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[ZP] Clases de Zombies por Level 4.3


  
 
 
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rak
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Join Date: Oct 2011
Location: banned country
Old 10-30-2011 , 20:22   [ZP] Clases de Zombies por Level 4.3
#1

Buenas por lo que estube viendo no hay un tuto de Clases de Zombies por levels para el Zombie Plague 4.3 y yo adapte el tuto de kiske y decidí mostrarles como hacerlo..

Creditos:

Kiske - Por su tutorial de Clases de Zombie por level
Paoliita - Por un ejemplo de Arrays ( me sirvió mucho xD )

Hay que cambiar el nombre de "VARIABLE_DE_LEVEL" por la que tengan
Bueno, primero que nada abrimos el Zombie Plague y buscamos
PHP Code:
// Zombie Classes vars 
Abajo de
PHP Code:
new Array:g_zclass_kb // knockback 
Agregamos
PHP Code:
new Array:g_zclass_lvl // Level 
Ahora buscamos la siguiente linea
PHP Code:
public plugin_precache() 
Ahí buscamos
PHP Code:
g_zclass_kb ArrayCreate(11
Debajo de esa linea agregamos
PHP Code:
g_zclass_lvl ArrayCreate(11
Buscamos la linea
PHP Code:
public show_menu_zclass(id
Ahora hacemos 2 cosas, 1ro le agregamos a un Buffer mas a esta linea
PHP Code:
static menuidmenu[128], class, buffer[32], buffer2[32

PHP Code:
static menuidmenu[128], class, buffer[32], buffer2[32], buffer3[32
2do, todo lo que esta adentro del
PHP Code:
for (class = 0; class < g_zclass_i; class++) 
Lo remplazamos por esto
PHP Code:
// Retrieve name and info
        
ArrayGetString(g_zclass_name, class, buffercharsmax(buffer))
        
ArrayGetString(g_zclass_info, class, buffer2charsmax(buffer2))
        
ArrayGetString(g_zclass_lvl, class, buffer3charsmax(buffer3))
        
        if(
VARIABLE_DE_LEVEL[id] >= ArrayGetCell(g_zclass_lvl, class))
        {        
                        
            
// Add to menu
            
if (class == g_zombieclassnext[id])
                
formatex(menucharsmax(menu), "\d%s %s"bufferbuffer2)
            else
                
formatex(menucharsmax(menu), "%s \y%s"bufferbuffer2)
        }
        else 
        {            
            
formatex(menucharsmax(menu), "\d%s %s (Nivel Requerido: %d)"buffer,buffer2,  buffer3)
        }
        
buffer[0] = class
        
buffer[1] = 0
        buffer
[2] = 0
        menu_additem
(menuidmenubuffer
Nos queda asi
PHP Code:
// Class List
    
for (class = 0; class < g_zclass_i; class++)
    {
        
        
// Retrieve name and info
        
ArrayGetString(g_zclass_name, class, buffercharsmax(buffer))
        
ArrayGetString(g_zclass_info, class, buffer2charsmax(buffer2))
        
ArrayGetString(g_zclass_lvl, class, buffer3charsmax(buffer3))
        
        if(
VARIABLE_DE_LEVEL[id] >= ArrayGetCell(g_zclass_lvl, class))
        {        
                        
            
// Add to menu
            
if (class == g_zombieclassnext[id])
                
formatex(menucharsmax(menu), "\d%s %s"bufferbuffer2)
            else
                
formatex(menucharsmax(menu), "%s \y%s"bufferbuffer2)
        }
        else 
        {            
            
formatex(menucharsmax(menu), "\d%s %s (Nivel Requerido: %d)"buffer,buffer2,  buffer3)
        }
        
buffer[0] = class
        
buffer[1] = 0
        buffer
[2] = 0
        menu_additem
(menuidmenubuffer)
    } 
Ahora buscamos la linea
PHP Code:
public menu_zclass(idmenuiditem
En donde dice
PHP Code:
// Retrieve zombie class id
    
static buffer[2], dummyclassid
    menu_item_getinfo
(menuiditemdummybuffercharsmax(buffer), __dummy)
    
classid buffer[0]
    
    
// Store selection for the next infection
    
g_zombieclassnext[id] = classid
    
    
static name[32]
    
ArrayGetString(g_zclass_nameg_zombieclassnext[id], namecharsmax(name))
    
    
// Show selected zombie class info and stats
    
zp_colored_print(id"^x04[ZP]^x01 %L: %s"id"ZOMBIE_SELECT"name)
    
zp_colored_print(id"^x04[ZP]^x01 %L: %d %L: %d %L: %d %L: %d%%"id"ZOMBIE_ATTRIB1"ArrayGetCell(g_zclass_hpg_zombieclassnext[id]), id"ZOMBIE_ATTRIB2"ArrayGetCell(g_zclass_spdg_zombieclassnext[id]),
    
id"ZOMBIE_ATTRIB3"floatround(Float:ArrayGetCell(g_zclass_gravg_zombieclassnext[id]) * 800.0), id"ZOMBIE_ATTRIB4"floatround(Float:ArrayGetCell(g_zclass_kbg_zombieclassnext[id]) * 100.0))
    
    
menu_destroy(menuid)
    return 
PLUGIN_HANDLED
Lo remplazamos todo por esto
PHP Code:
// Retrieve zombie class id
    
static buffer[2], dummyclassid
    menu_item_getinfo
(menuiditemdummybuffercharsmax(buffer), __dummy)
    
classid buffer[0]
    
    if (
VARIABLE_DE_LEVEL[id] >=ArrayGetCellg_zclass_lvlclassid))
    {
        
// Store selection for the next infection
        
g_zombieclassnext[id] = classid
        
        
static name[32]
        
ArrayGetString(g_zclass_nameg_zombieclassnext[id], namecharsmax(name))
        
        
// Show selected zombie class info and stats
        
zp_colored_print(id"^x04[ZP]^x01 %L: %s"id"ZOMBIE_SELECT"name)
        
zp_colored_print(id"^x04[ZP]^x01 %L: %d %L: %d %L: %d %L: %d%%"id"ZOMBIE_ATTRIB1"ArrayGetCell(g_zclass_hpg_zombieclassnext[id]), id"ZOMBIE_ATTRIB2"ArrayGetCell(g_zclass_spdg_zombieclassnext[id]),
        
id"ZOMBIE_ATTRIB3"floatround(Float:ArrayGetCell(g_zclass_gravg_zombieclassnext[id]) * 800.0), id"ZOMBIE_ATTRIB4"floatround(Float:ArrayGetCell(g_zclass_kbg_zombieclassnext[id]) * 100.0))
    }
    
menu_destroy(menuid)
    return 
PLUGIN_HANDLED
Ahora vamos a la linea
PHP Code:
public native_register_zombie_class 
Editamos la esa native
PHP Code:
public native_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hpspeedFloat:gravityFloat:knockback

PHP Code:
public native_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hpspeedFloat:gravityFloat:knockbackLevel
Abajo de
PHP Code:
ArrayPushCell(g_zclass_kbknockback
Agregamos
PHP Code:
ArrayPushCell(g_zclass_lvlLevel
Bueno, ahora abrimos el zombieplague.inc y buscamos la linea
PHP Code:
native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hpspeedFloat:gravityFloat:knockback
y la cambiamos por
PHP Code:
native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hpspeedFloat:gravityFloat:knockbackLevels
Ahora tenemos que editar zp_zclasses40 y agregarle a los stats de cada zombie abajo de
PHP Code:
const Float:zclass1_knockback 1.0 
Agregamos
PHP Code:
const zclass1_lvl = % 
Donde esta el % ponen el nivel que quieran.
Por ultimo en
PHP Code:
public plugin_precache() 
Hay que agregarle en
PHP Code:
zp_register_zombie_class(zclass1_namezclass1_infozclass1_modelzclass1_clawmodelzclass1_healthzclass1_speedzclass1_gravityzclass1_knockback

PHP Code:
zp_register_zombie_class(zclass1_namezclass1_infozclass1_modelzclass1_clawmodelzclass1_healthzclass1_speedzclass1_gravityzclass1_knockbackzclass1_lvl
Listo xD eso es todo... cualquier error me avisan xD
Saludos
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Last edited by rak; 10-31-2011 at 10:33. Reason: fix
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CoQuito
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Join Date: Jul 2011
Location: Hempstead, New York
Old 10-30-2011 , 20:24   Re: [ZP] Clases de Zombies por Level 4.3
#2

WTF! exelente tutorial me Sirvio de mucho para el ZP
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rak
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Join Date: Oct 2011
Location: banned country
Old 10-31-2011 , 08:42   Re: [ZP] Clases de Zombies por Level 4.3
#3

Es una guía no un tutorial xD después voy a subir para poder modificar el level desde el zp_zombieclasses.ini
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Last edited by rak; 10-31-2011 at 08:42. Reason: Tilde ´
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leonard19941
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Join Date: Jun 2011
Old 12-03-2011 , 12:57   Re: [ZP] Clases de Zombies por Level 4.3
#4

rak, hola mira en "VARIABLE_DE_LEVEL" que pongo, es que no lo entiendo.
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CoQuito
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Join Date: Jul 2011
Location: Hempstead, New York
Old 12-03-2011 , 13:03   Re: [ZP] Clases de Zombies por Level 4.3
#5

Quote:
Originally Posted by leonard19941 View Post
rak, hola mira en "VARIABLE_DE_LEVEL" que pongo, es que no lo entiendo.
Suponiendo q en el ZP tus lvl los isiste con el tuto de kiske
http://forums.alliedmods.net/showthread.php?t=112692

en tu VARIABLE_DE_LEVEL iria g_level[id]
(: espero averte ayudado si no entendiste me dices
y me pasas el tuto q usaste para tus lvl en el zp D:
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leonard19941
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Join Date: Jun 2011
Old 12-03-2011 , 13:22   Re: [ZP] Clases de Zombies por Level 4.3
#6

yo a mi zp simplemente el unico cambio que le e echo a sido ponerle lo explicado en este post, no he utilizado lo de kiske.

miren este es mi ZP4.3

Code:
/*================================================================================
   
        *****************************************************
        ************** [MoD Zombie Plague 4.3] **************
        *****************************************************
   
    ----------------------
    -*- Licensing Info -*-
    ----------------------
   
    MoD Zombie Plague
    Copyright (C) 2008-2009 by MeRcyLeZZ
   
    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.
   
    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.
   
    You should have received a copy of the GNU General Public License
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
   
    In addition, as a special exception, the author gives permission to
    link the code of this program with the Half-Life Game Engine ("HL
    Engine") and Modified Game Libraries ("MODs") developed by Valve,
    L.L.C ("Valve"). You must obey the GNU General Public License in all
    respects for all of the code used other than the HL Engine and MODs
    from Valve. If you modify this file, you may extend this exception
    to your version of the file, but you are not obligated to do so. If
    you do not wish to do so, delete this exception statement from your
    version.
   
    -------------------
    -*- Description -*-
    -------------------
   
    Zombie Plague is a Counter-Strike server side modification, developed as
    an AMX Mod X plugin, which completely revamps the gameplay, turning the
    game into an intense "Humans vs Zombies" survival experience.
   
    Even though it's strongly based on the classic zombie infection mods, it
    takes the concept to a new level by introducing:
   
    * New Gameplay Modes: Nemesis, Survivor, Multi Infection, Swarm, Plague
    * Zombie Classes System: allows addding unlimited custom zombie classes
    * Ammo Packs: awarded to skilled players, can be exchanged for goods
    * Extra Items System: allows adding unlimited custom items to buy
    * Custom Grenades: Napalms, Frost Nades, Flares, and Infection Bombs
    * Deathmatch Mode: where zombies or humans can continually respawn
    * Admin Menus: to easily perform the included console commands
    * Special Effects: from the HL Engine, such as dynamic lighting and fog
   
    There is plenty of customization as well, which enables you to create
    several different styles of gameplay. You can:
   
    * Set zombies and humans' health, speed, models, rewards, and more
    * Toggle unlimited ammo and adjustable knockback for weapons
    * Separately enable and customize the new gameplay modes to your liking
    * Change overall map lighting (lightnings available for the dark settings)
    * Set different colors and sizes for flashlight and nightvision
    * Toggle leap (long jumping) and pain shock free (no damage slowdowns)
    * Toggle various infection effects, such as sparks and screen shakes
    * Enable random spawning (CSDM-spawn friendly)
    * Replace sounds or add some background themes
    * And many more...
   
    -------------
    -*- Media -*-
    -------------
   
    * Gameplay Video 1: http://www.youtube.com/watch?v=HFUyF7-_uzw
    * Gameplay Video 2: http://www.youtube.com/watch?v=XByif6Mti-w
   
    --------------------
    -*- Requirements -*-
    --------------------
   
    * Mods: Counter-Strike 1.6 or Condition-Zero
    * AMXX: Version 1.8.0 or later
   
    --------------------
    -*- Installation -*-
    --------------------
   
    Extract the contents from the .zip file to your server's mod directory
    ("cstrike" or "czero"). Make sure to keep folder structure.
   
    -----------------------
    -*- Official Forums -*-
    -----------------------
   
    For the official Zombie Plague forums visit:
    http://forums.alliedmods.net/forumdisplay.php?f=126
   
    There you can:
   
    * Get the latest releases and early betas
    * Discuss new features and suggestions
    * Share sub-plugins (expansions) for the mod
    * Find the support and help you need
    * Report any bugs you might find
    * And all that sort of stuff...
   
    -------------------------------
    -*- CVARS and Customization -*-
    -------------------------------
   
    For a complete and in-depth cvar list, look at the zombieplague.cfg file
    located in the amxmodx\configs directory.
   
    Additionally, you can change player models, sounds, weather effects,
    and some other stuff from the configuration file zombieplague.ini.
   
    As for editing attributes of zombie classes or custom extra items, you'll
    find a zp_zombieclasses.ini and zp_extraitems.ini. These files will be
    automatically updated as you install new custom classes or items with
    new entries for you to edit conveniently.
   
    ---------------
    -*- History -*-
    ---------------
   
    This project started back on late 2007, when the free infection mods
    around were quite buggy and I wanted to make one on my own. With little
    to no experience at AMXX scripting, I had to start from the very scratch.
   
    Not after spending over a week looking at many plugins (mainly Zombie
    Swarm) and scarce tutorials, I somehow managed to have all the basic
    stuff working quite well (even though the code was a real mess). The
    following months were spent polishing things up and trying to fulfill
    new original ideas, most of them quite worth the hard work.
   
    In the meantime, I got the chance to try the plugin out on a 32 man
    server. This meant a huge progress on development, and after lots of
    testing and bug fixing, the mod turned out to be more than the simple
    infection plugin I had originally planned it to be.
   
    The project has come a long way since, and I'm glad to say I'm finally
    making it freely available. All I'm asking in return is to keep my
    name in the plugin.
   
    -Enjoy!
   
    ----------------------
    -*- Infection Mode -*-
    ----------------------
   
    On every round players start out as humans, equip themselves with a few
    weapons and grenades, and head to the closest cover they find, knowing
    that one of them is infected with the T-Virus, and will suddenly turn
    into a vicious brain eating creature.
   
    Only little time after, the battle for survival begins. The first zombie
    has to infect as many humans as possible to cluster a numerous zombie
    horde and take over the world.
   
    Maps are set in the dark by default. Humans must use flashlights to light
    their way and spot any enemies. Zombies, on the other hand, have night
    vision but can only attack melee.
   
    --------------------------
    -*- New Gameplay Modes -*-
    --------------------------
   
    * Nemesis:
       The first zombie may turn into a Nemesis, a powerful fast-moving
       beast. His goal is to kill every human while sustaining the gunfire.
   
    * Survivor:
       Everyone became a zombie except him. The survivor gets a machinegun
       with unlimited ammo and has to stop the never-ending army of undead.
   
    * Multiple Infection:
       The round starts with many humans infected, so the remaining players
       will have to act quickly in order to control the situation.
   
    * Swarm Mode:
       Half of the players turn into zombies, the rest become immune and
       cannot be infected. It's a battle to death.
   
    * Plague Mode: [bonus]
       A full armed Survivor and his soldiers are to face Nemesis and
       his zombie minions. The future of the world is in their hands.
   
    --------------------
    -*- In-Game Menu -*-
    --------------------
   
    Players can access the mod menu by typing "zpmenu" on chat, or by
    pressing the M ("chooseteam") key. The menu allows players to choose
    their zombie class, buy extra items, get unstuck, or see the ingame
    help. Admins will find an additional option to easily perform all
    console commands.
   
    ----------------------
    -*- Admin Commands -*-
    ----------------------
   
    The following console commands are available:
   
    * zp_zombie <target> - Turn someone into a Zombie
    * zp_human <target> - Turn someone back to Human
    * zp_nemesis <target> - Turn someone into a Nemesis
    * zp_survivor <target> - Turn someone into a Survivor
    * zp_respawn <target> - Respawn someone
    * zp_swarm - Start Swarm Mode (*)
    * zp_multi - Start Multi Infection (*)
    * zp_plague - Start Plague Mode (*)
   
    (*) - These commands can only be used at round start, that is, when the
    T-Virus notice is shown on screen.
   
    ------------------
    -*- Plugin API -*-
    ------------------
   
    From version 3.6, some natives and forwards have been added to ease the
    development of sub-plugins, though you may also find them useful to work
    out compatibility issues with existing plugins.
   
    Look for the zombieplague.inc file in your amxmodx\scripting\include
    folder for the full documented list.
   
    ----------------------
    -*- Zombie Classes -*-
    ----------------------
   
    From version 4.0 it is possible to create and add an unlimited number of
    zombie classes to the main mod. They can be made as separate plugins,
    by using the provided zombie class API, and easily distributed.
   
    By default, five zombie classes are included:
   
    * Classic Zombie: well balanced zombie for beginners.
    * Raptor Zombie: fast moving zombie, but also the weakest.
    * Poison Zombie: light weighed zombie, jumps higher.
    * Big Zombie: slow but strong zombie, with lots of hit points.
    * Leech Zombie: regains additional health when infecting.
   
    -------------------
    -*- Extra Items -*-
    -------------------
   
    From version 4.0 it is possible to add an unlimited number of items
    which can be purchased through the Extra Items menu. All you need
    to do is use the provided item registration natives on your custom
    plugins. You can set the name, the cost in ammo packs, and the team
    the extra item should be available for.
   
    By default there is a number of items already included, listed here:
   
    * Night Vision: makes you able to see in the dark for a single round [Human]
    * T-Virus Antidote: makes you turn back to your human form [Zombie]
    * Zombie Madness: you develop a powerful shield for a short time [Zombie]
    * Infection Bomb: infects anyone within its explosion radius [Zombie]
   
    You are also able to choose some weapons to act as extra items, and change
    ammo packs costs in the customization file (zombieplague.ini).
   
    ---------------
    -*- Credits -*-
    ---------------
   
    * AMXX Dev Team: for all the hard work which made this possible
    * Imperio LNJ Community: for providing the first server where I
       could really test the plugin and for everyone's support
    * Mini_Midget: for his Zombie Swarm plugin which I used for reference
       on earliest stages of development
    * Avalanche: for the random spawning code I got from GunGame and the
       original Frostnades concept that I ported in here
    * cheap_suit: for some modelchange and knockback codes that I got from
       Biohazard
    * Simon Logic/ConnorMcLeod: for the Pain Shock Free feature
    * KRoT@L: for some code from Follow the Wounded, used to make the zombie
       bleeding feature
    * VEN: for Fakemeta Utilities and some useful stocks
    * RaaPuar and Goltark: for the custom grenade models
    * Orangutanz: for finding the precached modelindex offset
    * ML Translations: DKs/nunoabc/DarkMarcos (bp), JahMan/KWo (pl), DA (de),
       Zombie Lurker (ls), DoPe^ (da), k1nny (fr), NeWbiE' (cz), skymoon (tc),
       SUPER MATRIX/Shidla/zDemon/4eRT (ru), zsy314 (cn), lOlIl/Seehank (sk),
       Bridgestone (sv), crazyeffect.net/Mave/Wesley (nl), hleV/aaarnas (lt),
       darkbad945 (bg), decongamco (vn), beckham9224 (mn), TehGeorge (gr),
       shadoww_ro/tuty/georgik57/EastSider (ro)
    * Beta testers: for all the feedback, bug reports, and suggestions which
       constantly help improve this mod further
    * And to all zombie-mod supporters out there!
   
    -----------------
    -*- Changelog -*-
    -----------------
   
    * v1.0: (Dec 2007)
       - First Release: most of the basic stuff done.
       - Added: random spawning, HP display on hud, lighting setting,
          simple buy menu, custom nightvision, admin commands, Nemesis
          and Survivor modes, glow and leap settings for them.
   
    * v2.2: (Jan 2008)
       - Added: zombie classes, ammo packs system, buying ammo for weapons,
          custom flashlight, admin skins setting, zombieplague.cfg file
       - Upgraded: weapons menu improved, flashlight and nightvision colors
          now customizable, HamSandwich module used to handle damage.
       - Fixed various bugs.
   
    * v3.0: (Mar 2008)
       - Added: door removal setting, unstuck feature, human cvars, armor
          cvar for zombies, weapon knockback, zombie bleeding, flares,
          extra items (weapons, antidote, infection bomb), pain shock
          free setting, Multiple Infection and Swarm modes.
       - Upgraded: dumped Engine, Fun and Cstrike modules, code optimized,
          new model change method, new gfx effects for zombie infections.
       - Fixed a bunch of gameplay bugs.
   
    * v3.5: (May 2008)
       - Added: deathmatch setting with spawn protection, unlimited ammo
          setting, fire and frost grenades, additional customization cvars,
          new extra items, help menu.
       - Upgraded: better objectives removal method, dropped weapons now
          keep their bpammo, code optimized a lot.
       - Fixed: no more game commencing bug when last zombie/human leaves,
          no more hegrenade infection bug, reduced svc_bad errors, and
          many more.
   
    * v3.6: (Jun 2008)
       - Added: a few natives and forwards for sub-plugins support,
          zombie classes can now have their own models, additional
          knockback customization, bot support, various CVARs.
       - Upgraded: extra items now supporting grenades and pistols, changed
          bomb removal method, players can join on survivor/swarm rounds,
          extended lightnings support to other dark settings.
       - Fixed: a bunch of minor bugs, and a server crash with CZ bots.
   
    * v4.0: (Aug 2008)
       - Added: new gameplay mode (Plague Mode), option to remember weapon
          selection, command to enable/disable the plugin, more CVARs.
       - Upgraded: redid all the menus, extra items and zombie classes now
          support external additions, survivor can now have its own model,
          upgraded model changing method.
       - Fixed: some bugs with bots, win sounds not being precached.
   
    * v4.1: (Oct 2008)
       - Added: more CVARs, more customization, more natives, custom
          leap system, admin zombie models support, and more.
       - Upgraded: custom grenades compatible with Nade Modes, ambience
          sounds specific game mode support, optimized bandwidth usage
          for temp ents, admin commands logged with IP and SteamID.
       - Fixed: lots of bugs (some minor, some not)
   
    * v4.2: (Feb 2009)
       - Added various CVARs for customization, improved prevention of
          svc_bad in some cases, optimized ammo handling code.
       - Fixed server crash with 'msg 35 has not been sent yet' error,
          fixed client overflow issues with ambience sounds, resolved
          many gameplay bugs.
   
    * v4.3: (Apr 2009)
       - Customization settings can now be edited through external files,
          added support for global and multiple random zombie models,
          added even more CVARs for tweaking stuff, extended admin commands'
          functionality, greatly extended API capabilities, implemented a
          more efficient Pain Shock Free code, reworked some menus.
       - Fixed pretty much all reported bugs to the date.
   
=================================================================================*/

/*================================================================================
 [Plugin Customization]
=================================================================================*/

// All customization settings have been moved
// to external files to allow easier editing
new const ZP_CUSTOMIZATION_FILE[] = "zombieplague.ini"
new const ZP_EXTRAITEMS_FILE[] = "zp_extraitems.ini"
new const ZP_ZOMBIECLASSES_FILE[] = "zp_zombieclasses.ini"

// Limiters for stuff not worth making dynamic arrays out of (increase if needed)
const MAX_CSDM_SPAWNS = 128
const MAX_STATS_SAVED = 64

/*================================================================================
 Customization ends here! Yes, that's it. Editing anything beyond
 here is not officially supported. Proceed at your own risk...
=================================================================================*/

#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include <xs>

/*================================================================================
 [Constants, Offsets, Macros]
=================================================================================*/

// Plugin Version
new const PLUGIN_VERSION[] = "4.3 Fix5a"

// Customization file sections
enum
{
    SECTION_NONE = 0,
    SECTION_ACCESS_FLAGS,
    SECTION_PLAYER_MODELS,
    SECTION_WEAPON_MODELS,
    SECTION_GRENADE_SPRITES,
    SECTION_SOUNDS,
    SECTION_AMBIENCE_SOUNDS,
    SECTION_BUY_MENU_WEAPONS,
    SECTION_EXTRA_ITEMS_WEAPONS,
    SECTION_HARD_CODED_ITEMS_COSTS,
    SECTION_WEATHER_EFFECTS,
    SECTION_SKY,
    SECTION_LIGHTNING,
    SECTION_ZOMBIE_DECALS,
    SECTION_KNOCKBACK,
    SECTION_OBJECTIVE_ENTS,
    SECTION_SVC_BAD
}

// Access flags
enum
{
    ACCESS_ENABLE_MOD = 0,
    ACCESS_ADMIN_MENU,
    ACCESS_MODE_INFECTION,
    ACCESS_MODE_NEMESIS,
    ACCESS_MODE_SURVIVOR,
    ACCESS_MODE_SWARM,
    ACCESS_MODE_MULTI,
    ACCESS_MODE_PLAGUE,
    ACCESS_MAKE_ZOMBIE,
    ACCESS_MAKE_HUMAN,
    ACCESS_MAKE_NEMESIS,
    ACCESS_MAKE_SURVIVOR,
    ACCESS_RESPAWN_PLAYERS,
    ACCESS_ADMIN_MODELS,
    MAX_ACCESS_FLAGS
}

// Task offsets
enum (+= 100)
{
    TASK_MODEL = 2000,
    TASK_TEAM,
    TASK_SPAWN,
    TASK_BLOOD,
    TASK_AURA,
    TASK_BURN,
    TASK_NVISION,
    TASK_FLASH,
    TASK_CHARGE,
    TASK_SHOWHUD,
    TASK_MAKEZOMBIE,
    TASK_WELCOMEMSG,
    TASK_THUNDER_PRE,
    TASK_THUNDER,
    TASK_AMBIENCESOUNDS
}

// IDs inside tasks
#define ID_MODEL (taskid - TASK_MODEL)
#define ID_TEAM (taskid - TASK_TEAM)
#define ID_SPAWN (taskid - TASK_SPAWN)
#define ID_BLOOD (taskid - TASK_BLOOD)
#define ID_AURA (taskid - TASK_AURA)
#define ID_BURN (taskid - TASK_BURN)
#define ID_NVISION (taskid - TASK_NVISION)
#define ID_FLASH (taskid - TASK_FLASH)
#define ID_CHARGE (taskid - TASK_CHARGE)
#define ID_SHOWHUD (taskid - TASK_SHOWHUD)

// BP Ammo Refill task
#define REFILL_WEAPONID args[0]

// For weapon buy menu handlers
#define WPN_STARTID g_menu_data[id][1]
#define WPN_MAXIDS ArraySize(g_primary_items)
#define WPN_SELECTION (g_menu_data[id][1]+key)
#define WPN_AUTO_ON g_menu_data[id][2]
#define WPN_AUTO_PRI g_menu_data[id][3]
#define WPN_AUTO_SEC g_menu_data[id][4]

// For player list menu handlers
#define PL_ACTION g_menu_data[id][0]

// For remembering menu pages
#define MENU_PAGE_ZCLASS g_menu_data[id][5]
#define MENU_PAGE_EXTRAS g_menu_data[id][6]
#define MENU_PAGE_PLAYERS g_menu_data[id][7]

// For extra items menu handlers
#define EXTRAS_CUSTOM_STARTID (EXTRA_WEAPONS_STARTID + ArraySize(g_extraweapon_names))

// Menu selections
const MENU_KEY_AUTOSELECT = 7
const MENU_KEY_BACK = 7
const MENU_KEY_NEXT = 8
const MENU_KEY_EXIT = 9

// Hard coded extra items
enum
{
    EXTRA_NVISION = 0,
    EXTRA_ANTIDOTE,
    EXTRA_MADNESS,
    EXTRA_INFBOMB,
    EXTRA_WEAPONS_STARTID
}

// Game modes
enum
{
    MODE_NONE = 0,
    MODE_INFECTION,
    MODE_NEMESIS,
    MODE_SURVIVOR,
    MODE_SWARM,
    MODE_MULTI,
    MODE_PLAGUE
}

// ZP Teams
const ZP_TEAM_NO_ONE = 0
const ZP_TEAM_ANY = 0
const ZP_TEAM_ZOMBIE = (1<<0)
const ZP_TEAM_HUMAN = (1<<1)
const ZP_TEAM_NEMESIS = (1<<2)
const ZP_TEAM_SURVIVOR = (1<<3)
new const ZP_TEAM_NAMES[][] = { "ZOMBIE , HUMAN", "ZOMBIE", "HUMAN", "ZOMBIE , HUMAN", "NEMESIS",
            "ZOMBIE , NEMESIS", "HUMAN , NEMESIS", "ZOMBIE , HUMAN , NEMESIS",
            "SURVIVOR", "ZOMBIE , SURVIVOR", "HUMAN , SURVIVOR", "ZOMBIE , HUMAN , SURVIVOR",
            "NEMESIS , SURVIVOR", "ZOMBIE , NEMESIS , SURVIVOR", "HUMAN, NEMESIS, SURVIVOR",
            "ZOMBIE , HUMAN , NEMESIS , SURVIVOR" }

// Zombie classes
const ZCLASS_NONE = -1

// HUD messages
const Float:HUD_EVENT_X = -1.0
const Float:HUD_EVENT_Y = 0.17
const Float:HUD_INFECT_X = 0.05
const Float:HUD_INFECT_Y = 0.45
const Float:HUD_SPECT_X = 0.6
const Float:HUD_SPECT_Y = 0.8
const Float:HUD_STATS_X = 0.02
const Float:HUD_STATS_Y = 0.9

// Hack to be able to use Ham_Player_ResetMaxSpeed (by joaquimandrade)
new Ham:Ham_Player_ResetMaxSpeed = Ham_Item_PreFrame

// CS Player PData Offsets (win32)
const PDATA_SAFE = 2
const OFFSET_PAINSHOCK = 108 // ConnorMcLeod
const OFFSET_CSTEAMS = 114
const OFFSET_CSMONEY = 115
const OFFSET_CSMENUCODE = 205
const OFFSET_FLASHLIGHT_BATTERY = 244
const OFFSET_CSDEATHS = 444
const OFFSET_MODELINDEX = 491 // Orangutanz

// CS Player CBase Offsets (win32)
const OFFSET_ACTIVE_ITEM = 373

// CS Weapon CBase Offsets (win32)
const OFFSET_WEAPONOWNER = 41

// Linux diff's
const OFFSET_LINUX = 5 // offsets 5 higher in Linux builds
const OFFSET_LINUX_WEAPONS = 4 // weapon offsets are only 4 steps higher on Linux

// CS Teams
enum
{
    FM_CS_TEAM_UNASSIGNED = 0,
    FM_CS_TEAM_T,
    FM_CS_TEAM_CT,
    FM_CS_TEAM_SPECTATOR
}
new const CS_TEAM_NAMES[][] = { "UNASSIGNED", "TERRORIST", "CT", "SPECTATOR" }

// Some constants
const HIDE_MONEY = (1<<5)
const UNIT_SECOND = (1<<12)
const DMG_HEGRENADE = (1<<24)
const IMPULSE_FLASHLIGHT = 100
const USE_USING = 2
const USE_STOPPED = 0
const STEPTIME_SILENT = 999
const BREAK_GLASS = 0x01
const FFADE_IN = 0x0000
const FFADE_STAYOUT = 0x0004
const PEV_SPEC_TARGET = pev_iuser2

// Max BP ammo for weapons
new const MAXBPAMMO[] = { -1, 52, -1, 90, 1, 32, 1, 100, 90, 1, 120, 100, 100, 90, 90, 90, 100, 120,
            30, 120, 200, 32, 90, 120, 90, 2, 35, 90, 90, -1, 100 }

// Max Clip for weapons
new const MAXCLIP[] = { -1, 13, -1, 10, -1, 7, -1, 30, 30, -1, 30, 20, 25, 30, 35, 25, 12, 20,
            10, 30, 100, 8, 30, 30, 20, -1, 7, 30, 30, -1, 50 }

// Amount of ammo to give when buying additional clips for weapons
new const BUYAMMO[] = { -1, 13, -1, 30, -1, 8, -1, 12, 30, -1, 30, 50, 12, 30, 30, 30, 12, 30,
            10, 30, 30, 8, 30, 30, 30, -1, 7, 30, 30, -1, 50 }

// Ammo IDs for weapons
new const AMMOID[] = { -1, 9, -1, 2, 12, 5, 14, 6, 4, 13, 10, 7, 6, 4, 4, 4, 6, 10,
            1, 10, 3, 5, 4, 10, 2, 11, 8, 4, 2, -1, 7 }

// Ammo Type Names for weapons
new const AMMOTYPE[][] = { "", "357sig", "", "762nato", "", "buckshot", "", "45acp", "556nato", "", "9mm", "57mm", "45acp",
            "556nato", "556nato", "556nato", "45acp", "9mm", "338magnum", "9mm", "556natobox", "buckshot",
            "556nato", "9mm", "762nato", "", "50ae", "556nato", "762nato", "", "57mm" }

// Weapon IDs for ammo types
new const AMMOWEAPON[] = { 0, CSW_AWP, CSW_SCOUT, CSW_M249, CSW_AUG, CSW_XM1014, CSW_MAC10, CSW_FIVESEVEN, CSW_DEAGLE,
            CSW_P228, CSW_ELITE, CSW_FLASHBANG, CSW_HEGRENADE, CSW_SMOKEGRENADE, CSW_C4 }

// Primary and Secondary Weapon Names
new const WEAPONNAMES[][] = { "", "P228 Compact", "", "Schmidt Scout", "", "XM1014 M4", "", "Ingram MAC-10", "Steyr AUG A1",
            "", "Dual Elite Berettas", "FiveseveN", "UMP 45", "SG-550 Auto-Sniper", "IMI Galil", "Famas",
            "USP .45 ACP Tactical", "Glock 18C", "AWP Magnum Sniper", "MP5 Navy", "M249 Para Machinegun",
            "M3 Super 90", "M4A1 Carbine", "Schmidt TMP", "G3SG1 Auto-Sniper", "", "Desert Eagle .50 AE",
            "SG-552 Commando", "AK-47 Kalashnikov", "", "ES P90" }

// Weapon entity names
new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
            "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550",
            "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
            "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
            "weapon_ak47", "weapon_knife", "weapon_p90" }

// CS sounds
new const sound_flashlight[] = "items/flashlight1.wav"
new const sound_buyammo[] = "items/9mmclip1.wav"
new const sound_armorhit[] = "player/bhit_helmet-1.wav"

// Explosion radius for custom grenades
const Float:NADE_EXPLOSION_RADIUS = 240.0

// HACK: pev_ field used to store additional ammo on weapons
const PEV_ADDITIONAL_AMMO = pev_iuser1

// HACK: pev_ field used to store custom nade types and their values
const PEV_NADE_TYPE = pev_flTimeStepSound
const NADE_TYPE_INFECTION = 1111
const NADE_TYPE_NAPALM = 2222
const NADE_TYPE_FROST = 3333
const NADE_TYPE_FLARE = 4444
const PEV_FLARE_COLOR = pev_punchangle
const PEV_FLARE_DURATION = pev_flSwimTime

// Weapon bitsums
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)

// Allowed weapons for zombies (added grenades/bomb for sub-plugin support, since they shouldn't be getting them anyway)
const ZOMBIE_ALLOWED_WEAPONS_BITSUM = (1<<CSW_KNIFE)|(1<<CSW_HEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_SMOKEGRENADE)|(1<<CSW_C4)

// Classnames for separate model entities
new const MODEL_ENT_CLASSNAME[] = "player_model"
new const WEAPON_ENT_CLASSNAME[] = "weapon_model"

// Menu keys
const KEYSMENU = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9|MENU_KEY_0

// Ambience Sounds
enum
{
    AMBIENCE_SOUNDS_INFECTION = 0,
    AMBIENCE_SOUNDS_NEMESIS,
    AMBIENCE_SOUNDS_SURVIVOR,
    AMBIENCE_SOUNDS_SWARM,
    AMBIENCE_SOUNDS_PLAGUE,
    MAX_AMBIENCE_SOUNDS
}

// Admin menu actions
enum
{
    ACTION_ZOMBIEFY_HUMANIZE = 0,
    ACTION_MAKE_NEMESIS,
    ACTION_MAKE_SURVIVOR,
    ACTION_RESPAWN_PLAYER,
    ACTION_MODE_SWARM,
    ACTION_MODE_MULTI,
    ACTION_MODE_PLAGUE
}

// Custom forward return values
const ZP_PLUGIN_HANDLED = 97

/*================================================================================
 [Global Variables]
=================================================================================*/

// Player vars
new g_zombie[33] // is zombie
new g_nemesis[33] // is nemesis
new g_survivor[33] // is survivor
new g_firstzombie[33] // is first zombie
new g_lastzombie[33] // is last zombie
new g_lasthuman[33] // is last human
new g_frozen[33] // is frozen (can't move)
new Float:g_frozen_gravity[33] // store previous gravity when frozen
new g_nodamage[33] // has spawn protection/zombie madness
new g_respawn_as_zombie[33] // should respawn as zombie
new g_nvision[33] // has night vision
new g_nvisionenabled[33] // has night vision turned on
new g_zombieclass[33] // zombie class
new g_zombieclassnext[33] // zombie class for next infection
new g_flashlight[33] // has custom flashlight turned on
new g_flashbattery[33] = { 100, ... } // custom flashlight battery
new g_canbuy[33] // is allowed to buy a new weapon through the menu
new g_ammopacks[33] // ammo pack count
new g_damagedealt_human[33] // damage dealt as human (used to calculate ammo packs reward)
new g_damagedealt_zombie[33] // damage dealt as zombie (used to calculate ammo packs reward)
new Float:g_lastleaptime[33] // time leap was last used
new Float:g_lastflashtime[33] // time flashlight was last toggled
new g_playermodel[33][32] // current model's short name [player][model]
new g_menu_data[33][8] // data for some menu handlers
new g_ent_playermodel[33] // player model entity
new g_ent_weaponmodel[33] // weapon model entity
new g_burning_duration[33] // burning task duration
new Float:g_buytime[33] // used to calculate custom buytime

// Game vars
new g_pluginenabled // ZP enabled
new g_newround // new round starting
new g_endround // round ended
new g_nemround // nemesis round
new g_survround // survivor round
new g_swarmround // swarm round
new g_plagueround // plague round
new g_modestarted // mode fully started
new g_lastmode // last played mode
new g_scorezombies, g_scorehumans, g_gamecommencing // team scores
new g_spawnCount, g_spawnCount2 // available spawn points counter
new Float:g_spawns[MAX_CSDM_SPAWNS][3], Float:g_spawns2[MAX_CSDM_SPAWNS][3] // spawn points data
new g_lights_i // lightning current lights counter
new g_lights_cycle[32] // current lightning cycle
new g_lights_cycle_len // lightning cycle length
new Float:g_models_targettime // for adding delays between Model Change messages
new Float:g_teams_targettime // for adding delays between Team Change messages
new g_MsgSync, g_MsgSync2 // message sync objects
new g_trailSpr, g_exploSpr, g_flameSpr, g_smokeSpr, g_glassSpr // grenade sprites
new g_modname[32] // for formatting the mod name
new g_freezetime // whether CS's freeze time is on
new g_maxplayers // max players counter
new g_czero // whether we are running on a CZ server
new g_hamczbots // whether ham forwards are registered for CZ bots
new g_fwSpawn, g_fwPrecacheSound // spawn and precache sound forward handles
new g_infbombcounter, g_antidotecounter, g_madnesscounter // to limit buying some items
new g_arrays_created // to prevent stuff from being registered before initializing arrays
new g_lastplayerleaving // flag for whenever a player leaves and another takes his place
new g_switchingteam // flag for whenever a player's team change emessage is sent
new g_buyzone_ent // custom buyzone entity

// Message IDs vars
new g_msgScoreInfo, g_msgNVGToggle, g_msgScoreAttrib, g_msgAmmoPickup, g_msgScreenFade,
g_msgDeathMsg, g_msgSetFOV, g_msgFlashlight, g_msgFlashBat, g_msgTeamInfo, g_msgDamage,
g_msgHideWeapon, g_msgCrosshair, g_msgSayText, g_msgScreenShake, g_msgCurWeapon

// Some forward handlers
new g_fwRoundStart, g_fwRoundEnd, g_fwUserInfected_pre, g_fwUserInfected_post,
g_fwUserHumanized_pre, g_fwUserHumanized_post, g_fwUserInfect_attempt,
g_fwUserHumanize_attempt, g_fwExtraItemSelected, g_fwUserUnfrozen,
g_fwUserLastZombie, g_fwUserLastHuman, g_fwDummyResult

// Temporary Database vars (used to restore players stats in case they get disconnected)
new db_name[MAX_STATS_SAVED][32] // player name
new db_ammopacks[MAX_STATS_SAVED] // ammo pack count
new db_zombieclass[MAX_STATS_SAVED] // zombie class
new db_slot_i // additional saved slots counter (should start on maxplayers+1)

// Extra Items vars
new Array:g_extraitem_name // caption
new Array:g_extraitem_cost // cost
new Array:g_extraitem_team // team
new g_extraitem_i // loaded extra items counter

// For extra items file parsing
new Array:g_extraitem2_realname, Array:g_extraitem2_name, Array:g_extraitem2_cost,
Array:g_extraitem2_team, Array:g_extraitem_new

// Zombie Classes vars
new Array:g_zclass_name // caption
new Array:g_zclass_info // description
new Array:g_zclass_modelsstart // start position in models array
new Array:g_zclass_modelsend // end position in models array
new Array:g_zclass_playermodel // player models array
new Array:g_zclass_modelindex // model indices array
new Array:g_zclass_clawmodel // claw model
new Array:g_zclass_hp // health
new Array:g_zclass_spd // speed
new Array:g_zclass_grav // gravity
new Array:g_zclass_kb // knockback
new Array:g_zclass_lvl // Level
new g_zclass_i // loaded zombie classes counter

// For zombie classes file parsing
new Array:g_zclass2_realname, Array:g_zclass2_name, Array:g_zclass2_info,
Array:g_zclass2_modelsstart, Array:g_zclass2_modelsend, Array:g_zclass2_playermodel,
Array:g_zclass2_modelindex, Array:g_zclass2_clawmodel, Array:g_zclass2_hp,
Array:g_zclass2_spd, Array:g_zclass2_grav, Array:g_zclass2_kb, Array:g_zclass_new

// Customization vars
new g_access_flag[MAX_ACCESS_FLAGS], Array:model_nemesis, Array:model_survivor, Array:model_human,
Array:model_admin_zombie, Array:model_admin_human, Array:g_modelindex_human,
Array:g_modelindex_nemesis, Array:g_modelindex_survivor, g_same_models_for_all,
Array:g_modelindex_admin_zombie, Array:g_modelindex_admin_human, model_vknife_human[64],
model_vknife_nemesis[64], model_vweapon_survivor[64], model_grenade_infect[64],
model_grenade_fire[64], model_grenade_frost[64], model_grenade_flare[64],
model_vknife_admin_human[64], model_vknife_admin_zombie[64],
sprite_grenade_trail[64], sprite_grenade_ring[64], sprite_grenade_fire[64],
sprite_grenade_smoke[64], sprite_grenade_glass[64], Array:sound_win_zombies,
Array:sound_win_humans, Array:sound_win_no_one, Array:sound_win_zombies_ismp3,
Array:sound_win_humans_ismp3, Array:sound_win_no_one_ismp3, Array:zombie_infect,
Array:zombie_idle, Array:zombie_pain, Array:nemesis_pain, Array:zombie_die, Array:zombie_fall,
Array:zombie_miss_wall, Array:zombie_hit_normal, Array:zombie_hit_stab, g_ambience_rain,
Array:zombie_idle_last, Array:zombie_madness, Array:sound_nemesis, Array:sound_survivor,
Array:sound_swarm, Array:sound_multi, Array:sound_plague, Array:grenade_infect,
Array:grenade_infect_player, Array:grenade_fire, Array:grenade_fire_player,
Array:grenade_frost, Array:grenade_frost_player, Array:grenade_frost_break,
Array:grenade_flare, Array:sound_antidote, Array:sound_thunder, g_ambience_sounds[MAX_AMBIENCE_SOUNDS],
Array:sound_ambience1, Array:sound_ambience2, Array:sound_ambience3, Array:sound_ambience4,
Array:sound_ambience5, Array:sound_ambience1_duration, Array:sound_ambience2_duration,
Array:sound_ambience3_duration, Array:sound_ambience4_duration,
Array:sound_ambience5_duration, Array:sound_ambience1_ismp3, Array:sound_ambience2_ismp3,
Array:sound_ambience3_ismp3, Array:sound_ambience4_ismp3, Array:sound_ambience5_ismp3,
Array:g_primary_items, Array:g_secondary_items, Array:g_additional_items,
Array:g_primary_weaponids, Array:g_secondary_weaponids, Array:g_extraweapon_names,
Array:g_extraweapon_items, Array:g_extraweapon_costs, g_extra_costs2[EXTRA_WEAPONS_STARTID],
g_ambience_snow, g_ambience_fog, g_fog_density[10], g_fog_color[12], g_sky_enable,
Array:g_sky_names, Array:lights_thunder, Array:zombie_decals, Array:g_objective_ents,
Float:g_modelchange_delay, g_set_modelindex_offset, g_handle_models_on_separate_ent,
Float:kb_weapon_power[31] = { -1.0, ... }, Array:zombie_miss_slash, g_force_consistency

