Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
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10-18-2009
, 12:42
Re: Crazy Warnings and a lot of errors
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#4
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PHP Code:
/* Plugin generated by AMXX-Studio */
#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <fakemeta_util>
#include <hamsandwich>
#include <nvault>
#include <cstrike>
#include <fun>
#define PLUGIN "New Missions and Awards System"
#define VERSION "1.0"
#define AUTHOR "NickZ"
#define MAXCLASSES 7
#define MAXPLAYERS 32
/*---------------------------------------/
/-------- Plugin Customization ---------*/
new PlayerXP[33], PlayerLevel[33], PlayerClass[33]
new XP_Kill, XP_Knife, XP_HS, SaveXP
new g_vault
new ms[33]
//Character´s Cvars
new cvar_medic_hp, cvar_medic_speed, cvar_medic_armor, cvar_medic_gravity, cvar_medic_regen, cvar_medic_regen2
new cvar_heavy_hp, cvar_heavy_speed, cvar_heavy_armor, cvar_heavy_gravity, cvar_heavy_resisdmg
new cvar_assassin_hp, cvar_assassin_speed, cvar_assassin_armor, cvar_assassin_gravity, cvar_assassin_silent
new cvar_scout_hp, cvar_scout_speed, cvar_scout_armor, cvar_scout_gravity, cvar_scout_starting_flashes
new cvar_sniper_hp, cvar_sniper_speed, cvar_sniper_armor, cvar_sniper_gravity, cvar_sniper_recoil
new cvar_dumbass_hp, cvar_dumbass_speed, cvar_dumbass_armor, cvar_dumbass_gravity
enum _:Weapon{
Shotgun,
SuperShotgun,
OMGM,
OMGD,
FMachinegun,
Chaingun,
M60,
AMachinegun,
Room,
Sbleeder,
SemiProRifle,
DualUSP,
DualUzi,
DualDeagle
}
new g_weapon[MAXPLAYERS+1][Weapon]
enum _:Skill{
Medic,
Heavy,
Assassin,
Scout,
Sniper,
Dumbass
}
new Has[MAXPLAYERS+1][Skill]
new const CLASSES[MAXCLASSES] [] = {
"None",
"Medic",
"Heavy",
"Assassin",
"Scout",
"Sniper",
"Dumbass"
}
new const LEVELS[10] = {
0,
50,
100,
200,
400,
800,
1600,
3200,
6400,
12800
}
public plugin_precache()
{
precache_model("models/onna.mdl")
precache_model("models/p_gauss.mdl")
}
public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR)
RegisterHam(Ham_Killed, "player", "fw_Killed")
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
RegisterHam(Ham_Spawn, "player", "fw_Spawn")
register_event("DeathMsg", "Death", "a")
SaveXP = register_cvar("SaveXP", "1")
XP_Kill = register_cvar("mas_xp_per_kiil", "10")
XP_HS = register_cvar("mas_headshot_bonus", "20")
XP_Knife = register_cvar("mas_knife_bonus", "20")
g_vault = nvault_open("MAS")
// Register Commands
register_clcmd("say /class", "ChangeClass")
register_clcmd("say_team /class", "ChangeClass")
register_clcmd("say /xp", "Stats")
register_clcmd("say_team /xp", "Stats")
register_clcmd("say /mas", "show_menu_cmd")
register_clcmd("say /masmenu", "show_menu_cmd")
//Register Think
register_think("npc_onna","npc_think");
//Messages
register_message(get_user_msgid("Money"), "message_money")
//Characters
//Medic
cvar_medic_hp = register_cvar("mas_medic_health", "150")
cvar_medic_speed = register_cvar("mas_medic_speed", "240")
