || cs_get_user_team( id ) != CS_TEAM_CT ) { menu_destroy( hMenu ); return PLUGIN_HANDLED; }
new szData[ 6 ]; new iAccess, hCallback; menu_item_getinfo( hMenu, iItem, iAccess, szData, charsmax( szData ), _, _, hCallback ); new iPlayer = str_to_num( szData ); if( !is_user_alive( iPlayer ) ) { client_print( id, print_chat, "That player is no longer alive." ); menu_destroy( hMenu ); ShowPlayerMenu( id ); return PLUGIN_HANDLED; } switch( g_iChosenOption[ id ] ) { case BURY: bury_player( id, iPlayer ); case UNBURY: unbury_player( id, iPlayer ); case GIVE_C4: give_item( iPlayer, "weapon_c4" ); case NEW_CT: cs_set_user_team( iPlayer, CS_TEAM_CT ); } menu_destroy( hMenu ); return PLUGIN_HANDLED; }
bury_player(id, victim) { new name[32], iwpns[32], nwpn[32], iwpn get_user_name(victim,name,31) get_user_weapons(victim,iwpns,iwpn) for(new a=0;a<iwpn;++a) { get_weaponname(iwpns[a],nwpn,31) engclient_cmd(victim,"drop",nwpn) } engclient_cmd(victim,"weapon_knife") new origin[3] get_user_origin(victim, origin) origin[2] -= 30 fm_set_user_origin(victim, origin) client_print( id, print_chat, "You have successfully buried %s.", name ); g_bBuried[ victim ] = true; Cmd_CTMenu( id ); }
unbury_player(id,victim) { new name[32], origin[3] get_user_name(victim,name,31) get_user_origin(victim, origin) origin[2] += 35 fm_set_user_origin(victim, origin) client_print( id, print_chat, "You have successfully unburied %s.", name ); g_bBuried[ victim ] = false; Cmd_CTMenu( id ); }
stock fm_set_user_origin(index, /* const */ origin[3]) { new Float:orig[3] IVecFVec(origin, orig)
return fm_entity_set_origin(index, orig) }
stock fm_entity_set_origin(index, const Float:origin[3]) { new Float:mins[3], Float:maxs[3] pev(index, pev_mins, mins) pev(index, pev_maxs, maxs) engfunc(EngFunc_SetSize, index, mins, maxs)
return engfunc(EngFunc_SetOrigin, index, origin) }
Last edited by Sepsis; 08-07-2011 at 19:13.
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