// CVAR pointers
new cvar_lighting, cvar_zombiefov, cvar_plague, cvar_plaguechance, cvar_zombiefirsthp,
cvar_removemoney, cvar_thunder, cvar_zombiebonushp, cvar_nemhp, cvar_nem, cvar_surv,
cvar_nemchance, cvar_deathmatch, cvar_nemglow, cvar_customnvg, cvar_hitzones, cvar_humanhp,
cvar_nemgravity, cvar_flashsize, cvar_ammodamage_human, cvar_ammodamage_zombie,
cvar_zombiearmor, cvar_survpainfree, cvar_nempainfree, cvar_nemspd, cvar_survchance,
cvar_survhp, cvar_survspd, cvar_humanspd, cvar_swarmchance, cvar_flashdrain,
cvar_zombiebleeding, cvar_removedoors, cvar_customflash, cvar_randspawn, cvar_multi,
cvar_multichance, cvar_infammo, cvar_swarm, cvar_ammoinfect, cvar_toggle,
cvar_knockbackpower, cvar_freezeduration, cvar_triggered, cvar_flashcharge,
cvar_firegrenades, cvar_frostgrenades, cvar_survgravity, cvar_logcommands, cvar_survglow,
cvar_humangravity, cvar_spawnprotection, cvar_nvgsize, cvar_flareduration, cvar_zclasses,
cvar_extraitems, cvar_showactivity, cvar_humanlasthp, cvar_nemignorefrags, cvar_warmup,
cvar_flashdist, cvar_flarecolor, cvar_survignorefrags, cvar_fireduration, cvar_firedamage,
cvar_flaregrenades, cvar_knockbackducking, cvar_knockbackdamage, cvar_knockbackzvel,
cvar_multiratio, cvar_flaresize, cvar_spawndelay, cvar_extraantidote, cvar_extramadness,
cvar_extraweapons, cvar_extranvision, cvar_nvggive, cvar_preventconsecutive, cvar_botquota,
cvar_buycustom, cvar_zombiepainfree, cvar_fireslowdown, cvar_survbasehp, cvar_survaura,
cvar_nemignoreammo, cvar_survignoreammo, cvar_nemaura, cvar_extrainfbomb, cvar_knockback,
cvar_fragsinfect, cvar_fragskill, cvar_humanarmor, cvar_zombiesilent, cvar_removedropped,
cvar_plagueratio, cvar_blocksuicide, cvar_knockbackdist, cvar_nemdamage, cvar_leapzombies,
cvar_leapzombiesforce, cvar_leapzombiesheight, cvar_leapzombiescooldown, cvar_leapnemesis,
cvar_leapnemesisforce, cvar_leapnemesisheight, cvar_leapnemesiscooldown, cvar_leapsurvivor,
cvar_leapsurvivorforce, cvar_leapsurvivorheight, cvar_nemminplayers, cvar_survminplayers,
cvar_respawnonsuicide, cvar_respawnafterlast, cvar_leapsurvivorcooldown, cvar_statssave,
cvar_swarmminplayers, cvar_multiminplayers, cvar_plagueminplayers, cvar_adminmodelshuman,
cvar_adminmodelszombie, cvar_nembasehp, cvar_blockpushables, cvar_respawnworldspawnkill,
cvar_madnessduration, cvar_plaguenemnum, cvar_plaguenemhpmulti, cvar_plaguesurvhpmulti,
cvar_survweapon, cvar_plaguesurvnum, cvar_infectionscreenfade, cvar_infectionscreenshake,
cvar_infectionsparkle, cvar_infectiontracers, cvar_infectionparticles, cvar_infbomblimit,
cvar_allowrespawnsurv, cvar_flashshowall, cvar_allowrespawninfection, cvar_allowrespawnnem,
cvar_allowrespawnswarm, cvar_allowrespawnplague, cvar_survinfammo, cvar_nemknockback,
cvar_nvgcolor[3], cvar_nemnvgcolor[3], cvar_humnvgcolor[3], cvar_flashcolor[3],
cvar_hudicons, cvar_respawnzomb, cvar_respawnhum, cvar_respawnnem, cvar_respawnsurv,
cvar_startammopacks, cvar_randweapons, cvar_antidotelimit, cvar_madnesslimit,
cvar_adminknifemodelshuman, cvar_adminknifemodelszombie, cvar_keephealthondisconnect,
cvar_buyzonetime, cvar_huddisplay

// Cached stuff for players
new g_isconnected[33] // whether player is connected
new g_isalive[33] // whether player is alive
new g_isbot[33] // whether player is a bot
new g_currentweapon[33] // player's current weapon id
new g_playername[33][32] // player's name
new Float:g_zombie_spd[33] // zombie class speed
new Float:g_zombie_knockback[33] // zombie class knockback
new g_zombie_classname[33][32] // zombie class name
#define is_user_valid_connected(%1) (1 <= %1 <= g_maxplayers && g_isconnected[%1])
#define is_user_valid_alive(%1) (1 <= %1 <= g_maxplayers && g_isalive[%1])
#define is_user_valid(%1) (1 <= %1 <= g_maxplayers)

// Cached CVARs
new g_cached_customflash, g_cached_zombiesilent, g_cached_leapzombies, g_cached_leapnemesis,
g_cached_leapsurvivor, Float:g_cached_leapzombiescooldown, Float:g_cached_leapnemesiscooldown,
Float:g_cached_leapsurvivorcooldown, Float:g_cached_buytime

/*================================================================================
 [Natives, Precache and Init]
=================================================================================*/

public plugin_natives()
{
    // Player specific natives
    register_native("zp_get_user_zombie", "native_get_user_zombie", 1)
    register_native("zp_get_user_nemesis", "native_get_user_nemesis", 1)
    register_native("zp_get_user_survivor", "native_get_user_survivor", 1)
    register_native("zp_get_user_first_zombie", "native_get_user_first_zombie", 1)
    register_native("zp_get_user_last_zombie", "native_get_user_last_zombie", 1)
    register_native("zp_get_user_last_human", "native_get_user_last_human", 1)
    register_native("zp_get_user_zombie_class", "native_get_user_zombie_class", 1)
    register_native("zp_get_user_next_class", "native_get_user_next_class", 1)
    register_native("zp_set_user_zombie_class", "native_set_user_zombie_class", 1)
    register_native("zp_get_user_ammo_packs", "native_get_user_ammo_packs", 1)
    register_native("zp_set_user_ammo_packs", "native_set_user_ammo_packs", 1)
    register_native("zp_get_zombie_maxhealth", "native_get_zombie_maxhealth", 1)
    register_native("zp_get_user_batteries", "native_get_user_batteries", 1)
    register_native("zp_set_user_batteries", "native_set_user_batteries", 1)
    register_native("zp_get_user_nightvision", "native_get_user_nightvision", 1)
    register_native("zp_set_user_nightvision", "native_set_user_nightvision", 1)
    register_native("zp_infect_user", "native_infect_user", 1)
    register_native("zp_disinfect_user", "native_disinfect_user", 1)
    register_native("zp_make_user_nemesis", "native_make_user_nemesis", 1)
    register_native("zp_make_user_survivor", "native_make_user_survivor", 1)
    register_native("zp_respawn_user", "native_respawn_user", 1)
    register_native("zp_force_buy_extra_item", "native_force_buy_extra_item", 1)
    register_native("zp_override_user_model", "native_override_user_model", 1)
   
    // Round natives
    register_native("zp_has_round_started", "native_has_round_started", 1)
    register_native("zp_is_nemesis_round", "native_is_nemesis_round", 1)
    register_native("zp_is_survivor_round", "native_is_survivor_round", 1)
    register_native("zp_is_swarm_round", "native_is_swarm_round", 1)
    register_native("zp_is_plague_round", "native_is_plague_round", 1)
    register_native("zp_get_zombie_count", "native_get_zombie_count", 1)
    register_native("zp_get_human_count", "native_get_human_count", 1)
    register_native("zp_get_nemesis_count", "native_get_nemesis_count", 1)
    register_native("zp_get_survivor_count", "native_get_survivor_count", 1)
   
    // External additions natives
    register_native("zp_register_extra_item", "native_register_extra_item", 1)
    register_native("zp_register_zombie_class", "native_register_zombie_class", 1)
    register_native("zp_get_extra_item_id", "native_get_extra_item_id", 1)
    register_native("zp_get_zombie_class_id", "native_get_zombie_class_id", 1)
    register_native("zp_get_zombie_class_info", "native_get_zombie_class_info", 1)
}

public plugin_precache()
{
    // Register earlier to show up in plugins list properly after plugin disable/error at loading
    register_plugin("Zombie Plague", PLUGIN_VERSION, "MeRcyLeZZ")
   
    // To switch plugin on/off
    register_concmd("zp_toggle", "cmd_toggle", _, "<1/0> - Enable/Disable Zombie Plague (will restart the current map)", 0)
    cvar_toggle = register_cvar("zp_on", "1")
   
    // Plugin disabled?
    if (!get_pcvar_num(cvar_toggle)) return;
    g_pluginenabled = true
   
    // Initialize a few dynamically sized arrays (alright, maybe more than just a few...)
    model_human = ArrayCreate(32, 1)
    model_nemesis = ArrayCreate(32, 1)
    model_survivor = ArrayCreate(32, 1)
    model_admin_human = ArrayCreate(32, 1)
    model_admin_zombie = ArrayCreate(32, 1)
    g_modelindex_human = ArrayCreate(1, 1)
    g_modelindex_nemesis = ArrayCreate(1, 1)
    g_modelindex_survivor = ArrayCreate(1, 1)
    g_modelindex_admin_human = ArrayCreate(1, 1)
    g_modelindex_admin_zombie = ArrayCreate(1, 1)
    sound_win_zombies = ArrayCreate(64, 1)
    sound_win_zombies_ismp3 = ArrayCreate(1, 1)
    sound_win_humans = ArrayCreate(64, 1)
    sound_win_humans_ismp3 = ArrayCreate(1, 1)
    sound_win_no_one = ArrayCreate(64, 1)
    sound_win_no_one_ismp3 = ArrayCreate(1, 1)
    zombie_infect = ArrayCreate(64, 1)
    zombie_pain = ArrayCreate(64, 1)
    nemesis_pain = ArrayCreate(64, 1)
    zombie_die = ArrayCreate(64, 1)
    zombie_fall = ArrayCreate(64, 1)
    zombie_miss_slash = ArrayCreate(64, 1)
    zombie_miss_wall = ArrayCreate(64, 1)
    zombie_hit_normal = ArrayCreate(64, 1)
    zombie_hit_stab = ArrayCreate(64, 1)
    zombie_idle = ArrayCreate(64, 1)
    zombie_idle_last = ArrayCreate(64, 1)
    zombie_madness = ArrayCreate(64, 1)
    sound_nemesis = ArrayCreate(64, 1)
    sound_survivor = ArrayCreate(64, 1)
    sound_swarm = ArrayCreate(64, 1)
    sound_multi = ArrayCreate(64, 1)
    sound_plague = ArrayCreate(64, 1)
    grenade_infect = ArrayCreate(64, 1)
    grenade_infect_player = ArrayCreate(64, 1)
    grenade_fire = ArrayCreate(64, 1)
    grenade_fire_player = ArrayCreate(64, 1)
    grenade_frost = ArrayCreate(64, 1)
    grenade_frost_player = ArrayCreate(64, 1)
    grenade_frost_break = ArrayCreate(64, 1)
    grenade_flare = ArrayCreate(64, 1)
    sound_antidote = ArrayCreate(64, 1)
    sound_thunder = ArrayCreate(64, 1)
    sound_ambience1 = ArrayCreate(64, 1)
    sound_ambience2 = ArrayCreate(64, 1)
    sound_ambience3 = ArrayCreate(64, 1)
    sound_ambience4 = ArrayCreate(64, 1)
    sound_ambience5 = ArrayCreate(64, 1)
    sound_ambience1_duration = ArrayCreate(1, 1)
    sound_ambience2_duration = ArrayCreate(1, 1)
    sound_ambience3_duration = ArrayCreate(1, 1)
    sound_ambience4_duration = ArrayCreate(1, 1)
    sound_ambience5_duration = ArrayCreate(1, 1)
    sound_ambience1_ismp3 = ArrayCreate(1, 1)
    sound_ambience2_ismp3 = ArrayCreate(1, 1)
    sound_ambience3_ismp3 = ArrayCreate(1, 1)
    sound_ambience4_ismp3 = ArrayCreate(1, 1)
    sound_ambience5_ismp3 = ArrayCreate(1, 1)
    g_primary_items = ArrayCreate(32, 1)
    g_secondary_items = ArrayCreate(32, 1)
    g_additional_items = ArrayCreate(32, 1)
    g_primary_weaponids = ArrayCreate(1, 1)
    g_secondary_weaponids = ArrayCreate(1, 1)
    g_extraweapon_names = ArrayCreate(32, 1)
    g_extraweapon_items = ArrayCreate(32, 1)
    g_extraweapon_costs = ArrayCreate(1, 1)
    g_sky_names = ArrayCreate(32, 1)
    lights_thunder = ArrayCreate(32, 1)
    zombie_decals = ArrayCreate(1, 1)
    g_objective_ents = ArrayCreate(32, 1)
    g_extraitem_name = ArrayCreate(32, 1)
    g_extraitem_cost = ArrayCreate(1, 1)
    g_extraitem_team = ArrayCreate(1, 1)
    g_extraitem2_realname = ArrayCreate(32, 1)
    g_extraitem2_name = ArrayCreate(32, 1)
    g_extraitem2_cost = ArrayCreate(1, 1)
    g_extraitem2_team = ArrayCreate(1, 1)
    g_extraitem_new = ArrayCreate(1, 1)
    g_zclass_name = ArrayCreate(32, 1)
    g_zclass_info = ArrayCreate(32, 1)
    g_zclass_modelsstart = ArrayCreate(1, 1)
    g_zclass_modelsend = ArrayCreate(1, 1)
    g_zclass_playermodel = ArrayCreate(32, 1)
    g_zclass_modelindex = ArrayCreate(1, 1)
    g_zclass_clawmodel = ArrayCreate(32, 1)
    g_zclass_hp = ArrayCreate(1, 1)
    g_zclass_spd = ArrayCreate(1, 1)
    g_zclass_grav = ArrayCreate(1, 1)
    g_zclass_kb = ArrayCreate(1, 1)
    g_zclass_lvl = ArrayCreate(1, 1)
    g_zclass2_realname = ArrayCreate(32, 1)
    g_zclass2_name = ArrayCreate(32, 1)
    g_zclass2_info = ArrayCreate(32, 1)
    g_zclass2_modelsstart = ArrayCreate(1, 1)
    g_zclass2_modelsend = ArrayCreate(1, 1)
    g_zclass2_playermodel = ArrayCreate(32, 1)
    g_zclass2_modelindex = ArrayCreate(1, 1)
    g_zclass2_clawmodel = ArrayCreate(32, 1)
    g_zclass2_hp = ArrayCreate(1, 1)
    g_zclass2_spd = ArrayCreate(1, 1)
    g_zclass2_grav = ArrayCreate(1, 1)
    g_zclass2_kb = ArrayCreate(1, 1)
    g_zclass_new = ArrayCreate(1, 1)
   
    // Allow registering stuff now
    g_arrays_created = true
   
    // Load customization data
    load_customization_from_files()
   
    new i, buffer[100]
   
    // Load up the hard coded extra items
    native_register_extra_item2("NightVision", g_extra_costs2[EXTRA_NVISION], ZP_TEAM_HUMAN)
    native_register_extra_item2("T-Virus Antidote", g_extra_costs2[EXTRA_ANTIDOTE], ZP_TEAM_ZOMBIE)
    native_register_extra_item2("Zombie Madness", g_extra_costs2[EXTRA_MADNESS], ZP_TEAM_ZOMBIE)
    native_register_extra_item2("Infection Bomb", g_extra_costs2[EXTRA_INFBOMB], ZP_TEAM_ZOMBIE)
   
    // Extra weapons
    for (i = 0; i < ArraySize(g_extraweapon_names); i++)
    {
        ArrayGetString(g_extraweapon_names, i, buffer, charsmax(buffer))
        native_register_extra_item2(buffer, ArrayGetCell(g_extraweapon_costs, i), ZP_TEAM_HUMAN)
    }
   
    // Custom player models
    for (i = 0; i < ArraySize(model_human); i++)
    {
        ArrayGetString(model_human, i, buffer, charsmax(buffer))
        format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
        ArrayPushCell(g_modelindex_human, engfunc(EngFunc_PrecacheModel, buffer))
        if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
        if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
        // Precache modelT.mdl files too
        copy(buffer[strlen(buffer)-4], charsmax(buffer) - (strlen(buffer)-4), "T.mdl")
        if (file_exists(buffer)) engfunc(EngFunc_PrecacheModel, buffer)
    }
    for (i = 0; i < ArraySize(model_nemesis); i++)
    {
        ArrayGetString(model_nemesis, i, buffer, charsmax(buffer))
        format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
        ArrayPushCell(g_modelindex_nemesis, engfunc(EngFunc_PrecacheModel, buffer))
        if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
        if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
        // Precache modelT.mdl files too
        copy(buffer[strlen(buffer)-4], charsmax(buffer) - (strlen(buffer)-4), "T.mdl")
        if (file_exists(buffer)) engfunc(EngFunc_PrecacheModel, buffer)
    }
    for (i = 0; i < ArraySize(model_survivor); i++)
    {
        ArrayGetString(model_survivor, i, buffer, charsmax(buffer))
        format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
        ArrayPushCell(g_modelindex_survivor, engfunc(EngFunc_PrecacheModel, buffer))
        if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
        if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
        // Precache modelT.mdl files too
        copy(buffer[strlen(buffer)-4], charsmax(buffer) - (strlen(buffer)-4), "T.mdl")
        if (file_exists(buffer)) engfunc(EngFunc_PrecacheModel, buffer)
    }
    for (i = 0; i < ArraySize(model_admin_zombie); i++)
    {
        ArrayGetString(model_admin_zombie, i, buffer, charsmax(buffer))
        format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
        ArrayPushCell(g_modelindex_admin_zombie, engfunc(EngFunc_PrecacheModel, buffer))
        if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
        if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
        // Precache modelT.mdl files too
        copy(buffer[strlen(buffer)-4], charsmax(buffer) - (strlen(buffer)-4), "T.mdl")
        if (file_exists(buffer)) engfunc(EngFunc_PrecacheModel, buffer)
    }
    for (i = 0; i < ArraySize(model_admin_human); i++)
    {
        ArrayGetString(model_admin_human, i, buffer, charsmax(buffer))
        format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
        ArrayPushCell(g_modelindex_admin_human, engfunc(EngFunc_PrecacheModel, buffer))
        if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
        if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
        // Precache modelT.mdl files too
        copy(buffer[strlen(buffer)-4], charsmax(buffer) - (strlen(buffer)-4), "T.mdl")
        if (file_exists(buffer)) engfunc(EngFunc_PrecacheModel, buffer)
    }
   
    // Custom weapon models
    engfunc(EngFunc_PrecacheModel, model_vknife_human)
    engfunc(EngFunc_PrecacheModel, model_vknife_nemesis)
    engfunc(EngFunc_PrecacheModel, model_vweapon_survivor)
    engfunc(EngFunc_PrecacheModel, model_grenade_infect)
    engfunc(EngFunc_PrecacheModel, model_grenade_fire)
    engfunc(EngFunc_PrecacheModel, model_grenade_frost)
    engfunc(EngFunc_PrecacheModel, model_grenade_flare)
    engfunc(EngFunc_PrecacheModel, model_vknife_admin_human)
    engfunc(EngFunc_PrecacheModel, model_vknife_admin_zombie)
   
    // Custom sprites for grenades
    g_trailSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_trail)
    g_exploSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_ring)
    g_flameSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_fire)
    g_smokeSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_smoke)
    g_glassSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_glass)
   
    // Custom sounds
    for (i = 0; i < ArraySize(sound_win_zombies); i++)
    {
        ArrayGetString(sound_win_zombies, i, buffer, charsmax(buffer))
        if (ArrayGetCell(sound_win_zombies_ismp3, i))
        {
            format(buffer, charsmax(buffer), "sound/%s", buffer)
            engfunc(EngFunc_PrecacheGeneric, buffer)
        }
        else
        {
            engfunc(EngFunc_PrecacheSound, buffer)
        }
    }
    for (i = 0; i < ArraySize(sound_win_humans); i++)
    {
        ArrayGetString(sound_win_humans, i, buffer, charsmax(buffer))
        if (ArrayGetCell(sound_win_humans_ismp3, i))
        {
            format(buffer, charsmax(buffer), "sound/%s", buffer)
            engfunc(EngFunc_PrecacheGeneric, buffer)
        }
        else
        {
            engfunc(EngFunc_PrecacheSound, buffer)
        }
    }
    for (i = 0; i < ArraySize(sound_win_no_one); i++)
    {
        ArrayGetString(sound_win_no_one, i, buffer, charsmax(buffer))
        if (ArrayGetCell(sound_win_no_one_ismp3, i))
        {
            format(buffer, charsmax(buffer), "sound/%s", buffer)
            engfunc(EngFunc_PrecacheGeneric, buffer)
        }
        else
        {
            engfunc(EngFunc_PrecacheSound, buffer)
        }
    }
    for (i = 0; i < ArraySize(zombie_infect); i++)
    {
        ArrayGetString(zombie_infect, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(zombie_pain); i++)
    {
        ArrayGetString(zombie_pain, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(nemesis_pain); i++)
    {
        ArrayGetString(nemesis_pain, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(zombie_die); i++)
    {
        ArrayGetString(zombie_die, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(zombie_fall); i++)
    {
        ArrayGetString(zombie_fall, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(zombie_miss_slash); i++)
    {
        ArrayGetString(zombie_miss_slash, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(zombie_miss_wall); i++)
    {
        ArrayGetString(zombie_miss_wall, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(zombie_hit_normal); i++)
    {
        ArrayGetString(zombie_hit_normal, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(zombie_hit_stab); i++)
    {
        ArrayGetString(zombie_hit_stab, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(zombie_idle); i++)
    {
        ArrayGetString(zombie_idle, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(zombie_idle_last); i++)
    {
        ArrayGetString(zombie_idle_last, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(zombie_madness); i++)
    {
        ArrayGetString(zombie_madness, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(sound_nemesis); i++)
    {
        ArrayGetString(sound_nemesis, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(sound_survivor); i++)
    {
        ArrayGetString(sound_survivor, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(sound_swarm); i++)
    {
        ArrayGetString(sound_swarm, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(sound_multi); i++)
    {
        ArrayGetString(sound_multi, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(sound_plague); i++)
    {
        ArrayGetString(sound_plague, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(grenade_infect); i++)
    {
        ArrayGetString(grenade_infect, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(grenade_infect_player); i++)
    {
        ArrayGetString(grenade_infect_player, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(grenade_fire); i++)
    {
        ArrayGetString(grenade_fire, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(grenade_fire_player); i++)
    {
        ArrayGetString(grenade_fire_player, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(grenade_frost); i++)
    {
        ArrayGetString(grenade_frost, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(grenade_frost_player); i++)
    {
        ArrayGetString(grenade_frost_player, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(grenade_frost_break); i++)
    {
        ArrayGetString(grenade_frost_break, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(grenade_flare); i++)
    {
        ArrayGetString(grenade_flare, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(sound_antidote); i++)
    {
        ArrayGetString(sound_antidote, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
    for (i = 0; i < ArraySize(sound_thunder); i++)
    {
        ArrayGetString(sound_thunder, i, buffer, charsmax(buffer))
        engfunc(EngFunc_PrecacheSound, buffer)
    }
   
    // Ambience Sounds
    if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION])
    {
        for (i = 0; i < ArraySize(sound_ambience1); i++)
        {
            ArrayGetString(sound_ambience1, i, buffer, charsmax(buffer))
           
            if (ArrayGetCell(sound_ambience1_ismp3, i))
            {
                format(buffer, charsmax(buffer), "sound/%s", buffer)
                engfunc(EngFunc_PrecacheGeneric, buffer)
            }
            else
            {
                engfunc(EngFunc_PrecacheSound, buffer)
            }
        }
    }
    if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS])
    {
        for (i = 0; i < ArraySize(sound_ambience2); i++)
        {
            ArrayGetString(sound_ambience2, i, buffer, charsmax(buffer))
           
            if (ArrayGetCell(sound_ambience2_ismp3, i))
            {
                format(buffer, charsmax(buffer), "sound/%s", buffer)
                engfunc(EngFunc_PrecacheGeneric, buffer)
            }
            else
            {
                engfunc(EngFunc_PrecacheSound, buffer)
            }
        }
    }
    if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR])
    {
        for (i = 0; i < ArraySize(sound_ambience3); i++)
        {
            ArrayGetString(sound_ambience3, i, buffer, charsmax(buffer))
           
            if (ArrayGetCell(sound_ambience3_ismp3, i))
            {
                format(buffer, charsmax(buffer), "sound/%s", buffer)
                engfunc(EngFunc_PrecacheGeneric, buffer)
            }
            else
            {
                engfunc(EngFunc_PrecacheSound, buffer)
            }
        }
    }
    if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM])
    {
        for (i = 0; i < ArraySize(sound_ambience4); i++)
        {
            ArrayGetString(sound_ambience4, i, buffer, charsmax(buffer))
           
            if (ArrayGetCell(sound_ambience4_ismp3, i))
            {
                format(buffer, charsmax(buffer), "sound/%s", buffer)
                engfunc(EngFunc_PrecacheGeneric, buffer)
            }
            else
            {
                engfunc(EngFunc_PrecacheSound, buffer)
            }
        }
    }
    if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE])
    {
        for (i = 0; i < ArraySize(sound_ambience5); i++)
        {
            ArrayGetString(sound_ambience5, i, buffer, charsmax(buffer))
           
            if (ArrayGetCell(sound_ambience5_ismp3, i))
            {
                format(buffer, charsmax(buffer), "sound/%s", buffer)
                engfunc(EngFunc_PrecacheGeneric, buffer)
            }
            else
            {
                engfunc(EngFunc_PrecacheSound, buffer)
            }
        }
    }
   
    // CS sounds (just in case)
    engfunc(EngFunc_PrecacheSound, sound_flashlight)
    engfunc(EngFunc_PrecacheSound, sound_buyammo)
    engfunc(EngFunc_PrecacheSound, sound_armorhit)
   
    new ent
   
    // Fake Hostage (to force round ending)
    ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "hostage_entity"))
    if (pev_valid(ent))
    {
        engfunc(EngFunc_SetOrigin, ent, Float:{8192.0,8192.0,8192.0})
        dllfunc(DLLFunc_Spawn, ent)
    }
   
    // Weather/ambience effects
    if (g_ambience_fog)
    {
        ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_fog"))
        if (pev_valid(ent))
        {
            fm_set_kvd(ent, "density", g_fog_density, "env_fog")
            fm_set_kvd(ent, "rendercolor", g_fog_color, "env_fog")
        }
    }
    if (g_ambience_rain) engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_rain"))
    if (g_ambience_snow) engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_snow"))
   
    // Custom buyzone for all players
    g_buyzone_ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "func_buyzone"))
    if (pev_valid(g_buyzone_ent))
    {
        dllfunc(DLLFunc_Spawn, g_buyzone_ent)
        set_pev(g_buyzone_ent, pev_solid, SOLID_NOT)
    }
   
    // Prevent some entities from spawning
    g_fwSpawn = register_forward(FM_Spawn, "fw_Spawn")
   
    // Prevent hostage sounds from being precached
    g_fwPrecacheSound = register_forward(FM_PrecacheSound, "fw_PrecacheSound")
}

public plugin_init()
{
    // Plugin disabled?
    if (!g_pluginenabled) return;
   
    // No zombie classes?
    if (!g_zclass_i) set_fail_state("No zombie classes loaded!")
   
    // Language files
    register_dictionary("zombie_plague.txt")
   
    // Events
    register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
    register_logevent("logevent_round_start",2, "1=Round_Start")
    register_logevent("logevent_round_end", 2, "1=Round_End")
    register_event("AmmoX", "event_ammo_x", "be")
    if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] || g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] || g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] || g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] || g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE])
        register_event("30", "event_intermission", "a")
   
    // HAM Forwards
    RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1)
    RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
    RegisterHam(Ham_Killed, "player", "fw_PlayerKilled_Post", 1)
    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage_Post", 1)
    RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack")
    RegisterHam(Ham_Player_ResetMaxSpeed, "player", "fw_ResetMaxSpeed_Post", 1)
    RegisterHam(Ham_Use, "func_tank", "fw_UseStationary")
    RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary")
    RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary")
    RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary")
    RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1)
    RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1)
    RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1)
    RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1)
    RegisterHam(Ham_Use, "func_pushable", "fw_UsePushable")
    RegisterHam(Ham_Touch, "weaponbox", "fw_TouchWeapon")
    RegisterHam(Ham_Touch, "armoury_entity", "fw_TouchWeapon")
    RegisterHam(Ham_Touch, "weapon_shield", "fw_TouchWeapon")
    RegisterHam(Ham_AddPlayerItem, "player", "fw_AddPlayerItem")
    for (new i = 1; i < sizeof WEAPONENTNAMES; i++)
        if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1)
   
    // FM Forwards
    register_forward(FM_ClientDisconnect, "fw_ClientDisconnect")
    register_forward(FM_ClientDisconnect, "fw_ClientDisconnect_Post", 1)
    register_forward(FM_ClientKill, "fw_ClientKill")
    register_forward(FM_EmitSound, "fw_EmitSound")
    if (!g_handle_models_on_separate_ent) register_forward(FM_SetClientKeyValue, "fw_SetClientKeyValue")
    register_forward(FM_ClientUserInfoChanged, "fw_ClientUserInfoChanged")
    register_forward(FM_GetGameDescription, "fw_GetGameDescription")
    register_forward(FM_SetModel, "fw_SetModel")
    RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade")
    register_forward(FM_CmdStart, "fw_CmdStart")
    register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
    unregister_forward(FM_Spawn, g_fwSpawn)
    unregister_forward(FM_PrecacheSound, g_fwPrecacheSound)
   
    // Client commands
    register_clcmd("say zpmenu", "clcmd_saymenu")
    register_clcmd("say /zpmenu", "clcmd_saymenu")
    register_clcmd("say unstuck", "clcmd_sayunstuck")
    register_clcmd("say /unstuck", "clcmd_sayunstuck")
    register_clcmd("nightvision", "clcmd_nightvision")
    register_clcmd("drop", "clcmd_drop")
    register_clcmd("buyammo1", "clcmd_buyammo")
    register_clcmd("buyammo2", "clcmd_buyammo")
    register_clcmd("chooseteam", "clcmd_changeteam")
    register_clcmd("jointeam", "clcmd_changeteam")
   
    // Menus
    register_menu("Game Menu", KEYSMENU, "menu_game")
    register_menu("Buy Menu 1", KEYSMENU, "menu_buy1")
    register_menu("Buy Menu 2", KEYSMENU, "menu_buy2")
    register_menu("Mod Info", KEYSMENU, "menu_info")
    register_menu("Admin Menu", KEYSMENU, "menu_admin")
   
    // CS Buy Menus (to prevent zombies/survivor from buying)
    register_menucmd(register_menuid("#Buy", 1), 511, "menu_cs_buy")
    register_menucmd(register_menuid("BuyPistol", 1), 511, "menu_cs_buy")
    register_menucmd(register_menuid("BuyShotgun", 1), 511, "menu_cs_buy")
    register_menucmd(register_menuid("BuySub", 1), 511, "menu_cs_buy")
    register_menucmd(register_menuid("BuyRifle", 1), 511, "menu_cs_buy")
    register_menucmd(register_menuid("BuyMachine", 1), 511, "menu_cs_buy")
    register_menucmd(register_menuid("BuyItem", 1), 511, "menu_cs_buy")
    register_menucmd(-28, 511, "menu_cs_buy")
    register_menucmd(-29, 511, "menu_cs_buy")
    register_menucmd(-30, 511, "menu_cs_buy")
    register_menucmd(-32, 511, "menu_cs_buy")
    register_menucmd(-31, 511, "menu_cs_buy")
    register_menucmd(-33, 511, "menu_cs_buy")
    register_menucmd(-34, 511, "menu_cs_buy")
   
    // Admin commands
    register_concmd("zp_zombie", "cmd_zombie", _, "<target> - Turn someone into a Zombie", 0)
    register_concmd("zp_human", "cmd_human", _, "<target> - Turn someone back to Human", 0)
    register_concmd("zp_nemesis", "cmd_nemesis", _, "<target> - Turn someone into a Nemesis", 0)
    register_concmd("zp_survivor", "cmd_survivor", _, "<target> - Turn someone into a Survivor", 0)
    register_concmd("zp_respawn", "cmd_respawn", _, "<target> - Respawn someone", 0)
    register_concmd("zp_swarm", "cmd_swarm", _, " - Start Swarm Mode", 0)
    register_concmd("zp_multi", "cmd_multi", _, " - Start Multi Infection", 0)
    register_concmd("zp_plague", "cmd_plague", _, " - Start Plague Mode", 0)
   
    // Message IDs
    g_msgScoreInfo = get_user_msgid("ScoreInfo")
    g_msgTeamInfo = get_user_msgid("TeamInfo")
    g_msgDeathMsg = get_user_msgid("DeathMsg")
    g_msgScoreAttrib = get_user_msgid("ScoreAttrib")
    g_msgSetFOV = get_user_msgid("SetFOV")
    g_msgScreenFade = get_user_msgid("ScreenFade")
    g_msgScreenShake = get_user_msgid("ScreenShake")
    g_msgNVGToggle = get_user_msgid("NVGToggle")
    g_msgFlashlight = get_user_msgid("Flashlight")
    g_msgFlashBat = get_user_msgid("FlashBat")
    g_msgAmmoPickup = get_user_msgid("AmmoPickup")
    g_msgDamage = get_user_msgid("Damage")
    g_msgHideWeapon = get_user_msgid("HideWeapon")
    g_msgCrosshair = get_user_msgid("Crosshair")
    g_msgSayText = get_user_msgid("SayText")
    g_msgCurWeapon = get_user_msgid("CurWeapon")
   
    // Message hooks
    register_message(g_msgCurWeapon, "message_cur_weapon")
    register_message(get_user_msgid("Money"), "message_money")
    register_message(get_user_msgid("Health"), "message_health")
    register_message(g_msgFlashBat, "message_flashbat")
    register_message(g_msgScreenFade, "message_screenfade")
    register_message(g_msgNVGToggle, "message_nvgtoggle")
    if (g_handle_models_on_separate_ent) register_message(get_user_msgid("ClCorpse"), "message_clcorpse")
    register_message(get_user_msgid("WeapPickup"), "message_weappickup")
    register_message(g_msgAmmoPickup, "message_ammopickup")
    register_message(get_user_msgid("Scenario"), "message_scenario")
    register_message(get_user_msgid("HostagePos"), "message_hostagepos")
    register_message(get_user_msgid("TextMsg"), "message_textmsg")
    register_message(get_user_msgid("SendAudio"), "message_sendaudio")
    register_message(get_user_msgid("TeamScore"), "message_teamscore")
    register_message(g_msgTeamInfo, "message_teaminfo")
   
    // CVARS - General Purpose
    cvar_warmup = register_cvar("zp_delay", "10")
    cvar_lighting = register_cvar("zp_lighting", "a")
    cvar_thunder = register_cvar("zp_thunderclap", "90")
    cvar_triggered = register_cvar("zp_triggered_lights", "1")
    cvar_removedoors = register_cvar("zp_remove_doors", "0")
    cvar_blockpushables = register_cvar("zp_blockuse_pushables", "1")
    cvar_blocksuicide = register_cvar("zp_block_suicide", "1")
    cvar_randspawn = register_cvar("zp_random_spawn", "1")
    cvar_respawnworldspawnkill = register_cvar("zp_respawn_on_worldspawn_kill", "1")
    cvar_removedropped = register_cvar("zp_remove_dropped", "0")
    cvar_removemoney = register_cvar("zp_remove_money", "1")
    cvar_buycustom = register_cvar("zp_buy_custom", "1")
    cvar_buyzonetime = register_cvar("zp_buyzone_time", "0.0")
    cvar_randweapons = register_cvar("zp_random_weapons", "0")
    cvar_adminmodelshuman = register_cvar("zp_admin_models_human", "1")
    cvar_adminknifemodelshuman = register_cvar("zp_admin_knife_models_human", "0")
    cvar_adminmodelszombie = register_cvar("zp_admin_models_zombie", "1")
    cvar_adminknifemodelszombie = register_cvar("zp_admin_knife_models_zombie", "0")
    cvar_zclasses = register_cvar("zp_zombie_classes", "1")
    cvar_statssave = register_cvar("zp_stats_save", "1")
    cvar_startammopacks = register_cvar("zp_starting_ammo_packs", "5")
    cvar_preventconsecutive = register_cvar("zp_prevent_consecutive_modes", "1")
    cvar_keephealthondisconnect = register_cvar("zp_keep_health_on_disconnect", "1")
    cvar_huddisplay = register_cvar("zp_hud_display", "1")
   
    // CVARS - Deathmatch
    cvar_deathmatch = register_cvar("zp_deathmatch", "0")
    cvar_spawndelay = register_cvar("zp_spawn_delay", "5")
    cvar_spawnprotection = register_cvar("zp_spawn_protection", "5")
    cvar_respawnonsuicide = register_cvar("zp_respawn_on_suicide", "0")
    cvar_respawnafterlast = register_cvar("zp_respawn_after_last_human", "1")
    cvar_allowrespawninfection = register_cvar("zp_infection_allow_respawn", "1")
    cvar_allowrespawnnem = register_cvar("zp_nem_allow_respawn", "0")
    cvar_allowrespawnsurv = register_cvar("zp_surv_allow_respawn", "0")
    cvar_allowrespawnswarm = register_cvar("zp_swarm_allow_respawn", "0")
    cvar_allowrespawnplague = register_cvar("zp_plague_allow_respawn", "0")
    cvar_respawnzomb = register_cvar("zp_respawn_zombies", "1")
    cvar_respawnhum = register_cvar("zp_respawn_humans", "1")
    cvar_respawnnem = register_cvar("zp_respawn_nemesis", "1")
    cvar_respawnsurv = register_cvar("zp_respawn_survivors", "1")
   
    // CVARS - Extra Items
    cvar_extraitems = register_cvar("zp_extra_items", "1")
    cvar_extraweapons = register_cvar("zp_extra_weapons", "1")
    cvar_extranvision = register_cvar("zp_extra_nvision", "1")
    cvar_extraantidote = register_cvar("zp_extra_antidote", "1")
    cvar_antidotelimit = register_cvar("zp_extra_antidote_limit", "999")
    cvar_extramadness = register_cvar("zp_extra_madness", "1")
    cvar_madnesslimit = register_cvar("zp_extra_madness_limit", "999")
    cvar_madnessduration = register_cvar("zp_extra_madness_duration", "5.0")
    cvar_extrainfbomb = register_cvar("zp_extra_infbomb", "1")
    cvar_infbomblimit = register_cvar("zp_extra_infbomb_limit", "999")
   
    // CVARS - Flashlight and Nightvision
    cvar_nvggive = register_cvar("zp_nvg_give", "1")
    cvar_customnvg = register_cvar("zp_nvg_custom", "1")
    cvar_nvgsize = register_cvar("zp_nvg_size", "80")
    cvar_nvgcolor[0] = register_cvar("zp_nvg_color_R", "0")
    cvar_nvgcolor[1] = register_cvar("zp_nvg_color_G", "150")
    cvar_nvgcolor[2] = register_cvar("zp_nvg_color_B", "0")
    cvar_humnvgcolor[0] = register_cvar("zp_nvg_hum_color_R", "0")
    cvar_humnvgcolor[1] = register_cvar("zp_nvg_hum_color_G", "150")
    cvar_humnvgcolor[2] = register_cvar("zp_nvg_hum_color_B", "0")
    cvar_nemnvgcolor[0] = register_cvar("zp_nvg_nem_color_R", "150")
    cvar_nemnvgcolor[1] = register_cvar("zp_nvg_nem_color_G", "0")
    cvar_nemnvgcolor[2] = register_cvar("zp_nvg_nem_color_B", "0")
    cvar_customflash = register_cvar("zp_flash_custom", "0")
    cvar_flashsize = register_cvar("zp_flash_size", "10")
    cvar_flashdrain = register_cvar("zp_flash_drain", "1")
    cvar_flashcharge = register_cvar("zp_flash_charge", "5")
    cvar_flashdist = register_cvar("zp_flash_distance", "1000")
    cvar_flashcolor[0] = register_cvar("zp_flash_color_R", "100")
    cvar_flashcolor[1] = register_cvar("zp_flash_color_G", "100")
    cvar_flashcolor[2] = register_cvar("zp_flash_color_B", "100")
    cvar_flashshowall = register_cvar("zp_flash_show_all", "1")
   
    // CVARS - Knockback
    cvar_knockback = register_cvar("zp_knockback", "0")
    cvar_knockbackdamage = register_cvar("zp_knockback_damage", "1")
    cvar_knockbackpower = register_cvar("zp_knockback_power", "1")
    cvar_knockbackzvel = register_cvar("zp_knockback_zvel", "0")
    cvar_knockbackducking = register_cvar("zp_knockback_ducking", "0.25")
    cvar_knockbackdist = register_cvar("zp_knockback_distance", "500")
    cvar_nemknockback = register_cvar("zp_knockback_nemesis", "0.25")
   
    // CVARS - Leap
    cvar_leapzombies = register_cvar("zp_leap_zombies", "0")
    cvar_leapzombiesforce = register_cvar("zp_leap_zombies_force", "500")
    cvar_leapzombiesheight = register_cvar("zp_leap_zombies_height", "300")
    cvar_leapzombiescooldown = register_cvar("zp_leap_zombies_cooldown", "5.0")
    cvar_leapnemesis = register_cvar("zp_leap_nemesis", "1")
    cvar_leapnemesisforce = register_cvar("zp_leap_nemesis_force", "500")
    cvar_leapnemesisheight = register_cvar("zp_leap_nemesis_height", "300")
    cvar_leapnemesiscooldown = register_cvar("zp_leap_nemesis_cooldown", "5.0")
    cvar_leapsurvivor = register_cvar("zp_leap_survivor", "0")
    cvar_leapsurvivorforce = register_cvar("zp_leap_survivor_force", "500")
    cvar_leapsurvivorheight = register_cvar("zp_leap_survivor_height", "300")
    cvar_leapsurvivorcooldown = register_cvar("zp_leap_survivor_cooldown", "5.0")
   
    // CVARS - Humans
    cvar_humanhp = register_cvar("zp_human_health", "100")
    cvar_humanlasthp = register_cvar("zp_human_last_extrahp", "0")
    cvar_humanspd = register_cvar("zp_human_speed", "240")
    cvar_humangravity = register_cvar("zp_human_gravity", "1.0")
    cvar_humanarmor = register_cvar("zp_human_armor_protect", "1")
    cvar_infammo = register_cvar("zp_human_unlimited_ammo", "0")
    cvar_ammodamage_human = register_cvar("zp_human_damage_reward", "500")
    cvar_fragskill = register_cvar("zp_human_frags_for_kill", "1")
   
    // CVARS - Custom Grenades
    cvar_firegrenades = register_cvar("zp_fire_grenades", "1")
    cvar_fireduration = register_cvar("zp_fire_duration", "10")
    cvar_firedamage = register_cvar("zp_fire_damage", "5")
    cvar_fireslowdown = register_cvar("zp_fire_slowdown", "0.5")
    cvar_frostgrenades = register_cvar("zp_frost_grenades", "1")
    cvar_freezeduration = register_cvar("zp_frost_duration", "3")
    cvar_flaregrenades = register_cvar("zp_flare_grenades","1")
    cvar_flareduration = register_cvar("zp_flare_duration", "60")
    cvar_flaresize = register_cvar("zp_flare_size", "25")
    cvar_flarecolor = register_cvar("zp_flare_color", "0")
   
    // CVARS - Zombies
    cvar_zombiefirsthp = register_cvar("zp_zombie_first_hp", "2.0")
    cvar_zombiearmor = register_cvar("zp_zombie_armor", "0.75")
    cvar_hitzones = register_cvar("zp_zombie_hitzones", "0")
    cvar_zombiebonushp = register_cvar("zp_zombie_infect_health", "100")
    cvar_zombiefov = register_cvar("zp_zombie_fov", "110")
    cvar_zombiesilent = register_cvar("zp_zombie_silent", "1")
    cvar_zombiepainfree = register_cvar("zp_zombie_painfree", "2")
    cvar_zombiebleeding = register_cvar("zp_zombie_bleeding", "1")
    cvar_ammoinfect = register_cvar("zp_zombie_infect_reward", "1")
    cvar_ammodamage_zombie = register_cvar("zp_zombie_damage_reward", "0")
    cvar_fragsinfect = register_cvar("zp_zombie_frags_for_infect", "1")
   
    // CVARS - Special Effects
    cvar_infectionscreenfade = register_cvar("zp_infection_screenfade", "1")
    cvar_infectionscreenshake = register_cvar("zp_infection_screenshake", "1")
    cvar_infectionsparkle = register_cvar("zp_infection_sparkle", "1")
    cvar_infectiontracers = register_cvar("zp_infection_tracers", "1")
    cvar_infectionparticles = register_cvar("zp_infection_particles", "1")
    cvar_hudicons = register_cvar("zp_hud_icons", "1")
   