cvar_medic_armor = register_cvar("mas_medic_armor", "0.9")
cvar_medic_gravity = register_cvar("mas_medic_gravity", "1.2")
cvar_medic_regen2 = register_cvar("mas_medic_regeneration_kit", "20")
cvar_medic_regen = register_cvar("mas_medic_auto_regeneration", "2.0")
//Heavy
cvar_heavy_hp = register_cvar("mas_heavy_health", "250")
cvar_heavy_speed = register_cvar("mas_heavy_speed", "190.0")
cvar_heavy_armor = register_cvar("mas_heavy_armor", "0.4")
cvar_heavy_gravity = register_cvar("mas_heavy_gravity", "1.5")
cvar_heavy_resisdmg = register_cvar("mas_heavy_resist_falls", "1")
//Assassin
cvar_assassin_hp = register_cvar("mas_assassin_hp", "30")
cvar_assassin_speed = register_cvar("mas_assassin_speed", "260.0")
cvar_assassin_armor = register_cvar("mas_assassin_armor", "0.8")
cvar_assassin_gravity = register_cvar("mas_assassin_gravity", "0.8")
cvar_assassin_silent = register_cvar("mas_assassin_silent_footsteps", "1")
//Scout
cvar_scout_hp = register_cvar("mas_scout_health", "80")
cvar_scout_speed = register_cvar("mas_scout_speed", "400.0")
cvar_scout_armor = register_cvar("mas_scout_armor", "0.7")
cvar_scout_gravity = register_cvar("mas_scout_gravity", "0.6")
cvar_scout_starting_flashes = register_cvar("mas_scout_grenades", "4")
//Sniper
cvar_sniper_hp = register_cvar("mas_sniper_health", "100")
cvar_sniper_speed = register_cvar("mas_sniper_speed", "235.0")
cvar_sniper_armor = register_cvar("mas_sniper_armor", "0.8")
cvar_sniper_gravity = register_cvar("mas_sniper_gravity", "0.6")
cvar_sniper_recoil = register_cvar("mas_sniper_recoil", "1")
//Dumbass
cvar_dumbass_hp = register_cvar("mas_dumbass_health", "200")
cvar_dumbass_speed = register_cvar("mas_dumbass_speed", "275.0")
cvar_dumbass_armor = register_cvar("mas_dumbass_armor", "1.0")
cvar_dumbass_gravity = register_cvar("mas_dumbass_gravity", "0.8")
}
public fw_Spawn(id)
{
set_task(0.1, "Stats", id)
set_task(0.1, "SetC", id)
client_cmd(id,"bind l +showmenu");
}
/*public spawn_npc(id)
{
new ent = create_entity("info_target")
new Float: origin[3]
entity_get_vector(id, EV_VEC_origin, origin)
entity_set_origin(id, origin);
origin[2] += 300.0
entity_set_origin(id, origin)
new Float: maxs[3] = {16.0, 16.0, 36.0}
new Float: mins[3] = {-16.0, -16.0, -36.0}
entity_set_size(ent, mins, maxs)
entity_set_int(ent, EV_INT_solid, 2)
entity_set_float(ent, EV_FL_takedamage, 1.0)
entity_set_float(ent, EV_FL_health, 1.0)
entity_set_string(ent,EV_SZ_classname,"npc_onna");
entity_set_model(ent,"models/onna.mdl");
entity_set_float(ent,EV_FL_animtime,2.0)
entity_set_float(ent,EV_FL_framerate,1.0)
entity_set_int(ent,EV_INT_sequence,0);
}
public give_weapon(ent)
{
new entWeapon = create_entity("info_target")
entity_set_string(entWeapon, EV_SZ_classname, "npc_weapon")
entity_set_int(entWeapon, EV_INT_movetype, MOVETYPE_FOLLOW)
entity_set_int(entWeapon, EV_INT_solid, SOLID_NOT)
entity_set_edict(entWeapon, EV_ENT_aiment, ent)
entity_set_model(entWeapon, "models/p_gauss.mdl")
}
public npc_think(id)
{
// Put your think stuff here.
