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[retakes] Guns menu


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skyler.b
AlliedModders Donor
Join Date: Dec 2017
Location: israel
Plugin ID:
6035
Plugin Version:
Plugin Category:
General Purpose
Plugin Game:
Any
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Old 02-27-2018 , 10:22   [retakes] Guns menu
    Reply With Quote #1

    the commands are
    "sm_gun" open the menu
    ***
    credit to "top kekkeroni"(developer) for the help!
    ***
    Attached Files
    File Type: smx Guns.smx (13.7 KB, 609 views)
    File Type: sp Get Plugin or Get Source (Guns.sp - 581 views - 2.5 KB)
    skyler.b is offline
    Blue Malgeran
    Junior Member
    Join Date: Apr 2017
    Location: Israel
    Old 03-02-2018 , 13:12   Re: [retakes] Guns menu
    Reply With Quote #2

    Read the rules please!
    https://forums.alliedmods.net/showthread.php?t=129911

    And you included so many things and don't use them, waste of lines...
    __________________

    Last edited by Blue Malgeran; 03-05-2018 at 05:28.
    Blue Malgeran is offline
    skyler.b
    AlliedModders Donor
    Join Date: Dec 2017
    Location: israel
    Old 04-24-2018 , 05:33   Re: [retakes] Guns menu
    Reply With Quote #3

    Blue Malgeran.
    it is not the rules it is just guidelines ok
    if you want you can to follow them but if you don't want you can to ignore the guidelines.
    skyler.b is offline
    shavit
    AlliedModders Donor
    Join Date: Dec 2011
    Location: Israel
    Old 04-24-2018 , 09:40   Re: [retakes] Guns menu
    Reply With Quote #4

    Why.. it could compile fine here if you removed these. The .smx attachment is unnecessary.
    Code:
    #include <cstrike>
    #include <sdkhooks>
    #include <smlib>
    #include <skyler>
    Dude, why.....
    Code:
    description = "harban Gay",
    ???
    Code:
    gunslist.AddItem("dgsfgsgd", "The weapon you select will be spawned to you every round!", ITEMDRAW_DISABLED);
    Side notes:
    * This will memory leak as a new menu handle is created per sm_guns usage, and the menu isn't deleted in the handler.
    * Have you tested this? The menu is never displayed to the player!
    * Even if it did work - the selected gun will be stored for all players rather than only one.
    * Your menu handler prototype is wrong. param1 is not always populated with a client index and param2 is not always the selected item.
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