    // CVARS - Nemesis
    cvar_nem = register_cvar("zp_nem_enabled", "1")
    cvar_nemchance = register_cvar("zp_nem_chance", "20")
    cvar_nemminplayers = register_cvar("zp_nem_min_players", "0")
    cvar_nemhp = register_cvar("zp_nem_health", "0")
    cvar_nembasehp = register_cvar("zp_nem_base_health", "0")
    cvar_nemspd = register_cvar("zp_nem_speed", "250")
    cvar_nemgravity = register_cvar("zp_nem_gravity", "0.5")
    cvar_nemdamage = register_cvar("zp_nem_damage", "250")
    cvar_nemglow = register_cvar("zp_nem_glow", "1")
    cvar_nemaura = register_cvar("zp_nem_aura", "1")   
    cvar_nempainfree = register_cvar("zp_nem_painfree", "0")
    cvar_nemignorefrags = register_cvar("zp_nem_ignore_frags", "1")
    cvar_nemignoreammo = register_cvar("zp_nem_ignore_rewards", "1")
   
    // CVARS - Survivor
    cvar_surv = register_cvar("zp_surv_enabled", "1")
    cvar_survchance = register_cvar("zp_surv_chance", "20")
    cvar_survminplayers = register_cvar("zp_surv_min_players", "0")
    cvar_survhp = register_cvar("zp_surv_health", "0")
    cvar_survbasehp = register_cvar("zp_surv_base_health", "0")
    cvar_survspd = register_cvar("zp_surv_speed", "230")
    cvar_survgravity = register_cvar("zp_surv_gravity", "1.25")
    cvar_survglow = register_cvar("zp_surv_glow", "1")
    cvar_survaura = register_cvar("zp_surv_aura", "1")
    cvar_survpainfree = register_cvar("zp_surv_painfree", "1")
    cvar_survignorefrags = register_cvar("zp_surv_ignore_frags", "1")
    cvar_survignoreammo = register_cvar("zp_surv_ignore_rewards", "1")
    cvar_survweapon = register_cvar("zp_surv_weapon", "weapon_m249")
    cvar_survinfammo = register_cvar("zp_surv_unlimited_ammo", "2")
   
    // CVARS - Swarm Mode
    cvar_swarm = register_cvar("zp_swarm_enabled", "1")
    cvar_swarmchance = register_cvar("zp_swarm_chance", "20")
    cvar_swarmminplayers = register_cvar("zp_swarm_min_players", "0")
   
    // CVARS - Multi Infection
    cvar_multi = register_cvar("zp_multi_enabled", "1")
    cvar_multichance = register_cvar("zp_multi_chance", "20")
    cvar_multiminplayers = register_cvar("zp_multi_min_players", "0")
    cvar_multiratio = register_cvar("zp_multi_ratio", "0.15")
   
    // CVARS - Plague Mode
    cvar_plague = register_cvar("zp_plague_enabled", "1")
    cvar_plaguechance = register_cvar("zp_plague_chance", "30")
    cvar_plagueminplayers = register_cvar("zp_plague_min_players", "0")
    cvar_plagueratio = register_cvar("zp_plague_ratio", "0.5")
    cvar_plaguenemnum = register_cvar("zp_plague_nem_number", "1")
    cvar_plaguenemhpmulti = register_cvar("zp_plague_nem_hp_multi", "0.5")
    cvar_plaguesurvnum = register_cvar("zp_plague_surv_number", "1")
    cvar_plaguesurvhpmulti = register_cvar("zp_plague_surv_hp_multi", "0.5")
   
    // CVARS - Others
    cvar_logcommands = register_cvar("zp_logcommands", "1")
    cvar_showactivity = get_cvar_pointer("amx_show_activity")
    cvar_botquota = get_cvar_pointer("bot_quota")
    register_cvar("zp_version", PLUGIN_VERSION, FCVAR_SERVER|FCVAR_SPONLY)
    set_cvar_string("zp_version", PLUGIN_VERSION)
   
    // Custom Forwards
    g_fwRoundStart = CreateMultiForward("zp_round_started", ET_IGNORE, FP_CELL, FP_CELL)
    g_fwRoundEnd = CreateMultiForward("zp_round_ended", ET_IGNORE, FP_CELL)
    g_fwUserInfected_pre = CreateMultiForward("zp_user_infected_pre", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL)
    g_fwUserInfected_post = CreateMultiForward("zp_user_infected_post", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL)
    g_fwUserHumanized_pre = CreateMultiForward("zp_user_humanized_pre", ET_IGNORE, FP_CELL, FP_CELL)
    g_fwUserHumanized_post = CreateMultiForward("zp_user_humanized_post", ET_IGNORE, FP_CELL, FP_CELL)
    g_fwUserInfect_attempt = CreateMultiForward("zp_user_infect_attempt", ET_CONTINUE, FP_CELL, FP_CELL, FP_CELL)
    g_fwUserHumanize_attempt = CreateMultiForward("zp_user_humanize_attempt", ET_CONTINUE, FP_CELL, FP_CELL)
    g_fwExtraItemSelected = CreateMultiForward("zp_extra_item_selected", ET_CONTINUE, FP_CELL, FP_CELL)
    g_fwUserUnfrozen = CreateMultiForward("zp_user_unfrozen", ET_IGNORE, FP_CELL)
    g_fwUserLastZombie = CreateMultiForward("zp_user_last_zombie", ET_IGNORE, FP_CELL)
    g_fwUserLastHuman = CreateMultiForward("zp_user_last_human", ET_IGNORE, FP_CELL)
   
    // Collect random spawn points
    load_spawns()
   
    // Set a random skybox?
    if (g_sky_enable)
    {
        new sky[32]
        ArrayGetString(g_sky_names, random_num(0, ArraySize(g_sky_names) - 1), sky, charsmax(sky))
        set_cvar_string("sv_skyname", sky)
    }
   
    // Disable sky lighting so it doesn't mess with our custom lighting
    set_cvar_num("sv_skycolor_r", 0)
    set_cvar_num("sv_skycolor_g", 0)
    set_cvar_num("sv_skycolor_b", 0)
   
    // Create the HUD Sync Objects
    g_MsgSync = CreateHudSyncObj()
    g_MsgSync2 = CreateHudSyncObj()
   
    // Format mod name
    formatex(g_modname, charsmax(g_modname), "Zombie Plague %s", PLUGIN_VERSION)
   
    // Get Max Players
    g_maxplayers = get_maxplayers()
   
    // Reserved saving slots starts on maxplayers+1
    db_slot_i = g_maxplayers+1
   
    // Check if it's a CZ server
    new mymod[6]
    get_modname(mymod, charsmax(mymod))
    if (equal(mymod, "czero")) g_czero = 1
}

public plugin_cfg()
{
    // Plugin disabled?
    if (!g_pluginenabled) return;
   
    // Get configs dir
    new cfgdir[32]
    get_configsdir(cfgdir, charsmax(cfgdir))
   
    // Execute config file (zombieplague.cfg)
    server_cmd("exec %s/zombieplague.cfg", cfgdir)
   
    // Prevent any more stuff from registering
    g_arrays_created = false
   
    // Save customization data
    save_customization()
   
    // Lighting task
    set_task(5.0, "lighting_effects", _, _, _, "b")
   
    // Cache CVARs after configs are loaded / call roundstart manually
    set_task(0.5, "cache_cvars")
    set_task(0.5, "event_round_start")
    set_task(0.5, "logevent_round_start")
}

/*================================================================================
 [Main Events]
=================================================================================*/

// Event Round Start
public event_round_start()
{
    // Remove doors/lights?
    set_task(0.1, "remove_stuff")
   
    // New round starting
    g_newround = true
    g_endround = false
    g_survround = false
    g_nemround = false
    g_swarmround = false
    g_plagueround = false
    g_modestarted = false
   
    // Reset bought infection bombs counter
    g_infbombcounter = 0
    g_antidotecounter = 0
    g_madnesscounter = 0
   
    // Freezetime begins
    g_freezetime = true
   
    // Show welcome message and T-Virus notice
    remove_task(TASK_WELCOMEMSG)
    set_task(2.0, "welcome_msg", TASK_WELCOMEMSG)
   
    // Set a new "Make Zombie Task"
    remove_task(TASK_MAKEZOMBIE)
    set_task(2.0 + get_pcvar_float(cvar_warmup), "make_zombie_task", TASK_MAKEZOMBIE)
}

// Log Event Round Start
public logevent_round_start()
{
    // Freezetime ends
    g_freezetime = false
}

// Log Event Round End
public logevent_round_end()
{
    // Prevent this from getting called twice when restarting (bugfix)
    static Float:lastendtime, Float:current_time
    current_time = get_gametime()
    if (current_time - lastendtime < 0.5) return;
    lastendtime = current_time
   
    // Temporarily save player stats?
    if (get_pcvar_num(cvar_statssave))
    {
        static id, team
        for (id = 1; id <= g_maxplayers; id++)
        {
            // Not connected
            if (!g_isconnected[id])
                continue;
           
            team = fm_cs_get_user_team(id)
           
            // Not playing
            if (team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED)
                continue;
           
            save_stats(id)
        }
    }
   
    // Round ended
    g_endround = true
   
    // Stop old tasks (if any)
    remove_task(TASK_WELCOMEMSG)
    remove_task(TASK_MAKEZOMBIE)
   
    // Stop ambience sounds
    if ((g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && g_nemround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && g_survround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && g_swarmround) || (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && g_plagueround) || (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && !g_nemround && !g_survround && !g_swarmround && !g_plagueround))
    {
        remove_task(TASK_AMBIENCESOUNDS)
        ambience_sound_stop()
    }
   
    // Show HUD notice, play win sound, update team scores...
    static sound[64]
    if (!fnGetZombies())
    {
        // Human team wins
        set_hudmessage(0, 0, 200, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
        ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "WIN_HUMAN")
       
        // Play win sound and increase score, unless game commencing
        ArrayGetString(sound_win_humans, random_num(0, ArraySize(sound_win_humans) - 1), sound, charsmax(sound))
        PlaySound(sound)
        if (!g_gamecommencing) g_scorehumans++
       
        // Round end forward
        ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_HUMAN);
    }
    else if (!fnGetHumans())
    {
        // Zombie team wins
        set_hudmessage(200, 0, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
        ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "WIN_ZOMBIE")
       
        // Play win sound and increase score, unless game commencing
        ArrayGetString(sound_win_zombies, random_num(0, ArraySize(sound_win_zombies) - 1), sound, charsmax(sound))
        PlaySound(sound)
        if (!g_gamecommencing) g_scorezombies++
       
        // Round end forward
        ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_ZOMBIE);
    }
    else
    {
        // No one wins
        set_hudmessage(0, 200, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
        ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "WIN_NO_ONE")
       
        // Play win sound
        ArrayGetString(sound_win_no_one, random_num(0, ArraySize(sound_win_no_one) - 1), sound, charsmax(sound))
        PlaySound(sound)
       
        // Round end forward
        ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_NO_ONE);
    }
   
    // Game commencing triggers round end
    g_gamecommencing = false
   
    // Balance the teams
    balance_teams()
}

// Event Map Ended
public event_intermission()
{
    // Remove ambience sounds task
    remove_task(TASK_AMBIENCESOUNDS)
}

// BP Ammo update
public event_ammo_x(id)
{
    // Humans only
    if (g_zombie[id])
        return;
   
    // Get ammo type
    static type
    type = read_data(1)
   
    // Unknown ammo type
    if (type >= sizeof AMMOWEAPON)
        return;
   
    // Get weapon's id
    static weapon
    weapon = AMMOWEAPON[type]
   
    // Primary and secondary only
    if (MAXBPAMMO[weapon] <= 2)
        return;
   
    // Get ammo amount
    static amount
    amount = read_data(2)
   
    // Unlimited BP Ammo?
    if (g_survivor[id] ? get_pcvar_num(cvar_survinfammo) : get_pcvar_num(cvar_infammo))
    {
        if (amount < MAXBPAMMO[weapon])
        {
            // The BP Ammo refill code causes the engine to send a message, but we
            // can't have that in this forward or we risk getting some recursion bugs.
            // For more info see: https://bugs.alliedmods.net/show_bug.cgi?id=3664
            static args[1]
            args[0] = weapon
            set_task(0.1, "refill_bpammo", id, args, sizeof args)
        }
    }
    // Bots automatically buy ammo when needed
    else if (g_isbot[id] && amount <= BUYAMMO[weapon])
    {
        // Task needed for the same reason as above
        set_task(0.1, "clcmd_buyammo", id)
    }
}

/*================================================================================
 [Main Forwards]
=================================================================================*/

// Entity Spawn Forward
public fw_Spawn(entity)
{
    // Invalid entity
    if (!pev_valid(entity)) return FMRES_IGNORED;
   
    // Get classname
    new classname[32], objective[32], size = ArraySize(g_objective_ents)
    pev(entity, pev_classname, classname, charsmax(classname))
   
    // Check whether it needs to be removed
    for (new i = 0; i < size; i++)
    {
        ArrayGetString(g_objective_ents, i, objective, charsmax(objective))
       
        if (equal(classname, objective))
        {
            engfunc(EngFunc_RemoveEntity, entity)
            return FMRES_SUPERCEDE;
        }
    }
   
    return FMRES_IGNORED;
}

// Sound Precache Forward
public fw_PrecacheSound(const sound[])
{
    // Block all those unneeeded hostage sounds
    if (equal(sound, "hostage", 7))
        return FMRES_SUPERCEDE;
   
    return FMRES_IGNORED;
}

// Ham Player Spawn Post Forward
public fw_PlayerSpawn_Post(id)
{
    // Not alive or didn't join a team yet
    if (!is_user_alive(id) || !fm_cs_get_user_team(id))
        return;
   
    // Player spawned
    g_isalive[id] = true
   
    // Remove previous tasks
    remove_task(id+TASK_SPAWN)
    remove_task(id+TASK_MODEL)
    remove_task(id+TASK_BLOOD)
    remove_task(id+TASK_AURA)
    remove_task(id+TASK_BURN)
    remove_task(id+TASK_CHARGE)
    remove_task(id+TASK_FLASH)
    remove_task(id+TASK_NVISION)
   
    // Spawn at a random location?
    if (get_pcvar_num(cvar_randspawn)) do_random_spawn(id)
   
    // Hide money?
    if (get_pcvar_num(cvar_removemoney))
        set_task(0.4, "task_hide_money", id+TASK_SPAWN)
   
    // Respawn player if he dies because of a worldspawn kill?
    if (get_pcvar_num(cvar_respawnworldspawnkill))
        set_task(2.0, "respawn_player_check_task", id+TASK_SPAWN)
   
    // Spawn as zombie?
    if (g_respawn_as_zombie[id] && !g_newround)
    {
        reset_vars(id, 0) // reset player vars
        zombieme(id, 0, 0, 0, 0) // make him zombie right away
        return;
    }
   
    // Reset player vars
    reset_vars(id, 0)
    g_buytime[id] = get_gametime()
   
    // Show custom buy menu?
    if (get_pcvar_num(cvar_buycustom))
        set_task(0.2, "show_menu_buy1", id+TASK_SPAWN)
   
    // Set health and gravity
    fm_set_user_health(id, get_pcvar_num(cvar_humanhp))
    set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))
   
    // Set human maxspeed
    ExecuteHamB(Ham_Player_ResetMaxSpeed, id)
   
    // Switch to CT if spawning mid-round
    if (!g_newround && fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
    {
        remove_task(id+TASK_TEAM)
        fm_cs_set_user_team(id, FM_CS_TEAM_CT)
        fm_user_team_update(id)
    }
   
    // Custom models stuff
    static currentmodel[32], tempmodel[32], already_has_model, i, iRand, size
    already_has_model = false
   
    if (g_handle_models_on_separate_ent)
    {
        // Set the right model
        if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
        {
            iRand = random_num(0, ArraySize(model_admin_human) - 1)
            ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
            if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
        }
        else
        {
            iRand = random_num(0, ArraySize(model_human) - 1)
            ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
            if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
        }
       
        // Set model on player model entity
        fm_set_playermodel_ent(id)
       
        // Remove glow on player model entity
        fm_set_rendering(g_ent_playermodel[id])
    }
    else
    {
        // Get current model for comparing it with the current one
        fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
       
        // Set the right model, after checking that we don't already have it
        if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
        {
            size = ArraySize(model_admin_human)
            for (i = 0; i < size; i++)
            {
                ArrayGetString(model_admin_human, i, tempmodel, charsmax(tempmodel))
                if (equal(currentmodel, tempmodel)) already_has_model = true
            }
           
            if (!already_has_model)
            {
                iRand = random_num(0, size - 1)
                ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
            }
        }
        else
        {
            size = ArraySize(model_human)
            for (i = 0; i < size; i++)
            {
                ArrayGetString(model_human, i, tempmodel, charsmax(tempmodel))
                if (equal(currentmodel, tempmodel)) already_has_model = true
            }
           
            if (!already_has_model)
            {
                iRand = random_num(0, size - 1)
                ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
            }
        }
       
        // Need to change the model?
        if (!already_has_model)
        {
            // An additional delay is offset at round start
            // since SVC_BAD is more likely to be triggered there
            if (g_newround)
                set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
            else
                fm_user_model_update(id+TASK_MODEL)
        }
       
        // Remove glow
        fm_set_rendering(id)
    }
   
    // Bots stuff
    if (g_isbot[id])
    {
        // Turn off NVG for bots
        cs_set_user_nvg(id, 0)
       
        // Automatically buy extra items/weapons after first zombie is chosen
        if (get_pcvar_num(cvar_extraitems))
        {
            if (g_newround) set_task(10.0 + get_pcvar_float(cvar_warmup), "bot_buy_extras", id+TASK_SPAWN)
            else set_task(10.0, "bot_buy_extras", id+TASK_SPAWN)
        }
    }
   
    // Enable spawn protection for humans spawning mid-round
    if (!g_newround && get_pcvar_float(cvar_spawnprotection) > 0.0)
    {
        // Do not take damage
        g_nodamage[id] = true
       
        // Make temporarily invisible
        set_pev(id, pev_effects, pev(id, pev_effects) | EF_NODRAW)
       
        // Set task to remove it
        set_task(get_pcvar_float(cvar_spawnprotection), "remove_spawn_protection", id+TASK_SPAWN)
    }
   
    // Turn off his flashlight (prevents double flashlight bug/exploit)
    turn_off_flashlight(id)
   
    // Set the flashlight charge task to update battery status
    if (g_cached_customflash)
        set_task(1.0, "flashlight_charge", id+TASK_CHARGE, _, _, "b")
   
    // Replace weapon models (bugfix)
    static weapon_ent
    weapon_ent = fm_cs_get_current_weapon_ent(id)
    if (pev_valid(weapon_ent)) replace_weapon_models(id, cs_get_weapon_id(weapon_ent))
   
    // Last Zombie Check
    fnCheckLastZombie()
}

// Ham Player Killed Forward
public fw_PlayerKilled(victim, attacker, shouldgib)
{
    // Player killed
    g_isalive[victim] = false
    // Disable nodamage mode after we die to prevent spectator nightvision using zombie madness colors bug
    g_nodamage[victim] = false
   
    // Enable dead players nightvision
    set_task(0.1, "spec_nvision", victim)
   
    // Disable nightvision when killed (bugfix)
    if (get_pcvar_num(cvar_nvggive) == 0 && g_nvision[victim])
    {
        if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
        else if (g_nvisionenabled[victim]) set_user_gnvision(victim, 0)
        g_nvision[victim] = false
        g_nvisionenabled[victim] = false
    }
   
    // Turn off nightvision when killed (bugfix)
    if (get_pcvar_num(cvar_nvggive) == 2 && g_nvision[victim] && g_nvisionenabled[victim])
    {
        if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
        else set_user_gnvision(victim, 0)
        g_nvisionenabled[victim] = false
    }
   
    // Turn off custom flashlight when killed
    if (g_cached_customflash)
    {
        // Turn it off
        g_flashlight[victim] = false
        g_flashbattery[victim] = 100
       
        // Remove previous tasks
        remove_task(victim+TASK_CHARGE)
        remove_task(victim+TASK_FLASH)
    }
   
    // Stop bleeding/burning/aura when killed
    if (g_zombie[victim])
    {
        remove_task(victim+TASK_BLOOD)
        remove_task(victim+TASK_AURA)
        remove_task(victim+TASK_BURN)
    }
   
    // Nemesis explodes!
    if (g_nemesis[victim])
        SetHamParamInteger(3, 2)
   
    // Determine whether the player killed himself
    static selfkill
    selfkill = (victim == attacker || !is_user_valid_connected(attacker)) ? true : false
   
    // Killed by a non-player entity or self killed
    if (selfkill) return;
   
    // Ignore Nemesis/Survivor Frags?
    if ((g_nemesis[attacker] && get_pcvar_num(cvar_nemignorefrags)) || (g_survivor[attacker] && get_pcvar_num(cvar_survignorefrags)))
        RemoveFrags(attacker, victim)
   
    // Zombie/nemesis killed human, reward ammo packs
    if (g_zombie[attacker] && (!g_nemesis[attacker] || !get_pcvar_num(cvar_nemignoreammo)))
        g_ammopacks[attacker] += get_pcvar_num(cvar_ammoinfect)
   
    // Human killed zombie, add up the extra frags for kill
    if (!g_zombie[attacker] && get_pcvar_num(cvar_fragskill) > 1)
        UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragskill) - 1, 0, 0)
   
    // Zombie killed human, add up the extra frags for kill
    if (g_zombie[attacker] && get_pcvar_num(cvar_fragsinfect) > 1)
        UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragsinfect) - 1, 0, 0)
}

// Ham Player Killed Post Forward
public fw_PlayerKilled_Post(victim, attacker, shouldgib)
{
    // Last Zombie Check
    fnCheckLastZombie()
   
    // Determine whether the player killed himself
    static selfkill
    selfkill = (victim == attacker || !is_user_valid_connected(attacker)) ? true : false
   
    // Respawn if deathmatch is enabled
    if (get_pcvar_num(cvar_deathmatch))
    {
        // Respawn on suicide?
        if (selfkill && !get_pcvar_num(cvar_respawnonsuicide))
            return;
       
        // Respawn if human/zombie/nemesis/survivor?
        if ((g_zombie[victim] && !g_nemesis[victim] && !get_pcvar_num(cvar_respawnzomb)) || (!g_zombie[victim] && !g_survivor[victim] && !get_pcvar_num(cvar_respawnhum)) || (g_nemesis[victim] && !get_pcvar_num(cvar_respawnnem)) || (g_survivor[victim] && !get_pcvar_num(cvar_respawnsurv)))
            return;
       
        // Set the respawn task
        set_task(get_pcvar_float(cvar_spawndelay), "respawn_player_task", victim+TASK_SPAWN)
    }
}

// Ham Take Damage Forward
public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type)
{
    // Non-player damage or self damage
    if (victim == attacker || !is_user_valid_connected(attacker))
        return HAM_IGNORED;
   
    // New round starting or round ended
    if (g_newround || g_endround)
        return HAM_SUPERCEDE;
   
    // Victim shouldn't take damage or victim is frozen
    if (g_nodamage[victim] || g_frozen[victim])
        return HAM_SUPERCEDE;
   
    // Prevent friendly fire
    if (g_zombie[attacker] == g_zombie[victim])
        return HAM_SUPERCEDE;
   
    // Attacker is human...
    if (!g_zombie[attacker])
    {
        // Armor multiplier for the final damage on normal zombies
        if (!g_nemesis[victim])
        {
            damage *= get_pcvar_float(cvar_zombiearmor)
            SetHamParamFloat(4, damage)
        }
       
        // Reward ammo packs to humans for damaging zombies?
        if ((get_pcvar_num(cvar_ammodamage_human) > 0) && (!g_survivor[attacker] || !get_pcvar_num(cvar_survignoreammo)))
        {
            // Store damage dealt
            g_damagedealt_human[attacker] += floatround(damage)
           
            // Reward ammo packs for every [ammo damage] dealt
            while (g_damagedealt_human[attacker] > get_pcvar_num(cvar_ammodamage_human))
            {
                g_ammopacks[attacker]++
                g_damagedealt_human[attacker] -= get_pcvar_num(cvar_ammodamage_human)
            }
        }
       
        return HAM_IGNORED;
    }
   
    // Attacker is zombie...
   
    // Prevent infection/damage by HE grenade (bugfix)
    if (damage_type & DMG_HEGRENADE)
        return HAM_SUPERCEDE;
   
    // Nemesis?
    if (g_nemesis[attacker])
    {
        // Ignore nemesis damage override if damage comes from a 3rd party entity
        // (to prevent this from affecting a sub-plugin's rockets e.g.)
        if (inflictor == attacker)
        {
            // Set nemesis damage
            SetHamParamFloat(4, get_pcvar_float(cvar_nemdamage))
        }
       
        return HAM_IGNORED;
    }
   
    // Reward ammo packs to zombies for damaging humans?
    if (get_pcvar_num(cvar_ammodamage_zombie) > 0)
    {
        // Store damage dealt
        g_damagedealt_zombie[attacker] += floatround(damage)
       
        // Reward ammo packs for every [ammo damage] dealt
        while (g_damagedealt_zombie[attacker] > get_pcvar_num(cvar_ammodamage_zombie))
        {
            g_ammopacks[attacker]++
            g_damagedealt_zombie[attacker] -= get_pcvar_num(cvar_ammodamage_zombie)
        }
    }
   
    // Last human or not an infection round
    if (g_survround || g_nemround || g_swarmround || g_plagueround || fnGetHumans() == 1)
        return HAM_IGNORED; // human is killed
   
    // Does human armor need to be reduced before infecting?
    if (get_pcvar_num(cvar_humanarmor))
    {
        // Get victim armor
        static Float:armor
        pev(victim, pev_armorvalue, armor)
       
        // If he has some, block the infection and reduce armor instead
        if (armor > 0.0)
        {
            emit_sound(victim, CHAN_BODY, sound_armorhit, 1.0, ATTN_NORM, 0, PITCH_NORM)
            if (armor - damage > 0.0)
                set_pev(victim, pev_armorvalue, armor - damage)
            else
                cs_set_user_armor(victim, 0, CS_ARMOR_NONE)
            return HAM_SUPERCEDE;
        }
    }
   
    // Infection allowed
    zombieme(victim, attacker, 0, 0, 1) // turn into zombie
    return HAM_SUPERCEDE;
}

// Ham Take Damage Post Forward
public fw_TakeDamage_Post(victim)
{
    // --- Check if victim should be Pain Shock Free ---
   
    // Check if proper CVARs are enabled
    if (g_zombie[victim])
    {
        if (g_nemesis[victim])
        {
            if (!get_pcvar_num(cvar_nempainfree)) return;
        }
        else
        {
            switch (get_pcvar_num(cvar_zombiepainfree))
            {
                case 0: return;
                case 2: if (!g_lastzombie[victim]) return;
                case 3: if (!g_firstzombie[victim]) return;
            }
        }
    }
    else
    {
        if (g_survivor[victim])
        {
            if (!get_pcvar_num(cvar_survpainfree)) return;
        }
        else return;
    }
   
    // Prevent server crash if entity's private data not initalized
    if (pev_valid(victim) != PDATA_SAFE)
        return;
   
    // Set pain shock free offset
    set_pdata_float(victim, OFFSET_PAINSHOCK, 1.0, OFFSET_LINUX)
}

// Ham Trace Attack Forward
public fw_TraceAttack(victim, attacker, Float:damage, Float:direction[3], tracehandle, damage_type)
{
    // Non-player damage or self damage
    if (victim == attacker || !is_user_valid_connected(attacker))
        return HAM_IGNORED;
   
    // New round starting or round ended
    if (g_newround || g_endround)
        return HAM_SUPERCEDE;
   
    // Victim shouldn't take damage or victim is frozen
    if (g_nodamage[victim] || g_frozen[victim])
        return HAM_SUPERCEDE;
   
    // Prevent friendly fire
    if (g_zombie[attacker] == g_zombie[victim])
        return HAM_SUPERCEDE;
   
    // Victim isn't a zombie or not bullet damage, nothing else to do here
    if (!g_zombie[victim] || !(damage_type & DMG_BULLET))
        return HAM_IGNORED;
   
    // If zombie hitzones are enabled, check whether we hit an allowed one
    if (get_pcvar_num(cvar_hitzones) && !g_nemesis[victim] && !(get_pcvar_num(cvar_hitzones) & (1<<get_tr2(tracehandle, TR_iHitgroup))))
        return HAM_SUPERCEDE;
   
    // Knockback disabled, nothing else to do here
    if (!get_pcvar_num(cvar_knockback))
        return HAM_IGNORED;
   
    // Nemesis knockback disabled, nothing else to do here
    if (g_nemesis[victim] && get_pcvar_float(cvar_nemknockback) == 0.0)
        return HAM_IGNORED;
   
    // Get whether the victim is in a crouch state
    static ducking
    ducking = pev(victim, pev_flags) & (FL_DUCKING | FL_ONGROUND) == (FL_DUCKING | FL_ONGROUND)
   
    // Zombie knockback when ducking disabled
    if (ducking && get_pcvar_float(cvar_knockbackducking) == 0.0)
        return HAM_IGNORED;
   
    // Get distance between players
    static origin1[3], origin2[3]
    get_user_origin(victim, origin1)
    get_user_origin(attacker, origin2)
   
    // Max distance exceeded
    if (get_distance(origin1, origin2) > get_pcvar_num(cvar_knockbackdist))
        return HAM_IGNORED;
   
    // Get victim's velocity
    static Float:velocity[3]
    pev(victim, pev_velocity, velocity)
   
    // Use damage on knockback calculation
    if (get_pcvar_num(cvar_knockbackdamage))
        xs_vec_mul_scalar(direction, damage, direction)
   
    // Use weapon power on knockback calculation
    if (get_pcvar_num(cvar_knockbackpower) && kb_weapon_power[g_currentweapon[attacker]] > 0.0)
        xs_vec_mul_scalar(direction, kb_weapon_power[g_currentweapon[attacker]], direction)
   
    // Apply ducking knockback multiplier
    if (ducking)
        xs_vec_mul_scalar(direction, get_pcvar_float(cvar_knockbackducking), direction)
   
    // Apply zombie class/nemesis knockback multiplier
    if (g_nemesis[victim])
        xs_vec_mul_scalar(direction, get_pcvar_float(cvar_nemknockback), direction)
    else
        xs_vec_mul_scalar(direction, g_zombie_knockback[victim], direction)
   
    // Add up the new vector
    xs_vec_add(velocity, direction, direction)
   
    // Should knockback also affect vertical velocity?
    if (!get_pcvar_num(cvar_knockbackzvel))
        direction[2] = velocity[2]
   
    // Set the knockback'd victim's velocity
    set_pev(victim, pev_velocity, direction)
   
    return HAM_IGNORED;
}

// Ham Reset MaxSpeed Post Forward
public fw_ResetMaxSpeed_Post(id)
{
    // Freezetime active or player not alive
    if (g_freezetime || !g_isalive[id])
        return;
   
    set_player_maxspeed(id)
}

// Ham Use Stationary Gun Forward
public fw_UseStationary(entity, caller, activator, use_type)
{
    // Prevent zombies from using stationary guns
    if (use_type == USE_USING && is_user_valid_connected(caller) && g_zombie[caller])
        return HAM_SUPERCEDE;
   
    return HAM_IGNORED;
}

// Ham Use Stationary Gun Post Forward
public fw_UseStationary_Post(entity, caller, activator, use_type)
{
    // Someone stopped using a stationary gun
    if (use_type == USE_STOPPED && is_user_valid_connected(caller))
        replace_weapon_models(caller, g_currentweapon[caller]) // replace weapon models (bugfix)
}

// Ham Use Pushable Forward
public fw_UsePushable()
{
    // Prevent speed bug with pushables?
    if (get_pcvar_num(cvar_blockpushables))
        return HAM_SUPERCEDE;
   
    return HAM_IGNORED;
}

// Ham Weapon Touch Forward
public fw_TouchWeapon(weapon, id)
{
    // Not a player
    if (!is_user_valid_connected(id))
        return HAM_IGNORED;
   
    // Dont pickup weapons if zombie or survivor (+PODBot MM fix)
    if (g_zombie[id] || (g_survivor[id] && !g_isbot[id]))
        return HAM_SUPERCEDE;
   
    return HAM_IGNORED;
}

// Ham Weapon Pickup Forward
public fw_AddPlayerItem(id, weapon_ent)
{
    // HACK: Retrieve our custom extra ammo from the weapon
    static extra_ammo
    extra_ammo = pev(weapon_ent, PEV_ADDITIONAL_AMMO)
   
    // If present
    if (extra_ammo)
    {
        // Get weapon's id
        static weaponid
        weaponid = cs_get_weapon_id(weapon_ent)
       
        // Add to player's bpammo
        ExecuteHamB(Ham_GiveAmmo, id, extra_ammo, AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
        set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, 0)
    }
}

// Ham Weapon Deploy Forward
public fw_Item_Deploy_Post(weapon_ent)
{
    // Get weapon's owner
    static owner
    owner = fm_cs_get_weapon_ent_owner(weapon_ent)
   
    // Valid owner?
    if (!pev_valid(owner))
        return;
   
    // Get weapon's id
    static weaponid
    weaponid = cs_get_weapon_id(weapon_ent)
   
    // Store current weapon's id for reference
    g_currentweapon[owner] = weaponid
   
    // Replace weapon models with custom ones
    replace_weapon_models(owner, weaponid)
   
    // Zombie not holding an allowed weapon for some reason
    if (g_zombie[owner] && !((1<<weaponid) & ZOMBIE_ALLOWED_WEAPONS_BITSUM))
    {
        // Switch to knife
        g_currentweapon[owner] = CSW_KNIFE
        engclient_cmd(owner, "weapon_knife")
    }
}

// WeaponMod bugfix
//forward wpn_gi_reset_weapon(id);
public wpn_gi_reset_weapon(id)
{
    // Replace knife model
    replace_weapon_models(id, CSW_KNIFE)
}

// Client joins the game
public client_putinserver(id)
{
    // Plugin disabled?
    if (!g_pluginenabled) return;
   
    // Player joined
    g_isconnected[id] = true
   
    // Cache player's name
    get_user_name(id, g_playername[id], charsmax(g_playername[]))
   
    // Initialize player vars
    reset_vars(id, 1)
   
    // Load player stats?
    if (get_pcvar_num(cvar_statssave)) load_stats(id)
   
    // Set some tasks for humans only
    if (!is_user_bot(id))
    {
        // Set the custom HUD display task if enabled
        if (get_pcvar_num(cvar_huddisplay))
            set_task(1.0, "ShowHUD", id+TASK_SHOWHUD, _, _, "b")
       
        // Disable minmodels for clients to see zombies properly
        set_task(5.0, "disable_minmodels", id)
    }
    else
    {
        // Set bot flag
        g_isbot[id] = true
       
        // CZ bots seem to use a different "classtype" for player entities
        // (or something like that) which needs to be hooked separately
        if (!g_hamczbots && cvar_botquota)
        {
            // Set a task to let the private data initialize
            set_task(0.1, "register_ham_czbots", id)
        }
    }
}

// Client leaving
public fw_ClientDisconnect(id)
{
    // Check that we still have both humans and zombies to keep the round going
    if (g_isalive[id]) check_round(id)
   
    // Temporarily save player stats?
    if (get_pcvar_num(cvar_statssave)) save_stats(id)
   
    // Remove previous tasks
    remove_task(id+TASK_TEAM)
    remove_task(id+TASK_MODEL)
    remove_task(id+TASK_FLASH)
    remove_task(id+TASK_CHARGE)
    remove_task(id+TASK_SPAWN)
    remove_task(id+TASK_BLOOD)
    remove_task(id+TASK_AURA)
    remove_task(id+TASK_BURN)
    remove_task(id+TASK_NVISION)
    remove_task(id+TASK_SHOWHUD)
   
    if (g_handle_models_on_separate_ent)
    {
        // Remove custom model entities
        fm_remove_model_ents(id)
    }
   
    // Player left, clear cached flags
    g_isconnected[id] = false
    g_isbot[id] = false
    g_isalive[id] = false
}

// Client left
public fw_ClientDisconnect_Post()
{
    // Last Zombie Check
    fnCheckLastZombie()
}

// Client Kill Forward
public fw_ClientKill()
{
    // Prevent players from killing themselves?
    if (get_pcvar_num(cvar_blocksuicide))
        return FMRES_SUPERCEDE;
   
    return FMRES_IGNORED;
}

// Emit Sound Forward
public fw_EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
{
    // Block all those unneeeded hostage sounds
    if (sample[0] == 'h' && sample[1] == 'o' && sample[2] == 's' && sample[3] == 't' && sample[4] == 'a' && sample[5] == 'g' && sample[6] == 'e')
        return FMRES_SUPERCEDE;
   
    // Replace these next sounds for zombies only
    if (!is_user_valid_connected(id) || !g_zombie[id])
        return FMRES_IGNORED;
   
    static sound[64]
   
    // Zombie being hit
    if (sample[7] == 'b' && sample[8] == 'h' && sample[9] == 'i' && sample[10] == 't')
    {
        if (g_nemesis[id])
        {
            ArrayGetString(nemesis_pain, random_num(0, ArraySize(nemesis_pain) - 1), sound, charsmax(sound))
            emit_sound(id, channel, sound, volume, attn, flags, pitch)
        }
        else
        {
            ArrayGetString(zombie_pain, random_num(0, ArraySize(zombie_pain) - 1), sound, charsmax(sound))
            emit_sound(id, channel, sound, volume, attn, flags, pitch)
        }
        return FMRES_SUPERCEDE;
    }
   
    // Zombie attacks with knife
    if (sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i')
    {
        if (sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a') // slash
        {
            ArrayGetString(zombie_miss_slash, random_num(0, ArraySize(zombie_miss_slash) - 1), sound, charsmax(sound))
            emit_sound(id, channel, sound, volume, attn, flags, pitch)
            return FMRES_SUPERCEDE;
        }
        if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't') // hit
        {
            if (sample[17] == 'w') // wall
            {
                ArrayGetString(zombie_miss_wall, random_num(0, ArraySize(zombie_miss_wall) - 1), sound, charsmax(sound))
                emit_sound(id, channel, sound, volume, attn, flags, pitch)
                return FMRES_SUPERCEDE;
            }
            else
            {
                ArrayGetString(zombie_hit_normal, random_num(0, ArraySize(zombie_hit_normal) - 1), sound, charsmax(sound))
                emit_sound(id, channel, sound, volume, attn, flags, pitch)
                return FMRES_SUPERCEDE;
            }
        }
        if (sample[14] == 's' && sample[15] == 't' && sample[16] == 'a') // stab
        {
            ArrayGetString(zombie_hit_stab, random_num(0, ArraySize(zombie_hit_stab) - 1), sound, charsmax(sound))
            emit_sound(id, channel, sound, volume, attn, flags, pitch)
            return FMRES_SUPERCEDE;
        }
    }
   
    // Zombie dies
    if (sample[7] == 'd' && ((sample[8] == 'i' && sample[9] == 'e') || (sample[8] == 'e' && sample[9] == 'a')))
    {
        ArrayGetString(zombie_die, random_num(0, ArraySize(zombie_die) - 1), sound, charsmax(sound))
        emit_sound(id, channel, sound, volume, attn, flags, pitch)
        return FMRES_SUPERCEDE;
    }
   
    // Zombie falls off
    if (sample[10] == 'f' && sample[11] == 'a' && sample[12] == 'l' && sample[13] == 'l')
    {
        ArrayGetString(zombie_fall, random_num(0, ArraySize(zombie_fall) - 1), sound, charsmax(sound))
        emit_sound(id, channel, sound, volume, attn, flags, pitch)
        return FMRES_SUPERCEDE;
    }
   
    return FMRES_IGNORED;
}

// Forward Set ClientKey Value -prevent CS from changing player models-
public fw_SetClientKeyValue(id, const infobuffer[], const key[])
{
    // Block CS model changes
    if (key[0] == 'm' && key[1] == 'o' && key[2] == 'd' && key[3] == 'e' && key[4] == 'l')
        return FMRES_SUPERCEDE;
   
    return FMRES_IGNORED;
}

// Forward Client User Info Changed -prevent players from changing models-
public fw_ClientUserInfoChanged(id)
{
    // Cache player's name
    get_user_name(id, g_playername[id], charsmax(g_playername[]))
   
    if (!g_handle_models_on_separate_ent)
    {
        // Get current model
        static currentmodel[32]
        fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
       
        // If they're different, set model again
        if (!equal(currentmodel, g_playermodel[id]) && !task_exists(id+TASK_MODEL))
            fm_cs_set_user_model(id+TASK_MODEL)
    }
}

// Forward Get Game Description
public fw_GetGameDescription()
{
    // Return the mod name so it can be easily identified
    forward_return(FMV_STRING, g_modname)
   
    return FMRES_SUPERCEDE;
}

// Forward Set Model
public fw_SetModel(entity, const model[])
{
    // We don't care
    if (strlen(model) < 8)
        return;
   
    // Remove weapons?
    if (get_pcvar_float(cvar_removedropped) > 0.0)
    {
        // Get entity's classname
        static classname[10]
        pev(entity, pev_classname, classname, charsmax(classname))
       
        // Check if it's a weapon box
        if (equal(classname, "weaponbox"))
        {
            // They get automatically removed when thinking
            set_pev(entity, pev_nextthink, get_gametime() + get_pcvar_float(cvar_removedropped))
            return;
        }
    }
   
    // Narrow down our matches a bit
    if (model[7] != 'w' || model[8] != '_')
        return;
   
    // Get damage time of grenade
    static Float:dmgtime
    pev(entity, pev_dmgtime, dmgtime)
   
    // Grenade not yet thrown
    if (dmgtime == 0.0)
        return;
   
    // Get whether grenade's owner is a zombie
    if (g_zombie[pev(entity, pev_owner)])
    {
        if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_extrainfbomb)) // Infection Bomb
        {
            // Give it a glow
            fm_set_rendering(entity, kRenderFxGlowShell, 0, 200, 0, kRenderNormal, 16);
           
            // And a colored trail
            message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
            write_byte(TE_BEAMFOLLOW) // TE id
            write_short(entity) // entity
            write_short(g_trailSpr) // sprite
            write_byte(10) // life
            write_byte(10) // width
            write_byte(0) // r
            write_byte(200) // g
            write_byte(0) // b
            write_byte(200) // brightness
            message_end()
           
            // Set grenade type on the thrown grenade entity
            set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_INFECTION)
        }
    }
    else if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade
    {
        // Give it a glow
        fm_set_rendering(entity, kRenderFxGlowShell, 200, 0, 0, kRenderNormal, 16);
       
        // And a colored trail
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(TE_BEAMFOLLOW) // TE id
        write_short(entity) // entity
        write_short(g_trailSpr) // sprite
        write_byte(10) // life
        write_byte(10) // width
        write_byte(200) // r
        write_byte(0) // g
        write_byte(0) // b
        write_byte(200) // brightness
        message_end()
       
        // Set grenade type on the thrown grenade entity
        set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
    }
    else if (model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
    {
        // Give it a glow
        fm_set_rendering(entity, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 16);
       
        // And a colored trail
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(TE_BEAMFOLLOW) // TE id
        write_short(entity) // entity
        write_short(g_trailSpr) // sprite
        write_byte(10) // life
        write_byte(10) // width
        write_byte(0) // r
        write_byte(100) // g
        write_byte(200) // b
        write_byte(200) // brightness
        message_end()
       
        // Set grenade type on the thrown grenade entity
        set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FROST)
    }
    else if (model[9] == 's' && model[10] == 'm' && get_pcvar_num(cvar_flaregrenades)) // Flare
    {
        // Build flare's color
        static rgb[3]
        switch (get_pcvar_num(cvar_flarecolor))
        {
            case 0: // white
            {
                rgb[0] = 255 // r
                rgb[1] = 255 // g
                rgb[2] = 255 // b
            }
            case 1: // red
            {
                rgb[0] = random_num(50,255) // r
                rgb[1] = 0 // g
                rgb[2] = 0 // b
            }
            case 2: // green
            {
                rgb[0] = 0 // r
                rgb[1] = random_num(50,255) // g
                rgb[2] = 0 // b
            }
            case 3: // blue
            {
                rgb[0] = 0 // r
                rgb[1] = 0 // g
                rgb[2] = random_num(50,255) // b
            }
            case 4: // random (all colors)
            {
                rgb[0] = random_num(50,200) // r
                rgb[1] = random_num(50,200) // g
                rgb[2] = random_num(50,200) // b
            }
            case 5: // random (r,g,b)
            {
                switch (random_num(1, 3))
                {
                    case 1: // red
                    {
                        rgb[0] = random_num(50,255) // r
                        rgb[1] = 0 // g
                        rgb[2] = 0 // b
                    }
                    case 2: // green
                    {
                        rgb[0] = 0 // r
                        rgb[1] = random_num(50,255) // g
                        rgb[2] = 0 // b
                    }
                    case 3: // blue
                    {
                        rgb[0] = 0 // r
                        rgb[1] = 0 // g
                        rgb[2] = random_num(50,255) // b
                    }
                }
            }
        }
       
        // Give it a glow
        fm_set_rendering(entity, kRenderFxGlowShell, rgb[0], rgb[1], rgb[2], kRenderNormal, 16);
       
        // And a colored trail
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(TE_BEAMFOLLOW) // TE id
        write_short(entity) // entity
        write_short(g_trailSpr) // sprite
        write_byte(10) // life
        write_byte(10) // width
        write_byte(rgb[0]) // r
        write_byte(rgb[1]) // g
        write_byte(rgb[2]) // b
        write_byte(200) // brightness
        message_end()
       
        // Set grenade type on the thrown grenade entity
        set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FLARE)
       
        // Set flare color on the thrown grenade entity
        set_pev(entity, PEV_FLARE_COLOR, rgb)
    }
}

// Ham Grenade Think Forward
public fw_ThinkGrenade(entity)
{
    // Invalid entity
    if (!pev_valid(entity)) return HAM_IGNORED;
   
    // Get damage time of grenade
    static Float:dmgtime, Float:current_time
    pev(entity, pev_dmgtime, dmgtime)
    current_time = get_gametime()
   
    // Check if it's time to go off
    if (dmgtime > current_time)
        return HAM_IGNORED;
   