entity_set_float(id,EV_FL_nextthink,halflife_time() + 0.01)
}*/
public fw_HamKilled(victim, attacker, shouldgib)
{
if(PlayerClass[attacker] == 0)
return PLUGIN_CONTINUE
new headshot = read_data( 3 )
new clip, ammo, weapon = get_user_weapon(attacker, clip, ammo);
PlayerXP[attacker] += get_pcvar_num(XP_Kill)
if(headshot)
PlayerXP[attacker] += get_pcvar_num(XP_HS)
if(weapon == CSW_KNIFE)
PlayerXP[attacker] += get_pcvar_num(XP_Knife)
while(PlayerXP[attacker] >= LEVELS[PlayerLevel[attacker]])
{
client_print(attacker, print_chat, "[M.A.S] Congratulations! You are a level %i %s", PlayerLevel[attacker], CLASSES[PlayerClass[attacker]])
PlayerLevel[attacker] += 1
Stats(attacker)
}
return PLUGIN_CONTINUE
}
public fw_TakeDamage(victim, inflictor, attacker, Float: damage, damagebits)
{
if(!is_user_connected(victim))
return HAM_SUPERCEDE;
/*if(Has[victim][Medic])
SetHamParamFloat(4, damage *= get_pcvar_float(cvar_medic_armor))
else if(Has[victim][Heavy])
SetHamParamFloat(4, damage *= get_pcvar_float(cvar_heavy_armor))
else if(Has[victim][Assassin])
SetHamParamFloat(4, damage *= get_pcvar_float(cvar_assassin_armor))
else if(Has[victim][Scout])
SetHamParamFloat(4, damage *= get_pcvar_float(cvar_scout_armor))
else if(Has[victim][Sniper])
SetHamParamFloat(4, damage *= get_pcvar_float(cvar_sniper_armor))
else if(Has[victim][Dumbass])
SetHamParamFloat(4, damage *= get_pcvar_float(cvar_dumbass_armor))*/
return HAM_HANDLED;
}
public Stats(id)
{
set_hudmessage(0, 255, 0, 0.75, 0.01, 0, 6.0, 15.0)
show_hudmessage(id, "Level: %i^nXP: %i^nClass: %s",PlayerLevel[id],PlayerXP[id],CLASSES[PlayerClass[id]])
set_task(0.1, "Stats", id)
}
public show_menu_cmd(id)
{
new menu = menu_create("\rM.A.S Mod Menu", "menu_show_main")
menu_additem(menu, "Classes", "1", 0)
menu_additem(menu, "Weapons", "2", 0)
menu_additem(menu, "Items", "3", 0)
menu_display(id, menu, 0)
}
public menu_show_main(id, menu, item)
{
new Name[33], Data[5], access, callback
menu_item_getinfo(menu, item, access, Data, 3, Name, 32, callback)
if(item == MENU_EXIT)
{
menu_destroy(menu)
}
new i = str_to_num(Data)
if(i == 1)
ChangeClass(id)
if(i == 2)
show_buy_menu(id)
if(i == 3)
show_item_menu(id)
}
show_buy_menu(id)
{
new menu2[512], menuid
formatex(menu2, charsmax(menu2), "%L", 0, "MENU_BUY1")
menuid = menu_create(menu2, "show_buy_hand")
if(Has[id][Medic])
{
menu_additem(menuid, "Leone M3", "1", 0)
menu_additem(menuid, "TMP", "2", 0)
menu_additem(menuid, "MAC-10", "3", 0)
if(PlayerLevel[id] >= 2)
menu_additem(menuid, "MP5 Navy", "4", 0)
if(PlayerLevel[id] >= 5)
menu_additem(menuid, "UMP-45", "5", 0)
if(PlayerLevel[id] >= 7)
menu_additem(menuid, "XM1014", "6", 0)
}
else if(Has[id][Heavy])
{
menu_additem(menuid, "M249 Para Machinegun", "1", 0)
if(PlayerLevel[id] >= 2)
menu_additem(menuid, "M60", "2", 0)
if(PlayerLevel[id] >= 3)
