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Veteran Member
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12-15-2015
, 10:50
[HELP] Questions about code
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#1
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Anyone can please explain to me what is this and what it means?
And in case i want to add a new class, for example class_nemesis2, how this code should look?
PHP Code:
if ((userflags & read_flags(g_access_make_human)) && is_user_alive(player)) formatex(menu, charsmax(menu), "%s \r[%L]", player_name, id, (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE") else formatex(menu, charsmax(menu), "\d%s [%L]", player_name, id, (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
it was taken from here:
PHP Code:
show_menu_player_list(id) { static menu[128], player_name[32] new menuid, player, buffer[2], userflags = get_user_flags(id) // Title switch (PL_ACTION) { case ACTION_INFECT_CURE: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN1") case ACTION_MAKE_NEMESIS: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN2") case ACTION_MAKE_SURVIVOR: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN3") case ACTION_RESPAWN_PLAYER: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN4") } menuid = menu_create(menu, "menu_player_list") // Player List for (player = 0; player <= g_MaxPlayers; player++) { // Skip if not connected if (!is_user_connected(player)) continue; // Get player's name get_user_name(player, player_name, charsmax(player_name)) // Format text depending on the action to take switch (PL_ACTION) { case ACTION_INFECT_CURE: // Infect/Cure command { if (zp_core_is_zombie(player)) { if ((userflags & read_flags(g_access_make_human)) && is_user_alive(player)) formatex(menu, charsmax(menu), "%s \r[%L]", player_name, id, (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE") else formatex(menu, charsmax(menu), "\d%s [%L]", player_name, id, (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE") } else { if ((userflags & read_flags(g_access_make_zombie)) && is_user_alive(player)) formatex(menu, charsmax(menu), "%s \y[%L]", player_name, id, (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) ? "CLASS_SURVIVOR" : "CLASS_HUMAN") else formatex(menu, charsmax(menu), "\d%s [%L]", player_name, id, (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) ? "CLASS_SURVIVOR" : "CLASS_HUMAN") } } case ACTION_MAKE_NEMESIS: // Nemesis command { if (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && (userflags & read_flags(g_access_make_nemesis)) && is_user_alive(player) && !zp_class_nemesis_get(player)) { if (zp_core_is_zombie(player)) formatex(menu, charsmax(menu), "%s \r[%L]", player_name, id, (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE") else formatex(menu, charsmax(menu), "%s \y[%L]", player_name, id, (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) ? "CLASS_SURVIVOR" : "CLASS_HUMAN") } else formatex(menu, charsmax(menu), "\d%s [%L]", player_name, id, zp_core_is_zombie(player) ? (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE" : (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) ? "CLASS_SURVIVOR" : "CLASS_HUMAN") } case ACTION_MAKE_SURVIVOR: // Survivor command { if (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && (userflags & read_flags(g_access_make_survivor)) && is_user_alive(player) && !zp_class_survivor_get(player)) { if (zp_core_is_zombie(player)) formatex(menu, charsmax(menu), "%s \r[%L]", player_name, id, (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE") else formatex(menu, charsmax(menu), "%s \y[%L]", player_name, id, (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) ? "CLASS_SURVIVOR" : "CLASS_HUMAN") } else formatex(menu, charsmax(menu), "\d%s [%L]", player_name, id, zp_core_is_zombie(player) ? (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE" : (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) ? "CLASS_SURVIVOR" : "CLASS_HUMAN") } case ACTION_RESPAWN_PLAYER: // Respawn command { if ((userflags & read_flags(g_access_respawn_players)) && allowed_respawn(player)) formatex(menu, charsmax(menu), "%s", player_name) else formatex(menu, charsmax(menu), "\d%s", player_name) } } // Add player buffer[0] = player buffer[1] = 0 menu_additem(menuid, menu, buffer) } // Back - Next - Exit formatex(menu, charsmax(menu), "%L", id, "MENU_BACK") menu_setprop(menuid, MPROP_BACKNAME, menu) formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT") menu_setprop(menuid, MPROP_NEXTNAME, menu) formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT") menu_setprop(menuid, MPROP_EXITNAME, menu) // If remembered page is greater than number of pages, clamp down the value MENU_PAGE_PLAYERS = min(MENU_PAGE_PLAYERS, menu_pages(menuid)-1) // Fix for AMXX custom menus set_pdata_int(id, OFFSET_CSMENUCODE, 0) menu_display(id, menuid, MENU_PAGE_PLAYERS) }
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Last edited by Depresie; 12-15-2015 at 10:50.
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