    // Check if it's one of our custom nades
    switch (pev(entity, PEV_NADE_TYPE))
    {
        case NADE_TYPE_INFECTION: // Infection Bomb
        {
            infection_explode(entity)
            return HAM_SUPERCEDE;
        }
        case NADE_TYPE_NAPALM: // Napalm Grenade
        {
            fire_explode(entity)
            return HAM_SUPERCEDE;
        }
        case NADE_TYPE_FROST: // Frost Grenade
        {
            frost_explode(entity)
            return HAM_SUPERCEDE;
        }
        case NADE_TYPE_FLARE: // Flare
        {
            // Get its duration
            static duration
            duration = pev(entity, PEV_FLARE_DURATION)
           
            // Already went off, do lighting loop for the duration of PEV_FLARE_DURATION
            if (duration > 0)
            {
                // Check whether this is the last loop
                if (duration == 1)
                {
                    // Get rid of the flare entity
                    engfunc(EngFunc_RemoveEntity, entity)
                    return HAM_SUPERCEDE;
                }
               
                // Light it up!
                flare_lighting(entity, duration)
               
                // Set time for next loop
                set_pev(entity, PEV_FLARE_DURATION, --duration)
                set_pev(entity, pev_dmgtime, current_time + 2.0)
            }
            // Light up when it's stopped on ground
            else if ((pev(entity, pev_flags) & FL_ONGROUND) && fm_get_speed(entity) < 10)
            {
                // Flare sound
                static sound[64]
                ArrayGetString(grenade_flare, random_num(0, ArraySize(grenade_flare) - 1), sound, charsmax(sound))
                emit_sound(entity, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
               
                // Set duration and start lightning loop on next think
                set_pev(entity, PEV_FLARE_DURATION, 1 + get_pcvar_num(cvar_flareduration)/2)
                set_pev(entity, pev_dmgtime, current_time + 0.1)
            }
            else
            {
                // Delay explosion until we hit ground
                set_pev(entity, pev_dmgtime, current_time + 0.5)
            }
        }
    }
   
    return HAM_IGNORED;
}

// Forward CmdStart
public fw_CmdStart(id, handle)
{
    // Not alive
    if (!g_isalive[id])
        return;
   
    // This logic looks kinda weird, but it should work in theory...
    // p = g_zombie[id], q = g_survivor[id], r = g_cached_customflash
    // ¬(p v q v (¬p ^ r)) <==> ¬p ^ ¬q ^ (p v ¬r)
    if (!g_zombie[id] && !g_survivor[id] && (g_zombie[id] || !g_cached_customflash))
        return;
   
    // Check if it's a flashlight impulse
    if (get_uc(handle, UC_Impulse) != IMPULSE_FLASHLIGHT)
        return;
   
    // Block it I say!
    set_uc(handle, UC_Impulse, 0)
   
    // Should human's custom flashlight be turned on?
    if (!g_zombie[id] && !g_survivor[id] && g_flashbattery[id] > 2 && get_gametime() - g_lastflashtime[id] > 1.2)
    {
        // Prevent calling flashlight too quickly (bugfix)
        g_lastflashtime[id] = get_gametime()
       
        // Toggle custom flashlight
        g_flashlight[id] = !(g_flashlight[id])
       
        // Play flashlight toggle sound
        emit_sound(id, CHAN_ITEM, sound_flashlight, 1.0, ATTN_NORM, 0, PITCH_NORM)
       
        // Update flashlight status on the HUD
        message_begin(MSG_ONE, g_msgFlashlight, _, id)
        write_byte(g_flashlight[id]) // toggle
        write_byte(g_flashbattery[id]) // battery
        message_end()
       
        // Remove previous tasks
        remove_task(id+TASK_CHARGE)
        remove_task(id+TASK_FLASH)
       
        // Set the flashlight charge task
        set_task(1.0, "flashlight_charge", id+TASK_CHARGE, _, _, "b")
       
        // Call our custom flashlight task if enabled
        if (g_flashlight[id]) set_task(0.1, "set_user_flashlight", id+TASK_FLASH, _, _, "b")
    }
}

// Forward Player PreThink
public fw_PlayerPreThink(id)
{
    // Not alive
    if (!g_isalive[id])
        return;
   
    // Enable custom buyzone for player during buytime, unless zombie or survivor or time expired
    if (g_cached_buytime > 0.0 && !g_zombie[id] && !g_survivor[id] && (get_gametime() < g_buytime[id] + g_cached_buytime))
    {
        if (pev_valid(g_buyzone_ent))
            dllfunc(DLLFunc_Touch, g_buyzone_ent, id)
    }
   
    // Silent footsteps for zombies?
    if (g_cached_zombiesilent && g_zombie[id] && !g_nemesis[id])
        set_pev(id, pev_flTimeStepSound, STEPTIME_SILENT)
   
    // Player frozen?
    if (g_frozen[id])
    {
        set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion
        return; // shouldn't leap while frozen
    }
   
    // --- Check if player should leap ---
   
    // Don't allow leap during freezetime
    if (g_freezetime)
        return;
   
    // Check if proper CVARs are enabled and retrieve leap settings
    static Float:cooldown, Float:current_time
    if (g_zombie[id])
    {
        if (g_nemesis[id])
        {
            if (!g_cached_leapnemesis) return;
            cooldown = g_cached_leapnemesiscooldown
        }
        else
        {
            switch (g_cached_leapzombies)
            {
                case 0: return;
                case 2: if (!g_firstzombie[id]) return;
                case 3: if (!g_lastzombie[id]) return;
            }
            cooldown = g_cached_leapzombiescooldown
        }
    }
    else
    {
        if (g_survivor[id])
        {
            if (!g_cached_leapsurvivor) return;
            cooldown = g_cached_leapsurvivorcooldown
        }
        else return;
    }
   
    current_time = get_gametime()
   
    // Cooldown not over yet
    if (current_time - g_lastleaptime[id] < cooldown)
        return;
   
    // Not doing a longjump (don't perform check for bots, they leap automatically)
    if (!g_isbot[id] && !(pev(id, pev_button) & (IN_JUMP | IN_DUCK) == (IN_JUMP | IN_DUCK)))
        return;
   
    // Not on ground or not enough speed
    if (!(pev(id, pev_flags) & FL_ONGROUND) || fm_get_speed(id) < 80)
        return;
   
    static Float:velocity[3]
   
    // Make velocity vector
    velocity_by_aim(id, g_survivor[id] ? get_pcvar_num(cvar_leapsurvivorforce) : g_nemesis[id] ? get_pcvar_num(cvar_leapnemesisforce) : get_pcvar_num(cvar_leapzombiesforce), velocity)
   
    // Set custom height
    velocity[2] = g_survivor[id] ? get_pcvar_float(cvar_leapsurvivorheight) : g_nemesis[id] ? get_pcvar_float(cvar_leapnemesisheight) : get_pcvar_float(cvar_leapzombiesheight)
   
    // Apply the new velocity
    set_pev(id, pev_velocity, velocity)
   
    // Update last leap time
    g_lastleaptime[id] = current_time
}

/*================================================================================
 [Client Commands]
=================================================================================*/

// Say "/zpmenu"
public clcmd_saymenu(id)
{
    show_menu_game(id) // show game menu
}

// Say "/unstuck"
public clcmd_sayunstuck(id)
{
    menu_game(id, 3) // try to get unstuck
}

// Nightvision toggle
public clcmd_nightvision(id)
{
    // Nightvision available to player?
    if (g_nvision[id] || (g_isalive[id] && cs_get_user_nvg(id)))
    {
        // Enable-disable
        g_nvisionenabled[id] = !(g_nvisionenabled[id])
       
        // Custom nvg?
        if (get_pcvar_num(cvar_customnvg))
        {
            remove_task(id+TASK_NVISION)
            if (g_nvisionenabled[id]) set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
        }
        else
            set_user_gnvision(id, g_nvisionenabled[id])
    }
   
    return PLUGIN_HANDLED;
}

// Weapon Drop
public clcmd_drop(id)
{
    // Survivor should stick with its weapon
    if (g_survivor[id])
        return PLUGIN_HANDLED;
   
    return PLUGIN_CONTINUE;
}

// Buy BP Ammo
public clcmd_buyammo(id)
{
    // Not alive or infinite ammo setting enabled
    if (!g_isalive[id] || get_pcvar_num(cvar_infammo))
        return PLUGIN_HANDLED;
   
    // Not human
    if (g_zombie[id])
    {
        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_HUMAN_ONLY")
        return PLUGIN_HANDLED;
    }
   
    // Custom buytime enabled and human player standing in buyzone, allow buying weapon's ammo normally instead
    if (g_cached_buytime > 0.0 && !g_survivor[id] && (get_gametime() < g_buytime[id] + g_cached_buytime) && cs_get_user_buyzone(id))
        return PLUGIN_CONTINUE;
   
    // Not enough ammo packs
    if (g_ammopacks[id] < 1)
    {
        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "NOT_ENOUGH_AMMO")
        return PLUGIN_HANDLED;
    }
   
    // Get user weapons
    static weapons[32], num, i, currentammo, weaponid, refilled
    num = 0 // reset passed weapons count (bugfix)
    refilled = false
    get_user_weapons(id, weapons, num)
   
    // Loop through them and give the right ammo type
    for (i = 0; i < num; i++)
    {
        // Prevents re-indexing the array
        weaponid = weapons[i]
       
        // Primary and secondary only
        if (MAXBPAMMO[weaponid] > 2)
        {
            // Get current ammo of the weapon
            currentammo = cs_get_user_bpammo(id, weaponid)
           
            // Give additional ammo
            ExecuteHamB(Ham_GiveAmmo, id, BUYAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
           
            // Check whether we actually refilled the weapon's ammo
            if (cs_get_user_bpammo(id, weaponid) - currentammo > 0) refilled = true
        }
    }
   
    // Weapons already have full ammo
    if (!refilled) return PLUGIN_HANDLED;
   
    // Deduce ammo packs, play clip purchase sound, and notify player
    g_ammopacks[id]--
    emit_sound(id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)
    zp_colored_print(id, "^x04[ZP]^x01 %L", id, "AMMO_BOUGHT")
   
    return PLUGIN_HANDLED;
}

// Block Team Change
public clcmd_changeteam(id)
{
    static team
    team = fm_cs_get_user_team(id)
   
    // Unless it's a spectator joining the game
    if (team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED)
        return PLUGIN_CONTINUE;
   
    // Pressing 'M' (chooseteam) ingame should show the main menu instead
    show_menu_game(id)
    return PLUGIN_HANDLED;
}

/*================================================================================
 [Menus]
=================================================================================*/

// Game Menu
show_menu_game(id)
{
    // Player disconnected?
    if (!g_isconnected[id])
        return;
   
    static menu[250], len, userflags
    len = 0
    userflags = get_user_flags(id)
   
    // Title
    len += formatex(menu[len], charsmax(menu) - len, "\y%s^n^n", g_modname)
   
    // 1. Buy weapons
    if (get_pcvar_num(cvar_buycustom))
        len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU_BUY")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d1. %L^n", id, "MENU_BUY")
   
    // 2. Extra items
    if (get_pcvar_num(cvar_extraitems) && g_isalive[id])
        len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU_EXTRABUY")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d2. %L^n", id, "MENU_EXTRABUY")
   
    // 3. Zombie class
    if (get_pcvar_num(cvar_zclasses))
        len += formatex(menu[len], charsmax(menu) - len, "\r3.\w %L^n", id,"MENU_ZCLASS")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d3. %L^n", id,"MENU_ZCLASS")
   
    // 4. Unstuck
    if (g_isalive[id])
        len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU_UNSTUCK")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU_UNSTUCK")
   
    // 5. Help
    len += formatex(menu[len], charsmax(menu) - len, "\r5.\w %L^n^n", id, "MENU_INFO")
   
    // 6. Join spec
    if (!g_isalive[id] || !get_pcvar_num(cvar_blocksuicide) || (userflags & g_access_flag[ACCESS_ADMIN_MENU]))
        len += formatex(menu[len], charsmax(menu) - len, "\r6.\w %L^n^n", id, "MENU_SPECTATOR")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d6. %L^n^n", id, "MENU_SPECTATOR")
   
    // 9. Admin menu
    if (userflags & g_access_flag[ACCESS_ADMIN_MENU])
        len += formatex(menu[len], charsmax(menu) - len, "\r9.\w %L", id, "MENU_ADMIN")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d9. %L", id, "MENU_ADMIN")
   
    // 0. Exit
    len += formatex(menu[len], charsmax(menu) - len, "^n^n\r0.\w %L", id, "MENU_EXIT")
   
    // Fix for AMXX custom menus
    if (pev_valid(id) == PDATA_SAFE)
        set_pdata_int(id, OFFSET_CSMENUCODE, 0, OFFSET_LINUX)
   
    show_menu(id, KEYSMENU, menu, -1, "Game Menu")
}

// Buy Menu 1
public show_menu_buy1(taskid)
{
    // Get player's id
    static id
    (taskid > g_maxplayers) ? (id = ID_SPAWN) : (id = taskid);
   
    // Player dead?
    if (!g_isalive[id])
        return;
   
    // Zombies or survivors get no guns
    if (g_zombie[id] || g_survivor[id])
        return;
   
    // Bots pick their weapons randomly / Random weapons setting enabled
    if (get_pcvar_num(cvar_randweapons) || g_isbot[id])
    {
        buy_primary_weapon(id, random_num(0, ArraySize(g_primary_items) - 1))
        menu_buy2(id, random_num(0, ArraySize(g_secondary_items) - 1))
        return;
    }
   
    // Automatic selection enabled for player and menu called on spawn event
    if (WPN_AUTO_ON && taskid > g_maxplayers)
    {
        buy_primary_weapon(id, WPN_AUTO_PRI)
        menu_buy2(id, WPN_AUTO_SEC)
        return;
    }
   
    static menu[300], len, weap, maxloops
    len = 0
    maxloops = min(WPN_STARTID+7, WPN_MAXIDS)
   
    // Title
    len += formatex(menu[len], charsmax(menu) - len, "\y%L \r[%d-%d]^n^n", id, "MENU_BUY1_TITLE", WPN_STARTID+1, min(WPN_STARTID+7, WPN_MAXIDS))
   
    // 1-7. Weapon List
    for (weap = WPN_STARTID; weap < maxloops; weap++)
        len += formatex(menu[len], charsmax(menu) - len, "\r%d.\w %s^n", weap-WPN_STARTID+1, WEAPONNAMES[ArrayGetCell(g_primary_weaponids, weap)])
   
    // 8. Auto Select
    len += formatex(menu[len], charsmax(menu) - len, "^n\r8.\w %L \y[%L]", id, "MENU_AUTOSELECT", id, (WPN_AUTO_ON) ? "MOTD_ENABLED" : "MOTD_DISABLED")
   
    // 9. Next/Back - 0. Exit
    len += formatex(menu[len], charsmax(menu) - len, "^n^n\r9.\w %L/%L^n^n\r0.\w %L", id, "MENU_NEXT", id, "MENU_BACK", id, "MENU_EXIT")
   
    // Fix for AMXX custom menus
    if (pev_valid(id) == PDATA_SAFE)
        set_pdata_int(id, OFFSET_CSMENUCODE, 0, OFFSET_LINUX)
   
    show_menu(id, KEYSMENU, menu, -1, "Buy Menu 1")
}

// Buy Menu 2
show_menu_buy2(id)
{
    // Player dead?
    if (!g_isalive[id])
        return;
   
    static menu[250], len, weap, maxloops
    len = 0
    maxloops = ArraySize(g_secondary_items)
   
    // Title
    len += formatex(menu[len], charsmax(menu) - len, "\y%L^n", id, "MENU_BUY2_TITLE")
   
    // 1-6. Weapon List
    for (weap = 0; weap < maxloops; weap++)
        len += formatex(menu[len], charsmax(menu) - len, "^n\r%d.\w %s", weap+1, WEAPONNAMES[ArrayGetCell(g_secondary_weaponids, weap)])
   
    // 8. Auto Select
    len += formatex(menu[len], charsmax(menu) - len, "^n^n\r8.\w %L \y[%L]", id, "MENU_AUTOSELECT", id, (WPN_AUTO_ON) ? "MOTD_ENABLED" : "MOTD_DISABLED")
   
    // 0. Exit
    len += formatex(menu[len], charsmax(menu) - len, "^n^n\r0.\w %L", id, "MENU_EXIT")
   
    // Fix for AMXX custom menus
    if (pev_valid(id) == PDATA_SAFE)
        set_pdata_int(id, OFFSET_CSMENUCODE, 0, OFFSET_LINUX)
   
    show_menu(id, KEYSMENU, menu, -1, "Buy Menu 2")
}

// Extra Items Menu
show_menu_extras(id)
{
    // Player dead?
    if (!g_isalive[id])
        return;
   
    static menuid, menu[128], item, team, buffer[32]
   
    // Title
    formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, g_zombie[id] ? g_nemesis[id] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE" : g_survivor[id] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
    menuid = menu_create(menu, "menu_extras")
   
    // Item List
    for (item = 0; item < g_extraitem_i; item++)
    {
        // Retrieve item's team
        team = ArrayGetCell(g_extraitem_team, item)
       
        // Item not available to player's team/class
        if ((g_zombie[id] && !g_nemesis[id] && !(team & ZP_TEAM_ZOMBIE)) || (!g_zombie[id] && !g_survivor[id] && !(team & ZP_TEAM_HUMAN)) || (g_nemesis[id] && !(team & ZP_TEAM_NEMESIS)) || (g_survivor[id] && !(team & ZP_TEAM_SURVIVOR)))
            continue;
       
        // Check if it's one of the hardcoded items, check availability, set translated caption
        switch (item)
        {
            case EXTRA_NVISION:
            {
                if (!get_pcvar_num(cvar_extranvision)) continue;
                formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA1")
            }
            case EXTRA_ANTIDOTE:
            {
                if (!get_pcvar_num(cvar_extraantidote) || g_antidotecounter >= get_pcvar_num(cvar_antidotelimit)) continue;
                formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA2")
            }
            case EXTRA_MADNESS:
            {
                if (!get_pcvar_num(cvar_extramadness) || g_madnesscounter >= get_pcvar_num(cvar_madnesslimit)) continue;
                formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA3")
            }
            case EXTRA_INFBOMB:
            {
                if (!get_pcvar_num(cvar_extrainfbomb) || g_infbombcounter >= get_pcvar_num(cvar_infbomblimit)) continue;
                formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA4")
            }
            default:
            {
                if (item >= EXTRA_WEAPONS_STARTID && item <= EXTRAS_CUSTOM_STARTID-1 && !get_pcvar_num(cvar_extraweapons)) continue;
                ArrayGetString(g_extraitem_name, item, buffer, charsmax(buffer))
            }
        }
       
        // Add Item Name and Cost
        formatex(menu, charsmax(menu), "%s \y%d %L", buffer, ArrayGetCell(g_extraitem_cost, item), id, "AMMO_PACKS2")
        buffer[0] = item
        buffer[1] = 0
        menu_additem(menuid, menu, buffer)
    }
   
    // No items to display?
    if (menu_items(menuid) <= 0)
    {
        zp_colored_print(id, "^x04[ZP]^x01 %L", id ,"CMD_NOT_EXTRAS")
        menu_destroy(menuid)
        return;
    }
   
    // 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_EXTRAS = min(MENU_PAGE_EXTRAS, menu_pages(menuid)-1)
   
    // Fix for AMXX custom menus
    if (pev_valid(id) == PDATA_SAFE)
        set_pdata_int(id, OFFSET_CSMENUCODE, 0, OFFSET_LINUX)
   
    menu_display(id, menuid, MENU_PAGE_EXTRAS)
}

// Zombie Class Menu
public show_menu_zclass(id)
{
    // Player disconnected
    if (!g_isconnected[id])
        return;
   
    // Bots pick their zombie class randomly
    if (g_isbot[id])
    {
        g_zombieclassnext[id] = random_num(0, g_zclass_i - 1)
        return;
    }
   
    static menuid, menu[128], class, buffer[32], buffer2[32], buffer3[32]
   
    // Title
    formatex(menu, charsmax(menu), "%L\r", id, "MENU_ZCLASS_TITLE")
    menuid = menu_create(menu, "menu_zclass")
   
    // Class List
    for (class = 0; class < g_zclass_i; class++)
    {
        // Retrieve name and info
        ArrayGetString(g_zclass_name, class, buffer, charsmax(buffer))
        ArrayGetString(g_zclass_info, class, buffer2, charsmax(buffer2))
        ArrayGetString(g_zclass_lvl, class, buffer3, charsmax(buffer3))
       
        if(VARIABLE_DE_LEVEL[id] >= ArrayGetCell(g_zclass_lvl, class))
        {       
                       
            // Add to menu
            if (class == g_zombieclassnext[id])
                formatex(menu, charsmax(menu), "\d%s %s", buffer, buffer2)
            else
                formatex(menu, charsmax(menu), "%s \y%s", buffer, buffer2)
        }
        else
        {           
            formatex(menu, charsmax(menu), "\d%s %s (Nivel Requerido: %d)", buffer,buffer2,  buffer3)
        }
        buffer[0] = class
        buffer[1] = 0
        buffer[2] = 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_ZCLASS = min(MENU_PAGE_ZCLASS, menu_pages(menuid)-1)
   
    // Fix for AMXX custom menus
    if (pev_valid(id) == PDATA_SAFE)
        set_pdata_int(id, OFFSET_CSMENUCODE, 0, OFFSET_LINUX)
   
    menu_display(id, menuid, MENU_PAGE_ZCLASS)
}

// Help Menu
show_menu_info(id)
{
    // Player disconnected?
    if (!g_isconnected[id])
        return;
   
    static menu[150]
   
    formatex(menu, charsmax(menu), "\y%L^n^n\r1.\w %L^n\r2.\w %L^n\r3.\w %L^n\r4.\w %L^n^n\r0.\w %L", id, "MENU_INFO_TITLE", id, "MENU_INFO1", id,"MENU_INFO2", id,"MENU_INFO3", id,"MENU_INFO4", id, "MENU_EXIT")
   
    // Fix for AMXX custom menus
    if (pev_valid(id) == PDATA_SAFE)
        set_pdata_int(id, OFFSET_CSMENUCODE, 0, OFFSET_LINUX)
   
    show_menu(id, KEYSMENU, menu, -1, "Mod Info")
}

// Admin Menu
show_menu_admin(id)
{
    // Player disconnected?
    if (!g_isconnected[id])
        return;
   
    static menu[250], len, userflags
    len = 0
    userflags = get_user_flags(id)
   
    // Title
    len += formatex(menu[len], charsmax(menu) - len, "\y%L^n^n", id, "MENU_ADMIN_TITLE")
   
    // 1. Zombiefy/Humanize command
    if (userflags & (g_access_flag[ACCESS_MODE_INFECTION] | g_access_flag[ACCESS_MAKE_ZOMBIE] | g_access_flag[ACCESS_MAKE_HUMAN]))
        len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU_ADMIN1")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d1. %L^n", id, "MENU_ADMIN1")
   
    // 2. Nemesis command
    if (userflags & (g_access_flag[ACCESS_MODE_NEMESIS] | g_access_flag[ACCESS_MAKE_NEMESIS]))
        len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU_ADMIN2")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d2. %L^n", id, "MENU_ADMIN2")
   
    // 3. Survivor command
    if (userflags & (g_access_flag[ACCESS_MODE_SURVIVOR] | g_access_flag[ACCESS_MAKE_SURVIVOR]))
        len += formatex(menu[len], charsmax(menu) - len, "\r3.\w %L^n", id, "MENU_ADMIN3")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d3. %L^n", id, "MENU_ADMIN3")
   
    // 4. Respawn command
    if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
        len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU_ADMIN4")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU_ADMIN4")
   
    // 5. Swarm mode command
    if ((userflags & g_access_flag[ACCESS_MODE_SWARM]) && allowed_swarm())
        len += formatex(menu[len], charsmax(menu) - len, "\r5.\w %L^n", id, "MENU_ADMIN5")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d5. %L^n", id, "MENU_ADMIN5")
   
    // 6. Multi infection command
    if ((userflags & g_access_flag[ACCESS_MODE_MULTI]) && allowed_multi())
        len += formatex(menu[len], charsmax(menu) - len, "\r6.\w %L^n", id, "MENU_ADMIN6")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d6. %L^n", id, "MENU_ADMIN6")
   
    // 7. Plague mode command
    if ((userflags & g_access_flag[ACCESS_MODE_PLAGUE]) && allowed_plague())
        len += formatex(menu[len], charsmax(menu) - len, "\r7.\w %L^n", id, "MENU_ADMIN7")
    else
        len += formatex(menu[len], charsmax(menu) - len, "\d7. %L^n", id, "MENU_ADMIN7")
   
    // 0. Exit
    len += formatex(menu[len], charsmax(menu) - len, "^n\r0.\w %L", id, "MENU_EXIT")
   
    // Fix for AMXX custom menus
    if (pev_valid(id) == PDATA_SAFE)
        set_pdata_int(id, OFFSET_CSMENUCODE, 0, OFFSET_LINUX)
   
    show_menu(id, KEYSMENU, menu, -1, "Admin Menu")
}

// Player List Menu
show_menu_player_list(id)
{
    // Player disconnected?
    if (!g_isconnected[id])
        return;
   
    static menuid, menu[128], player, userflags, buffer[2]
    userflags = get_user_flags(id)
   
    // Title
    switch (PL_ACTION)
    {
        case ACTION_ZOMBIEFY_HUMANIZE: 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 (!g_isconnected[player])
            continue;
       
        // Format text depending on the action to take
        switch (PL_ACTION)
        {
            case ACTION_ZOMBIEFY_HUMANIZE: // Zombiefy/Humanize command
            {
                if (g_zombie[player])
                {
                    if (allowed_human(player) && (userflags & g_access_flag[ACCESS_MAKE_HUMAN]))
                        formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, g_nemesis[player] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
                    else
                        formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, g_nemesis[player] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
                }
                else
                {
                    if (allowed_zombie(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_INFECTION]) : (userflags & g_access_flag[ACCESS_MAKE_ZOMBIE])))
                        formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, g_survivor[player] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
                    else
                        formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, g_survivor[player] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
                }
            }
            case ACTION_MAKE_NEMESIS: // Nemesis command
            {
                if (allowed_nemesis(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_NEMESIS]) : (userflags & g_access_flag[ACCESS_MAKE_NEMESIS])))
                {
                    if (g_zombie[player])
                        formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, g_nemesis[player] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
                    else
                        formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, g_survivor[player] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
                }
                else
                    formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, g_zombie[player] ? g_nemesis[player] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE" : g_survivor[player] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
            }
            case ACTION_MAKE_SURVIVOR: // Survivor command
            {
                if (allowed_survivor(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SURVIVOR]) : (userflags & g_access_flag[ACCESS_MAKE_SURVIVOR])))
                {
                    if (g_zombie[player])
                        formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, g_nemesis[player] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
                    else
                        formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, g_survivor[player] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
                }
                else
                    formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, g_zombie[player] ? g_nemesis[player] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE" : g_survivor[player] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
            }
            case ACTION_RESPAWN_PLAYER: // Respawn command
            {
                if (allowed_respawn(player) && (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS]))
                    formatex(menu, charsmax(menu), "%s", g_playername[player])
                else
                    formatex(menu, charsmax(menu), "\d%s", g_playername[player])
            }
        }
       
        // 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
    if (pev_valid(id) == PDATA_SAFE)
        set_pdata_int(id, OFFSET_CSMENUCODE, 0, OFFSET_LINUX)
   
    menu_display(id, menuid, MENU_PAGE_PLAYERS)
}

/*================================================================================
 [Menu Handlers]
=================================================================================*/

// Game Menu
public menu_game(id, key)
{
    // Player disconnected?
    if (!g_isconnected[id])
        return PLUGIN_HANDLED;
   
    switch (key)
    {
        case 0: // Buy Weapons
        {
            // Custom buy menus enabled?
            if (get_pcvar_num(cvar_buycustom))
            {
                // Disable the remember selection setting
                WPN_AUTO_ON = 0
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "BUY_ENABLED")
               
                // Show menu if player hasn't yet bought anything
                if (g_canbuy[id]) show_menu_buy1(id)
            }
            else
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
        }
        case 1: // Extra Items
        {
            // Extra items enabled?
            if (get_pcvar_num(cvar_extraitems))
            {
                // Check whether the player is able to buy anything
                if (g_isalive[id])
                    show_menu_extras(id)
                else
                    zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
            }
            else
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_EXTRAS")
        }
        case 2: // Zombie Classes
        {
            // Zombie classes enabled?
            if (get_pcvar_num(cvar_zclasses))
                show_menu_zclass(id)
            else
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ZCLASSES")
        }
        case 3: // Unstuck
        {
            // Check if player is stuck
            if (g_isalive[id])
            {
                if (is_player_stuck(id))
                {
                    // Move to an initial spawn
                    if (get_pcvar_num(cvar_randspawn))
                        do_random_spawn(id) // random spawn (including CSDM)
                    else
                        do_random_spawn(id, 1) // regular spawn
                }
                else
                    zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_STUCK")
            }
            else
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
        }
        case 4: // Help Menu
        {
            show_menu_info(id)
        }
        case 5: // Join Spectator
        {
            // Player alive?
            if (g_isalive[id])
            {
                // Prevent abuse by non-admins if block suicide setting is enabled
                if (get_pcvar_num(cvar_blocksuicide) && !(get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU]))
                {
                    zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                    return PLUGIN_HANDLED;
                }
               
                // Check that we still have both humans and zombies to keep the round going
                check_round(id)
               
                // Kill him before he switches team
                dllfunc(DLLFunc_ClientKill, id)
            }
           
            // Temporarily save player stats?
            if (get_pcvar_num(cvar_statssave)) save_stats(id)
           
            // Remove previous tasks
            remove_task(id+TASK_TEAM)
            remove_task(id+TASK_MODEL)
            remove_task(id+TASK_FLASH)
            remove_task(id+TASK_CHARGE)
            remove_task(id+TASK_SPAWN)
            remove_task(id+TASK_BLOOD)
            remove_task(id+TASK_AURA)
            remove_task(id+TASK_BURN)
           
            // Then move him to the spectator team
            fm_cs_set_user_team(id, FM_CS_TEAM_SPECTATOR)
            fm_user_team_update(id)
        }
        case 8: // Admin Menu
        {
            // Check if player has the required access
            if (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU])
                show_menu_admin(id)
            else
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
        }
    }
   
    return PLUGIN_HANDLED;
}

// Buy Menu 1
public menu_buy1(id, key)
{
    // Player dead?
    if (!g_isalive[id])
        return PLUGIN_HANDLED;
   
    // Zombies or survivors get no guns
    if (g_zombie[id] || g_survivor[id])
        return PLUGIN_HANDLED;
   
    // Special keys / weapon list exceeded
    if (key >= MENU_KEY_AUTOSELECT || WPN_SELECTION >= WPN_MAXIDS)
    {
        switch (key)
        {
            case MENU_KEY_AUTOSELECT: // toggle auto select
            {
                WPN_AUTO_ON = 1 - WPN_AUTO_ON
            }
            case MENU_KEY_NEXT: // next/back
            {
                if (WPN_STARTID+7 < WPN_MAXIDS)
                    WPN_STARTID += 7
                else
                    WPN_STARTID = 0
            }
            case MENU_KEY_EXIT: // exit
            {
                return PLUGIN_HANDLED;
            }
        }
       
        // Show buy menu again
        show_menu_buy1(id)
        return PLUGIN_HANDLED;
    }
   
    // Store selected weapon id
    WPN_AUTO_PRI = WPN_SELECTION
   
    // Buy primary weapon
    buy_primary_weapon(id, WPN_AUTO_PRI)
   
    // Show pistols menu
    show_menu_buy2(id)
   
    return PLUGIN_HANDLED;
}

// Buy Primary Weapon
buy_primary_weapon(id, selection)
{
    // Drop previous weapons
    drop_weapons(id, 1)
    drop_weapons(id, 2)
   
    // Strip off from weapons
    fm_strip_user_weapons(id)
    fm_give_item(id, "weapon_knife")
   
    // Get weapon's id and name
    static weaponid, wname[32]
    weaponid = ArrayGetCell(g_primary_weaponids, selection)
    ArrayGetString(g_primary_items, selection, wname, charsmax(wname))
   
    // Give the new weapon and full ammo
    fm_give_item(id, wname)
    ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
   
    // Weapons bought
    g_canbuy[id] = false
   
    // Give additional items
    static i
    for (i = 0; i < ArraySize(g_additional_items); i++)
    {
        ArrayGetString(g_additional_items, i, wname, charsmax(wname))
        fm_give_item(id, wname)
    }
}

// Buy Menu 2
public menu_buy2(id, key)
{
    // Player dead?
    if (!g_isalive[id])
        return PLUGIN_HANDLED;
   
    // Zombies or survivors get no guns
    if (g_zombie[id] || g_survivor[id])
        return PLUGIN_HANDLED;
   
    // Special keys / weapon list exceeded
    if (key >= ArraySize(g_secondary_items))
    {
        // Toggle autoselect
        if (key == MENU_KEY_AUTOSELECT)
            WPN_AUTO_ON = 1 - WPN_AUTO_ON
       
        // Reshow menu unless user exited
        if (key != MENU_KEY_EXIT)
            show_menu_buy2(id)
       
        return PLUGIN_HANDLED;
    }
   
    // Store selected weapon
    WPN_AUTO_SEC = key
   
    // Drop secondary gun again, in case we picked another (bugfix)
    drop_weapons(id, 2)
   
    // Get weapon's id
    static weaponid, wname[32]
    weaponid = ArrayGetCell(g_secondary_weaponids, key)
    ArrayGetString(g_secondary_items, key, wname, charsmax(wname))
   
    // Give the new weapon and full ammo
    fm_give_item(id, wname)
    ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
   
    return PLUGIN_HANDLED;
}

// Extra Items Menu
public menu_extras(id, menuid, item)
{
    // Player disconnected?
    if (!is_user_connected(id))
    {
        menu_destroy(menuid)
        return PLUGIN_HANDLED;
    }
   
    // Remember player's menu page
    static menudummy
    player_menu_info(id, menudummy, menudummy, MENU_PAGE_EXTRAS)
   
    // Menu was closed
    if (item == MENU_EXIT)
    {
        menu_destroy(menuid)
        return PLUGIN_HANDLED;
    }
   
    // Dead players are not allowed to buy items
    if (!g_isalive[id])
    {
        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
        menu_destroy(menuid)
        return PLUGIN_HANDLED;
    }
   
    // Retrieve extra item id
    static buffer[2], dummy, itemid
    menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
    itemid = buffer[0]
   
    // Attempt to buy the item
    buy_extra_item(id, itemid)
    menu_destroy(menuid)
    return PLUGIN_HANDLED;
}

// Buy Extra Item
buy_extra_item(id, itemid, ignorecost = 0)
{
    // Retrieve item's team
    static team
    team = ArrayGetCell(g_extraitem_team, itemid)
   
    // Check for team/class specific items
    if ((g_zombie[id] && !g_nemesis[id] && !(team & ZP_TEAM_ZOMBIE)) || (!g_zombie[id] && !g_survivor[id] && !(team & ZP_TEAM_HUMAN)) || (g_nemesis[id] && !(team & ZP_TEAM_NEMESIS)) || (g_survivor[id] && !(team & ZP_TEAM_SURVIVOR)))
    {
        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
        return;
    }
   
    // Check for unavailable items
    if ((itemid == EXTRA_NVISION && !get_pcvar_num(cvar_extranvision))
    || (itemid == EXTRA_ANTIDOTE && (!get_pcvar_num(cvar_extraantidote) || g_antidotecounter >= get_pcvar_num(cvar_antidotelimit)))
    || (itemid == EXTRA_MADNESS && (!get_pcvar_num(cvar_extramadness) || g_madnesscounter >= get_pcvar_num(cvar_madnesslimit)))
    || (itemid == EXTRA_INFBOMB && (!get_pcvar_num(cvar_extrainfbomb) || g_infbombcounter >= get_pcvar_num(cvar_infbomblimit)))
    || (itemid >= EXTRA_WEAPONS_STARTID && itemid <= EXTRAS_CUSTOM_STARTID-1 && !get_pcvar_num(cvar_extraweapons)))
    {
        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
        return;
    }
   
    // Check for hard coded items with special conditions
    if ((itemid == EXTRA_ANTIDOTE && (g_endround || g_swarmround || g_nemround || g_survround || g_plagueround || fnGetZombies() <= 1 || (get_pcvar_num(cvar_deathmatch) && !get_pcvar_num(cvar_respawnafterlast) && fnGetHumans() == 1)))
    || (itemid == EXTRA_MADNESS && g_nodamage[id]) || (itemid == EXTRA_INFBOMB && (g_endround || g_swarmround || g_nemround || g_survround || g_plagueround)))
    {
        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_CANTUSE")
        return;
    }
   
    // Ignore item's cost?
    if (!ignorecost)
    {
        // Check that we have enough ammo packs
        if (g_ammopacks[id] < ArrayGetCell(g_extraitem_cost, itemid))
        {
            zp_colored_print(id, "^x04[ZP]^x01 %L", id, "NOT_ENOUGH_AMMO")
            return;
        }
       
        // Deduce item cost
        g_ammopacks[id] -= ArrayGetCell(g_extraitem_cost, itemid)
    }
   
    // Check which kind of item we're buying
    switch (itemid)
    {
        case EXTRA_NVISION: // Night Vision
        {
            g_nvision[id] = true
           
            if (!g_isbot[id])
            {
                g_nvisionenabled[id] = true
               
                // Custom nvg?
                if (get_pcvar_num(cvar_customnvg))
                {
                    remove_task(id+TASK_NVISION)
                    set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
                }
                else
                    set_user_gnvision(id, 1)
            }
            else
                cs_set_user_nvg(id, 1)
        }
        case EXTRA_ANTIDOTE: // Antidote
        {
            // Increase antidote purchase count for this round
            g_antidotecounter++
           
            humanme(id, 0, 0)
        }
        case EXTRA_MADNESS: // Zombie Madness
        {
            // Increase madness purchase count for this round
            g_madnesscounter++
           
            g_nodamage[id] = true
            set_task(0.1, "zombie_aura", id+TASK_AURA, _, _, "b")
            set_task(get_pcvar_float(cvar_madnessduration), "madness_over", id+TASK_BLOOD)
           
            static sound[64]
            ArrayGetString(zombie_madness, random_num(0, ArraySize(zombie_madness) - 1), sound, charsmax(sound))
            emit_sound(id, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
        }
        case EXTRA_INFBOMB: // Infection Bomb
        {
            // Increase infection bomb purchase count for this round
            g_infbombcounter++
           
            // Already own one
            if (user_has_weapon(id, CSW_HEGRENADE))
            {
                // Increase BP ammo on it instead
                cs_set_user_bpammo(id, CSW_HEGRENADE, cs_get_user_bpammo(id, CSW_HEGRENADE) + 1)
               
                // Flash ammo in hud
                message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
                write_byte(AMMOID[CSW_HEGRENADE]) // ammo id
                write_byte(1) // ammo amount
                message_end()
               
                // Play clip purchase sound
                emit_sound(id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)
               
                return; // stop here
            }
           
            // Give weapon to the player
            fm_give_item(id, "weapon_hegrenade")
        }
        default:
        {
            if (itemid >= EXTRA_WEAPONS_STARTID && itemid <= EXTRAS_CUSTOM_STARTID-1) // Weapons
            {
                // Get weapon's id and name
                static weaponid, wname[32]
                ArrayGetString(g_extraweapon_items, itemid - EXTRA_WEAPONS_STARTID, wname, charsmax(wname))
                weaponid = cs_weapon_name_to_id(wname)
               
                // If we are giving a primary/secondary weapon
                if (MAXBPAMMO[weaponid] > 2)
                {
                    // Make user drop the previous one
                    if ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)
                        drop_weapons(id, 1)
                    else
                        drop_weapons(id, 2)
                   
                    // Give full BP ammo for the new one
                    ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
                }
                // If we are giving a grenade which the user already owns
                else if (user_has_weapon(id, weaponid))
                {
                    // Increase BP ammo on it instead
                    cs_set_user_bpammo(id, weaponid, cs_get_user_bpammo(id, weaponid) + 1)
                   
                    // Flash ammo in hud
                    message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
                    write_byte(AMMOID[weaponid]) // ammo id
                    write_byte(1) // ammo amount
                    message_end()
                   
                    // Play clip purchase sound
                    emit_sound(id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)
                   
                    return; // stop here
                }
               
                // Give weapon to the player
                fm_give_item(id, wname)
            }
            else // Custom additions
            {
                // Item selected forward
                ExecuteForward(g_fwExtraItemSelected, g_fwDummyResult, id, itemid);
               
                // Item purchase blocked, restore buyer's ammo packs
                if (g_fwDummyResult >= ZP_PLUGIN_HANDLED && !ignorecost)
                    g_ammopacks[id] += ArrayGetCell(g_extraitem_cost, itemid)
            }
        }
    }
}

// Zombie Class Menu
public menu_zclass(id, menuid, item)
{
    // Player disconnected?
    if (!is_user_connected(id))
    {
        menu_destroy(menuid)
        return PLUGIN_HANDLED;
    }
   
    // Remember player's menu page
    static menudummy
    player_menu_info(id, menudummy, menudummy, MENU_PAGE_ZCLASS)
   
    // Menu was closed
    if (item == MENU_EXIT)
    {
        menu_destroy(menuid)
        return PLUGIN_HANDLED;
    }
   
    // Retrieve zombie class id
    static buffer[2], dummy, classid
    menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
    classid = buffer[0]
   
    if (VARIABLE_DE_LEVEL[id] >=ArrayGetCell( g_zclass_lvl, classid))
    {
        // Store selection for the next infection
        g_zombieclassnext[id] = classid
       
        static name[32]
        ArrayGetString(g_zclass_name, g_zombieclassnext[id], name, charsmax(name))
       
        // Show selected zombie class info and stats
        zp_colored_print(id, "^x04[ZP]^x01 %L: %s", id, "ZOMBIE_SELECT", name)
        zp_colored_print(id, "^x04[ZP]^x01 %L: %d %L: %d %L: %d %L: %d%%", id, "ZOMBIE_ATTRIB1", ArrayGetCell(g_zclass_hp, g_zombieclassnext[id]), id, "ZOMBIE_ATTRIB2", ArrayGetCell(g_zclass_spd, g_zombieclassnext[id]),
        id, "ZOMBIE_ATTRIB3", floatround(Float:ArrayGetCell(g_zclass_grav, g_zombieclassnext[id]) * 800.0), id, "ZOMBIE_ATTRIB4", floatround(Float:ArrayGetCell(g_zclass_kb, g_zombieclassnext[id]) * 100.0))
    }
    menu_destroy(menuid)
    return PLUGIN_HANDLED;
}

// Info Menu
public menu_info(id, key)
{
    // Player disconnected?
    if (!g_isconnected[id])
        return PLUGIN_HANDLED;
   
    static motd[1500], len
    len = 0
   
    switch (key)
    {
        case 0: // General
        {
            static weather, lighting[2]
            weather = 0
            get_pcvar_string(cvar_lighting, lighting, charsmax(lighting))
            strtolower(lighting)
           
            len += formatex(motd[len], charsmax(motd) - len, "%L ", id, "MOTD_INFO11", "Zombie Plague", PLUGIN_VERSION, "MeRcyLeZZ")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO12")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_A")
           
            if (g_ambience_fog)
            {
                len += formatex(motd[len], charsmax(motd) - len, (weather < 1) ? " %L" : ". %L", id, "MOTD_FOG")
                weather++
            }
            if (g_ambience_rain)
            {
                len += formatex(motd[len], charsmax(motd) - len, (weather < 1) ? " %L" : ". %L", id, "MOTD_RAIN")
                weather++
            }
            if (g_ambience_snow)
            {
                len += formatex(motd[len], charsmax(motd) - len, (weather < 1) ? " %L" : ". %L", id, "MOTD_SNOW")
                weather++
            }
            if (weather < 1) len += formatex(motd[len], charsmax(motd) - len, " %L", id, "MOTD_DISABLED")
           
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_B", lighting)
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_C", id, get_pcvar_num(cvar_triggered) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            if (lighting[0] >= 'a' && lighting[0] <= 'd' && get_pcvar_float(cvar_thunder) > 0.0) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_D", floatround(get_pcvar_float(cvar_thunder)))
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_E", id, get_pcvar_num(cvar_removedoors) > 0 ? get_pcvar_num(cvar_removedoors) > 1 ? "MOTD_DOORS" : "MOTD_ROTATING" : "MOTD_ENABLED")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_F", id, get_pcvar_num(cvar_deathmatch) > 0 ? get_pcvar_num(cvar_deathmatch) > 1 ? get_pcvar_num(cvar_deathmatch) > 2 ? "MOTD_ENABLED" : "MOTD_DM_ZOMBIE" : "MOTD_DM_HUMAN" : "MOTD_DISABLED")
            if (get_pcvar_num(cvar_deathmatch)) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_G", floatround(get_pcvar_float(cvar_spawnprotection)))
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_H", id, get_pcvar_num(cvar_randspawn) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_I", id, get_pcvar_num(cvar_extraitems) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_J", id, get_pcvar_num(cvar_zclasses) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_K", id, get_pcvar_num(cvar_customnvg) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_L", id, g_cached_customflash ? "MOTD_ENABLED" : "MOTD_DISABLED")
           
            show_motd(id, motd)
        }
        case 1: // Humans
        {
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_A", get_pcvar_num(cvar_humanhp))
            if (get_pcvar_num(cvar_humanlasthp) > 0) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_B", get_pcvar_num(cvar_humanlasthp))
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_C", get_pcvar_num(cvar_humanspd))
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_D", floatround(get_pcvar_float(cvar_humangravity) * 800.0))
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_E", id, get_pcvar_num(cvar_infammo) > 0 ? get_pcvar_num(cvar_infammo) > 1 ? "MOTD_AMMO_CLIP" : "MOTD_AMMO_BP" : "MOTD_LIMITED")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_F", get_pcvar_num(cvar_ammodamage_human))
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_G", id, get_pcvar_num(cvar_firegrenades) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_H", id, get_pcvar_num(cvar_frostgrenades) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_I", id, get_pcvar_num(cvar_flaregrenades) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_J", id, get_pcvar_num(cvar_knockback) ? "MOTD_ENABLED" : "MOTD_DISABLED")
           
            show_motd(id, motd)
        }
        case 2: // Zombies
        {
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_A", ArrayGetCell(g_zclass_hp, 0))
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_B", floatround(float(ArrayGetCell(g_zclass_hp, 0)) * get_pcvar_float(cvar_zombiefirsthp)))
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_C", floatround(get_pcvar_float(cvar_zombiearmor) * 100.0))
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_D", ArrayGetCell(g_zclass_spd, 0))
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_E", floatround(Float:ArrayGetCell(g_zclass_grav, 0) * 800.0))
            if (get_pcvar_num(cvar_zombiebonushp)) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_F", get_pcvar_num(cvar_zombiebonushp))
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_G", id, get_pcvar_num(cvar_zombiepainfree) > 0 ? get_pcvar_num(cvar_zombiepainfree) > 1 ? "MOTD_LASTZOMBIE" : "MOTD_ENABLED" : "MOTD_DISABLED")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_H", id, get_pcvar_num(cvar_zombiebleeding) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_I", get_pcvar_num(cvar_ammoinfect))
           
            show_motd(id, motd)
        }
        case 3: // Gameplay Modes
        {
            static nemhp[5], survhp[5]
           