menu_additem(menuid, "ChainGun", "3", 0)
if(PlayerLevel[id] >= 5)
{
menu_additem(menuid, "Future Machinegun", "4", 0)
menu_additem(menuid, "Another Machinegun", "5", 0)
menu_additem(menuid, "OMG!", "6", 0)
}
}
else if(Has[id][Assassin])
{
menu_additem(menuid, "Deagle", "1", 0)
if(PlayerLevel[id] >= 2)
menu_additem(menuid, "5 rooms revolver", "2", 0)
if(PlayerLevel[id] >= 5)
menu_additem(menuid, "Strong Bleeder", "3", 0)
if(PlayerLevel[id] >= 7)
menu_additem(menuid, "OMG", "4", 0)
}
else if(Has[id][Scout])
{
menu_additem(menuid, "Shotgun", "1", 0)
menu_additem(menuid, "TMP", "2", 0)
if(PlayerLevel[id] >= 2)
menu_additem(menuid, "Mac-10", "3", 0)
if(PlayerLevel[id] >= 5)
menu_additem(menuid, "Improved Shotgun", "4", 0)
if(PlayerLevel[id] >= 7)
menu_additem(menuid, "P-90", "5", 0)
}
else if(Has[id][Sniper])
{
menu_additem(menuid, "Scout", "1", 0)
if(PlayerLevel[id] >= 2)
menu_additem(menuid, "Semi-Prof Rifle", "2", 0)
if(PlayerLevel[id] >= 5)
menu_additem(menuid, "AWP", "3", 0)
if(PlayerLevel[id] >= 7)
menu_additem(menuid, "Sig550", "4", 0)
}
else if(Has[id][Dumbass])
{
menu_additem(menuid, "Dual Elites Berettas", "1", 0)
if(PlayerLevel[id] >= 2)
menu_additem(menuid, "Dual USP", "2", 0)
if(PlayerLevel[id] >= 5)
menu_additem(menuid, "Dual Uzi", "3", 0)
if(PlayerLevel[id] >= 7)
menu_additem(menuid, "Dual Desert Eagles", "4", 0)
}
menu_display(id, menuid, 0)
}
public show_buy_hand(id, menu, item)
{
new Name[33], Data[7], access, callback
menu_item_getinfo(menu, item, access, Data, 6, Name, 32, callback)
new i = str_to_num(Data)
if(Has[id][Medic])
{
switch(i)
{
case 1: {
give_item(id, "weapon_m3")
}
case 2: {
give_item(id, "weapon_tmp")
}
case 3: {
give_item(id, "weapon_mac10")
}
case 4: {
give_item(id, "weapon_mp5navy")
}
case 5: {
give_item(id, "weapon_ump45")
}
case 6: {
give_item(id, "weapon_xm1014")
}
}
}
else if(Has[id][Heavy])
{
switch(i)
{
case 1:give_item(id, "weapon_m249")
case 2: {
give_item(id, "weapon_m249")
g_weapon[id][M60] = true
}
case 3: {
give_item(id, "weapon_m249")
g_weapon[id][Chaingun] = true
}
case 4:{
give_item(id, "weapon_m249")
g_weapon[id][FMachinegun] = true
}
case 5:{
give_item(id, "weapon_m249")
g_weapon[id][AMachinegun] = true
}
case 6:{
give_item(id, "weapon_m249")
g_weapon[id][OMGM] = true
}
}
}
else if(Has[id][Assassin])
{
switch(i)
{
case 1:give_item(id, "weapon_deagle")
case 2:give_item(id, "weapon_deagle")
case 3:give_item(id, "weapon_deagle")
case 4:give_item(id, "weapon_deagle")
}
}
else if(Has[id][Scout])
{
switch(i)
{
case 1: give_item(id, "weapon_m3")
case 2: give_item(id, "weapon_tmp")
case 3: give_item(id, "weapon_mac10")
case 4: give_item(id, "weapon_xm1014")
case 5: give_item(id, "weapon_p90")
}
}
else if(Has[id][Sniper])
{
switch(i)
{
case 1:give_item(id, "weapon_scout")
case 2:give_item(id, "weapon_scout")
