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Keeping track of how much money a player has


  
 
 
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Bugsy
AMX Mod X Moderator
Join Date: Feb 2005
Location: NJ, USA
Old 07-22-2008 , 22:08   Re: Keeping track of how much money a player has
Reply With Quote #4

Quote:
Originally Posted by X-olent View Post
Code:
#include <amxmodx> #include <fakemeta> #define OFFSET_MONEY 115 #define cs_get_user_money(%1) get_pdata_int(%1, OFFSET_MONEY) public client_disconnect(plr) {     new money = cs_get_user_money(plr);         // money holds the player's money         return PLUGIN_CONTINUE; }

And if that doesn't work:

Code:
#include <amxmodx> #include <fakemeta> #define OFFSET_MONEY 115 #define cs_get_user_money(%1) get_pdata_int(%1, OFFSET_MONEY) new g_money[33]; public plugin_init() {     register_event("Money", "EventMoney", "b"); } public client_connect(plr) {     g_money[plr] = 0; } public client_disconnect(plr) {     // g_money[plr] holds the player's money } public EventMoney(plr) {     g_money[plr] = cs_get_user_money(plr);         return PLUGIN_CONTINUE; }

Or, if you don't want to use fakemeta:

Code:
#include <amxmodx> new g_money[33]; public plugin_init() {     register_event("Money", "EventMoney", "b"); } public client_connect(plr) {     g_money[plr] = 0; } public client_disconnect(plr) {     // g_money[plr] holds the player's money } public EventMoney(plr) {     g_money[plr] = read_data(1);         return PLUGIN_CONTINUE; }
That's pretty much what I'm doing now but when I make the plugin client_print when the Money event is called, I see it called many many times; at every item buy, every kill, round start. I was trying to find a way that didn't require so many updates. I know probably 90% of the time client_disconnect would allow me to get the users money but since theres that 10% where it won't work (because user is already disconnected) I really don't want to use it.

Thanks for the reply +karma
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