            // Get nemesis and survivor health
            num_to_str(get_pcvar_num(cvar_nemhp), nemhp, charsmax(nemhp))
            num_to_str(get_pcvar_num(cvar_survhp), survhp, charsmax(survhp))
           
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4")
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_A", id, get_pcvar_num(cvar_nem) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            if (get_pcvar_num(cvar_nem))
            {
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_B", get_pcvar_num(cvar_nemchance))
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_C", get_pcvar_num(cvar_nemhp) > 0 ? nemhp : "[Auto]")
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_D", get_pcvar_num(cvar_nemspd))
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_E", floatround(get_pcvar_float(cvar_nemgravity) * 800.0))
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_F", id, g_cached_leapnemesis ? "MOTD_ENABLED" : "MOTD_DISABLED")
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_G", id, get_pcvar_num(cvar_nempainfree) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            }
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_H", id, get_pcvar_num(cvar_surv) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            if (get_pcvar_num(cvar_surv))
            {
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_I", get_pcvar_num(cvar_survchance))
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_J", get_pcvar_num(cvar_survhp) > 0 ? survhp : "[Auto]")
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_K", get_pcvar_num(cvar_survspd))
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_L", floatround(get_pcvar_float(cvar_survgravity) * 800.0))
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_M", id, g_cached_leapsurvivor ? "MOTD_ENABLED" : "MOTD_DISABLED")
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_N", id, get_pcvar_num(cvar_survpainfree) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            }
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_O", id, get_pcvar_num(cvar_swarm) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            if (get_pcvar_num(cvar_swarm)) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_P", get_pcvar_num(cvar_swarmchance))
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_Q", id, get_pcvar_num(cvar_multi) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            if (get_pcvar_num(cvar_multi))
            {
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_R", get_pcvar_num(cvar_multichance))
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_S", floatround(get_pcvar_float(cvar_multiratio) * 100.0))
            }
            len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_T", id, get_pcvar_num(cvar_plague) ? "MOTD_ENABLED" : "MOTD_DISABLED")
            if (get_pcvar_num(cvar_plague))
            {
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_U", get_pcvar_num(cvar_plaguechance))
                len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_V", floatround(get_pcvar_float(cvar_plagueratio) * 100.0))
            }
           
            show_motd(id, motd)
        }
        default: return PLUGIN_HANDLED;
    }
   
    // Show help menu again if user wishes to read another topic
    show_menu_info(id)
   
    return PLUGIN_HANDLED;
}

// Admin Menu
public menu_admin(id, key)
{
    // Player disconnected?
    if (!g_isconnected[id])
        return PLUGIN_HANDLED;
   
    static userflags
    userflags = get_user_flags(id)
   
    switch (key)
    {
        case ACTION_ZOMBIEFY_HUMANIZE: // Zombiefy/Humanize command
        {
            if (userflags & (g_access_flag[ACCESS_MODE_INFECTION] | g_access_flag[ACCESS_MAKE_ZOMBIE] | g_access_flag[ACCESS_MAKE_HUMAN]))
            {
                // Show player list for admin to pick a target
                PL_ACTION = ACTION_ZOMBIEFY_HUMANIZE
                show_menu_player_list(id)
            }
            else
            {
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                show_menu_admin(id)
            }
        }
        case ACTION_MAKE_NEMESIS: // Nemesis command
        {
            if (userflags & (g_access_flag[ACCESS_MODE_NEMESIS] | g_access_flag[ACCESS_MAKE_NEMESIS]))
            {
                // Show player list for admin to pick a target
                PL_ACTION = ACTION_MAKE_NEMESIS
                show_menu_player_list(id)
            }
            else
            {
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                show_menu_admin(id)
            }
        }
        case ACTION_MAKE_SURVIVOR: // Survivor command
        {
            if (userflags & (g_access_flag[ACCESS_MODE_SURVIVOR] | g_access_flag[ACCESS_MAKE_SURVIVOR]))
            {
                // Show player list for admin to pick a target
                PL_ACTION = ACTION_MAKE_SURVIVOR
                show_menu_player_list(id)
            }
            else
            {
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                show_menu_admin(id)
            }
        }
        case ACTION_RESPAWN_PLAYER: // Respawn command
        {
            if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
            {
                // Show player list for admin to pick a target
                PL_ACTION = ACTION_RESPAWN_PLAYER
                show_menu_player_list(id)
            }
            else
            {
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                show_menu_admin(id)
            }
        }
        case ACTION_MODE_SWARM: // Swarm Mode command
        {
            if (userflags & g_access_flag[ACCESS_MODE_SWARM])
            {
                if (allowed_swarm())
                    command_swarm(id)
                else
                    zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
            }
            else
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
           
            show_menu_admin(id)
        }
        case ACTION_MODE_MULTI: // Multiple Infection command
        {
            if (userflags & g_access_flag[ACCESS_MODE_MULTI])
            {
                if (allowed_multi())
                    command_multi(id)
                else
                    zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
            }
            else
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
           
            show_menu_admin(id)
        }
        case ACTION_MODE_PLAGUE: // Plague Mode command
        {
            if (userflags & g_access_flag[ACCESS_MODE_PLAGUE])
            {
                if (allowed_plague())
                    command_plague(id)
                else
                    zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
            }
            else
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
           
            show_menu_admin(id)
        }
    }
   
    return PLUGIN_HANDLED;
}

// Player List Menu
public menu_player_list(id, menuid, item)
{
    // Player disconnected?
    if (!is_user_connected(id))
    {
        menu_destroy(menuid)
        return PLUGIN_HANDLED;
    }
   
    // Remember player's menu page
    static menudummy
    player_menu_info(id, menudummy, menudummy, MENU_PAGE_PLAYERS)
   
    // Menu was closed
    if (item == MENU_EXIT)
    {
        menu_destroy(menuid)
        show_menu_admin(id)
        return PLUGIN_HANDLED;
    }
   
    // Retrieve player id
    static buffer[2], dummy, playerid
    menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
    playerid = buffer[0]
   
    // Perform action on player
   
    // Get admin flags
    static userflags
    userflags = get_user_flags(id)
   
    // Make sure it's still connected
    if (g_isconnected[playerid])
    {
        // Perform the right action if allowed
        switch (PL_ACTION)
        {
            case ACTION_ZOMBIEFY_HUMANIZE: // Zombiefy/Humanize command
            {
                if (g_zombie[playerid])
                {
                    if (userflags & g_access_flag[ACCESS_MAKE_HUMAN])
                    {
                        if (allowed_human(playerid))
                            command_human(id, playerid)
                        else
                            zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                    }
                    else
                        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                }
                else
                {
                    if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_INFECTION]) : (userflags & g_access_flag[ACCESS_MAKE_ZOMBIE]))
                    {
                        if (allowed_zombie(playerid))
                            command_zombie(id, playerid)
                        else
                            zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                    }
                    else
                        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                }
            }
            case ACTION_MAKE_NEMESIS: // Nemesis command
            {
                if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_NEMESIS]) : (userflags & g_access_flag[ACCESS_MAKE_NEMESIS]))
                {
                    if (allowed_nemesis(playerid))
                        command_nemesis(id, playerid)
                    else
                        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                }
                else
                    zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
            }
            case ACTION_MAKE_SURVIVOR: // Survivor command
            {
                if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SURVIVOR]) : (userflags & g_access_flag[ACCESS_MAKE_SURVIVOR]))
                {
                    if (allowed_survivor(playerid))
                        command_survivor(id, playerid)
                    else
                        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                }
                else
                    zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
            }
            case ACTION_RESPAWN_PLAYER: // Respawn command
            {
                if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
                {
                    if (allowed_respawn(playerid))
                        command_respawn(id, playerid)
                    else
                        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                }
                else
                    zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
            }
        }
    }
    else
        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
   
    menu_destroy(menuid)
    show_menu_player_list(id)
    return PLUGIN_HANDLED;
}

// CS Buy Menus
public menu_cs_buy(id, key)
{
    // Prevent buying if zombie/survivor (bugfix)
    if (g_zombie[id] || g_survivor[id])
        return PLUGIN_HANDLED;
   
    return PLUGIN_CONTINUE;
}

/*================================================================================
 [Admin Commands]
=================================================================================*/

// zp_toggle [1/0]
public cmd_toggle(id, level, cid)
{
    // Check for access flag - Enable/Disable Mod
    if (!cmd_access(id, g_access_flag[ACCESS_ENABLE_MOD], cid, 2))
        return PLUGIN_HANDLED;
   
    // Retrieve arguments
    new arg[2]
    read_argv(1, arg, charsmax(arg))
   
    // Mod already enabled/disabled
    if (str_to_num(arg) == g_pluginenabled)
        return PLUGIN_HANDLED;
   
    // Set toggle cvar
    set_pcvar_num(cvar_toggle, str_to_num(arg))
    client_print(id, print_console, "Zombie Plague %L.", id, str_to_num(arg) ? "MOTD_ENABLED" : "MOTD_DISABLED")
   
    // Retrieve map name
    new mapname[32]
    get_mapname(mapname, charsmax(mapname))
   
    // Restart current map
    server_cmd("changelevel %s", mapname)
   
    return PLUGIN_HANDLED;
}

// zp_zombie [target]
public cmd_zombie(id, level, cid)
{
    // Check for access flag depending on the resulting action
    if (g_newround)
    {
        // Start Mode Infection
        if (!cmd_access(id, g_access_flag[ACCESS_MODE_INFECTION], cid, 2))
            return PLUGIN_HANDLED;
    }
    else
    {
        // Make Zombie
        if (!cmd_access(id, g_access_flag[ACCESS_MAKE_ZOMBIE], cid, 2))
            return PLUGIN_HANDLED;
    }
   
    // Retrieve arguments
    static arg[32], player
    read_argv(1, arg, charsmax(arg))
    player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
   
    // Invalid target
    if (!player) return PLUGIN_HANDLED;
   
    // Target not allowed to be zombie
    if (!allowed_zombie(player))
    {
        client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
        return PLUGIN_HANDLED
    }
   
    command_zombie(id, player)
   
    return PLUGIN_HANDLED;
}

// zp_human [target]
public cmd_human(id, level, cid)
{
    // Check for access flag - Make Human
    if (!cmd_access(id, g_access_flag[ACCESS_MAKE_HUMAN], cid, 2))
        return PLUGIN_HANDLED;
   
    // Retrieve arguments
    static arg[32], player
    read_argv(1, arg, charsmax(arg))
    player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
   
    // Invalid target
    if (!player) return PLUGIN_HANDLED;
   
    // Target not allowed to be human
    if (!allowed_human(player))
    {
        client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
        return PLUGIN_HANDLED;
    }
   
    command_human(id, player)
   
    return PLUGIN_HANDLED;
}

// zp_survivor [target]
public cmd_survivor(id, level, cid)
{
    // Check for access flag depending on the resulting action
    if (g_newround)
    {
        // Start Mode Survivor
        if (!cmd_access(id, g_access_flag[ACCESS_MODE_SURVIVOR], cid, 2))
            return PLUGIN_HANDLED;
    }
    else
    {
        // Make Survivor
        if (!cmd_access(id, g_access_flag[ACCESS_MAKE_SURVIVOR], cid, 2))
            return PLUGIN_HANDLED;
    }
   
    // Retrieve arguments
    static arg[32], player
    read_argv(1, arg, charsmax(arg))
    player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
   
    // Invalid target
    if (!player) return PLUGIN_HANDLED;
   
    // Target not allowed to be survivor
    if (!allowed_survivor(player))
    {
        client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
        return PLUGIN_HANDLED;
    }
   
    command_survivor(id, player)
   
    return PLUGIN_HANDLED;
}

// zp_nemesis [target]
public cmd_nemesis(id, level, cid)
{
    // Check for access flag depending on the resulting action
    if (g_newround)
    {
        // Start Mode Nemesis
        if (!cmd_access(id, g_access_flag[ACCESS_MODE_NEMESIS], cid, 2))
            return PLUGIN_HANDLED;
    }
    else
    {
        // Make Nemesis
        if (!cmd_access(id, g_access_flag[ACCESS_MAKE_NEMESIS], cid, 2))
            return PLUGIN_HANDLED;
    }
   
    // Retrieve arguments
    static arg[32], player
    read_argv(1, arg, charsmax(arg))
    player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
   
    // Invalid target
    if (!player) return PLUGIN_HANDLED;
   
    // Target not allowed to be nemesis
    if (!allowed_nemesis(player))
    {
        client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
        return PLUGIN_HANDLED;
    }
   
    command_nemesis(id, player)
   
    return PLUGIN_HANDLED;
}

// zp_respawn [target]
public cmd_respawn(id, level, cid)
{
    // Check for access flag - Respawn
    if (!cmd_access(id, g_access_flag[ACCESS_RESPAWN_PLAYERS], cid, 2))
        return PLUGIN_HANDLED;
   
    // Retrieve arguments
    static arg[32], player
    read_argv(1, arg, charsmax(arg))
    player = cmd_target(id, arg, CMDTARGET_ALLOW_SELF)
   
    // Invalid target
    if (!player) return PLUGIN_HANDLED;
   
    // Target not allowed to be respawned
    if (!allowed_respawn(player))
    {
        client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
        return PLUGIN_HANDLED;
    }
   
    command_respawn(id, player)
   
    return PLUGIN_HANDLED;
}

// zp_swarm
public cmd_swarm(id, level, cid)
{
    // Check for access flag - Mode Swarm
    if (!cmd_access(id, g_access_flag[ACCESS_MODE_SWARM], cid, 1))
        return PLUGIN_HANDLED;
   
    // Swarm mode not allowed
    if (!allowed_swarm())
    {
        client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
        return PLUGIN_HANDLED;
    }
   
    command_swarm(id)
   
    return PLUGIN_HANDLED;
}

// zp_multi
public cmd_multi(id, level, cid)
{
    // Check for access flag - Mode Multi
    if (!cmd_access(id, g_access_flag[ACCESS_MODE_MULTI], cid, 1))
        return PLUGIN_HANDLED;
   
    // Multi infection mode not allowed
    if (!allowed_multi())
    {
        client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
        return PLUGIN_HANDLED;
    }
   
    command_multi(id)
   
    return PLUGIN_HANDLED;
}

// zp_plague
public cmd_plague(id, level, cid)
{
    // Check for access flag - Mode Plague
    if (!cmd_access(id, g_access_flag[ACCESS_MODE_PLAGUE], cid, 1))
        return PLUGIN_HANDLED;
   
    // Plague mode not allowed
    if (!allowed_plague())
    {
        client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
        return PLUGIN_HANDLED;
    }
   
    command_plague(id)
   
    return PLUGIN_HANDLED;
}

/*================================================================================
 [Message Hooks]
=================================================================================*/

// Current Weapon info
public message_cur_weapon(msg_id, msg_dest, msg_entity)
{
    // Not alive or zombie
    if (!g_isalive[msg_entity] || g_zombie[msg_entity])
        return;
   
    // Not an active weapon
    if (get_msg_arg_int(1) != 1)
        return;
   
    // Unlimited clip disabled for class
    if (g_survivor[msg_entity] ? get_pcvar_num(cvar_survinfammo) <= 1 : get_pcvar_num(cvar_infammo) <= 1)
        return;
   
    // Get weapon's id
    static weapon
    weapon = get_msg_arg_int(2)
   
    // Unlimited Clip Ammo for this weapon?
    if (MAXBPAMMO[weapon] > 2)
    {
        // Max out clip ammo
        static weapon_ent
        weapon_ent = fm_cs_get_current_weapon_ent(msg_entity)
        if (pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, MAXCLIP[weapon])
       
        // HUD should show full clip all the time
        set_msg_arg_int(3, get_msg_argtype(3), MAXCLIP[weapon])
    }
}

// Take off player's money
public message_money(msg_id, msg_dest, msg_entity)
{
    // Remove money setting enabled?
    if (!get_pcvar_num(cvar_removemoney))
        return PLUGIN_CONTINUE;
   
    fm_cs_set_user_money(msg_entity, 0)
    return PLUGIN_HANDLED;
}

// Fix for the HL engine bug when HP is multiples of 256
public message_health(msg_id, msg_dest, msg_entity)
{
    // Get player's health
    static health
    health = get_msg_arg_int(1)
   
    // Don't bother
    if (health < 256) return;
   
    // Check if we need to fix it
    if (health % 256 == 0)
        fm_set_user_health(msg_entity, pev(msg_entity, pev_health) + 1)
   
    // HUD can only show as much as 255 hp
    set_msg_arg_int(1, get_msg_argtype(1), 255)
}

// Block flashlight battery messages if custom flashlight is enabled instead
public message_flashbat()
{
    if (g_cached_customflash)
        return PLUGIN_HANDLED;
   
    return PLUGIN_CONTINUE;
}

// Flashbangs should only affect zombies
public message_screenfade(msg_id, msg_dest, msg_entity)
{
    if (get_msg_arg_int(4) != 255 || get_msg_arg_int(5) != 255 || get_msg_arg_int(6) != 255 || get_msg_arg_int(7) < 200)
        return PLUGIN_CONTINUE;
   
    // Nemesis shouldn't be FBed
    if (g_zombie[msg_entity] && !g_nemesis[msg_entity])
    {
        // Set flash color to nighvision's
        set_msg_arg_int(4, get_msg_argtype(4), get_pcvar_num(cvar_nvgcolor[0]))
        set_msg_arg_int(5, get_msg_argtype(5), get_pcvar_num(cvar_nvgcolor[1]))
        set_msg_arg_int(6, get_msg_argtype(6), get_pcvar_num(cvar_nvgcolor[2]))
        return PLUGIN_CONTINUE;
    }
   
    return PLUGIN_HANDLED;
}

// Prevent spectators' nightvision from being turned off when switching targets, etc.
public message_nvgtoggle()
{
    return PLUGIN_HANDLED;
}

// Set correct model on player corpses
public message_clcorpse()
{
    set_msg_arg_string(1, g_playermodel[get_msg_arg_int(12)])
}

// Prevent zombies from seeing any weapon pickup icon
public message_weappickup(msg_id, msg_dest, msg_entity)
{
    if (g_zombie[msg_entity])
        return PLUGIN_HANDLED;
   
    return PLUGIN_CONTINUE;
}

// Prevent zombies from seeing any ammo pickup icon
public message_ammopickup(msg_id, msg_dest, msg_entity)
{
    if (g_zombie[msg_entity])
        return PLUGIN_HANDLED;
   
    return PLUGIN_CONTINUE;
}

// Block hostage HUD display
public message_scenario()
{
    if (get_msg_args() > 1)
    {
        static sprite[8]
        get_msg_arg_string(2, sprite, charsmax(sprite))
       
        if (equal(sprite, "hostage"))
            return PLUGIN_HANDLED;
    }
   
    return PLUGIN_CONTINUE;
}

// Block hostages from appearing on radar
public message_hostagepos()
{
    return PLUGIN_HANDLED;
}

// Block some text messages
public message_textmsg()
{
    static textmsg[22]
    get_msg_arg_string(2, textmsg, charsmax(textmsg))
   
    // Game restarting, reset scores and call round end to balance the teams
    if (equal(textmsg, "#Game_will_restart_in"))
    {
        logevent_round_end()
        g_scorehumans = 0
        g_scorezombies = 0
    }
    // Game commencing, reset scores only (round end is automatically triggered)
    else if (equal(textmsg, "#Game_Commencing"))
    {
        g_gamecommencing = true
        g_scorehumans = 0
        g_scorezombies = 0
    }
    // Block round end related messages
    else if (equal(textmsg, "#Hostages_Not_Rescued") || equal(textmsg, "#Round_Draw") || equal(textmsg, "#Terrorists_Win") || equal(textmsg, "#CTs_Win"))
    {
        return PLUGIN_HANDLED;
    }
   
    return PLUGIN_CONTINUE;
}

// Block CS round win audio messages, since we're playing our own instead
public message_sendaudio()
{
    static audio[17]
    get_msg_arg_string(2, audio, charsmax(audio))
   
    if(equal(audio[7], "terwin") || equal(audio[7], "ctwin") || equal(audio[7], "rounddraw"))
        return PLUGIN_HANDLED;
   
    return PLUGIN_CONTINUE;
}

// Send actual team scores (T = zombies // CT = humans)
public message_teamscore()
{
    static team[2]
    get_msg_arg_string(1, team, charsmax(team))
   
    switch (team[0])
    {
        // CT
        case 'C': set_msg_arg_int(2, get_msg_argtype(2), g_scorehumans)
        // Terrorist
        case 'T': set_msg_arg_int(2, get_msg_argtype(2), g_scorezombies)
    }
}

// Team Switch (or player joining a team for first time)
public message_teaminfo(msg_id, msg_dest)
{
    // Only hook global messages
    if (msg_dest != MSG_ALL && msg_dest != MSG_BROADCAST) return;
   
    // Don't pick up our own TeamInfo messages for this player (bugfix)
    if (g_switchingteam) return;
   
    // Get player's id
    static id
    id = get_msg_arg_int(1)
   
    // Invalid player id? (bugfix)
    if (!(1 <= id <= g_maxplayers)) return;
   
    // Enable spectators' nightvision if not spawning right away
    set_task(0.2, "spec_nvision", id)
   
    // Round didn't start yet, nothing to worry about
    if (g_newround) return;
   
    // Get his new team
    static team[2]
    get_msg_arg_string(2, team, charsmax(team))
   
    // Perform some checks to see if they should join a different team instead
    switch (team[0])
    {
        case 'C': // CT
        {
            if (g_survround && fnGetHumans()) // survivor alive --> switch to T and spawn as zombie
            {
                g_respawn_as_zombie[id] = true;
                remove_task(id+TASK_TEAM)
                fm_cs_set_user_team(id, FM_CS_TEAM_T)
                set_msg_arg_string(2, "TERRORIST")
            }
            else if (!fnGetZombies()) // no zombies alive --> switch to T and spawn as zombie
            {
                g_respawn_as_zombie[id] = true;
                remove_task(id+TASK_TEAM)
                fm_cs_set_user_team(id, FM_CS_TEAM_T)
                set_msg_arg_string(2, "TERRORIST")
            }
        }
        case 'T': // Terrorist
        {
            if ((g_swarmround || g_survround) && fnGetHumans()) // survivor alive or swarm round w/ humans --> spawn as zombie
            {
                g_respawn_as_zombie[id] = true;
            }
            else if (fnGetZombies()) // zombies alive --> switch to CT
            {
                remove_task(id+TASK_TEAM)
                fm_cs_set_user_team(id, FM_CS_TEAM_CT)
                set_msg_arg_string(2, "CT")
            }
        }
    }
}

/*================================================================================
 [Main Functions]
=================================================================================*/

// Make Zombie Task
public make_zombie_task()
{
    // Call make a zombie with no specific mode
    make_a_zombie(MODE_NONE, 0)
}

// Make a Zombie Function
make_a_zombie(mode, id)
{
    // Get alive players count
    static iPlayersnum
    iPlayersnum = fnGetAlive()
   
    // Not enough players, come back later!
    if (iPlayersnum < 1)
    {
        set_task(2.0, "make_zombie_task", TASK_MAKEZOMBIE)
        return;
    }
   
    // Round started!
    g_newround = false
   
    // Set up some common vars
    static forward_id, sound[64], iZombies, iMaxZombies
   
    if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SURVIVOR) && random_num(1, get_pcvar_num(cvar_survchance)) == get_pcvar_num(cvar_surv) && iPlayersnum >= get_pcvar_num(cvar_survminplayers)) || mode == MODE_SURVIVOR)
    {
        // Survivor Mode
        g_survround = true
        g_lastmode = MODE_SURVIVOR
       
        // Choose player randomly?
        if (mode == MODE_NONE)
            id = fnGetRandomAlive(random_num(1, iPlayersnum))
       
        // Remember id for calling our forward later
        forward_id = id
       
        // Turn player into a survivor
        humanme(id, 1, 0)
       
        // Turn the remaining players into zombies
        for (id = 1; id <= g_maxplayers; id++)
        {
            // Not alive
            if (!g_isalive[id])
                continue;
           
            // Survivor or already a zombie
            if (g_survivor[id] || g_zombie[id])
                continue;
           
            // Turn into a zombie
            zombieme(id, 0, 0, 1, 0)
        }
       
        // Play survivor sound
        ArrayGetString(sound_survivor, random_num(0, ArraySize(sound_survivor) - 1), sound, charsmax(sound))
        PlaySound(sound);
       
        // Show Survivor HUD notice
        set_hudmessage(20, 20, 255, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
        ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SURVIVOR", g_playername[forward_id])
       
        // Mode fully started!
        g_modestarted = true
       
        // Round start forward
        ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SURVIVOR, forward_id);
    }
    else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SWARM) && random_num(1, get_pcvar_num(cvar_swarmchance)) == get_pcvar_num(cvar_swarm) && iPlayersnum >= get_pcvar_num(cvar_swarmminplayers)) || mode == MODE_SWARM)
    {       
        // Swarm Mode
        g_swarmround = true
        g_lastmode = MODE_SWARM
       
        // Make sure there are alive players on both teams (BUGFIX)
        if (!fnGetAliveTs())
        {
            // Move random player to T team
            id = fnGetRandomAlive(random_num(1, iPlayersnum))
            remove_task(id+TASK_TEAM)
            fm_cs_set_user_team(id, FM_CS_TEAM_T)
            fm_user_team_update(id)
        }
        else if (!fnGetAliveCTs())
        {
            // Move random player to CT team
            id = fnGetRandomAlive(random_num(1, iPlayersnum))
            remove_task(id+TASK_TEAM)
            fm_cs_set_user_team(id, FM_CS_TEAM_CT)
            fm_user_team_update(id)
        }
       
        // Turn every T into a zombie
        for (id = 1; id <= g_maxplayers; id++)
        {
            // Not alive
            if (!g_isalive[id])
                continue;
           
            // Not a Terrorist
            if (fm_cs_get_user_team(id) != FM_CS_TEAM_T)
                continue;
           
            // Turn into a zombie
            zombieme(id, 0, 0, 1, 0)
        }
       
        // Play swarm sound
        ArrayGetString(sound_swarm, random_num(0, ArraySize(sound_swarm) - 1), sound, charsmax(sound))
        PlaySound(sound);
       
        // Show Swarm HUD notice
        set_hudmessage(20, 255, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
        ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SWARM")
       
        // Mode fully started!
        g_modestarted = true
       
        // Round start forward
        ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SWARM, 0);
    }
    else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_MULTI) && random_num(1, get_pcvar_num(cvar_multichance)) == get_pcvar_num(cvar_multi) && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) >= 2 && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) < iPlayersnum && iPlayersnum >= get_pcvar_num(cvar_multiminplayers)) || mode == MODE_MULTI)
    {
        // Multi Infection Mode
        g_lastmode = MODE_MULTI
       
        // iMaxZombies is rounded up, in case there aren't enough players
        iMaxZombies = floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil)
        iZombies = 0
       
        // Randomly turn iMaxZombies players into zombies
        while (iZombies < iMaxZombies)
        {
            // Keep looping through all players
            if (++id > g_maxplayers) id = 1
           
            // Dead or already a zombie
            if (!g_isalive[id] || g_zombie[id])
                continue;
           
            // Random chance
            if (random_num(0, 1))
            {
                // Turn into a zombie
                zombieme(id, 0, 0, 1, 0)
                iZombies++
            }
        }
       
        // Turn the remaining players into humans
        for (id = 1; id <= g_maxplayers; id++)
        {
            // Only those of them who aren't zombies
            if (!g_isalive[id] || g_zombie[id])
                continue;
           
            // Switch to CT
            if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
            {
                remove_task(id+TASK_TEAM)
                fm_cs_set_user_team(id, FM_CS_TEAM_CT)
                fm_user_team_update(id)
            }
        }
       
        // Play multi infection sound
        ArrayGetString(sound_multi, random_num(0, ArraySize(sound_multi) - 1), sound, charsmax(sound))
        PlaySound(sound);
       
        // Show Multi Infection HUD notice
        set_hudmessage(200, 50, 0, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
        ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_MULTI")
       
        // Mode fully started!
        g_modestarted = true
       
        // Round start forward
        ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_MULTI, 0);
    }
    else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_PLAGUE) && random_num(1, get_pcvar_num(cvar_plaguechance)) == get_pcvar_num(cvar_plague) && floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil) >= 1
    && iPlayersnum-(get_pcvar_num(cvar_plaguesurvnum)+get_pcvar_num(cvar_plaguenemnum)+floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)) >= 1 && iPlayersnum >= get_pcvar_num(cvar_plagueminplayers)) || mode == MODE_PLAGUE)
    {
        // Plague Mode
        g_plagueround = true
        g_lastmode = MODE_PLAGUE
       
        // Turn specified amount of players into Survivors
        static iSurvivors, iMaxSurvivors
        iMaxSurvivors = get_pcvar_num(cvar_plaguesurvnum)
        iSurvivors = 0
       
        while (iSurvivors < iMaxSurvivors)
        {
            // Choose random guy
            id = fnGetRandomAlive(random_num(1, iPlayersnum))
           
            // Already a survivor?
            if (g_survivor[id])
                continue;
           
            // If not, turn him into one
            humanme(id, 1, 0)
            iSurvivors++
           
            // Apply survivor health multiplier
            fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_plaguesurvhpmulti)))
        }
       
        // Turn specified amount of players into Nemesis
        static iNemesis, iMaxNemesis
        iMaxNemesis = get_pcvar_num(cvar_plaguenemnum)
        iNemesis = 0
       
        while (iNemesis < iMaxNemesis)
        {
            // Choose random guy
            id = fnGetRandomAlive(random_num(1, iPlayersnum))
           
            // Already a survivor or nemesis?
            if (g_survivor[id] || g_nemesis[id])
                continue;
           
            // If not, turn him into one
            zombieme(id, 0, 1, 0, 0)
            iNemesis++
           
            // Apply nemesis health multiplier
            fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_plaguenemhpmulti)))
        }
       
        // iMaxZombies is rounded up, in case there aren't enough players
        iMaxZombies = floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)
        iZombies = 0
       
        // Randomly turn iMaxZombies players into zombies
        while (iZombies < iMaxZombies)
        {
            // Keep looping through all players
            if (++id > g_maxplayers) id = 1
           
            // Dead or already a zombie or survivor
            if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
                continue;
           
            // Random chance
            if (random_num(0, 1))
            {
                // Turn into a zombie
                zombieme(id, 0, 0, 1, 0)
                iZombies++
            }
        }
       
        // Turn the remaining players into humans
        for (id = 1; id <= g_maxplayers; id++)
        {
            // Only those of them who arent zombies or survivor
            if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
                continue;
           
            // Switch to CT
            if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
            {
                remove_task(id+TASK_TEAM)
                fm_cs_set_user_team(id, FM_CS_TEAM_CT)
                fm_user_team_update(id)
            }
        }
       
        // Play plague sound
        ArrayGetString(sound_plague, random_num(0, ArraySize(sound_plague) - 1), sound, charsmax(sound))
        PlaySound(sound);
       
        // Show Plague HUD notice
        set_hudmessage(0, 50, 200, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
        ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_PLAGUE")
       
        // Mode fully started!
        g_modestarted = true
       
        // Round start forward
        ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_PLAGUE, 0);
    }
    else
    {
        // Single Infection Mode or Nemesis Mode
       
        // Choose player randomly?
        if (mode == MODE_NONE)
            id = fnGetRandomAlive(random_num(1, iPlayersnum))
       
        // Remember id for calling our forward later
        forward_id = id
       
        if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_NEMESIS) && random_num(1, get_pcvar_num(cvar_nemchance)) == get_pcvar_num(cvar_nem) && iPlayersnum >= get_pcvar_num(cvar_nemminplayers)) || mode == MODE_NEMESIS)
        {
            // Nemesis Mode
            g_nemround = true
            g_lastmode = MODE_NEMESIS
           
            // Turn player into nemesis
            zombieme(id, 0, 1, 0, 0)
        }
        else
        {
            // Single Infection Mode
            g_lastmode = MODE_INFECTION
           
            // Turn player into the first zombie
            zombieme(id, 0, 0, 0, 0)
        }
       
        // Remaining players should be humans (CTs)
        for (id = 1; id <= g_maxplayers; id++)
        {
            // Not alive
            if (!g_isalive[id])
                continue;
           
            // First zombie/nemesis
            if (g_zombie[id])
                continue;
           
            // Switch to CT
            if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
            {
                remove_task(id+TASK_TEAM)
                fm_cs_set_user_team(id, FM_CS_TEAM_CT)
                fm_user_team_update(id)
            }
        }
       
        if (g_nemround)
        {
            // Play Nemesis sound
            ArrayGetString(sound_nemesis, random_num(0, ArraySize(sound_nemesis) - 1), sound, charsmax(sound))
            PlaySound(sound);
           
            // Show Nemesis HUD notice
            set_hudmessage(255, 20, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
            ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_NEMESIS", g_playername[forward_id])
           
            // Mode fully started!
            g_modestarted = true
           
            // Round start forward
            ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_NEMESIS, forward_id);
        }
        else
        {
            // Show First Zombie HUD notice
            set_hudmessage(255, 0, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 5.0, 1.0, 1.0, -1)
            ShowSyncHudMsg(0, g_MsgSync, "%L",LANG_PLAYER, "NOTICE_FIRST", g_playername[forward_id])
           
            // Mode fully started!
            g_modestarted = true
           
            // Round start forward
            ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_INFECTION, forward_id);
        }
    }
   
    // Start ambience sounds after a mode begins
    if ((g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && g_nemround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && g_survround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && g_swarmround) || (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && g_plagueround) || (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && !g_nemround && !g_survround && !g_swarmround && !g_plagueround))
    {
        remove_task(TASK_AMBIENCESOUNDS)
        set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
    }
}

// Zombie Me Function (player id, infector, turn into a nemesis, silent mode, deathmsg and rewards)
zombieme(id, infector, nemesis, silentmode, rewards)
{
    // User infect attempt forward
    ExecuteForward(g_fwUserInfect_attempt, g_fwDummyResult, id, infector, nemesis)
   
    // One or more plugins blocked the infection. Only allow this after making sure it's
    // not going to leave us with no zombies. Take into account a last player leaving case.
    // BUGFIX: only allow after a mode has started, to prevent blocking first zombie e.g.
    if (g_fwDummyResult >= ZP_PLUGIN_HANDLED && g_modestarted && fnGetZombies() > g_lastplayerleaving)
        return;
   
    // Pre user infect forward
    ExecuteForward(g_fwUserInfected_pre, g_fwDummyResult, id, infector, nemesis)
   
    // Show zombie class menu if they haven't chosen any (e.g. just connected)
    if (g_zombieclassnext[id] == ZCLASS_NONE && get_pcvar_num(cvar_zclasses))
        set_task(0.2, "show_menu_zclass", id)
   
    // Set selected zombie class
    g_zombieclass[id] = g_zombieclassnext[id]
    // If no class selected yet, use the first (default) one
    if (g_zombieclass[id] == ZCLASS_NONE) g_zombieclass[id] = 0
   
    // Way to go...
    g_zombie[id] = true
    g_nemesis[id] = false
    g_survivor[id] = false
    g_firstzombie[id] = false
   
    // Remove survivor's aura (bugfix)
    set_pev(id, pev_effects, pev(id, pev_effects) &~ EF_BRIGHTLIGHT)
   
    // Remove spawn protection (bugfix)
    g_nodamage[id] = false
    set_pev(id, pev_effects, pev(id, pev_effects) &~ EF_NODRAW)
   
    // Reset burning duration counter (bugfix)
    g_burning_duration[id] = 0
   
    // Show deathmsg and reward infector?
    if (rewards && infector)
    {
        // Send death notice and fix the "dead" attrib on scoreboard
        SendDeathMsg(infector, id)
        FixDeadAttrib(id)
       
        // Reward frags, deaths, health, and ammo packs
        UpdateFrags(infector, id, get_pcvar_num(cvar_fragsinfect), 1, 1)
        g_ammopacks[infector] += get_pcvar_num(cvar_ammoinfect)
        fm_set_user_health(infector, pev(infector, pev_health) + get_pcvar_num(cvar_zombiebonushp))
    }
   
    // Cache speed, knockback, and name for player's class
    g_zombie_spd[id] = float(ArrayGetCell(g_zclass_spd, g_zombieclass[id]))
    g_zombie_knockback[id] = Float:ArrayGetCell(g_zclass_kb, g_zombieclass[id])
    ArrayGetString(g_zclass_name, g_zombieclass[id], g_zombie_classname[id], charsmax(g_zombie_classname[]))
   
    // Set zombie attributes based on the mode
    static sound[64]
    if (!silentmode)
    {
        if (nemesis)
        {
            // Nemesis
            g_nemesis[id] = true
           
            // Set health [0 = auto]
            if (get_pcvar_num(cvar_nemhp) == 0)
            {
                if (get_pcvar_num(cvar_nembasehp) == 0)
                    fm_set_user_health(id, ArrayGetCell(g_zclass_hp, 0) * fnGetAlive())
                else
                    fm_set_user_health(id, get_pcvar_num(cvar_nembasehp) * fnGetAlive())
            }
            else
                fm_set_user_health(id, get_pcvar_num(cvar_nemhp))
           
            // Set gravity, if frozen set the restore gravity value instead
            if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_nemgravity))
            else g_frozen_gravity[id] = get_pcvar_float(cvar_nemgravity)
           
            // Set nemesis maxspeed
            ExecuteHamB(Ham_Player_ResetMaxSpeed, id)
        }
        else if (fnGetZombies() == 1)
        {
            // First zombie
            g_firstzombie[id] = true
           
            // Set health
            fm_set_user_health(id, floatround(float(ArrayGetCell(g_zclass_hp, g_zombieclass[id])) * get_pcvar_float(cvar_zombiefirsthp)))
           
            // Set gravity, if frozen set the restore gravity value instead
            if (!g_frozen[id]) set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
            else g_frozen_gravity[id] = Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id])
           
            // Set zombie maxspeed
            ExecuteHamB(Ham_Player_ResetMaxSpeed, id)
           
            // Infection sound
            ArrayGetString(zombie_infect, random_num(0, ArraySize(zombie_infect) - 1), sound, charsmax(sound))
            emit_sound(id, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
        }
        else
        {
            // Infected by someone
           
            // Set health
            fm_set_user_health(id, ArrayGetCell(g_zclass_hp, g_zombieclass[id]))
           
            // Set gravity, if frozen set the restore gravity value instead
            if (!g_frozen[id]) set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
            else g_frozen_gravity[id] = Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id])
           
            // Set zombie maxspeed
            ExecuteHamB(Ham_Player_ResetMaxSpeed, id)
           
            // Infection sound
            ArrayGetString(zombie_infect, random_num(0, ArraySize(zombie_infect) - 1), sound, charsmax(sound))
            emit_sound(id, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
           
            // Show Infection HUD notice
            set_hudmessage(255, 0, 0, HUD_INFECT_X, HUD_INFECT_Y, 0, 0.0, 5.0, 1.0, 1.0, -1)
           
            if (infector) // infected by someone?
                ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_INFECT2", g_playername[id], g_playername[infector])
            else
                ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_INFECT", g_playername[id])
        }
    }
    else
    {
        // Silent mode, no HUD messages, no infection sounds
       
        // Set health
        fm_set_user_health(id, ArrayGetCell(g_zclass_hp, g_zombieclass[id]))
       
        // Set gravity, if frozen set the restore gravity value instead
        if (!g_frozen[id]) set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
        else g_frozen_gravity[id] = Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id])
       
        // Set zombie maxspeed
        ExecuteHamB(Ham_Player_ResetMaxSpeed, id)
    }
   
    // Remove previous tasks
    remove_task(id+TASK_MODEL)
    remove_task(id+TASK_BLOOD)
    remove_task(id+TASK_AURA)
    remove_task(id+TASK_BURN)
   
    // Switch to T
    if (fm_cs_get_user_team(id) != FM_CS_TEAM_T) // need to change team?
    {
        remove_task(id+TASK_TEAM)
        fm_cs_set_user_team(id, FM_CS_TEAM_T)
        fm_user_team_update(id)
    }
   
    // Custom models stuff
    static currentmodel[32], tempmodel[32], already_has_model, i, iRand, size
    already_has_model = false
   
    if (g_handle_models_on_separate_ent)
    {
        // Set the right model
        if (g_nemesis[id])
        {
            iRand = random_num(0, ArraySize(model_nemesis) - 1)
            ArrayGetString(model_nemesis, iRand, g_playermodel[id], charsmax(g_playermodel[]))
            if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_nemesis, iRand))
        }
        else
        {
            if (get_pcvar_num(cvar_adminmodelszombie) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
            {
                iRand = random_num(0, ArraySize(model_admin_zombie) - 1)
                ArrayGetString(model_admin_zombie, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_zombie, iRand))
            }
            else
            {
                iRand = random_num(ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id]), ArrayGetCell(g_zclass_modelsend, g_zombieclass[id]) - 1)
                ArrayGetString(g_zclass_playermodel, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_zclass_modelindex, iRand))
            }
        }
       
        // Set model on player model entity
        fm_set_playermodel_ent(id)
       
        // Nemesis glow / remove glow on player model entity, unless frozen
        if (!g_frozen[id])
        {
            if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
                fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
            else
                fm_set_rendering(g_ent_playermodel[id])
        }
    }
    else
    {
        // Get current model for comparing it with the current one
        fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
       
        // Set the right model, after checking that we don't already have it
        if (g_nemesis[id])
        {
            size = ArraySize(model_nemesis)
            for (i = 0; i < size; i++)
            {
                ArrayGetString(model_nemesis, i, tempmodel, charsmax(tempmodel))
                if (equal(currentmodel, tempmodel)) already_has_model = true
            }
           
            if (!already_has_model)
            {
                iRand = random_num(0, size - 1)
                ArrayGetString(model_nemesis, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_nemesis, iRand))
            }
        }
        else
        {
            if (get_pcvar_num(cvar_adminmodelszombie) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
            {
                size = ArraySize(model_admin_zombie)
                for (i = 0; i < size; i++)
                {
                    ArrayGetString(model_admin_zombie, i, tempmodel, charsmax(tempmodel))
                    if (equal(currentmodel, tempmodel)) already_has_model = true
                }
               
                if (!already_has_model)
                {
                    iRand = random_num(0, size - 1)
                    ArrayGetString(model_admin_zombie, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                    if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_zombie, iRand))
                }
            }
            else
            {
                for (i = ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id]); i < ArrayGetCell(g_zclass_modelsend, g_zombieclass[id]); i++)
                {
                    ArrayGetString(g_zclass_playermodel, i, tempmodel, charsmax(tempmodel))
                    if (equal(currentmodel, tempmodel)) already_has_model = true
                }
               
                if (!already_has_model)
                {
                    iRand = random_num(ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id]), ArrayGetCell(g_zclass_modelsend, g_zombieclass[id]) - 1)
                    ArrayGetString(g_zclass_playermodel, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                    if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_zclass_modelindex, iRand))
                }
            }
        }
       
        // Need to change the model?
        if (!already_has_model)
        {
            // An additional delay is offset at round start
            // since SVC_BAD is more likely to be triggered there
            if (g_newround)
                set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
            else
                fm_user_model_update(id+TASK_MODEL)
        }
       
        // Nemesis glow / remove glow, unless frozen
        if (!g_frozen[id])
        {
            if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
                fm_set_rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
            else
                fm_set_rendering(id)
        }
    }
   
    // Remove any zoom (bugfix)
    cs_set_user_zoom(id, CS_RESET_ZOOM, 1)
   
    // Remove armor
    cs_set_user_armor(id, 0, CS_ARMOR_NONE)
   
    // Drop weapons when infected
    drop_weapons(id, 1)
    drop_weapons(id, 2)
   
    // Strip zombies from guns and give them a knife
    fm_strip_user_weapons(id)
    fm_give_item(id, "weapon_knife")
   
    // Fancy effects
    infection_effects(id)
   
    // Nemesis aura task
    if (g_nemesis[id] && get_pcvar_num(cvar_nemaura))
        set_task(0.1, "zombie_aura", id+TASK_AURA, _, _, "b")
   
    // Remove CS nightvision if player owns one (bugfix)
    if (cs_get_user_nvg(id))
    {
        cs_set_user_nvg(id, 0)
        if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
        else if (g_nvisionenabled[id]) set_user_gnvision(id, 0)
    }
   
    // Give Zombies Night Vision?
    if (get_pcvar_num(cvar_nvggive))
    {
        g_nvision[id] = true
       
        if (!g_isbot[id])
        {
            // Turn on Night Vision automatically?
            if (get_pcvar_num(cvar_nvggive) == 1)
            {
                g_nvisionenabled[id] = true
               