case 3:give_item(id, "weapon_awp")
case 4:give_item(id, "weapon_sig552")
}
}
else if(Has[id][Dumbass])
{
switch(i)
{
case 1:give_item(id, "weapon_elite")
case 2:give_item(id, "weapon_elite")
case 3:give_item(id, "weapon_elite")
case 4:give_item(id, "weapon_elite")
}
}
}
show_item_menu(id)
{
new menuitem = menu_create("M.A.S Mod Shop", "item_handler", 0)
menu_additem(menuitem, "HP kit \r[50 MS]", "1", 0)
menu_additem(menuitem, "Bazooka \r [100 MS]", "2", 0)
menu_display(id, menuitem, 0)
}
public itemhandler(id, menuitem, item)
{
new Data[3], name[33], access, callback
menu_item_getinfo(menuitem, item, access, Data, 2, name, 32, callback)
new key = str_to_num(Data)
switch(key)
{
case 1: {
if(ms[id] <= 50) {
set_user_health(id, get_user_health(id) +50)
ms[id] -=50
}
else
client_print(id, print_chat, "You haven´t got enough M.A.S Points (MS)")
}
case 2: {
if(ms[id] <= 100) {
set_user_health(id, get_user_health(id) +500)
ms[id] -=100
}
else {
client_print(id, print_chat, "You haven´t got enough M.A.S Points (MS)")
}
}
}
}
ChangeClass(id)
{
new menu = menu_create("Class Menu", "handler");
menu_additem(menu, "Medic", "1", 0);
menu_additem(menu, "Heavy", "2", 0);
menu_additem(menu, "Assassin", "3", 0);
menu_additem(menu, "Scout", "4", 0);
menu_additem(menu, "Sniper", "5", 0);
menu_additem(menu, "Dumbass", "6", 0);
menu_setprop(menu, MPROP_EXIT, MEXIT_ALL);
menu_display(id, menu, 0);
return PLUGIN_CONTINUE;
}
public handler(id, menu, item)
{
if(item == MENU_EXIT)
{
menu_destroy(menu);
}
new szCommand[8], szName[64]
new access, callback
menu_item_getinfo(menu, item, access, szCommand, 7, szName, 63, callback)
new i = str_to_num(szCommand)
if(PlayerClass[id] != i)
{
PlayerClass[id] = i
client_print(id, print_chat, "You are now a %s", CLASSES[i])
}
else
{
client_print(id, print_chat, "You are already a %s", CLASSES[i])
}
switch(i)
{
case 1: {
Has[id][Medic] = true
Has[id][Heavy] = false
Has[id][Assassin] = false
Has[id][Scout] = false
Has[id][Sniper] = false
Has[id][Dumbass] = false
}
case 2: {
Has[id][Heavy] = true
Has[id][Medic] = false
Has[id][Assassin] = false
Has[id][Scout] = false
Has[id][Sniper] = false
Has[id][Dumbass] = false
}
case 3: {
Has[id][Assassin] = true
Has[id][Heavy] = false
Has[id][Medic] = false
Has[id][Scout] = false
Has[id][Sniper] = false
Has[id][Dumbass] = false
}
case 4: {
Has[id][Scout] = true
Has[id][Assassin] = false
Has[id][Heavy] = false
Has[id][Medic] = false
Has[id][Sniper] = false
Has[id][Dumbass] = false
}
case 5: {
Has[id][Sniper] = true
Has[id][Scout] = false
Has[id][Assassin] = false
Has[id][Heavy] = false
Has[id][Medic] = false
Has[id][Dumbass] = false
}
case 6: {
Has[id][Dumbass] = true
Has[id][Medic] = false
Has[id][Heavy] = false
Has[id][Assassin] = false
Has[id][Scout] = false
Has[id][Sniper] = false
}
}
menu_destroy(menu);
return PLUGIN_CONTINUE
}
public client_connect(id)
{
if(get_pcvar_num(SaveXP) == 1)
{
LoadData(id)
}
}
public client_disconnect(id)
{
if(get_pcvar_num(SaveXP))
{
SaveData(id)
}
}
public message_money(msg_id, msg_dest, msg_entity)
{
cs_set_user_money(msg_entity, 0)
return PLUGIN_HANDLED;
}
public SaveData(id)
{
new AuthID[35]
new vault = get_user_authid(id, AuthID, 34)
new vaultkey[64], vaultdata[256]
format (vaultkey, 63, "%s-Mod", vault)
format (vaultdata, 255, "%i#%i#", PlayerXP[id], PlayerLevel[id])
nvault_set(g_vault, vaultkey, vaultdata)
return PLUGIN_CONTINUE
}
public LoadData(id)
{
new AuthID[35]
new vault = get_user_authid(id, AuthID, 34)
new vaultkey[64], vaultdata[256]
format(vaultkey, 63, "%s-Mod", vault)
format(vaultdata, 255, "%i#%i#", PlayerXP[id], PlayerLevel[id])
nvault_get(g_vault, vaultkey, vaultdata, 255)
replace_all(vaultdata, 255, "#", " ")
new playerxp[32], playerlevel[32]
parse(vaultdata, playerxp[31], playerlevel, 31)
PlayerXP[id] = str_to_num(playerxp)
PlayerLevel[id] = str_to_num(playerlevel)
return PLUGIN_CONTINUE
}
public SetC(id)
{
if(Has[id][Medic])
{
set_user_health(id, 150)
set_user_maxspeed(id,240.0)
set_user_gravity(id, 1.0)
}
else if(Has[id][Heavy])
{
set_user_health(id, 200)
set_user_maxspeed(id,230.0)
set_user_gravity(id, 1.2)
}
else if(Has[id][Assassin])
{
set_user_health(id, get_pcvar_num(75))
set_user_maxspeed(id,270.0)
set_user_gravity(id, 0.8)
fm_set_user_rendering(id, kRenderTransAlpha, 0, 0, 0, kRenderNormal, 0)
set_user_footsteps(id, 0)
}
else if(Has[id][Scout]) {
set_user_health(id, 90)
set_user_maxspeed(id,300.0)
set_user_gravity(id, 0.7)
cs_set_user_bpammo(id, CSW_FLASHBANG, 2)
}
else if(Has[id][Sniper])
{
set_user_health(id, 90)
set_user_maxspeed(id,250.0)
set_user_gravity(id, 0.5)
}
else if(Has[id][Dumbass])
{
set_user_health(id, 250)
set_user_maxspeed(id,280.0)
set_user_gravity(id, 0.8)
}
if(PlayerLevel[id] <= 2)
{
set_user_health(id, get_user_health(id) + 20)
set_user_gravity(id, get_user_gravity(id) - 0.05)
set_user_maxspeed(id, get_user_maxspeed(id) + 10.0)
}
else if(PlayerLevel[id] <= 3)
{
set_user_health(id, get_user_health(id) + 40)
set_user_gravity(id, get_user_gravity(id) - 0.1)
set_user_maxspeed(id, get_user_maxspeed(id) + 20.0)
}
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1049\\ f0\\ fs16 \n\\ par }
*/
You have made 2 big errors.
You have used functions that have the same name as in the include files and you didn't have a closing brace in a function
PHP Code:
set_user_health(id, get_pcvar_num(75)
PHP Code:
set_user_health(id, get_pcvar_num(75))
Just a question What the hell is this?
PHP Code:
get_pcvar_num(75)
Normally there should be a pcvar.
I have fixed your code.
The only warning that it gives is that the pcvars are not used!
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