                // Custom nvg?
                if (get_pcvar_num(cvar_customnvg))
                {
                    remove_task(id+TASK_NVISION)
                    set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
                }
                else
                    set_user_gnvision(id, 1)
            }
            // Turn off nightvision when infected (bugfix)
            else if (g_nvisionenabled[id])
            {
                if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
                else set_user_gnvision(id, 0)
                g_nvisionenabled[id] = false
            }
        }
        else
            cs_set_user_nvg(id, 1); // turn on NVG for bots
    }
    // Disable nightvision when infected (bugfix)
    else if (g_nvision[id])
    {
        if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
        else if (g_nvisionenabled[id]) set_user_gnvision(id, 0)
        g_nvision[id] = false
        g_nvisionenabled[id] = false
    }
   
    // Set custom FOV?
    if (get_pcvar_num(cvar_zombiefov) != 90 && get_pcvar_num(cvar_zombiefov) != 0)
    {
        message_begin(MSG_ONE, g_msgSetFOV, _, id)
        write_byte(get_pcvar_num(cvar_zombiefov)) // fov angle
        message_end()
    }
   
    // Call the bloody task
    if (!g_nemesis[id] && get_pcvar_num(cvar_zombiebleeding))
        set_task(0.7, "make_blood", id+TASK_BLOOD, _, _, "b")
   
    // Idle sounds task
    if (!g_nemesis[id])
        set_task(random_float(50.0, 70.0), "zombie_play_idle", id+TASK_BLOOD, _, _, "b")
   
    // Turn off zombie's flashlight
    turn_off_flashlight(id)
   
    // Post user infect forward
    ExecuteForward(g_fwUserInfected_post, g_fwDummyResult, id, infector, nemesis)
   
    // Last Zombie Check
    fnCheckLastZombie()
}

// Function Human Me (player id, turn into a survivor, silent mode)
humanme(id, survivor, silentmode)
{
    // User humanize attempt forward
    ExecuteForward(g_fwUserHumanize_attempt, g_fwDummyResult, id, survivor)
   
    // One or more plugins blocked the "humanization". Only allow this after making sure it's
    // not going to leave us with no humans. Take into account a last player leaving case.
    // BUGFIX: only allow after a mode has started, to prevent blocking first survivor e.g.
    if (g_fwDummyResult >= ZP_PLUGIN_HANDLED && g_modestarted && fnGetHumans() > g_lastplayerleaving)
        return;
   
    // Pre user humanize forward
    ExecuteForward(g_fwUserHumanized_pre, g_fwDummyResult, id, survivor)
   
    // Remove previous tasks
    remove_task(id+TASK_MODEL)
    remove_task(id+TASK_BLOOD)
    remove_task(id+TASK_AURA)
    remove_task(id+TASK_BURN)
    remove_task(id+TASK_NVISION)
   
    // Reset some vars
    g_zombie[id] = false
    g_nemesis[id] = false
    g_survivor[id] = false
    g_firstzombie[id] = false
    g_canbuy[id] = true
    g_buytime[id] = get_gametime()
   
    // Remove survivor's aura (bugfix)
    set_pev(id, pev_effects, pev(id, pev_effects) &~ EF_BRIGHTLIGHT)
   
    // Remove spawn protection (bugfix)
    g_nodamage[id] = false
    set_pev(id, pev_effects, pev(id, pev_effects) &~ EF_NODRAW)
   
    // Reset burning duration counter (bugfix)
    g_burning_duration[id] = 0
   
    // Remove CS nightvision if player owns one (bugfix)
    if (cs_get_user_nvg(id))
    {
        cs_set_user_nvg(id, 0)
        if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
        else if (g_nvisionenabled[id]) set_user_gnvision(id, 0)
    }
   
    // Drop previous weapons
    drop_weapons(id, 1)
    drop_weapons(id, 2)
   
    // Strip off from weapons
    fm_strip_user_weapons(id)
    fm_give_item(id, "weapon_knife")
   
    // Set human attributes based on the mode
    if (survivor)
    {
        // Survivor
        g_survivor[id] = true
       
        // Set Health [0 = auto]
        if (get_pcvar_num(cvar_survhp) == 0)
        {
            if (get_pcvar_num(cvar_survbasehp) == 0)
                fm_set_user_health(id, get_pcvar_num(cvar_humanhp) * fnGetAlive())
            else
                fm_set_user_health(id, get_pcvar_num(cvar_survbasehp) * fnGetAlive())
        }
        else
            fm_set_user_health(id, get_pcvar_num(cvar_survhp))
       
        // Set gravity, if frozen set the restore gravity value instead
        if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_survgravity))
        else g_frozen_gravity[id] = get_pcvar_float(cvar_survgravity)
       
        // Set survivor maxspeed
        ExecuteHamB(Ham_Player_ResetMaxSpeed, id)
       
        // Give survivor his own weapon
        static survweapon[32]
        get_pcvar_string(cvar_survweapon, survweapon, charsmax(survweapon))
        fm_give_item(id, survweapon)
        ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[cs_weapon_name_to_id(survweapon)], AMMOTYPE[cs_weapon_name_to_id(survweapon)], MAXBPAMMO[cs_weapon_name_to_id(survweapon)])
       
        // Turn off his flashlight
        turn_off_flashlight(id)
       
        // Give the survivor a bright light
        if (get_pcvar_num(cvar_survaura)) set_pev(id, pev_effects, pev(id, pev_effects) | EF_BRIGHTLIGHT)
       
        // Survivor bots will also need nightvision to see in the dark
        if (g_isbot[id])
        {
            g_nvision[id] = true
            cs_set_user_nvg(id, 1)
        }
    }
    else
    {
        // Human taking an antidote
       
        // Set health
        fm_set_user_health(id, get_pcvar_num(cvar_humanhp))
       
        // Set gravity, if frozen set the restore gravity value instead
        if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))
        else g_frozen_gravity[id] = get_pcvar_float(cvar_humangravity)
       
        // Set human maxspeed
        ExecuteHamB(Ham_Player_ResetMaxSpeed, id)
       
        // Show custom buy menu?
        if (get_pcvar_num(cvar_buycustom))
            set_task(0.2, "show_menu_buy1", id+TASK_SPAWN)
       
        // Silent mode = no HUD messages, no antidote sound
        if (!silentmode)
        {
            // Antidote sound
            static sound[64]
            ArrayGetString(sound_antidote, random_num(0, ArraySize(sound_antidote) - 1), sound, charsmax(sound))
            emit_sound(id, CHAN_ITEM, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
           
            // Show Antidote HUD notice
            set_hudmessage(0, 0, 255, HUD_INFECT_X, HUD_INFECT_Y, 0, 0.0, 5.0, 1.0, 1.0, -1)
            ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_ANTIDOTE", g_playername[id])
        }
    }
   
    // Switch to CT
    if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
    {
        remove_task(id+TASK_TEAM)
        fm_cs_set_user_team(id, FM_CS_TEAM_CT)
        fm_user_team_update(id)
    }
   
    // Custom models stuff
    static currentmodel[32], tempmodel[32], already_has_model, i, iRand, size
    already_has_model = false
   
    if (g_handle_models_on_separate_ent)
    {
        // Set the right model
        if (g_survivor[id])
        {
            iRand = random_num(0, ArraySize(model_survivor) - 1)
            ArrayGetString(model_survivor, iRand, g_playermodel[id], charsmax(g_playermodel[]))
            if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_survivor, iRand))
        }
        else
        {
            if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
            {
                iRand = random_num(0, ArraySize(model_admin_human) - 1)
                ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
            }
            else
            {
                iRand = random_num(0, ArraySize(model_human) - 1)
                ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
            }
        }
       
        // Set model on player model entity
        fm_set_playermodel_ent(id)
       
        // Set survivor glow / remove glow on player model entity, unless frozen
        if (!g_frozen[id])
        {
            if (g_survivor[id] && get_pcvar_num(cvar_survglow))
                fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 25)
            else
                fm_set_rendering(g_ent_playermodel[id])
        }
    }
    else
    {
        // Get current model for comparing it with the current one
        fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
       
        // Set the right model, after checking that we don't already have it
        if (g_survivor[id])
        {
            size = ArraySize(model_survivor)
            for (i = 0; i < size; i++)
            {
                ArrayGetString(model_survivor, i, tempmodel, charsmax(tempmodel))
                if (equal(currentmodel, tempmodel)) already_has_model = true
            }
           
            if (!already_has_model)
            {
                iRand = random_num(0, size - 1)
                ArrayGetString(model_survivor, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_survivor, iRand))
            }
        }
        else
        {
            if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
            {
                size = ArraySize(model_admin_human)
                for (i = 0; i < size; i++)
                {
                    ArrayGetString(model_admin_human, i, tempmodel, charsmax(tempmodel))
                    if (equal(currentmodel, tempmodel)) already_has_model = true
                }
               
                if (!already_has_model)
                {
                    iRand = random_num(0, size - 1)
                    ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                    if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
                }
            }
            else
            {
                size = ArraySize(model_human)
                for (i = 0; i < size; i++)
                {
                    ArrayGetString(model_human, i, tempmodel, charsmax(tempmodel))
                    if (equal(currentmodel, tempmodel)) already_has_model = true
                }
               
                if (!already_has_model)
                {
                    iRand = random_num(0, size - 1)
                    ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                    if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
                }
            }
        }
       
        // Need to change the model?
        if (!already_has_model)
        {
            // An additional delay is offset at round start
            // since SVC_BAD is more likely to be triggered there
            if (g_newround)
                set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
            else
                fm_user_model_update(id+TASK_MODEL)
        }
       
        // Set survivor glow / remove glow, unless frozen
        if (!g_frozen[id])
        {
            if (g_survivor[id] && get_pcvar_num(cvar_survglow))
                fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 25)
            else
                fm_set_rendering(id)
        }
    }
   
    // Restore FOV?
    if (get_pcvar_num(cvar_zombiefov) != 90 && get_pcvar_num(cvar_zombiefov) != 0)
    {
        message_begin(MSG_ONE, g_msgSetFOV, _, id)
        write_byte(90) // angle
        message_end()
    }
   
    // Disable nightvision when turning into human/survivor (bugfix)
    if (g_nvision[id])
    {
        if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
        else if (g_nvisionenabled[id]) set_user_gnvision(id, 0)
        g_nvision[id] = false
        g_nvisionenabled[id] = false
    }
   
    // Post user humanize forward
    ExecuteForward(g_fwUserHumanized_post, g_fwDummyResult, id, survivor)
   
    // Last Zombie Check
    fnCheckLastZombie()
}

/*================================================================================
 [Other Functions and Tasks]
=================================================================================*/

public cache_cvars()
{
    g_cached_zombiesilent = get_pcvar_num(cvar_zombiesilent)
    g_cached_customflash = get_pcvar_num(cvar_customflash)
    g_cached_leapzombies = get_pcvar_num(cvar_leapzombies)
    g_cached_leapzombiescooldown = get_pcvar_float(cvar_leapzombiescooldown)
    g_cached_leapnemesis = get_pcvar_num(cvar_leapnemesis)
    g_cached_leapnemesiscooldown = get_pcvar_float(cvar_leapnemesiscooldown)
    g_cached_leapsurvivor = get_pcvar_num(cvar_leapsurvivor)
    g_cached_leapsurvivorcooldown = get_pcvar_float(cvar_leapsurvivorcooldown)
    g_cached_buytime = get_pcvar_float(cvar_buyzonetime)
}

load_customization_from_files()
{
    // Build customization file path
    new path[64]
    get_configsdir(path, charsmax(path))
    format(path, charsmax(path), "%s/%s", path, ZP_CUSTOMIZATION_FILE)
   
    // File not present
    if (!file_exists(path))
    {
        new error[100]
        formatex(error, charsmax(error), "Cannot load customization file %s!", path)
        set_fail_state(error)
        return;
    }
   
    // Set up some vars to hold parsing info
    new linedata[1024], key[64], value[960], section, teams
   
    // Open customization file for reading
    new file = fopen(path, "rt")
   
    while (file && !feof(file))
    {
        // Read one line at a time
        fgets(file, linedata, charsmax(linedata))
       
        // Replace newlines with a null character to prevent headaches
        replace(linedata, charsmax(linedata), "^n", "")
       
        // Blank line or comment
        if (!linedata[0] || linedata[0] == ';') continue;
       
        // New section starting
        if (linedata[0] == '[')
        {
            section++
            continue;
        }
       
        // Get key and value(s)
        strtok(linedata, key, charsmax(key), value, charsmax(value), '=')
       
        // Trim spaces
        trim(key)
        trim(value)
       
        switch (section)
        {
            case SECTION_ACCESS_FLAGS:
            {
                if (equal(key, "ENABLE/DISABLE MOD"))
                    g_access_flag[ACCESS_ENABLE_MOD] = read_flags(value)
                else if (equal(key, "ADMIN MENU"))
                    g_access_flag[ACCESS_ADMIN_MENU] = read_flags(value)
                else if (equal(key, "START MODE INFECTION"))
                    g_access_flag[ACCESS_MODE_INFECTION] = read_flags(value)
                else if (equal(key, "START MODE NEMESIS"))
                    g_access_flag[ACCESS_MODE_NEMESIS] = read_flags(value)
                else if (equal(key, "START MODE SURVIVOR"))
                    g_access_flag[ACCESS_MODE_SURVIVOR] = read_flags(value)
                else if (equal(key, "START MODE SWARM"))
                    g_access_flag[ACCESS_MODE_SWARM] = read_flags(value)
                else if (equal(key, "START MODE MULTI"))
                    g_access_flag[ACCESS_MODE_MULTI] = read_flags(value)
                else if (equal(key, "START MODE PLAGUE"))
                    g_access_flag[ACCESS_MODE_PLAGUE] = read_flags(value)
                else if (equal(key, "MAKE ZOMBIE"))
                    g_access_flag[ACCESS_MAKE_ZOMBIE] = read_flags(value)
                else if (equal(key, "MAKE HUMAN"))
                    g_access_flag[ACCESS_MAKE_HUMAN] = read_flags(value)
                else if (equal(key, "MAKE NEMESIS"))
                    g_access_flag[ACCESS_MAKE_NEMESIS] = read_flags(value)
                else if (equal(key, "MAKE SURVIVOR"))
                    g_access_flag[ACCESS_MAKE_SURVIVOR] = read_flags(value)
                else if (equal(key, "RESPAWN PLAYERS"))
                    g_access_flag[ACCESS_RESPAWN_PLAYERS] = read_flags(value)
                else if (equal(key, "ADMIN MODELS"))
                    g_access_flag[ACCESS_ADMIN_MODELS] = read_flags(value)
            }
            case SECTION_PLAYER_MODELS:
            {
                if (equal(key, "HUMAN"))
                {
                    // Parse models
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to models array
                        ArrayPushString(model_human, key)
                    }
                }
                else if (equal(key, "NEMESIS"))
                {
                    // Parse models
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to models array
                        ArrayPushString(model_nemesis, key)
                    }
                }
                else if (equal(key, "SURVIVOR"))
                {
                    // Parse models
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to models array
                        ArrayPushString(model_survivor, key)
                    }
                }
                else if (equal(key, "ADMIN ZOMBIE"))
                {
                    // Parse models
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to models array
                        ArrayPushString(model_admin_zombie, key)
                    }
                }
                else if (equal(key, "ADMIN HUMAN"))
                {
                    // Parse models
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to models array
                        ArrayPushString(model_admin_human, key)
                    }
                }
                else if (equal(key, "FORCE CONSISTENCY"))
                    g_force_consistency = str_to_num(value)
                else if (equal(key, "SAME MODELS FOR ALL"))
                    g_same_models_for_all = str_to_num(value)
                else if (g_same_models_for_all && equal(key, "ZOMBIE"))
                {
                    // Parse models
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to models array
                        ArrayPushString(g_zclass_playermodel, key)
                       
                        // Precache model and retrieve its modelindex
                        formatex(linedata, charsmax(linedata), "models/player/%s/%s.mdl", key, key)
                        ArrayPushCell(g_zclass_modelindex, engfunc(EngFunc_PrecacheModel, linedata))
                        if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, linedata)
                        if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, linedata)
                        // Precache modelT.mdl files too
                        copy(linedata[strlen(linedata)-4], charsmax(linedata) - (strlen(linedata)-4), "T.mdl")
                        if (file_exists(linedata)) engfunc(EngFunc_PrecacheModel, linedata)
                    }
                }
            }
            case SECTION_WEAPON_MODELS:
            {
                if (equal(key, "V_KNIFE HUMAN"))
                    copy(model_vknife_human, charsmax(model_vknife_human), value)
                else if (equal(key, "V_KNIFE NEMESIS"))
                    copy(model_vknife_nemesis, charsmax(model_vknife_nemesis), value)
                else if (equal(key, "V_M249 SURVIVOR")) // backwards compatibility with old configs
                    copy(model_vweapon_survivor, charsmax(model_vweapon_survivor), value)
                else if (equal(key, "V_WEAPON SURVIVOR"))
                    copy(model_vweapon_survivor, charsmax(model_vweapon_survivor), value)
                else if (equal(key, "GRENADE INFECT"))
                    copy(model_grenade_infect, charsmax(model_grenade_infect), value)
                else if (equal(key, "GRENADE FIRE"))
                    copy(model_grenade_fire, charsmax(model_grenade_fire), value)
                else if (equal(key, "GRENADE FROST"))
                    copy(model_grenade_frost, charsmax(model_grenade_frost), value)
                else if (equal(key, "GRENADE FLARE"))
                    copy(model_grenade_flare, charsmax(model_grenade_flare), value)
                else if (equal(key, "V_KNIFE ADMIN HUMAN"))
                    copy(model_vknife_admin_human, charsmax(model_vknife_admin_human), value)
                else if (equal(key, "V_KNIFE ADMIN ZOMBIE"))
                    copy(model_vknife_admin_zombie, charsmax(model_vknife_admin_zombie), value)
            }
            case SECTION_GRENADE_SPRITES:
            {
                if (equal(key, "TRAIL"))
                    copy(sprite_grenade_trail, charsmax(sprite_grenade_trail), value)
                else if (equal(key, "RING"))
                    copy(sprite_grenade_ring, charsmax(sprite_grenade_ring), value)
                else if (equal(key, "FIRE"))
                    copy(sprite_grenade_fire, charsmax(sprite_grenade_fire), value)
                else if (equal(key, "SMOKE"))
                    copy(sprite_grenade_smoke, charsmax(sprite_grenade_smoke), value)
                else if (equal(key, "GLASS"))
                    copy(sprite_grenade_glass, charsmax(sprite_grenade_glass), value)
            }
            case SECTION_SOUNDS:
            {
                if (equal(key, "WIN ZOMBIES"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_win_zombies, key)
                        ArrayPushCell(sound_win_zombies_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                    }
                }
                else if (equal(key, "WIN HUMANS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_win_humans, key)
                        ArrayPushCell(sound_win_humans_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                    }
                }
                else if (equal(key, "WIN NO ONE"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_win_no_one, key)
                        ArrayPushCell(sound_win_no_one_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                    }
                }
                else if (equal(key, "ZOMBIE INFECT"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(zombie_infect, key)
                    }
                }
                else if (equal(key, "ZOMBIE PAIN"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(zombie_pain, key)
                    }
                }
                else if (equal(key, "NEMESIS PAIN"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(nemesis_pain, key)
                    }
                }
                else if (equal(key, "ZOMBIE DIE"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(zombie_die, key)
                    }
                }
                else if (equal(key, "ZOMBIE FALL"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(zombie_fall, key)
                    }
                }
                else if (equal(key, "ZOMBIE MISS SLASH"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(zombie_miss_slash, key)
                    }
                }
                else if (equal(key, "ZOMBIE MISS WALL"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(zombie_miss_wall, key)
                    }
                }
                else if (equal(key, "ZOMBIE HIT NORMAL"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(zombie_hit_normal, key)
                    }
                }
                else if (equal(key, "ZOMBIE HIT STAB"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(zombie_hit_stab, key)
                    }
                }
                else if (equal(key, "ZOMBIE IDLE"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(zombie_idle, key)
                    }
                }
                else if (equal(key, "ZOMBIE IDLE LAST"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(zombie_idle_last, key)
                    }
                }
                else if (equal(key, "ZOMBIE MADNESS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(zombie_madness, key)
                    }
                }
                else if (equal(key, "ROUND NEMESIS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_nemesis, key)
                    }
                }
                else if (equal(key, "ROUND SURVIVOR"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_survivor, key)
                    }
                }
                else if (equal(key, "ROUND SWARM"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_swarm, key)
                    }
                }
                else if (equal(key, "ROUND MULTI"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_multi, key)
                    }
                }
                else if (equal(key, "ROUND PLAGUE"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_plague, key)
                    }
                }
                else if (equal(key, "GRENADE INFECT EXPLODE"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(grenade_infect, key)
                    }
                }
                else if (equal(key, "GRENADE INFECT PLAYER"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(grenade_infect_player, key)
                    }
                }
                else if (equal(key, "GRENADE FIRE EXPLODE"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(grenade_fire, key)
                    }
                }
                else if (equal(key, "GRENADE FIRE PLAYER"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(grenade_fire_player, key)
                    }
                }
                else if (equal(key, "GRENADE FROST EXPLODE"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(grenade_frost, key)
                    }
                }
                else if (equal(key, "GRENADE FROST PLAYER"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(grenade_frost_player, key)
                    }
                }
                else if (equal(key, "GRENADE FROST BREAK"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(grenade_frost_break, key)
                    }
                }
                else if (equal(key, "GRENADE FLARE"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(grenade_flare, key)
                    }
                }
                else if (equal(key, "ANTIDOTE"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_antidote, key)
                    }
                }
                else if (equal(key, "THUNDER"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_thunder, key)
                    }
                }
            }
            case SECTION_AMBIENCE_SOUNDS:
            {
                if (equal(key, "INFECTION ENABLE"))
                    g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] = str_to_num(value)
                else if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && equal(key, "INFECTION SOUNDS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_ambience1, key)
                        ArrayPushCell(sound_ambience1_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                    }
                }
                else if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && equal(key, "INFECTION DURATIONS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushCell(sound_ambience1_duration, str_to_num(key))
                    }
                }
                else if (equal(key, "NEMESIS ENABLE"))
                    g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] = str_to_num(value)
                else if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && equal(key, "NEMESIS SOUNDS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_ambience2, key)
                        ArrayPushCell(sound_ambience2_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                    }
                }
                else if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && equal(key, "NEMESIS DURATIONS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushCell(sound_ambience2_duration, str_to_num(key))
                    }
                }
                else if (equal(key, "SURVIVOR ENABLE"))
                    g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] = str_to_num(value)
                else if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && equal(key, "SURVIVOR SOUNDS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_ambience3, key)
                        ArrayPushCell(sound_ambience3_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                    }
                }
                else if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && equal(key, "SURVIVOR DURATIONS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushCell(sound_ambience3_duration, str_to_num(key))
                    }
                }
                else if (equal(key, "SWARM ENABLE"))
                    g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] = str_to_num(value)
                else if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && equal(key, "SWARM SOUNDS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_ambience4, key)
                        ArrayPushCell(sound_ambience4_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                    }
                }
                else if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && equal(key, "SWARM DURATIONS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushCell(sound_ambience4_duration, str_to_num(key))
                    }
                }
                else if (equal(key, "PLAGUE ENABLE"))
                    g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] = str_to_num(value)
                else if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && equal(key, "PLAGUE SOUNDS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushString(sound_ambience5, key)
                        ArrayPushCell(sound_ambience5_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                    }
                }
                else if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && equal(key, "PLAGUE DURATIONS"))
                {
                    // Parse sounds
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to sounds array
                        ArrayPushCell(sound_ambience5_duration, str_to_num(key))
                    }
                }
            }
            case SECTION_BUY_MENU_WEAPONS:
            {
                if (equal(key, "PRIMARY"))
                {
                    // Parse weapons
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to weapons array
                        ArrayPushString(g_primary_items, key)
                        ArrayPushCell(g_primary_weaponids, cs_weapon_name_to_id(key))
                    }
                }
                else if (equal(key, "SECONDARY"))
                {
                    // Parse weapons
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to weapons array
                        ArrayPushString(g_secondary_items, key)
                        ArrayPushCell(g_secondary_weaponids, cs_weapon_name_to_id(key))
                    }
                }
                else if (equal(key, "ADDITIONAL ITEMS"))
                {
                    // Parse weapons
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to weapons array
                        ArrayPushString(g_additional_items, key)
                    }
                }
            }
            case SECTION_EXTRA_ITEMS_WEAPONS:
            {
                if (equal(key, "NAMES"))
                {
                    // Parse weapon items
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to weapons array
                        ArrayPushString(g_extraweapon_names, key)
                    }
                }
                else if (equal(key, "ITEMS"))
                {
                    // Parse weapon items
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to weapons array
                        ArrayPushString(g_extraweapon_items, key)
                    }
                }
                else if (equal(key, "COSTS"))
                {
                    // Parse weapon items
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to weapons array
                        ArrayPushCell(g_extraweapon_costs, str_to_num(key))
                    }
                }
            }
            case SECTION_HARD_CODED_ITEMS_COSTS:
            {
                if (equal(key, "NIGHT VISION"))
                    g_extra_costs2[EXTRA_NVISION] = str_to_num(value)
                else if (equal(key, "ANTIDOTE"))
                    g_extra_costs2[EXTRA_ANTIDOTE] = str_to_num(value)
                else if (equal(key, "ZOMBIE MADNESS"))
                    g_extra_costs2[EXTRA_MADNESS] = str_to_num(value)
                else if (equal(key, "INFECTION BOMB"))
                    g_extra_costs2[EXTRA_INFBOMB] = str_to_num(value)
            }
            case SECTION_WEATHER_EFFECTS:
            {
                if (equal(key, "RAIN"))
                    g_ambience_rain = str_to_num(value)
                else if (equal(key, "SNOW"))
                    g_ambience_snow = str_to_num(value)
                else if (equal(key, "FOG"))
                    g_ambience_fog = str_to_num(value)
                else if (equal(key, "FOG DENSITY"))
                    copy(g_fog_density, charsmax(g_fog_density), value)
                else if (equal(key, "FOG COLOR"))
                    copy(g_fog_color, charsmax(g_fog_color), value)
            }
            case SECTION_SKY:
            {
                if (equal(key, "ENABLE"))
                    g_sky_enable = str_to_num(value)
                else if (equal(key, "SKY NAMES"))
                {
                    // Parse sky names
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to skies array
                        ArrayPushString(g_sky_names, key)
                       
                        // Preache custom sky files
                        formatex(linedata, charsmax(linedata), "gfx/env/%sbk.tga", key)
                        engfunc(EngFunc_PrecacheGeneric, linedata)
                        formatex(linedata, charsmax(linedata), "gfx/env/%sdn.tga", key)
                        engfunc(EngFunc_PrecacheGeneric, linedata)
                        formatex(linedata, charsmax(linedata), "gfx/env/%sft.tga", key)
                        engfunc(EngFunc_PrecacheGeneric, linedata)
                        formatex(linedata, charsmax(linedata), "gfx/env/%slf.tga", key)
                        engfunc(EngFunc_PrecacheGeneric, linedata)
                        formatex(linedata, charsmax(linedata), "gfx/env/%srt.tga", key)
                        engfunc(EngFunc_PrecacheGeneric, linedata)
                        formatex(linedata, charsmax(linedata), "gfx/env/%sup.tga", key)
                        engfunc(EngFunc_PrecacheGeneric, linedata)
                    }
                }
            }
            case SECTION_LIGHTNING:
            {
                if (equal(key, "LIGHTS"))
                {
                    // Parse lights
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to lightning array
                        ArrayPushString(lights_thunder, key)
                    }
                }
            }
            case SECTION_ZOMBIE_DECALS:
            {
                if (equal(key, "DECALS"))
                {
                    // Parse decals
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to zombie decals array
                        ArrayPushCell(zombie_decals, str_to_num(key))
                    }
                }
            }
            case SECTION_KNOCKBACK:
            {
                // Format weapon entity name
                strtolower(key)
                format(key, charsmax(key), "weapon_%s", key)
               
                // Add value to knockback power array
                kb_weapon_power[cs_weapon_name_to_id(key)] = str_to_float(value)
            }
            case SECTION_OBJECTIVE_ENTS:
            {
                if (equal(key, "CLASSNAMES"))
                {
                    // Parse classnames
                    while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                    {
                        // Trim spaces
                        trim(key)
                        trim(value)
                       
                        // Add to objective ents array
                        ArrayPushString(g_objective_ents, key)
                    }
                }
            }
            case SECTION_SVC_BAD:
            {
                if (equal(key, "MODELCHANGE DELAY"))
                    g_modelchange_delay = str_to_float(value)
                else if (equal(key, "HANDLE MODELS ON SEPARATE ENT"))
                    g_handle_models_on_separate_ent = str_to_num(value)
                else if (equal(key, "SET MODELINDEX OFFSET"))
                    g_set_modelindex_offset = str_to_num(value)
            }
        }
    }
    if (file) fclose(file)
   
    // Build zombie classes file path
    get_configsdir(path, charsmax(path))
    format(path, charsmax(path), "%s/%s", path, ZP_ZOMBIECLASSES_FILE)
   
    // Parse if present
    if (file_exists(path))
    {
        // Open zombie classes file for reading
        file = fopen(path, "rt")
       
        while (file && !feof(file))
        {
            // Read one line at a time
            fgets(file, linedata, charsmax(linedata))
           
            // Replace newlines with a null character to prevent headaches
            replace(linedata, charsmax(linedata), "^n", "")
           
            // Blank line or comment
            if (!linedata[0] || linedata[0] == ';') continue;
           
            // New class starting
            if (linedata[0] == '[')
            {
                // Remove first and last characters (braces)
                linedata[strlen(linedata) - 1] = 0
                copy(linedata, charsmax(linedata), linedata[1])
               
                // Store its real name for future reference
                ArrayPushString(g_zclass2_realname, linedata)
                continue;
            }
           
            // Get key and value(s)
            strtok(linedata, key, charsmax(key), value, charsmax(value), '=')
           
            // Trim spaces
            trim(key)
            trim(value)
           
            if (equal(key, "NAME"))
                ArrayPushString(g_zclass2_name, value)
            else if (equal(key, "INFO"))
                ArrayPushString(g_zclass2_info, value)
            else if (equal(key, "MODELS"))
            {
                // Set models start index
                ArrayPushCell(g_zclass2_modelsstart, ArraySize(g_zclass2_playermodel))
               
                // Parse class models
                while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                {
                    // Trim spaces
                    trim(key)
                    trim(value)
                   
                    // Add to class models array
                    ArrayPushString(g_zclass2_playermodel, key)
                    ArrayPushCell(g_zclass2_modelindex, -1)
                }
               
                // Set models end index
                ArrayPushCell(g_zclass2_modelsend, ArraySize(g_zclass2_playermodel))
            }
            else if (equal(key, "CLAWMODEL"))
                ArrayPushString(g_zclass2_clawmodel, value)
            else if (equal(key, "HEALTH"))
                ArrayPushCell(g_zclass2_hp, str_to_num(value))
            else if (equal(key, "SPEED"))
                ArrayPushCell(g_zclass2_spd, str_to_num(value))
            else if (equal(key, "GRAVITY"))
                ArrayPushCell(g_zclass2_grav, str_to_float(value))
            else if (equal(key, "KNOCKBACK"))
                ArrayPushCell(g_zclass2_kb, str_to_float(value))
        }
        if (file) fclose(file)
    }
   
    // Build extra items file path
    get_configsdir(path, charsmax(path))
    format(path, charsmax(path), "%s/%s", path, ZP_EXTRAITEMS_FILE)
   
    // Parse if present
    if (file_exists(path))
    {
        // Open extra items file for reading
        file = fopen(path, "rt")
       
        while (file && !feof(file))
        {
            // Read one line at a time
            fgets(file, linedata, charsmax(linedata))
           
            // Replace newlines with a null character to prevent headaches
            replace(linedata, charsmax(linedata), "^n", "")
           
            // Blank line or comment
            if (!linedata[0] || linedata[0] == ';') continue;
           
            // New item starting
            if (linedata[0] == '[')
            {
                // Remove first and last characters (braces)
                linedata[strlen(linedata) - 1] = 0
                copy(linedata, charsmax(linedata), linedata[1])
               
                // Store its real name for future reference
                ArrayPushString(g_extraitem2_realname, linedata)
                continue;
            }
           
            // Get key and value(s)
            strtok(linedata, key, charsmax(key), value, charsmax(value), '=')
           
            // Trim spaces
            trim(key)
            trim(value)
           
            if (equal(key, "NAME"))
                ArrayPushString(g_extraitem2_name, value)
            else if (equal(key, "COST"))
                ArrayPushCell(g_extraitem2_cost, str_to_num(value))
            else if (equal(key, "TEAMS"))
            {
                // Clear teams bitsum
                teams = 0
               
                // Parse teams
                while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                {
                    // Trim spaces
                    trim(key)
                    trim(value)
                   
                    if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_ZOMBIE]))
                        teams |= ZP_TEAM_ZOMBIE
                    else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_HUMAN]))
                        teams |= ZP_TEAM_HUMAN
                    else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_NEMESIS]))
                        teams |= ZP_TEAM_NEMESIS
                    else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_SURVIVOR]))
                        teams |= ZP_TEAM_SURVIVOR
                }
               
                // Add to teams array
                ArrayPushCell(g_extraitem2_team, teams)
            }
        }
        if (file) fclose(file)
    }
}

save_customization()
{
    new i, k, buffer[512]
   
    // Build zombie classes file path
    new path[64]
    get_configsdir(path, charsmax(path))
    format(path, charsmax(path), "%s/%s", path, ZP_ZOMBIECLASSES_FILE)
   
    // Open zombie classes file for appending data
    new file = fopen(path, "at"), size = ArraySize(g_zclass_name)
   
    // Add any new zombie classes data at the end if needed
    for (i = 0; i < size; i++)
    {
        if (ArrayGetCell(g_zclass_new, i))
        {
            // Add real name
            ArrayGetString(g_zclass_name, i, buffer, charsmax(buffer))
            format(buffer, charsmax(buffer), "^n[%s]", buffer)
            fputs(file, buffer)
           
            // Add caption
            ArrayGetString(g_zclass_name, i, buffer, charsmax(buffer))
            format(buffer, charsmax(buffer), "^nNAME = %s", buffer)
            fputs(file, buffer)
           
            // Add info
            ArrayGetString(g_zclass_info, i, buffer, charsmax(buffer))
            format(buffer, charsmax(buffer), "^nINFO = %s", buffer)
            fputs(file, buffer)
           
            // Add models
            for (k = ArrayGetCell(g_zclass_modelsstart, i); k < ArrayGetCell(g_zclass_modelsend, i); k++)
            {
                if (k == ArrayGetCell(g_zclass_modelsstart, i))
                {
                    // First model, overwrite buffer
                    ArrayGetString(g_zclass_playermodel, k, buffer, charsmax(buffer))
                }
                else
                {
                    // Successive models, append to buffer
                    ArrayGetString(g_zclass_playermodel, k, path, charsmax(path))
                    format(buffer, charsmax(buffer), "%s , %s", buffer, path)
                }
            }
            format(buffer, charsmax(buffer), "^nMODELS = %s", buffer)
            fputs(file, buffer)
           
            // Add clawmodel
            ArrayGetString(g_zclass_clawmodel, i, buffer, charsmax(buffer))
            format(buffer, charsmax(buffer), "^nCLAWMODEL = %s", buffer)
            fputs(file, buffer)
           
            // Add health
            formatex(buffer, charsmax(buffer), "^nHEALTH = %d", ArrayGetCell(g_zclass_hp, i))
            fputs(file, buffer)
           
            // Add speed
            formatex(buffer, charsmax(buffer), "^nSPEED = %d", ArrayGetCell(g_zclass_spd, i))
            fputs(file, buffer)
           
            // Add gravity
            formatex(buffer, charsmax(buffer), "^nGRAVITY = %.2f", Float:ArrayGetCell(g_zclass_grav, i))
            fputs(file, buffer)
           
            // Add knockback
            formatex(buffer, charsmax(buffer), "^nKNOCKBACK = %.2f^n", Float:ArrayGetCell(g_zclass_kb, i))
            fputs(file, buffer)
        }
    }
    fclose(file)
   
    // Build extra items file path
    get_configsdir(path, charsmax(path))
    format(path, charsmax(path), "%s/%s", path, ZP_EXTRAITEMS_FILE)
   
    // Open extra items file for appending data
    file = fopen(path, "at")
    size = ArraySize(g_extraitem_name)
   
    // Add any new extra items data at the end if needed
    for (i = EXTRAS_CUSTOM_STARTID; i < size; i++)
    {
        if (ArrayGetCell(g_extraitem_new, i))
        {
            // Add real name
            ArrayGetString(g_extraitem_name, i, buffer, charsmax(buffer))
            format(buffer, charsmax(buffer), "^n[%s]", buffer)
            fputs(file, buffer)
           
            // Add caption
            ArrayGetString(g_extraitem_name, i, buffer, charsmax(buffer))
            format(buffer, charsmax(buffer), "^nNAME = %s", buffer)
            fputs(file, buffer)
           
            // Add cost
            formatex(buffer, charsmax(buffer), "^nCOST = %d", ArrayGetCell(g_extraitem_cost, i))
            fputs(file, buffer)
           
            // Add team
            formatex(buffer, charsmax(buffer), "^nTEAMS = %s^n", ZP_TEAM_NAMES[ArrayGetCell(g_extraitem_team, i)])
            fputs(file, buffer)
        }
    }
    fclose(file)
   
    // Free arrays containing class/item overrides
    ArrayDestroy(g_zclass2_realname)
    ArrayDestroy(g_zclass2_name)
    ArrayDestroy(g_zclass2_info)
    ArrayDestroy(g_zclass2_modelsstart)
    ArrayDestroy(g_zclass2_modelsend)
    ArrayDestroy(g_zclass2_playermodel)
    ArrayDestroy(g_zclass2_modelindex)
    ArrayDestroy(g_zclass2_clawmodel)
    ArrayDestroy(g_zclass2_hp)
    ArrayDestroy(g_zclass2_spd)
    ArrayDestroy(g_zclass2_grav)
    ArrayDestroy(g_zclass2_kb)
    ArrayDestroy(g_zclass_new)
    ArrayDestroy(g_extraitem2_realname)
    ArrayDestroy(g_extraitem2_name)
    ArrayDestroy(g_extraitem2_cost)
    ArrayDestroy(g_extraitem2_team)
    ArrayDestroy(g_extraitem_new)
}

// Register Ham Forwards for CZ bots
public register_ham_czbots(id)
{
    // Make sure it's a CZ bot and it's still connected
    if (g_hamczbots || !g_isconnected[id] || !get_pcvar_num(cvar_botquota))
        return;
   
    RegisterHamFromEntity(Ham_Spawn, id, "fw_PlayerSpawn_Post", 1)
    RegisterHamFromEntity(Ham_Killed, id, "fw_PlayerKilled")
    RegisterHamFromEntity(Ham_Killed, id, "fw_PlayerKilled_Post", 1)
    RegisterHamFromEntity(Ham_TakeDamage, id, "fw_TakeDamage")
    RegisterHamFromEntity(Ham_TakeDamage, id, "fw_TakeDamage_Post", 1)
    RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack")
    RegisterHamFromEntity(Ham_Player_ResetMaxSpeed, id, "fw_ResetMaxSpeed_Post", 1)
   
    // Ham forwards for CZ bots succesfully registered
    g_hamczbots = true
   
    // If the bot has already spawned, call the forward manually for him
    if (is_user_alive(id)) fw_PlayerSpawn_Post(id)
}

// Disable minmodels task
public disable_minmodels(id)
{
    if (!g_isconnected[id]) return;
    client_cmd(id, "cl_minmodels 0")
}

// Bots automatically buy extra items
public bot_buy_extras(taskid)
{
    // Nemesis or Survivor bots have nothing to buy by default
    if (!g_isalive[ID_SPAWN] || g_survivor[ID_SPAWN] || g_nemesis[ID_SPAWN])
        return;
   
    if (!g_zombie[ID_SPAWN]) // human bots
    {
        // Attempt to buy Night Vision
        buy_extra_item(ID_SPAWN, EXTRA_NVISION)
       
        // Attempt to buy a weapon
        buy_extra_item(ID_SPAWN, random_num(EXTRA_WEAPONS_STARTID, EXTRAS_CUSTOM_STARTID-1))
    }
    else // zombie bots
    {
        // Attempt to buy an Antidote
        buy_extra_item(ID_SPAWN, EXTRA_ANTIDOTE)
    }
}

// Refill BP Ammo Task
public refill_bpammo(const args[], id)
{
    // Player died or turned into a zombie
    if (!g_isalive[id] || g_zombie[id])
        return;
   
    set_msg_block(g_msgAmmoPickup, BLOCK_ONCE)
    ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[REFILL_WEAPONID], AMMOTYPE[REFILL_WEAPONID], MAXBPAMMO[REFILL_WEAPONID])
}

// Balance Teams Task
balance_teams()
{
    // Get amount of users playing
    static iPlayersnum
    iPlayersnum = fnGetPlaying()
   
    // No players, don't bother
    if (iPlayersnum < 1) return;
   
    // Split players evenly
    static iTerrors, iMaxTerrors, id, team[33]
    iMaxTerrors = iPlayersnum/2
    iTerrors = 0
   
    // First, set everyone to CT
    for (id = 1; id <= g_maxplayers; id++)
    {
        // Skip if not connected
        if (!g_isconnected[id])
            continue;
       
        team[id] = fm_cs_get_user_team(id)
       
        // Skip if not playing
        if (team[id] == FM_CS_TEAM_SPECTATOR || team[id] == FM_CS_TEAM_UNASSIGNED)
            continue;
       
        // Set team
        remove_task(id+TASK_TEAM)
        fm_cs_set_user_team(id, FM_CS_TEAM_CT)
        team[id] = FM_CS_TEAM_CT
    }
   
    // Then randomly set half of the players to Terrorists
    while (iTerrors < iMaxTerrors)
    {
        // Keep looping through all players
        if (++id > g_maxplayers) id = 1
       
        // Skip if not connected
        if (!g_isconnected[id])
            continue;
       
        // Skip if not playing or already a Terrorist
        if (team[id] != FM_CS_TEAM_CT)
            continue;
       
        // Random chance
        if (random_num(0, 1))
        {
            fm_cs_set_user_team(id, FM_CS_TEAM_T)
            team[id] = FM_CS_TEAM_T
            iTerrors++
        }
    }
}

// Welcome Message Task
public welcome_msg()
{
    // Show mod info
    zp_colored_print(0, "^x01**** ^x04%s^x01 ****", g_modname)
    zp_colored_print(0, "^x04[ZP]^x01 %L", LANG_PLAYER, "NOTICE_INFO1")
    if (!get_pcvar_num(cvar_infammo)) zp_colored_print(0, "^x04[ZP]^x01 %L", LANG_PLAYER, "NOTICE_INFO2")
   
    // Show T-virus HUD notice
    set_hudmessage(0, 125, 200, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
    ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_VIRUS_FREE")
}

// Respawn Player Task (deathmatch)
public respawn_player_task(taskid)
{
    // Already alive or round ended
    if (g_isalive[ID_SPAWN] || g_endround)
        return;
   
    // Get player's team
    static team
    team = fm_cs_get_user_team(ID_SPAWN)
   
    // Player moved to spectators
    if (team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED)
        return;
   
    // Respawn player automatically if allowed on current round
    if ((!g_survround || get_pcvar_num(cvar_allowrespawnsurv)) && (!g_swarmround || get_pcvar_num(cvar_allowrespawnswarm)) && (!g_nemround || get_pcvar_num(cvar_allowrespawnnem)) && (!g_plagueround || get_pcvar_num(cvar_allowrespawnplague)))
    {
        // Infection rounds = none of the above
        if (!get_pcvar_num(cvar_allowrespawninfection) && !g_survround && !g_nemround && !g_swarmround && !g_plagueround)
            return;
       
        // Respawn if only the last human is left? (ignore this setting on survivor rounds)
        if (!g_survround && !get_pcvar_num(cvar_respawnafterlast) && fnGetHumans() <= 1)
            return;
       
        // Respawn as zombie?
        if (get_pcvar_num(cvar_deathmatch) == 2 || (get_pcvar_num(cvar_deathmatch) == 3 && random_num(0, 1)) || (get_pcvar_num(cvar_deathmatch) == 4 && fnGetZombies() < fnGetAlive()/2))
            g_respawn_as_zombie[ID_SPAWN] = true
       
        // Override respawn as zombie setting on nemesis and survivor rounds
        if (g_survround) g_respawn_as_zombie[ID_SPAWN] = true
        else if (g_nemround) g_respawn_as_zombie[ID_SPAWN] = false
       
        respawn_player_manually(ID_SPAWN)
    }
}

// Respawn Player Check Task (if killed by worldspawn)
public respawn_player_check_task(taskid)
{
    // Successfully spawned or round ended
    if (g_isalive[ID_SPAWN] || g_endround)
        return;
   
    // Get player's team
    static team
    team = fm_cs_get_user_team(ID_SPAWN)
   
    // Player moved to spectators
    if (team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED)
        return;
   
    // If player was being spawned as a zombie, set the flag again
    if (g_zombie[ID_SPAWN]) g_respawn_as_zombie[ID_SPAWN] = true
    else g_respawn_as_zombie[ID_SPAWN] = false
   
    respawn_player_manually(ID_SPAWN)
}

// Respawn Player Manually (called after respawn checks are done)
respawn_player_manually(id)
{
    // Set proper team before respawning, so that the TeamInfo message that's sent doesn't confuse PODBots
    if (g_respawn_as_zombie[id])
        fm_cs_set_user_team(id, FM_CS_TEAM_T)
    else
        fm_cs_set_user_team(id, FM_CS_TEAM_CT)
   
    // Respawning a player has never been so easy
    ExecuteHamB(Ham_CS_RoundRespawn, id)
}

// Check Round Task -check that we still have both zombies and humans on a round-
check_round(leaving_player)
{
    // Round ended or make_a_zombie task still active
    if (g_endround || task_exists(TASK_MAKEZOMBIE))
        return;
   
    // Get alive players count
    static iPlayersnum, id
    iPlayersnum = fnGetAlive()
   
    // Last alive player, don't bother
    if (iPlayersnum < 2)
        return;
   
    // Last zombie disconnecting
    if (g_zombie[leaving_player] && fnGetZombies() == 1)
    {
        // Only one CT left, don't bother
        if (fnGetHumans() == 1 && fnGetCTs() == 1)
            return;
       
        // Pick a random one to take his place
        while ((id = fnGetRandomAlive(random_num(1, iPlayersnum))) == leaving_player ) { /* keep looping */ }
       
        // Show last zombie left notice
        zp_colored_print(0, "^x04[ZP]^x01 %L", LANG_PLAYER, "LAST_ZOMBIE_LEFT", g_playername[id])
       
        // Set player leaving flag
        g_lastplayerleaving = true
       
        // Turn into a Nemesis or just a zombie?
        if (g_nemesis[leaving_player])
            zombieme(id, 0, 1, 0, 0)
        else
            zombieme(id, 0, 0, 0, 0)
       
        // Remove player leaving flag
        g_lastplayerleaving = false
       
        // If Nemesis, set chosen player's health to that of the one who's leaving
        if (get_pcvar_num(cvar_keephealthondisconnect) && g_nemesis[leaving_player])
            fm_set_user_health(id, pev(leaving_player, pev_health))
    }
   
    // Last human disconnecting
    else if (!g_zombie[leaving_player] && fnGetHumans() == 1)
    {
        // Only one T left, don't bother
        if (fnGetZombies() == 1 && fnGetTs() == 1)
            return;
       
        // Pick a random one to take his place
        while ((id = fnGetRandomAlive(random_num(1, iPlayersnum))) == leaving_player ) { /* keep looping */ }
       
        // Show last human left notice
        zp_colored_print(0, "^x04[ZP]^x01 %L", LANG_PLAYER, "LAST_HUMAN_LEFT", g_playername[id])
       
        // Set player leaving flag
        g_lastplayerleaving = true
       
        // Turn into a Survivor or just a human?
        if (g_survivor[leaving_player])
            humanme(id, 1, 0)
        else
            humanme(id, 0, 0)
       
        // Remove player leaving flag
        g_lastplayerleaving = false
       
        // If Survivor, set chosen player's health to that of the one who's leaving
        if (get_pcvar_num(cvar_keephealthondisconnect) && g_survivor[leaving_player])
            fm_set_user_health(id, pev(leaving_player, pev_health))
    }
}

// Lighting Effects Task
public lighting_effects()
{
    // Cache some CVAR values at every 5 secs
    cache_cvars()
   
    // Get lighting style
    static lighting[2]
    get_pcvar_string(cvar_lighting, lighting, charsmax(lighting))
    strtolower(lighting)
   
    // Lighting disabled? ["0"]
    if (lighting[0] == '0')
        return;
   
    // Darkest light settings?
    if (lighting[0] >= 'a' && lighting[0] <= 'd')
    {
        static thunderclap_in_progress, Float:thunder
        thunderclap_in_progress = task_exists(TASK_THUNDER)
        thunder = get_pcvar_float(cvar_thunder)
       
        // Set thunderclap tasks if not existant
        if (thunder > 0.0 && !task_exists(TASK_THUNDER_PRE) && !thunderclap_in_progress)
        {
            g_lights_i = 0
            ArrayGetString(lights_thunder, random_num(0, ArraySize(lights_thunder) - 1), g_lights_cycle, charsmax(g_lights_cycle))
            g_lights_cycle_len = strlen(g_lights_cycle)
            set_task(thunder, "thunderclap", TASK_THUNDER_PRE)
        }
       
        // Set lighting only when no thunderclaps are going on
        if (!thunderclap_in_progress) engfunc(EngFunc_LightStyle, 0, lighting)
    }
    else
    {
        // Remove thunderclap tasks
        remove_task(TASK_THUNDER_PRE)
        remove_task(TASK_THUNDER)
       
        // Set lighting
        engfunc(EngFunc_LightStyle, 0, lighting)
    }
}

// Thunderclap task
public thunderclap()
{
    // Play thunder sound
    if (g_lights_i == 0)
    {
        static sound[64]
        ArrayGetString(sound_thunder, random_num(0, ArraySize(sound_thunder) - 1), sound, charsmax(sound))
        PlaySound(sound)
    }
   
    // Set lighting
    static light[2]
    light[0] = g_lights_cycle[g_lights_i]
    engfunc(EngFunc_LightStyle, 0, light)
   
    g_lights_i++
   
    // Lighting cycle end?
    if (g_lights_i >= g_lights_cycle_len)
    {
        remove_task(TASK_THUNDER)
        lighting_effects()
    }
    // Lighting cycle start?
    else if (!task_exists(TASK_THUNDER))
        set_task(0.1, "thunderclap", TASK_THUNDER, _, _, "b")
}

// Ambience Sound Effects Task
public ambience_sound_effects(taskid)
{
    // Play a random sound depending on the round
    static sound[64], iRand, duration
   
    if (g_nemround) // Nemesis Mode
    {
        iRand = random_num(0, ArraySize(sound_ambience2) - 1)
        ArrayGetString(sound_ambience2, iRand, sound, charsmax(sound))
        duration = ArrayGetCell(sound_ambience2_duration, iRand)
    }
    else if (g_survround) // Survivor Mode
    {
        iRand = random_num(0, ArraySize(sound_ambience3) - 1)
        ArrayGetString(sound_ambience3, iRand, sound, charsmax(sound))
        duration = ArrayGetCell(sound_ambience3_duration, iRand)
    }
    else if (g_swarmround) // Swarm Mode
    {
        iRand = random_num(0, ArraySize(sound_ambience4) - 1)
        ArrayGetString(sound_ambience4, iRand, sound, charsmax(sound))
        duration = ArrayGetCell(sound_ambience4_duration, iRand)
    }
    else if (g_plagueround) // Plague Mode
    {
        iRand = random_num(0, ArraySize(sound_ambience5) - 1)
        ArrayGetString(sound_ambience5, iRand, sound, charsmax(sound))
        duration = ArrayGetCell(sound_ambience5_duration, iRand)
    }
    else // Infection Mode
    {
        iRand = random_num(0, ArraySize(sound_ambience1) - 1)
        ArrayGetString(sound_ambience1, iRand, sound, charsmax(sound))
        duration = ArrayGetCell(sound_ambience1_duration, iRand)
    }
   
    // Play it on clients
    PlaySound(sound)
   
    // Set the task for when the sound is done playing
    set_task(float(duration), "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}

// Ambience Sounds Stop Task
ambience_sound_stop()
{
    client_cmd(0, "mp3 stop; stopsound")
}

// Flashlight Charge Task
public flashlight_charge(taskid)
{
    // Drain or charge?
    if (g_flashlight[ID_CHARGE])
        g_flashbattery[ID_CHARGE] -= get_pcvar_num(cvar_flashdrain)
    else
        g_flashbattery[ID_CHARGE] += get_pcvar_num(cvar_flashcharge)
   
    // Battery fully charged
    if (g_flashbattery[ID_CHARGE] >= 100)
    {
        // Don't exceed 100%
        g_flashbattery[ID_CHARGE] = 100
       
        // Update flashlight battery on HUD
        message_begin(MSG_ONE, g_msgFlashBat, _, ID_CHARGE)
        write_byte(100) // battery
        message_end()
       
        // Task not needed anymore
        remove_task(taskid);
        return;
    }
   
    // Battery depleted
    if (g_flashbattery[ID_CHARGE] <= 0)
    {
        // Turn it off
        g_flashlight[ID_CHARGE] = false
        g_flashbattery[ID_CHARGE] = 0
       
        // Play flashlight toggle sound
        emit_sound(ID_CHARGE, CHAN_ITEM, sound_flashlight, 1.0, ATTN_NORM, 0, PITCH_NORM)
       
        // Update flashlight status on HUD
        message_begin(MSG_ONE, g_msgFlashlight, _, ID_CHARGE)
        write_byte(0) // toggle
        write_byte(0) // battery
        message_end()
       
        // Remove flashlight task for this player
        remove_task(ID_CHARGE+TASK_FLASH)
    }
    else
    {
        // Update flashlight battery on HUD
        message_begin(MSG_ONE_UNRELIABLE, g_msgFlashBat, _, ID_CHARGE)
        write_byte(g_flashbattery[ID_CHARGE]) // battery
        message_end()
    }
}

// Remove Spawn Protection Task
public remove_spawn_protection(taskid)
{
    // Not alive
    if (!g_isalive[ID_SPAWN])
        return;
   
    // Remove spawn protection
    g_nodamage[ID_SPAWN] = false
    set_pev(ID_SPAWN, pev_effects, pev(ID_SPAWN, pev_effects) & ~EF_NODRAW)
}

// Hide Player's Money Task
public task_hide_money(taskid)
{
    // Not alive
    if (!g_isalive[ID_SPAWN])
        return;
   
    // Hide money
    message_begin(MSG_ONE, g_msgHideWeapon, _, ID_SPAWN)
    write_byte(HIDE_MONEY) // what to hide bitsum
    message_end()
   
    // Hide the HL crosshair that's drawn
    message_begin(MSG_ONE, g_msgCrosshair, _, ID_SPAWN)
    write_byte(0) // toggle
    message_end()
}

// Turn Off Flashlight and Restore Batteries
turn_off_flashlight(id)
{
    // Restore batteries for the next use
    fm_cs_set_user_batteries(id, 100)
   
    // Check if flashlight is on
    if (pev(id, pev_effects) & EF_DIMLIGHT)
    {
        // Turn it off
        set_pev(id, pev_impulse, IMPULSE_FLASHLIGHT)
    }
    else
    {
        // Clear any stored flashlight impulse (bugfix)
        set_pev(id, pev_impulse, 0)
    }
   
    // Turn off custom flashlight
    if (g_cached_customflash)
    {
        // Turn it off
        g_flashlight[id] = false
        g_flashbattery[id] = 100
       
        // Update flashlight HUD
        message_begin(MSG_ONE, g_msgFlashlight, _, id)
        write_byte(0) // toggle
        write_byte(100) // battery
        message_end()
       
        // Remove previous tasks
        remove_task(id+TASK_CHARGE)
        remove_task(id+TASK_FLASH)
    }
}

// Infection Bomb Explosion
infection_explode(ent)
{
    // Round ended (bugfix)
    if (g_endround) return;
   
    // Get origin
    static Float:originF[3]
    pev(ent, pev_origin, originF)
   
    // Make the explosion
    create_blast(originF)
   
    // Infection nade explode sound
    static sound[64]
    ArrayGetString(grenade_infect, random_num(0, ArraySize(grenade_infect) - 1), sound, charsmax(sound))
    emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
   
    // Get attacker
    static attacker
    attacker = pev(ent, pev_owner)
   
    // Infection bomb owner disconnected? (bugfix)
    if (!is_user_valid_connected(attacker))
    {
        // Get rid of the grenade
        engfunc(EngFunc_RemoveEntity, ent)
        return;
    }
   
    // Collisions
    static victim
    victim = -1
   
    while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
    {
        // Only effect alive non-spawnprotected humans
        if (!is_user_valid_alive(victim) || g_zombie[victim] || g_nodamage[victim])
            continue;
       
        // Last human is killed
        if (fnGetHumans() == 1)
        {
            ExecuteHamB(Ham_Killed, victim, attacker, 0)
            continue;
        }
       
        // Infected victim's sound
        ArrayGetString(grenade_infect_player, random_num(0, ArraySize(grenade_infect_player) - 1), sound, charsmax(sound))
        emit_sound(victim, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
       
        // Turn into zombie
        zombieme(victim, attacker, 0, 1, 1)
    }
   
    // Get rid of the grenade
    engfunc(EngFunc_RemoveEntity, ent)
}

// Fire Grenade Explosion
fire_explode(ent)
{
    // Get origin
    static Float:originF[3]
    pev(ent, pev_origin, originF)
   
    // Make the explosion
    create_blast2(originF)
   
    // Fire nade explode sound
    static sound[64]
    ArrayGetString(grenade_fire, random_num(0, ArraySize(grenade_fire) - 1), sound, charsmax(sound))
    emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
   
    // Collisions
    static victim
    victim = -1
   
    while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
    {
        // Only effect alive zombies
        if (!is_user_valid_alive(victim) || !g_zombie[victim] || g_nodamage[victim])
            continue;
       
        // Heat icon?
        if (get_pcvar_num(cvar_hudicons))
        {
            message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim)
            write_byte(0) // damage save
            write_byte(0) // damage take
            write_long(DMG_BURN) // damage type
            write_coord(0) // x
            write_coord(0) // y
            write_coord(0) // z
            message_end()
        }
       
        if (g_nemesis[victim]) // fire duration (nemesis is fire resistant)
            g_burning_duration[victim] += get_pcvar_num(cvar_fireduration)
        else
            g_burning_duration[victim] += get_pcvar_num(cvar_fireduration) * 5
       
        // Set burning task on victim if not present
        if (!task_exists(victim+TASK_BURN))
            set_task(0.2, "burning_flame", victim+TASK_BURN, _, _, "b")
    }
   
    // Get rid of the grenade
    engfunc(EngFunc_RemoveEntity, ent)
}

// Frost Grenade Explosion
frost_explode(ent)
{
    // Get origin
    static Float:originF[3]
    pev(ent, pev_origin, originF)
   
    // Make the explosion
    create_blast3(originF)
   
    // Frost nade explode sound
    static sound[64]
    ArrayGetString(grenade_frost, random_num(0, ArraySize(grenade_frost) - 1), sound, charsmax(sound))
    emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
   
    // Collisions
    static victim
    victim = -1
   
    while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
    {
        // Only effect alive unfrozen zombies
        if (!is_user_valid_alive(victim) || !g_zombie[victim] || g_frozen[victim] || g_nodamage[victim])
            continue;
       
        // Nemesis shouldn't be frozen
        if (g_nemesis[victim])
        {
            // Get player's origin
            static origin2[3]
            get_user_origin(victim, origin2)
           
            // Broken glass sound
            ArrayGetString(grenade_frost_break, random_num(0, ArraySize(grenade_frost_break) - 1), sound, charsmax(sound))
            emit_sound(victim, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
           
            // Glass shatter
            message_begin(MSG_PVS, SVC_TEMPENTITY, origin2)
            write_byte(TE_BREAKMODEL) // TE id
            write_coord(origin2[0]) // x
            write_coord(origin2[1]) // y
            write_coord(origin2[2]+24) // z
            write_coord(16) // size x
            write_coord(16) // size y
            write_coord(16) // size z
            write_coord(random_num(-50, 50)) // velocity x
            write_coord(random_num(-50, 50)) // velocity y
            write_coord(25) // velocity z
            write_byte(10) // random velocity
            write_short(g_glassSpr) // model
            write_byte(10) // count
            write_byte(25) // life
            write_byte(BREAK_GLASS) // flags
            message_end()
           
            continue;
        }
       
        // Freeze icon?
        if (get_pcvar_num(cvar_hudicons))
        {
            message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim)
            write_byte(0) // damage save
            write_byte(0) // damage take
            write_long(DMG_DROWN) // damage type - DMG_FREEZE
            write_coord(0) // x
            write_coord(0) // y
            write_coord(0) // z
            message_end()
        }
       
        // Light blue glow while frozen
        if (g_handle_models_on_separate_ent)
            fm_set_rendering(g_ent_playermodel[victim], kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
        else
            fm_set_rendering(victim, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
       
        // Freeze sound
        ArrayGetString(grenade_frost_player, random_num(0, ArraySize(grenade_frost_player) - 1), sound, charsmax(sound))
        emit_sound(victim, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
       
        // Add a blue tint to their screen
        message_begin(MSG_ONE, g_msgScreenFade, _, victim)
        write_short(0) // duration
        write_short(0) // hold time
        write_short(FFADE_STAYOUT) // fade type
        write_byte(0) // red
        write_byte(50) // green
        write_byte(200) // blue
        write_byte(100) // alpha
        message_end()
       
        // Set the frozen flag
        g_frozen[victim] = true
       
        // Save player's old gravity (bugfix)
        pev(victim, pev_gravity, g_frozen_gravity[victim])
       
        // Prevent from jumping
        if (pev(victim, pev_flags) & FL_ONGROUND)
            set_pev(victim, pev_gravity, 999999.9) // set really high
        else
            set_pev(victim, pev_gravity, 0.000001) // no gravity
       
        // Prevent from moving
        ExecuteHamB(Ham_Player_ResetMaxSpeed, victim)
       
        // Set a task to remove the freeze
        set_task(get_pcvar_float(cvar_freezeduration), "remove_freeze", victim)
    }
   
    // Get rid of the grenade
    engfunc(EngFunc_RemoveEntity, ent)
}

// Remove freeze task
public remove_freeze(id)
{
    // Not alive or not frozen anymore
    if (!g_isalive[id] || !g_frozen[id])
        return;
   
    // Unfreeze
    g_frozen[id] = false;
   
    // Restore gravity and maxspeed (bugfix)
    set_pev(id, pev_gravity, g_frozen_gravity[id])
    ExecuteHamB(Ham_Player_ResetMaxSpeed, id)
   
    // Restore rendering
    if (g_handle_models_on_separate_ent)
    {
        // Nemesis or Survivor glow / remove glow on player model entity
        if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
            fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
        else if (g_survivor[id] && get_pcvar_num(cvar_survglow))
            fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 25)
        else
            fm_set_rendering(g_ent_playermodel[id])
    }
    else
    {
        // Nemesis or Survivor glow / remove glow
        if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
            fm_set_rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
        else if (g_survivor[id] && get_pcvar_num(cvar_survglow))
            fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 25)
        else
            fm_set_rendering(id)
    }
   
    // Gradually remove screen's blue tint
    message_begin(MSG_ONE, g_msgScreenFade, _, id)
    write_short(UNIT_SECOND) // duration
    write_short(0) // hold time
    write_short(FFADE_IN) // fade type
    write_byte(0) // red
    write_byte(50) // green
    write_byte(200) // blue
    write_byte(100) // alpha
    message_end()
   
    // Broken glass sound
    static sound[64]
    ArrayGetString(grenade_frost_break, random_num(0, ArraySize(grenade_frost_break) - 1), sound, charsmax(sound))
    emit_sound(id, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
   
    // Get player's origin
    static origin2[3]
    get_user_origin(id, origin2)
   
    // Glass shatter
    message_begin(MSG_PVS, SVC_TEMPENTITY, origin2)
    write_byte(TE_BREAKMODEL) // TE id
    write_coord(origin2[0]) // x
    write_coord(origin2[1]) // y
    write_coord(origin2[2]+24) // z
    write_coord(16) // size x
    write_coord(16) // size y
    write_coord(16) // size z
    write_coord(random_num(-50, 50)) // velocity x
    write_coord(random_num(-50, 50)) // velocity y
    write_coord(25) // velocity z
    write_byte(10) // random velocity
    write_short(g_glassSpr) // model
    write_byte(10) // count
    write_byte(25) // life
    write_byte(BREAK_GLASS) // flags
    message_end()
   
    ExecuteForward(g_fwUserUnfrozen, g_fwDummyResult, id);
}

// Remove Stuff Task
public remove_stuff()
{
    static ent
   
    // Remove rotating doors
    if (get_pcvar_num(cvar_removedoors) > 0)
    {
        ent = -1;
        while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "func_door_rotating")) != 0)
            engfunc(EngFunc_SetOrigin, ent, Float:{8192.0 ,8192.0 ,8192.0})
    }
   
    // Remove all doors
    if (get_pcvar_num(cvar_removedoors) > 1)
    {
        ent = -1;
        while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "func_door")) != 0)
            engfunc(EngFunc_SetOrigin, ent, Float:{8192.0 ,8192.0 ,8192.0})
    }
   
    // Triggered lights
    if (!get_pcvar_num(cvar_triggered))
    {
        ent = -1
        while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "light")) != 0)
        {
            dllfunc(DLLFunc_Use, ent, 0); // turn off the light
            set_pev(ent, pev_targetname, 0) // prevent it from being triggered
        }
    }
}

// Set Custom Weapon Models
replace_weapon_models(id, weaponid)
{
    switch (weaponid)
    {
        case CSW_KNIFE: // Custom knife models
        {
            if (g_zombie[id])
            {
                if (g_nemesis[id]) // Nemesis
                {
                    set_pev(id, pev_viewmodel2, model_vknife_nemesis)
                    set_pev(id, pev_weaponmodel2, "")
                }
                else // Zombies
                {
                    // Admin knife models?
                    if (get_pcvar_num(cvar_adminknifemodelszombie) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS])
                    {
                        set_pev(id, pev_viewmodel2, model_vknife_admin_zombie)
                        set_pev(id, pev_weaponmodel2, "")
                    }
                    else
                    {
                        static clawmodel[100]
                        ArrayGetString(g_zclass_clawmodel, g_zombieclass[id], clawmodel, charsmax(clawmodel))
                        format(clawmodel, charsmax(clawmodel), "models/zombie_plague/%s", clawmodel)
                        set_pev(id, pev_viewmodel2, clawmodel)
                        set_pev(id, pev_weaponmodel2, "")
                    }
                }
            }
            else // Humans
            {
                // Admin knife models?
                if (get_pcvar_num(cvar_adminknifemodelshuman) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS])
                {
                    set_pev(id, pev_viewmodel2, model_vknife_admin_human)
                    set_pev(id, pev_weaponmodel2, "models/p_knife.mdl")
                }
                else
                {
                    set_pev(id, pev_viewmodel2, model_vknife_human)
                    set_pev(id, pev_weaponmodel2, "models/p_knife.mdl")
                }
            }
        }
        case CSW_HEGRENADE: // Infection bomb or fire grenade
        {
            if (g_zombie[id])
                set_pev(id, pev_viewmodel2, model_grenade_infect)
            else
                set_pev(id, pev_viewmodel2, model_grenade_fire)
        }
        case CSW_FLASHBANG: // Frost grenade
        {
            set_pev(id, pev_viewmodel2, model_grenade_frost)
        }
        case CSW_SMOKEGRENADE: // Flare grenade
        {
            set_pev(id, pev_viewmodel2, model_grenade_flare)
        }
    }
   
    // Survivor's custom weapon model
    static survweaponname[32]
    get_pcvar_string(cvar_survweapon, survweaponname, charsmax(survweaponname))
    if (g_survivor[id] && weaponid == cs_weapon_name_to_id(survweaponname))
        set_pev(id, pev_viewmodel2, model_vweapon_survivor)
   
    // Update model on weaponmodel ent
    if (g_handle_models_on_separate_ent) fm_set_weaponmodel_ent(id)
}

// Reset Player Vars
reset_vars(id, resetall)
{
    g_zombie[id] = false
    g_nemesis[id] = false
    g_survivor[id] = false
    g_firstzombie[id] = false
    g_lastzombie[id] = false
    g_lasthuman[id] = false
    g_frozen[id] = false
    g_nodamage[id] = false
    g_respawn_as_zombie[id] = false
    g_nvision[id] = false
    g_nvisionenabled[id] = false
    g_flashlight[id] = false
    g_flashbattery[id] = 100
    g_canbuy[id] = true
    g_burning_duration[id] = 0
   
    if (resetall)
    {
        g_ammopacks[id] = get_pcvar_num(cvar_startammopacks)
        g_zombieclass[id] = ZCLASS_NONE
        g_zombieclassnext[id] = ZCLASS_NONE
        g_damagedealt_human[id] = 0
        g_damagedealt_zombie[id] = 0
        WPN_AUTO_ON = 0
        WPN_STARTID = 0
        PL_ACTION = 0
        MENU_PAGE_ZCLASS = 0
        MENU_PAGE_EXTRAS = 0
        MENU_PAGE_PLAYERS = 0
    }
}

// Set spectators nightvision
public spec_nvision(id)
{
    // Not connected, alive, or bot
    if (!g_isconnected[id] || g_isalive[id] || g_isbot[id])
        return;
   
    // Give Night Vision?
    if (get_pcvar_num(cvar_nvggive))
    {
        g_nvision[id] = true
       
        // Turn on Night Vision automatically?
        if (get_pcvar_num(cvar_nvggive) == 1)
        {
            g_nvisionenabled[id] = true
           
            // Custom nvg?
            if (get_pcvar_num(cvar_customnvg))
            {
                remove_task(id+TASK_NVISION)
                set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
            }
            else
                set_user_gnvision(id, 1)
        }
    }
}

// Show HUD Task
public ShowHUD(taskid)
{
    static id
    id = ID_SHOWHUD;
   
    // Player died?
    if (!g_isalive[id])
    {
        // Get spectating target
        id = pev(id, PEV_SPEC_TARGET)
       
        // Target not alive
        if (!g_isalive[id]) return;
    }
   
    // Format classname
    static class[32], red, green, blue
   
    if (g_zombie[id]) // zombies
    {
        red = 200
        green = 250
        blue = 0
       
        if (g_nemesis[id])
            formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_NEMESIS")
        else
            copy(class, charsmax(class), g_zombie_classname[id])
    }
    else // humans
    {
        red = 0
        green = 0
        blue = 255
       
        if (g_survivor[id])
            formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_SURVIVOR")
        else
            formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_HUMAN")
    }
   
    // Spectating someone else?
    if (id != ID_SHOWHUD)
    {
        // Show name, health, class, and ammo packs
        set_hudmessage(255, 255, 255, HUD_SPECT_X, HUD_SPECT_Y, 0, 6.0, 1.1, 0.0, 0.0, -1)
        ShowSyncHudMsg(ID_SHOWHUD, g_MsgSync2, "%L %s^nHP: %d - %L %s - %L %d", ID_SHOWHUD, "SPECTATING", g_playername[id], pev(id, pev_health), ID_SHOWHUD, "CLASS_CLASS", class, ID_SHOWHUD, "AMMO_PACKS1", g_ammopacks[id])
    }
    else
    {
        // Show health, class and ammo packs
        set_hudmessage(red, green, blue, HUD_STATS_X, HUD_STATS_Y, 0, 6.0, 1.1, 0.0, 0.0, -1)
        ShowSyncHudMsg(ID_SHOWHUD, g_MsgSync2, "%L: %d - %L %s - %L %d", id, "ZOMBIE_ATTRIB1", pev(ID_SHOWHUD, pev_health), ID_SHOWHUD, "CLASS_CLASS", class, ID_SHOWHUD, "AMMO_PACKS1", g_ammopacks[ID_SHOWHUD])
    }
}

// Play idle zombie sounds
public zombie_play_idle(taskid)
{
    // Round ended/new one starting
    if (g_endround || g_newround)
        return;
   
    static sound[64]
   
    // Last zombie?
    if (g_lastzombie[ID_BLOOD])
    {
        ArrayGetString(zombie_idle_last, random_num(0, ArraySize(zombie_idle_last) - 1), sound, charsmax(sound))
        emit_sound(ID_BLOOD, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
    }
    else
    {
        ArrayGetString(zombie_idle, random_num(0, ArraySize(zombie_idle) - 1), sound, charsmax(sound))
        emit_sound(ID_BLOOD, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
    }
}

// Madness Over Task
public madness_over(taskid)
{
    g_nodamage[ID_BLOOD] = false
}

// Place user at a random spawn
do_random_spawn(id, regularspawns = 0)
{
    static hull, sp_index, i
   
    // Get whether the player is crouching
    hull = (pev(id, pev_flags) & FL_DUCKING) ? HULL_HEAD : HULL_HUMAN
   
    // Use regular spawns?
    if (!regularspawns)
    {
        // No spawns?
        if (!g_spawnCount)
            return;
       
        // Choose random spawn to start looping at
        sp_index = random_num(0, g_spawnCount - 1)
       
        // Try to find a clear spawn
        for (i = sp_index + 1; /*no condition*/; i++)
        {
            // Start over when we reach the end
            if (i >= g_spawnCount) i = 0
           
            // Free spawn space?
            if (is_hull_vacant(g_spawns[i], hull))
            {
                // Engfunc_SetOrigin is used so ent's mins and maxs get updated instantly
                engfunc(EngFunc_SetOrigin, id, g_spawns[i])
                break;
            }
           
            // Loop completed, no free space found
            if (i == sp_index) break;
        }
    }
    else
    {
        // No spawns?
        if (!g_spawnCount2)
            return;
       
        // Choose random spawn to start looping at
        sp_index = random_num(0, g_spawnCount2 - 1)
       
        // Try to find a clear spawn
        for (i = sp_index + 1; /*no condition*/; i++)
        {
            // Start over when we reach the end
            if (i >= g_spawnCount2) i = 0
           
            // Free spawn space?
            if (is_hull_vacant(g_spawns2[i], hull))
            {
                // Engfunc_SetOrigin is used so ent's mins and maxs get updated instantly
                engfunc(EngFunc_SetOrigin, id, g_spawns2[i])
                break;
            }
           
            // Loop completed, no free space found
            if (i == sp_index) break;
        }
    }
}

// Get Zombies -returns alive zombies number-
fnGetZombies()
{
    static iZombies, id
    iZombies = 0
   
    for (id = 1; id <= g_maxplayers; id++)
    {
        if (g_isalive[id] && g_zombie[id])
            iZombies++
    }
   
    return iZombies;
}

// Get Humans -returns alive humans number-
fnGetHumans()
{
    static iHumans, id
    iHumans = 0
   
    for (id = 1; id <= g_maxplayers; id++)
    {
        if (g_isalive[id] && !g_zombie[id])
            iHumans++
    }
   
    return iHumans;
}

// Get Nemesis -returns alive nemesis number-
fnGetNemesis()
{
    static iNemesis, id
    iNemesis = 0
   
    for (id = 1; id <= g_maxplayers; id++)
    {
        if (g_isalive[id] && g_nemesis[id])
            iNemesis++
    }
   
    return iNemesis;
}

// Get Survivors -returns alive survivors number-
fnGetSurvivors()
{
    static iSurvivors, id
    iSurvivors = 0
   
    for (id = 1; id <= g_maxplayers; id++)
    {
        if (g_isalive[id] && g_survivor[id])
            iSurvivors++
    }
   
    return iSurvivors;
}

// Get Alive -returns alive players number-
fnGetAlive()
{
    static iAlive, id
    iAlive = 0
   
    for (id = 1; id <= g_maxplayers; id++)
    {
        if (g_isalive[id])
            iAlive++
    }
   
    return iAlive;
}

// Get Random Alive -returns index of alive player number n -
fnGetRandomAlive(n)
{
    static iAlive, id
    iAlive = 0
   
    for (id = 1; id <= g_maxplayers; id++)
    {
        if (g_isalive[id])
            iAlive++
       
        if (iAlive == n)
            return id;
    }
   
    return -1;
}

// Get Playing -returns number of users playing-
fnGetPlaying()
{
    static iPlaying, id, team
    iPlaying = 0
   
    for (id = 1; id <= g_maxplayers; id++)
    {
        if (g_isconnected[id])
        {
            team = fm_cs_get_user_team(id)
           
            if (team != FM_CS_TEAM_SPECTATOR && team != FM_CS_TEAM_UNASSIGNED)
                iPlaying++
        }
    }
   
    return iPlaying;
}

// Get CTs -returns number of CTs connected-
fnGetCTs()
{
    static iCTs, id
    iCTs = 0
   
    for (id = 1; id <= g_maxplayers; id++)
    {
        if (g_isconnected[id])
        {           
            if (fm_cs_get_user_team(id) == FM_CS_TEAM_CT)
                iCTs++
        }
    }
   
    return iCTs;
}

// Get Ts -returns number of Ts connected-
fnGetTs()
{
    static iTs, id
    iTs = 0
   
    for (id = 1; id <= g_maxplayers; id++)
    {
        if (g_isconnected[id])
        {           
            if (fm_cs_get_user_team(id) == FM_CS_TEAM_T)
                iTs++
        }
    }
   
    return iTs;
}

// Get Alive CTs -returns number of CTs alive-
fnGetAliveCTs()
{
    static iCTs, id
    iCTs = 0
   
    for (id = 1; id <= g_maxplayers; id++)
    {
        if (g_isalive[id])
        {           
            if (fm_cs_get_user_team(id) == FM_CS_TEAM_CT)
                iCTs++
        }
    }
   
    return iCTs;
}

// Get Alive Ts -returns number of Ts alive-
fnGetAliveTs()
{
    static iTs, id
    iTs = 0
   
    for (id = 1; id <= g_maxplayers; id++)
    {
        if (g_isalive[id])
        {           
            if (fm_cs_get_user_team(id) == FM_CS_TEAM_T)
                iTs++
        }
    }
   
    return iTs;
}

// Last Zombie Check -check for last zombie and set its flag-
fnCheckLastZombie()
{
    static id
    for (id = 1; id <= g_maxplayers; id++)
    {
        // Last zombie
        if (g_isalive[id] && g_zombie[id] && !g_nemesis[id] && fnGetZombies() == 1)
        {
            if (!g_lastzombie[id])
            {
                // Last zombie forward
                ExecuteForward(g_fwUserLastZombie, g_fwDummyResult, id);
            }
            g_lastzombie[id] = true
        }
        else
            g_lastzombie[id] = false
       
        // Last human
        if (g_isalive[id] && !g_zombie[id] && !g_survivor[id] && fnGetHumans() == 1)
        {
            if (!g_lasthuman[id])
            {
                // Last human forward
                ExecuteForward(g_fwUserLastHuman, g_fwDummyResult, id);
               
                // Reward extra hp
                fm_set_user_health(id, pev(id, pev_health) + get_pcvar_num(cvar_humanlasthp))
            }
            g_lasthuman[id] = true
        }
        else
            g_lasthuman[id] = false
    }
}

// Save player's stats to database
save_stats(id)
{
    // Check whether there is another record already in that slot
    if (db_name[id][0] && !equal(g_playername[id], db_name[id]))
    {
        // If DB size is exceeded, write over old records
        if (db_slot_i >= sizeof db_name)
            db_slot_i = g_maxplayers+1
       
        // Move previous record onto an additional save slot
        copy(db_name[db_slot_i], charsmax(db_name[]), db_name[id])
        db_ammopacks[db_slot_i] = db_ammopacks[id]
        db_zombieclass[db_slot_i] = db_zombieclass[id]
        db_slot_i++
    }
   
    // Now save the current player stats
    copy(db_name[id], charsmax(db_name[]), g_playername[id]) // name
    db_ammopacks[id] = g_ammopacks[id]  // ammo packs
    db_zombieclass[id] = g_zombieclassnext[id] // zombie class
}

// Load player's stats from database (if a record is found)
load_stats(id)
{
    // Look for a matching record
    static i
    for (i = 0; i < sizeof db_name; i++)
    {
        if (equal(g_playername[id], db_name[i]))
        {
            // Bingo!
            g_ammopacks[id] = db_ammopacks[i]
            g_zombieclass[id] = db_zombieclass[i]
            g_zombieclassnext[id] = db_zombieclass[i]
            return;
        }
    }
}

// Checks if a player is allowed to be zombie
allowed_zombie(id)
{
    if ((g_zombie[id] && !g_nemesis[id]) || g_endround || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && !g_zombie[id] && fnGetHumans() == 1))
        return false;
   
    return true;
}

// Checks if a player is allowed to be human
allowed_human(id)
{
    if ((!g_zombie[id] && !g_survivor[id]) || g_endround || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && g_zombie[id] && fnGetZombies() == 1))
        return false;
   
    return true;
}

// Checks if a player is allowed to be survivor
allowed_survivor(id)
{
    if (g_endround || g_survivor[id] || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && g_zombie[id] && fnGetZombies() == 1))
        return false;
   
    return true;
}

// Checks if a player is allowed to be nemesis
allowed_nemesis(id)
{
    if (g_endround || g_nemesis[id] || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && !g_zombie[id] && fnGetHumans() == 1))
        return false;
   
    return true;
}

// Checks if a player is allowed to respawn
allowed_respawn(id)
{
    static team
    team = fm_cs_get_user_team(id)
   
    if (g_endround || team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED || g_isalive[id])
        return false;
   
    return true;
}

// Checks if swarm mode is allowed
allowed_swarm()
{
    if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG))
        return false;
   
    return true;
}

// Checks if multi infection mode is allowed
allowed_multi()
{
    if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG) || floatround(fnGetAlive()*get_pcvar_float(cvar_multiratio), floatround_ceil) < 2 || floatround(fnGetAlive()*get_pcvar_float(cvar_multiratio), floatround_ceil) >= fnGetAlive())
        return false;
   
    return true;
}

// Checks if plague mode is allowed
allowed_plague()
{
    if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG) || floatround((fnGetAlive()-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil) < 1
    || fnGetAlive()-(get_pcvar_num(cvar_plaguesurvnum)+get_pcvar_num(cvar_plaguenemnum)+floatround((fnGetAlive()-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)) < 1)
        return false;
   
    return true;
}

// Admin Command. zp_zombie
command_zombie(id, player)
{
    // Show activity?
    switch (get_pcvar_num(cvar_showactivity))
    {
        case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_INFECT")
        case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_INFECT")
    }
   
    // Log to Zombie Plague log file?
    if (get_pcvar_num(cvar_logcommands))
    {
        static logdata[100], authid[32], ip[16]
        get_user_authid(id, authid, charsmax(authid))
        get_user_ip(id, ip, charsmax(ip), 1)
        formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER, "CMD_INFECT", fnGetPlaying(), g_maxplayers)
        log_to_file("zombieplague.log", logdata)
    }
   
    // New round?
    if (g_newround)
    {
        // Set as first zombie
        remove_task(TASK_MAKEZOMBIE)
        make_a_zombie(MODE_INFECTION, player)
    }
    else
    {
        // Just infect
        zombieme(player, 0, 0, 0, 0)
    }
}

// Admin Command. zp_human
command_human(id, player)
{
    // Show activity?
    switch (get_pcvar_num(cvar_showactivity))
    {
        case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_DISINFECT")
        case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_DISINFECT")
    }
   
    // Log to Zombie Plague log file?
    if (get_pcvar_num(cvar_logcommands))
    {
        static logdata[100], authid[32], ip[16]
        get_user_authid(id, authid, charsmax(authid))
        get_user_ip(id, ip, charsmax(ip), 1)
        formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_DISINFECT", fnGetPlaying(), g_maxplayers)
        log_to_file("zombieplague.log", logdata)
    }
   
    // Turn to human
    humanme(player, 0, 0)
}

// Admin Command. zp_survivor
command_survivor(id, player)
{
    // Show activity?
    switch (get_pcvar_num(cvar_showactivity))
    {
        case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_SURVIVAL")
        case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_SURVIVAL")
    }
   
     // Log to Zombie Plague log file?
    if (get_pcvar_num(cvar_logcommands))
    {
        static logdata[100], authid[32], ip[16]
        get_user_authid(id, authid, charsmax(authid))
        get_user_ip(id, ip, charsmax(ip), 1)
        formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_SURVIVAL", fnGetPlaying(), g_maxplayers)
        log_to_file("zombieplague.log", logdata)
    }
   
    // New round?
    if (g_newround)
    {
        // Set as first survivor
        remove_task(TASK_MAKEZOMBIE)
        make_a_zombie(MODE_SURVIVOR, player)
    }
    else
    {
        // Turn player into a Survivor
        humanme(player, 1, 0)
    }
}

// Admin Command. zp_nemesis
command_nemesis(id, player)
{
    // Show activity?
    switch (get_pcvar_num(cvar_showactivity))
    {
        case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_NEMESIS")
        case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_NEMESIS")
    }
   
    // Log to Zombie Plague log file?
    if (get_pcvar_num(cvar_logcommands))
    {
        static logdata[100], authid[32], ip[16]
        get_user_authid(id, authid, charsmax(authid))
        get_user_ip(id, ip, charsmax(ip), 1)
        formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_NEMESIS", fnGetPlaying(), g_maxplayers)
        log_to_file("zombieplague.log", logdata)
    }
   
    // New round?
    if (g_newround)
    {
        // Set as first nemesis
        remove_task(TASK_MAKEZOMBIE)
        make_a_zombie(MODE_NEMESIS, player)
    }
    else
    {
        // Turn player into a Nemesis
        zombieme(player, 0, 1, 0, 0)
    }
}

// Admin Command. zp_respawn
command_respawn(id, player)
{
    // Show activity?
    switch (get_pcvar_num(cvar_showactivity))
    {
        case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_RESPAWN")
        case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_RESPAWN")
    }
   
    // Log to Zombie Plague log file?
    if (get_pcvar_num(cvar_logcommands))
    {
        static logdata[100], authid[32], ip[16]
        get_user_authid(id, authid, charsmax(authid))
        get_user_ip(id, ip, charsmax(ip), 1)
        formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER, "CMD_RESPAWN", fnGetPlaying(), g_maxplayers)
        log_to_file("zombieplague.log", logdata)
    }
   
    // Respawn as zombie?
    if (get_pcvar_num(cvar_deathmatch) == 2 || (get_pcvar_num(cvar_deathmatch) == 3 && random_num(0, 1)) || (get_pcvar_num(cvar_deathmatch) == 4 && fnGetZombies() < fnGetAlive()/2))
        g_respawn_as_zombie[player] = true
   
    // Override respawn as zombie setting on nemesis and survivor rounds
    if (g_survround) g_respawn_as_zombie[player] = true
    else if (g_nemround) g_respawn_as_zombie[player] = false
   
    respawn_player_manually(player);
}

// Admin Command. zp_swarm
command_swarm(id)
{
    // Show activity?
    switch (get_pcvar_num(cvar_showactivity))
    {
        case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_SWARM")
        case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_SWARM")
    }
   
    // Log to Zombie Plague log file?
    if (get_pcvar_num(cvar_logcommands))
    {
        static logdata[100], authid[32], ip[16]
        get_user_authid(id, authid, charsmax(authid))
        get_user_ip(id, ip, charsmax(ip), 1)
        formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER, "CMD_SWARM", fnGetPlaying(), g_maxplayers)
        log_to_file("zombieplague.log", logdata)
    }
   
    // Call Swarm Mode
    remove_task(TASK_MAKEZOMBIE)
    make_a_zombie(MODE_SWARM, 0)
}

// Admin Command. zp_multi
command_multi(id)
{
    // Show activity?
    switch (get_pcvar_num(cvar_showactivity))
    {
        case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_MULTI")
        case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_MULTI")
    }
   
    // Log to Zombie Plague log file?
    if (get_pcvar_num(cvar_logcommands))
    {
        static logdata[100], authid[32], ip[16]
        get_user_authid(id, authid, charsmax(authid))
        get_user_ip(id, ip, charsmax(ip), 1)
        formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER,"CMD_MULTI", fnGetPlaying(), g_maxplayers)
        log_to_file("zombieplague.log", logdata)
    }
   
    // Call Multi Infection
    remove_task(TASK_MAKEZOMBIE)
    make_a_zombie(MODE_MULTI, 0)
}

// Admin Command. zp_plague
command_plague(id)
{
    // Show activity?
    switch (get_pcvar_num(cvar_showactivity))
    {
        case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_PLAGUE")
        case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_PLAGUE")
    }
   
    // Log to Zombie Plague log file?
    if (get_pcvar_num(cvar_logcommands))
    {
        static logdata[100], authid[32], ip[16]
        get_user_authid(id, authid, charsmax(authid))
        get_user_ip(id, ip, charsmax(ip), 1)
        formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER,"CMD_PLAGUE", fnGetPlaying(), g_maxplayers)
        log_to_file("zombieplague.log", logdata)
    }
   
    // Call Plague Mode
    remove_task(TASK_MAKEZOMBIE)
    make_a_zombie(MODE_PLAGUE, 0)
}

// Set proper maxspeed for player
set_player_maxspeed(id)
{
    // If frozen, prevent from moving
    if (g_frozen[id])
    {
        set_pev(id, pev_maxspeed, 1.0)
    }
    // Otherwise, set maxspeed directly
    else
    {
        if (g_zombie[id])
        {
            if (g_nemesis[id])
                set_pev(id, pev_maxspeed, get_pcvar_float(cvar_nemspd))
            else
                set_pev(id, pev_maxspeed, g_zombie_spd[id])
        }
        else
        {
            if (g_survivor[id])
                set_pev(id, pev_maxspeed, get_pcvar_float(cvar_survspd))
            else if (get_pcvar_float(cvar_humanspd) > 0.0)
                set_pev(id, pev_maxspeed, get_pcvar_float(cvar_humanspd))
        }
    }
}

/*================================================================================
 [Custom Natives]
=================================================================================*/

// Native: zp_get_user_zombie
public native_get_user_zombie(id)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return -1;
    }
   
    return g_zombie[id];
}

// Native: zp_get_user_nemesis
public native_get_user_nemesis(id)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return -1;
    }
   
    return g_nemesis[id];
}

// Native: zp_get_user_survivor
public native_get_user_survivor(id)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return -1;
    }
   
    return g_survivor[id];
}

public native_get_user_first_zombie(id)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return -1;
    }
   
    return g_firstzombie[id];
}

// Native: zp_get_user_last_zombie
public native_get_user_last_zombie(id)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return -1;
    }
   
    return g_lastzombie[id];
}

// Native: zp_get_user_last_human
public native_get_user_last_human(id)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return -1;
    }
   
    return g_lasthuman[id];
}

// Native: zp_get_user_zombie_class
public native_get_user_zombie_class(id)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return -1;
    }
   
    return g_zombieclass[id];
}

// Native: zp_get_user_next_class
public native_get_user_next_class(id)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return -1;
    }
   
    return g_zombieclassnext[id];
}

// Native: zp_set_user_zombie_class
public native_set_user_zombie_class(id, classid)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return false;
    }
   
    if (classid < 0 || classid >= g_zclass_i)
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid zombie class id (%d)", classid)
        return false;
    }
   
    g_zombieclassnext[id] = classid
    return true;
}

// Native: zp_get_user_ammo_packs
public native_get_user_ammo_packs(id)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return -1;
    }
   
    return g_ammopacks[id];
}

// Native: zp_set_user_ammo_packs
public native_set_user_ammo_packs(id, amount)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return false;
    }
   
    g_ammopacks[id] = amount;
    return true;
}

// Native: zp_get_zombie_maxhealth
public native_get_zombie_maxhealth(id)
{
    // ZP disabled
    if (!g_pluginenabled)
        return -1;
   
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return -1;
    }
   
    if (!g_zombie[id] || g_nemesis[id])
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Player not a normal zombie (%d)", id)
        return -1;
    }
   
    if (g_firstzombie[id])
        return floatround(float(ArrayGetCell(g_zclass_hp, g_zombieclass[id])) * get_pcvar_float(cvar_zombiefirsthp));
   
    return ArrayGetCell(g_zclass_hp, g_zombieclass[id]);
}

// Native: zp_get_user_batteries
public native_get_user_batteries(id)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return -1;
    }
   
    return g_flashbattery[id];
}

// Native: zp_set_user_batteries
public native_set_user_batteries(id, value)
{
    // ZP disabled
    if (!g_pluginenabled)
        return false;
   
    if (!is_user_valid_connected(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return false;
    }
   
    g_flashbattery[id] = clamp(value, 0, 100);
   
    if (g_cached_customflash)
    {
        // Set the flashlight charge task to update battery status
        remove_task(id+TASK_CHARGE)
        set_task(1.0, "flashlight_charge", id+TASK_CHARGE, _, _, "b")
    }
    return true;
}

// Native: zp_get_user_nightvision
public native_get_user_nightvision(id)
{
    if (!is_user_valid(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return -1;
    }
   
    return g_nvision[id];
}

// Native: zp_set_user_nightvision
public native_set_user_nightvision(id, set)
{
    // ZP disabled
    if (!g_pluginenabled)
        return false;
   
    if (!is_user_valid_connected(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return false;
    }
   
    if (set)
    {
        g_nvision[id] = true
       
        if (!g_isbot[id])
        {
            g_nvisionenabled[id] = true
           
            // Custom nvg?
            if (get_pcvar_num(cvar_customnvg))
            {
                remove_task(id+TASK_NVISION)
                set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
            }
            else
                set_user_gnvision(id, 1)
        }
        else
            cs_set_user_nvg(id, 1)
    }
    else
    {
        // Remove CS nightvision if player owns one (bugfix)
        cs_set_user_nvg(id, 0)
       
        if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
        else if (g_nvisionenabled[id]) set_user_gnvision(id, 0)
        g_nvision[id] = false
        g_nvisionenabled[id] = false
    }
    return true;
}

// Native: zp_infect_user
public native_infect_user(id, infector, silent, rewards)
{
    // ZP disabled
    if (!g_pluginenabled)
        return false;
   
    if (!is_user_valid_alive(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return false;
    }
   
    // Not allowed to be zombie
    if (!allowed_zombie(id))
        return false;
   
    // New round?
    if (g_newround)
    {
        // Set as first zombie
        remove_task(TASK_MAKEZOMBIE)
        make_a_zombie(MODE_INFECTION, id)
    }
    else
    {
        // Just infect (plus some checks)
        zombieme(id, is_user_valid_alive(infector) ? infector : 0, 0, (silent == 1) ? 1 : 0, (rewards == 1) ? 1 : 0)
    }
    return true;
}

// Native: zp_disinfect_user
public native_disinfect_user(id, silent)
{
    // ZP disabled
    if (!g_pluginenabled)
        return false;
   
    if (!is_user_valid_alive(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return false;
    }
   
    // Not allowed to be human
    if (!allowed_human(id))
        return false;
   
    // Turn to human
    humanme(id, 0, (silent == 1) ? 1 : 0)
    return true;
}

// Native: zp_make_user_nemesis
public native_make_user_nemesis(id)
{
    // ZP disabled
    if (!g_pluginenabled)
        return false;
   
    if (!is_user_valid_alive(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return false;
    }
   
    // Not allowed to be nemesis
    if (!allowed_nemesis(id))
        return false;
   
    // New round?
    if (g_newround)
    {
        // Set as first nemesis
        remove_task(TASK_MAKEZOMBIE)
        make_a_zombie(MODE_NEMESIS, id)
    }
    else
    {
        // Turn player into a Nemesis
        zombieme(id, 0, 1, 0, 0)
    }
    return true;
}

// Native: zp_make_user_survivor
public native_make_user_survivor(id)
{
    // ZP disabled
    if (!g_pluginenabled)
        return false;
   
    if (!is_user_valid_alive(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return false;
    }
   
    // Not allowed to be survivor
    if (!allowed_survivor(id))
        return false;
   
    // New round?
    if (g_newround)
    {
        // Set as first survivor
        remove_task(TASK_MAKEZOMBIE)
        make_a_zombie(MODE_SURVIVOR, id)
    }
    else
    {
        // Turn player into a Survivor
        humanme(id, 1, 0)
    }
   
    return true;
}

// Native: zp_respawn_user
public native_respawn_user(id, team)
{
    // ZP disabled
    if (!g_pluginenabled)
        return false;
   
    if (!is_user_valid_connected(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return false;
    }
   
    // Respawn not allowed
    if (!allowed_respawn(id))
        return false;
   
    // Respawn as zombie?
    g_respawn_as_zombie[id] = (team == ZP_TEAM_ZOMBIE) ? true : false
   
    // Respawnish!
    respawn_player_manually(id)
    return true;
}

// Native: zp_force_buy_extra_item
public native_force_buy_extra_item(id, itemid, ignorecost)
{
    // ZP disabled
    if (!g_pluginenabled)
        return false;
   
    if (!is_user_valid_alive(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return false;
    }
   
    if (itemid < 0 || itemid >= g_extraitem_i)
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid extra item id (%d)", itemid)
        return false;
    }
   
    buy_extra_item(id, itemid, ignorecost)
    return true;
}

// Native: zp_override_user_model
public native_override_user_model(id, const newmodel[], modelindex)
{
    // ZP disabled
    if (!g_pluginenabled)
        return false;
   
    if (!is_user_valid_connected(id))
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
        return false;
    }
   
    // Strings passed byref
    param_convert(2)
   
    // Remove previous tasks
    remove_task(id+TASK_MODEL)
   
    // Custom models stuff
    static currentmodel[32]
   
    if (g_handle_models_on_separate_ent)
    {
        // Set the right model
        copy(g_playermodel[id], charsmax(g_playermodel[]), newmodel)
        if (g_set_modelindex_offset && modelindex) fm_cs_set_user_model_index(id, modelindex)
       
        // Set model on player model entity
        fm_set_playermodel_ent(id)
    }
    else
    {
        // Get current model for comparing it with the current one
        fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
       
        // Set the right model, after checking that we don't already have it
        if (!equal(currentmodel, newmodel))
        {
            copy(g_playermodel[id], charsmax(g_playermodel[]), newmodel)
            if (g_set_modelindex_offset && modelindex) fm_cs_set_user_model_index(id, modelindex)
           
            // An additional delay is offset at round start
            // since SVC_BAD is more likely to be triggered there
            if (g_newround)
                set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
            else
                fm_user_model_update(id+TASK_MODEL)
        }
    }
    return true;
}

// Native: zp_has_round_started
public native_has_round_started()
{
    if (g_newround) return 0; // not started
    if (g_modestarted) return 1; // started
    return 2; // starting
}

// Native: zp_is_nemesis_round
public native_is_nemesis_round()
{
    return g_nemround;
}

// Native: zp_is_survivor_round
public native_is_survivor_round()
{
    return g_survround;
}

// Native: zp_is_swarm_round
public native_is_swarm_round()
{
    return g_swarmround;
}

// Native: zp_is_plague_round
public native_is_plague_round()
{
    return g_plagueround;
}

// Native: zp_get_zombie_count
public native_get_zombie_count()
{
    return fnGetZombies();
}

// Native: zp_get_human_count
public native_get_human_count()
{
    return fnGetHumans();
}

// Native: zp_get_nemesis_count
public native_get_nemesis_count()
{
    return fnGetNemesis();
}

// Native: zp_get_survivor_count
public native_get_survivor_count()
{
    return fnGetSurvivors();
}

// Native: zp_register_extra_item
public native_register_extra_item(const name[], cost, team)
{
    // ZP disabled
    if (!g_pluginenabled)
        return -1;
   
    // Strings passed byref
    param_convert(1)
   
    // Arrays not yet initialized
    if (!g_arrays_created)
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Can't register extra item yet (%s)", name)
        return -1;
    }
   
    if (strlen(name) < 1)
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Can't register extra item with an empty name")
        return -1;
    }
   
    new index, extraitem_name[32]
    for (index = 0; index < g_extraitem_i; index++)
    {
        ArrayGetString(g_extraitem_name, index, extraitem_name, charsmax(extraitem_name))
        if (equali(name, extraitem_name))
        {
            log_error(AMX_ERR_NATIVE, "[ZP] Extra item already registered (%s)", name)
            return -1;
        }
    }
   
    // For backwards compatibility
    if (team == ZP_TEAM_ANY)
        team = (ZP_TEAM_ZOMBIE|ZP_TEAM_HUMAN)
   
    // Add the item
    ArrayPushString(g_extraitem_name, name)
    ArrayPushCell(g_extraitem_cost, cost)
    ArrayPushCell(g_extraitem_team, team)
   
    // Set temporary new item flag
    ArrayPushCell(g_extraitem_new, 1)
   
    // Override extra items data with our customizations
    new i, buffer[32], size = ArraySize(g_extraitem2_realname)
    for (i = 0; i < size; i++)
    {
        ArrayGetString(g_extraitem2_realname, i, buffer, charsmax(buffer))
       
        // Check if this is the intended item to override
        if (!equal(name, buffer))
            continue;
       
        // Remove new item flag
        ArraySetCell(g_extraitem_new, g_extraitem_i, 0)
       
        // Replace caption
        ArrayGetString(g_extraitem2_name, i, buffer, charsmax(buffer))
        ArraySetString(g_extraitem_name, g_extraitem_i, buffer)
       
        // Replace cost
        buffer[0] = ArrayGetCell(g_extraitem2_cost, i)
        ArraySetCell(g_extraitem_cost, g_extraitem_i, buffer[0])
       
        // Replace team
        buffer[0] = ArrayGetCell(g_extraitem2_team, i)
        ArraySetCell(g_extraitem_team, g_extraitem_i, buffer[0])
    }
   
    // Increase registered items counter
    g_extraitem_i++
   
    // Return id under which we registered the item
    return g_extraitem_i-1;
}

// Function: zp_register_extra_item (to be used within this plugin only)
native_register_extra_item2(const name[], cost, team)
{
    // Add the item
    ArrayPushString(g_extraitem_name, name)
    ArrayPushCell(g_extraitem_cost, cost)
    ArrayPushCell(g_extraitem_team, team)
   
    // Set temporary new item flag
    ArrayPushCell(g_extraitem_new, 1)
   
    // Increase registered items counter
    g_extraitem_i++
}

// Native: zp_register_zombie_class
public native_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback, Level)
{
    // ZP disabled
    if (!g_pluginenabled)
        return -1;
   
    // Strings passed byref
    param_convert(1)
    param_convert(2)
    param_convert(3)
    param_convert(4)
   
    // Arrays not yet initialized
    if (!g_arrays_created)
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Can't register zombie class yet (%s)", name)
        return -1;
    }
   
    if (strlen(name) < 1)
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Can't register zombie class with an empty name")
        return -1;
    }
   
    new index, zombieclass_name[32]
    for (index = 0; index < g_zclass_i; index++)
    {
        ArrayGetString(g_zclass_name, index, zombieclass_name, charsmax(zombieclass_name))
        if (equali(name, zombieclass_name))
        {
            log_error(AMX_ERR_NATIVE, "[ZP] Zombie class already registered (%s)", name)
            return -1;
        }
    }
   
    // Add the class
    ArrayPushString(g_zclass_name, name)
    ArrayPushString(g_zclass_info, info)
   
    // Using same zombie models for all classes?
    if (g_same_models_for_all)
    {
        ArrayPushCell(g_zclass_modelsstart, 0)
        ArrayPushCell(g_zclass_modelsend, ArraySize(g_zclass_playermodel))
    }
    else
    {
        ArrayPushCell(g_zclass_modelsstart, ArraySize(g_zclass_playermodel))
        ArrayPushString(g_zclass_playermodel, model)
        ArrayPushCell(g_zclass_modelsend, ArraySize(g_zclass_playermodel))
        ArrayPushCell(g_zclass_modelindex, -1)
    }
   
    ArrayPushString(g_zclass_clawmodel, clawmodel)
    ArrayPushCell(g_zclass_hp, hp)
    ArrayPushCell(g_zclass_spd, speed)
    ArrayPushCell(g_zclass_grav, gravity)
    ArrayPushCell(g_zclass_kb, knockback)
    ArrayPushCell(g_zclass_lvl, Level)
   
    // Set temporary new class flag
    ArrayPushCell(g_zclass_new, 1)
   
    // Override zombie classes data with our customizations
    new i, k, buffer[32], Float:buffer2, nummodels_custom, nummodels_default, prec_mdl[100], size = ArraySize(g_zclass2_realname)
    for (i = 0; i < size; i++)
    {
        ArrayGetString(g_zclass2_realname, i, buffer, charsmax(buffer))
       
        // Check if this is the intended class to override
        if (!equal(name, buffer))
            continue;
       
        // Remove new class flag
        ArraySetCell(g_zclass_new, g_zclass_i, 0)
       
        // Replace caption
        ArrayGetString(g_zclass2_name, i, buffer, charsmax(buffer))
        ArraySetString(g_zclass_name, g_zclass_i, buffer)
       
        // Replace info
        ArrayGetString(g_zclass2_info, i, buffer, charsmax(buffer))
        ArraySetString(g_zclass_info, g_zclass_i, buffer)
       
        // Replace models, unless using same models for all classes
        if (!g_same_models_for_all)
        {
            nummodels_custom = ArrayGetCell(g_zclass2_modelsend, i) - ArrayGetCell(g_zclass2_modelsstart, i)
            nummodels_default = ArrayGetCell(g_zclass_modelsend, g_zclass_i) - ArrayGetCell(g_zclass_modelsstart, g_zclass_i)
           
            // Replace each player model and model index
            for (k = 0; k < min(nummodels_custom, nummodels_default); k++)
            {
                ArrayGetString(g_zclass2_playermodel, ArrayGetCell(g_zclass2_modelsstart, i) + k, buffer, charsmax(buffer))
                ArraySetString(g_zclass_playermodel, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k, buffer)
               
                // Precache player model and replace its modelindex with the real one
                formatex(prec_mdl, charsmax(prec_mdl), "models/player/%s/%s.mdl", buffer, buffer)
                ArraySetCell(g_zclass_modelindex, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k, engfunc(EngFunc_PrecacheModel, prec_mdl))
                if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, prec_mdl)
                if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, prec_mdl)
                // Precache modelT.mdl files too
                copy(prec_mdl[strlen(prec_mdl)-4], charsmax(prec_mdl) - (strlen(prec_mdl)-4), "T.mdl")
                if (file_exists(prec_mdl)) engfunc(EngFunc_PrecacheModel, prec_mdl)
            }
           
            // We have more custom models than what we can accommodate,
            // Let's make some space...
            if (nummodels_custom > nummodels_default)
            {
                for (k = nummodels_default; k < nummodels_custom; k++)
                {
                    ArrayGetString(g_zclass2_playermodel, ArrayGetCell(g_zclass2_modelsstart, i) + k, buffer, charsmax(buffer))
                    ArrayInsertStringAfter(g_zclass_playermodel, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k - 1, buffer)
                   
                    // Precache player model and retrieve its modelindex
                    formatex(prec_mdl, charsmax(prec_mdl), "models/player/%s/%s.mdl", buffer, buffer)
                    ArrayInsertCellAfter(g_zclass_modelindex, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k - 1, engfunc(EngFunc_PrecacheModel, prec_mdl))
                    if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, prec_mdl)
                    if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, prec_mdl)
                    // Precache modelT.mdl files too
                    copy(prec_mdl[strlen(prec_mdl)-4], charsmax(prec_mdl) - (strlen(prec_mdl)-4), "T.mdl")
                    if (file_exists(prec_mdl)) engfunc(EngFunc_PrecacheModel, prec_mdl)
                }
               
                // Fix models end index for this class
                ArraySetCell(g_zclass_modelsend, g_zclass_i, ArrayGetCell(g_zclass_modelsend, g_zclass_i) + (nummodels_custom - nummodels_default))
            }
           
            /* --- Not needed since classes can't have more than 1 default model for now ---
            // We have less custom models than what this class has by default,
            // Get rid of those extra entries...
            if (nummodels_custom < nummodels_default)
            {
                for (k = nummodels_custom; k < nummodels_default; k++)
                {
                    ArrayDeleteItem(g_zclass_playermodel, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + nummodels_custom)
                }
               
                // Fix models end index for this class
                ArraySetCell(g_zclass_modelsend, g_zclass_i, ArrayGetCell(g_zclass_modelsend, g_zclass_i) - (nummodels_default - nummodels_custom))
            }
            */
        }
       
        // Replace clawmodel
        ArrayGetString(g_zclass2_clawmodel, i, buffer, charsmax(buffer))
        ArraySetString(g_zclass_clawmodel, g_zclass_i, buffer)
       
        // Precache clawmodel
        formatex(prec_mdl, charsmax(prec_mdl), "models/zombie_plague/%s", buffer)
        engfunc(EngFunc_PrecacheModel, prec_mdl)
       
        // Replace health
        buffer[0] = ArrayGetCell(g_zclass2_hp, i)
        ArraySetCell(g_zclass_hp, g_zclass_i, buffer[0])
       
        // Replace speed
        buffer[0] = ArrayGetCell(g_zclass2_spd, i)
        ArraySetCell(g_zclass_spd, g_zclass_i, buffer[0])
       
        // Replace gravity
        buffer2 = Float:ArrayGetCell(g_zclass2_grav, i)
        ArraySetCell(g_zclass_grav, g_zclass_i, buffer2)
       
        // Replace knockback
        buffer2 = Float:ArrayGetCell(g_zclass2_kb, i)
        ArraySetCell(g_zclass_kb, g_zclass_i, buffer2)
    }
   
    // If class was not overriden with customization data
    if (ArrayGetCell(g_zclass_new, g_zclass_i))
    {
        // If not using same models for all classes
        if (!g_same_models_for_all)
        {
            // Precache default class model and replace modelindex with the real one
            formatex(prec_mdl, charsmax(prec_mdl), "models/player/%s/%s.mdl", model, model)
            ArraySetCell(g_zclass_modelindex, ArrayGetCell(g_zclass_modelsstart, g_zclass_i), engfunc(EngFunc_PrecacheModel, prec_mdl))
            if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, prec_mdl)
            if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, prec_mdl)
            // Precache modelT.mdl files too
            copy(prec_mdl[strlen(prec_mdl)-4], charsmax(prec_mdl) - (strlen(prec_mdl)-4), "T.mdl")
            if (file_exists(prec_mdl)) engfunc(EngFunc_PrecacheModel, prec_mdl)
        }
       
        // Precache default clawmodel
        formatex(prec_mdl, charsmax(prec_mdl), "models/zombie_plague/%s", clawmodel)
        engfunc(EngFunc_PrecacheModel, prec_mdl)
    }
   
    // Increase registered classes counter
    g_zclass_i++
   
    // Return id under which we registered the class
    return g_zclass_i-1;
}

// Native: zp_get_extra_item_id
public native_get_extra_item_id(const name[])
{
    // ZP disabled
    if (!g_pluginenabled)
        return -1;
   
    // Strings passed byref
    param_convert(1)
   
    // Loop through every item (not using Tries since ZP should work on AMXX 1.8.0)
    static i, item_name[32]
    for (i = 0; i < g_extraitem_i; i++)
    {
        ArrayGetString(g_extraitem_name, i, item_name, charsmax(item_name))
       
        // Check if this is the item to retrieve
        if (equali(name, item_name))
            return i;
    }
   
    return -1;
}

// Native: zp_get_zombie_class_id
public native_get_zombie_class_id(const name[])
{
    // ZP disabled
    if (!g_pluginenabled)
        return -1;
   
    // Strings passed byref
    param_convert(1)
   
    // Loop through every class (not using Tries since ZP should work on AMXX 1.8.0)
    static i, class_name[32]
    for (i = 0; i < g_zclass_i; i++)
    {
        ArrayGetString(g_zclass_name, i, class_name, charsmax(class_name))
       
        // Check if this is the class to retrieve
        if (equali(name, class_name))
            return i;
    }
   
    return -1;
}

// Native: zp_get_zombie_class_info
public native_get_zombie_class_info(classid, info[], len)
{
    // ZP disabled
    if (!g_pluginenabled)
        return false;
   
    // Invalid class
    if (classid < 0 || classid >= g_zclass_i)
    {
        log_error(AMX_ERR_NATIVE, "[ZP] Invalid zombie class id (%d)", classid)
        return false;
    }
   
    // Strings passed byref
    param_convert(2)
   
    // Fetch zombie class info
    ArrayGetString(g_zclass_info, classid, info, len)
    return true;
}

/*================================================================================
 [Custom Messages]
=================================================================================*/

// Custom Night Vision
public set_user_nvision(taskid)
{
    // Get player's origin
    static origin[3]
    get_user_origin(ID_NVISION, origin)
   
    // Nightvision message
    message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, ID_NVISION)
    write_byte(TE_DLIGHT) // TE id
    write_coord(origin[0]) // x
    write_coord(origin[1]) // y
    write_coord(origin[2]) // z
    write_byte(get_pcvar_num(cvar_nvgsize)) // radius
   
    // Nemesis / Madness / Spectator in nemesis round
    if (g_nemesis[ID_NVISION] || (g_zombie[ID_NVISION] && g_nodamage[ID_NVISION]) || (!g_isalive[ID_NVISION] && g_nemround))
    {
        write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
        write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
        write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
    }
    // Human / Spectator in normal round
    else if (!g_zombie[ID_NVISION] || !g_isalive[ID_NVISION])
    {
        write_byte(get_pcvar_num(cvar_humnvgcolor[0])) // r
        write_byte(get_pcvar_num(cvar_humnvgcolor[1])) // g
        write_byte(get_pcvar_num(cvar_humnvgcolor[2])) // b
    }
    // Zombie
    else
    {
        write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
        write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
        write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
    }
   
    write_byte(2) // life
    write_byte(0) // decay rate
    message_end()
}

// Game Nightvision
set_user_gnvision(id, toggle)
{
    // Toggle NVG message
    message_begin(MSG_ONE, g_msgNVGToggle, _, id)
    write_byte(toggle) // toggle
    message_end()
}

// Custom Flashlight
public set_user_flashlight(taskid)
{
    // Get player and aiming origins
    static Float:originF[3], Float:destoriginF[3]
    pev(ID_FLASH, pev_origin, originF)
    fm_get_aim_origin(ID_FLASH, destoriginF)
   
    // Max distance check
    if (get_distance_f(originF, destoriginF) > get_pcvar_float(cvar_flashdist))
        return;
   
    // Send to all players?
    if (get_pcvar_num(cvar_flashshowall))
        engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, destoriginF, 0)
    else
        message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, ID_FLASH)
   
    // Flashlight
    write_byte(TE_DLIGHT) // TE id
    engfunc(EngFunc_WriteCoord, destoriginF[0]) // x
    engfunc(EngFunc_WriteCoord, destoriginF[1]) // y
    engfunc(EngFunc_WriteCoord, destoriginF[2]) // z
    write_byte(get_pcvar_num(cvar_flashsize)) // radius
    write_byte(get_pcvar_num(cvar_flashcolor[0])) // r
    write_byte(get_pcvar_num(cvar_flashcolor[1])) // g
    write_byte(get_pcvar_num(cvar_flashcolor[2])) // b
    write_byte(3) // life
    write_byte(0) // decay rate
    message_end()
}

// Infection special effects
infection_effects(id)
{
    // Screen fade? (unless frozen)
    if (!g_frozen[id] && get_pcvar_num(cvar_infectionscreenfade))
    {
        message_begin(MSG_ONE_UNRELIABLE, g_msgScreenFade, _, id)
        write_short(UNIT_SECOND) // duration
        write_short(0) // hold time
        write_short(FFADE_IN) // fade type
        if (g_nemesis[id])
        {
            write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
            write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
            write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
        }
        else
        {
            write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
            write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
            write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
        }
        write_byte (255) // alpha
        message_end()
    }
   
    // Screen shake?
    if (get_pcvar_num(cvar_infectionscreenshake))
    {
        message_begin(MSG_ONE_UNRELIABLE, g_msgScreenShake, _, id)
        write_short(UNIT_SECOND*4) // amplitude
        write_short(UNIT_SECOND*2) // duration
        write_short(UNIT_SECOND*10) // frequency
        message_end()
    }
   
    // Infection icon?
    if (get_pcvar_num(cvar_hudicons))
    {
        message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, id)
        write_byte(0) // damage save
        write_byte(0) // damage take
        write_long(DMG_NERVEGAS) // damage type - DMG_RADIATION
        write_coord(0) // x
        write_coord(0) // y
        write_coord(0) // z
        message_end()
    }
   
    // Get player's origin
    static origin[3]
    get_user_origin(id, origin)
   
    // Tracers?
    if (get_pcvar_num(cvar_infectiontracers))
    {
        message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
        write_byte(TE_IMPLOSION) // TE id
        write_coord(origin[0]) // x
        write_coord(origin[1]) // y
        write_coord(origin[2]) // z
        write_byte(128) // radius
        write_byte(20) // count
        write_byte(3) // duration
        message_end()
    }
   
    // Particle burst?
    if (get_pcvar_num(cvar_infectionparticles))
    {
        message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
        write_byte(TE_PARTICLEBURST) // TE id
        write_coord(origin[0]) // x
        write_coord(origin[1]) // y
        write_coord(origin[2]) // z
        write_short(50) // radius
        write_byte(70) // color
        write_byte(3) // duration (will be randomized a bit)
        message_end()
    }
   
    // Light sparkle?
    if (get_pcvar_num(cvar_infectionsparkle))
    {
        message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
        write_byte(TE_DLIGHT) // TE id
        write_coord(origin[0]) // x
        write_coord(origin[1]) // y
        write_coord(origin[2]) // z
        write_byte(20) // radius
        write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
        write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
        write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
        write_byte(2) // life
        write_byte(0) // decay rate
        message_end()
    }
}

// Nemesis/madness aura task
public zombie_aura(taskid)
{
    // Not nemesis, not in zombie madness
    if (!g_nemesis[ID_AURA] && !g_nodamage[ID_AURA])
    {
        // Task not needed anymore
        remove_task(taskid);
        return;
    }
   
    // Get player's origin
    static origin[3]
    get_user_origin(ID_AURA, origin)
   
    // Colored Aura
    message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
    write_byte(TE_DLIGHT) // TE id
    write_coord(origin[0]) // x
    write_coord(origin[1]) // y
    write_coord(origin[2]) // z
    write_byte(20) // radius
    write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
    write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
    write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
    write_byte(2) // life
    write_byte(0) // decay rate
    message_end()
}

// Make zombies leave footsteps and bloodstains on the floor
public make_blood(taskid)
{
    // Only bleed when moving on ground
    if (!(pev(ID_BLOOD, pev_flags) & FL_ONGROUND) || fm_get_speed(ID_BLOOD) < 80)
        return;
   
    // Get user origin
    static Float:originF[3]
    pev(ID_BLOOD, pev_origin, originF)
   
    // If ducking set a little lower
    if (pev(ID_BLOOD, pev_bInDuck))
        originF[2] -= 18.0
    else
        originF[2] -= 36.0
   
    // Send the decal message
    engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_WORLDDECAL) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    write_byte(ArrayGetCell(zombie_decals, random_num(0, ArraySize(zombie_decals) - 1)) + (g_czero * 12)) // random decal number (offsets +12 for CZ)
    message_end()
}

// Flare Lighting Effects
flare_lighting(entity, duration)
{
    // Get origin and color
    static Float:originF[3], color[3]
    pev(entity, pev_origin, originF)
    pev(entity, PEV_FLARE_COLOR, color)
   
    // Lighting
    engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_DLIGHT) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    write_byte(get_pcvar_num(cvar_flaresize)) // radius
    write_byte(color[0]) // r
    write_byte(color[1]) // g
    write_byte(color[2]) // b
    write_byte(21) //life
    write_byte((duration < 2) ? 3 : 0) //decay rate
    message_end()
   
    // Sparks
    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_SPARKS) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    message_end()
}

// Burning Flames
public burning_flame(taskid)
{
    // Get player origin and flags
    static origin[3], flags
    get_user_origin(ID_BURN, origin)
    flags = pev(ID_BURN, pev_flags)
   
    // Madness mode - in water - burning stopped
    if (g_nodamage[ID_BURN] || (flags & FL_INWATER) || g_burning_duration[ID_BURN] < 1)
    {
        // Smoke sprite
        message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
        write_byte(TE_SMOKE) // TE id
        write_coord(origin[0]) // x
        write_coord(origin[1]) // y
        write_coord(origin[2]-50) // z
        write_short(g_smokeSpr) // sprite
        write_byte(random_num(15, 20)) // scale
        write_byte(random_num(10, 20)) // framerate
        message_end()
       
        // Task not needed anymore
        remove_task(taskid);
        return;
    }
   
    // Randomly play burning zombie scream sounds (not for nemesis)
    if (!g_nemesis[ID_BURN] && !random_num(0, 20))
    {
        static sound[64]
        ArrayGetString(grenade_fire_player, random_num(0, ArraySize(grenade_fire_player) - 1), sound, charsmax(sound))
        emit_sound(ID_BURN, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
    }
   
    // Fire slow down, unless nemesis
    if (!g_nemesis[ID_BURN] && (flags & FL_ONGROUND) && get_pcvar_float(cvar_fireslowdown) > 0.0)
    {
        static Float:velocity[3]
        pev(ID_BURN, pev_velocity, velocity)
        xs_vec_mul_scalar(velocity, get_pcvar_float(cvar_fireslowdown), velocity)
        set_pev(ID_BURN, pev_velocity, velocity)
    }
   
    // Get player's health
    static health
    health = pev(ID_BURN, pev_health)
   
    // Take damage from the fire
    if (health - floatround(get_pcvar_float(cvar_firedamage), floatround_ceil) > 0)
        fm_set_user_health(ID_BURN, health - floatround(get_pcvar_float(cvar_firedamage), floatround_ceil))
   
    // Flame sprite
    message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
    write_byte(TE_SPRITE) // TE id
    write_coord(origin[0]+random_num(-5, 5)) // x
    write_coord(origin[1]+random_num(-5, 5)) // y
    write_coord(origin[2]+random_num(-10, 10)) // z
    write_short(g_flameSpr) // sprite
    write_byte(random_num(5, 10)) // scale
    write_byte(200) // brightness
    message_end()
   
    // Decrease burning duration counter
    g_burning_duration[ID_BURN]--
}

// Infection Bomb: Green Blast
create_blast(const Float:originF[3])
{
    // Smallest ring
    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_BEAMCYLINDER) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    engfunc(EngFunc_WriteCoord, originF[0]) // x axis
    engfunc(EngFunc_WriteCoord, originF[1]) // y axis
    engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
    write_short(g_exploSpr) // sprite
    write_byte(0) // startframe
    write_byte(0) // framerate
    write_byte(4) // life
    write_byte(60) // width
    write_byte(0) // noise
    write_byte(0) // red
    write_byte(200) // green
    write_byte(0) // blue
    write_byte(200) // brightness
    write_byte(0) // speed
    message_end()
   
    // Medium ring
    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_BEAMCYLINDER) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    engfunc(EngFunc_WriteCoord, originF[0]) // x axis
    engfunc(EngFunc_WriteCoord, originF[1]) // y axis
    engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
    write_short(g_exploSpr) // sprite
    write_byte(0) // startframe
    write_byte(0) // framerate
    write_byte(4) // life
    write_byte(60) // width
    write_byte(0) // noise
    write_byte(0) // red
    write_byte(200) // green
    write_byte(0) // blue
    write_byte(200) // brightness
    write_byte(0) // speed
    message_end()
   
    // Largest ring
    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_BEAMCYLINDER) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    engfunc(EngFunc_WriteCoord, originF[0]) // x axis
    engfunc(EngFunc_WriteCoord, originF[1]) // y axis
    engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
    write_short(g_exploSpr) // sprite
    write_byte(0) // startframe
    write_byte(0) // framerate
    write_byte(4) // life
    write_byte(60) // width
    write_byte(0) // noise
    write_byte(0) // red
    write_byte(200) // green
    write_byte(0) // blue
    write_byte(200) // brightness
    write_byte(0) // speed
    message_end()
}

// Fire Grenade: Fire Blast
create_blast2(const Float:originF[3])
{
    // Smallest ring
    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_BEAMCYLINDER) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    engfunc(EngFunc_WriteCoord, originF[0]) // x axis
    engfunc(EngFunc_WriteCoord, originF[1]) // y axis
    engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
    write_short(g_exploSpr) // sprite
    write_byte(0) // startframe
    write_byte(0) // framerate
    write_byte(4) // life
    write_byte(60) // width
    write_byte(0) // noise
    write_byte(200) // red
    write_byte(100) // green
    write_byte(0) // blue
    write_byte(200) // brightness
    write_byte(0) // speed
    message_end()
   
    // Medium ring
    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_BEAMCYLINDER) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    engfunc(EngFunc_WriteCoord, originF[0]) // x axis
    engfunc(EngFunc_WriteCoord, originF[1]) // y axis
    engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
    write_short(g_exploSpr) // sprite
    write_byte(0) // startframe
    write_byte(0) // framerate
    write_byte(4) // life
    write_byte(60) // width
    write_byte(0) // noise
    write_byte(200) // red
    write_byte(50) // green
    write_byte(0) // blue
    write_byte(200) // brightness
    write_byte(0) // speed
    message_end()
   
    // Largest ring
    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_BEAMCYLINDER) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    engfunc(EngFunc_WriteCoord, originF[0]) // x axis
    engfunc(EngFunc_WriteCoord, originF[1]) // y axis
    engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
    write_short(g_exploSpr) // sprite
    write_byte(0) // startframe
    write_byte(0) // framerate
    write_byte(4) // life
    write_byte(60) // width
    write_byte(0) // noise
    write_byte(200) // red
    write_byte(0) // green
    write_byte(0) // blue
    write_byte(200) // brightness
    write_byte(0) // speed
    message_end()
}

// Frost Grenade: Freeze Blast
create_blast3(const Float:originF[3])
{
    // Smallest ring
    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_BEAMCYLINDER) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    engfunc(EngFunc_WriteCoord, originF[0]) // x axis
    engfunc(EngFunc_WriteCoord, originF[1]) // y axis
    engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
    write_short(g_exploSpr) // sprite
    write_byte(0) // startframe
    write_byte(0) // framerate
    write_byte(4) // life
    write_byte(60) // width
    write_byte(0) // noise
    write_byte(0) // red
    write_byte(100) // green
    write_byte(200) // blue
    write_byte(200) // brightness
    write_byte(0) // speed
    message_end()
   
    // Medium ring
    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_BEAMCYLINDER) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    engfunc(EngFunc_WriteCoord, originF[0]) // x axis
    engfunc(EngFunc_WriteCoord, originF[1]) // y axis
    engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
    write_short(g_exploSpr) // sprite
    write_byte(0) // startframe
    write_byte(0) // framerate
    write_byte(4) // life
    write_byte(60) // width
    write_byte(0) // noise
    write_byte(0) // red
    write_byte(100) // green
    write_byte(200) // blue
    write_byte(200) // brightness
    write_byte(0) // speed
    message_end()
   
    // Largest ring
    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
    write_byte(TE_BEAMCYLINDER) // TE id
    engfunc(EngFunc_WriteCoord, originF[0]) // x
    engfunc(EngFunc_WriteCoord, originF[1]) // y
    engfunc(EngFunc_WriteCoord, originF[2]) // z
    engfunc(EngFunc_WriteCoord, originF[0]) // x axis
    engfunc(EngFunc_WriteCoord, originF[1]) // y axis
    engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
    write_short(g_exploSpr) // sprite
    write_byte(0) // startframe
    write_byte(0) // framerate
    write_byte(4) // life
    write_byte(60) // width
    write_byte(0) // noise
    write_byte(0) // red
    write_byte(100) // green
    write_byte(200) // blue
    write_byte(200) // brightness
    write_byte(0) // speed
    message_end()
}

// Fix Dead Attrib on scoreboard
FixDeadAttrib(id)
{
    message_begin(MSG_BROADCAST, g_msgScoreAttrib)
    write_byte(id) // id
    write_byte(0) // attrib
    message_end()
}

// Send Death Message for infections
SendDeathMsg(attacker, victim)
{
    message_begin(MSG_BROADCAST, g_msgDeathMsg)
    write_byte(attacker) // killer
    write_byte(victim) // victim
    write_byte(1) // headshot flag
    write_string("infection") // killer's weapon
    message_end()
}

// Update Player Frags and Deaths
UpdateFrags(attacker, victim, frags, deaths, scoreboard)
{
    // Set attacker frags
    set_pev(attacker, pev_frags, float(pev(attacker, pev_frags) + frags))
   
    // Set victim deaths
    fm_cs_set_user_deaths(victim, cs_get_user_deaths(victim) + deaths)
   
    // Update scoreboard with attacker and victim info
    if (scoreboard)
    {
        message_begin(MSG_BROADCAST, g_msgScoreInfo)
        write_byte(attacker) // id
        write_short(pev(attacker, pev_frags)) // frags
        write_short(cs_get_user_deaths(attacker)) // deaths
        write_short(0) // class?
        write_short(fm_cs_get_user_team(attacker)) // team
        message_end()
       
        message_begin(MSG_BROADCAST, g_msgScoreInfo)
        write_byte(victim) // id
        write_short(pev(victim, pev_frags)) // frags
        write_short(cs_get_user_deaths(victim)) // deaths
        write_short(0) // class?
        write_short(fm_cs_get_user_team(victim)) // team
        message_end()
    }
}

// Remove Player Frags (when Nemesis/Survivor ignore_frags cvar is enabled)
RemoveFrags(attacker, victim)
{
    // Remove attacker frags
    set_pev(attacker, pev_frags, float(pev(attacker, pev_frags) - 1))
   
    // Remove victim deaths
    fm_cs_set_user_deaths(victim, cs_get_user_deaths(victim) - 1)
}

// Plays a sound on clients
PlaySound(const sound[])
{
    if (equal(sound[strlen(sound)-4], ".mp3"))
        client_cmd(0, "mp3 play ^"sound/%s^"", sound)
    else
        client_cmd(0, "spk ^"%s^"", sound)
}

// Prints a colored message to target (use 0 for everyone), supports ML formatting.
// Note: I still need to make something like gungame's LANG_PLAYER_C to avoid unintended
// argument replacement when a function passes -1 (it will be considered a LANG_PLAYER)
zp_colored_print(target, const message[], any:...)
{
    static buffer[512], i, argscount
    argscount = numargs()
   
    // Send to everyone
    if (!target)
    {
        static player
        for (player = 1; player <= g_maxplayers; player++)
        {
            // Not connected
            if (!g_isconnected[player])
                continue;
           
            // Remember changed arguments
            static changed[5], changedcount // [5] = max LANG_PLAYER occurencies
            changedcount = 0
           
            // Replace LANG_PLAYER with player id
            for (i = 2; i < argscount; i++)
            {
                if (getarg(i) == LANG_PLAYER)
                {
                    setarg(i, 0, player)
                    changed[changedcount] = i
                    changedcount++
                }
            }
           
            // Format message for player
            vformat(buffer, charsmax(buffer), message, 3)
           
            // Send it
            message_begin(MSG_ONE_UNRELIABLE, g_msgSayText, _, player)
            write_byte(player)
            write_string(buffer)
            message_end()
           
            // Replace back player id's with LANG_PLAYER
            for (i = 0; i < changedcount; i++)
                setarg(changed[i], 0, LANG_PLAYER)
        }
    }
    // Send to specific target
    else
    {
        /*
        // Not needed since you should set the ML argument
        // to the player's id for a targeted print message
       
        // Replace LANG_PLAYER with player id
        for (i = 2; i < argscount; i++)
        {
            if (getarg(i) == LANG_PLAYER)
                setarg(i, 0, target)
        }
        */
       
        // Format message for player
        vformat(buffer, charsmax(buffer), message, 3)
       
        // Send it
        message_begin(MSG_ONE, g_msgSayText, _, target)
        write_byte(target)
        write_string(buffer)
        message_end()
    }
}

/*================================================================================
 [Stocks]
=================================================================================*/

// Set an entity's key value (from fakemeta_util)
stock fm_set_kvd(entity, const key[], const value[], const classname[])
{
    set_kvd(0, KV_ClassName, classname)
    set_kvd(0, KV_KeyName, key)
    set_kvd(0, KV_Value, value)
    set_kvd(0, KV_fHandled, 0)

    dllfunc(DLLFunc_KeyValue, entity, 0)
}

// Set entity's rendering type (from fakemeta_util)
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
    static Float:color[3]
    color[0] = float(r)
    color[1] = float(g)
    color[2] = float(b)
   
    set_pev(entity, pev_renderfx, fx)
    set_pev(entity, pev_rendercolor, color)
    set_pev(entity, pev_rendermode, render)
    set_pev(entity, pev_renderamt, float(amount))
}

// Get entity's speed (from fakemeta_util)
stock fm_get_speed(entity)
{
    static Float:velocity[3]
    pev(entity, pev_velocity, velocity)
   
    return floatround(vector_length(velocity));
}

// Get entity's aim origins (from fakemeta_util)
stock fm_get_aim_origin(id, Float:origin[3])
{
    static Float:origin1F[3], Float:origin2F[3]
    pev(id, pev_origin, origin1F)
    pev(id, pev_view_ofs, origin2F)
    xs_vec_add(origin1F, origin2F, origin1F)

    pev(id, pev_v_angle, origin2F);
    engfunc(EngFunc_MakeVectors, origin2F)
    global_get(glb_v_forward, origin2F)
    xs_vec_mul_scalar(origin2F, 9999.0, origin2F)
    xs_vec_add(origin1F, origin2F, origin2F)

    engfunc(EngFunc_TraceLine, origin1F, origin2F, 0, id, 0)
    get_tr2(0, TR_vecEndPos, origin)
}

// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
    while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) { /* keep looping */ }
    return entity;
}

// Set player's health (from fakemeta_util)
stock fm_set_user_health(id, health)
{
    (health > 0) ? set_pev(id, pev_health, float(health)) : dllfunc(DLLFunc_ClientKill, id);
}

// Give an item to a player (from fakemeta_util)
stock fm_give_item(id, const item[])
{
    static ent
    ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item))
    if (!pev_valid(ent)) return;
   
    static Float:originF[3]
    pev(id, pev_origin, originF)
    set_pev(ent, pev_origin, originF)
    set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN)
    dllfunc(DLLFunc_Spawn, ent)
   
    static save
    save = pev(ent, pev_solid)
    dllfunc(DLLFunc_Touch, ent, id)
    if (pev(ent, pev_solid) != save)
        return;
   
    engfunc(EngFunc_RemoveEntity, ent)
}

// Strip user weapons (from fakemeta_util)
stock fm_strip_user_weapons(id)
{
    static ent
    ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "player_weaponstrip"))
    if (!pev_valid(ent)) return;
   
    dllfunc(DLLFunc_Spawn, ent)
    dllfunc(DLLFunc_Use, ent, id)
    engfunc(EngFunc_RemoveEntity, ent)
}

// Collect random spawn points
stock load_spawns()
{
    // Check for CSDM spawns of the current map
    new cfgdir[32], mapname[32], filepath[100], linedata[64]
    get_configsdir(cfgdir, charsmax(cfgdir))
    get_mapname(mapname, charsmax(mapname))
    formatex(filepath, charsmax(filepath), "%s/csdm/%s.spawns.cfg", cfgdir, mapname)
   
    // Load CSDM spawns if present
    if (file_exists(filepath))
    {
        new csdmdata[10][6], file = fopen(filepath,"rt")
       
        while (file && !feof(file))
        {
            fgets(file, linedata, charsmax(linedata))
           
            // invalid spawn
            if(!linedata[0] || str_count(linedata,' ') < 2) continue;
           
            // get spawn point data
            parse(linedata,csdmdata[0],5,csdmdata[1],5,csdmdata[2],5,csdmdata[3],5,csdmdata[4],5,csdmdata[5],5,csdmdata[6],5,csdmdata[7],5,csdmdata[8],5,csdmdata[9],5)
           
            // origin
            g_spawns[g_spawnCount][0] = floatstr(csdmdata[0])
            g_spawns[g_spawnCount][1] = floatstr(csdmdata[1])
            g_spawns[g_spawnCount][2] = floatstr(csdmdata[2])
           
            // increase spawn count
            g_spawnCount++
            if (g_spawnCount >= sizeof g_spawns) break;
        }
        if (file) fclose(file)
    }
    else
    {
        // Collect regular spawns
        collect_spawns_ent("info_player_start")
        collect_spawns_ent("info_player_deathmatch")
    }
   
    // Collect regular spawns for non-random spawning unstuck
    collect_spawns_ent2("info_player_start")
    collect_spawns_ent2("info_player_deathmatch")
}

// Collect spawn points from entity origins
stock collect_spawns_ent(const classname[])
{
    new ent = -1
    while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", classname)) != 0)
    {
        // get origin
        new Float:originF[3]
        pev(ent, pev_origin, originF)
        g_spawns[g_spawnCount][0] = originF[0]
        g_spawns[g_spawnCount][1] = originF[1]
        g_spawns[g_spawnCount][2] = originF[2]
       
        // increase spawn count
        g_spawnCount++
        if (g_spawnCount >= sizeof g_spawns) break;
    }
}

// Collect spawn points from entity origins
stock collect_spawns_ent2(const classname[])
{
    new ent = -1
    while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", classname)) != 0)
    {
        // get origin
        new Float:originF[3]
        pev(ent, pev_origin, originF)
        g_spawns2[g_spawnCount2][0] = originF[0]
        g_spawns2[g_spawnCount2][1] = originF[1]
        g_spawns2[g_spawnCount2][2] = originF[2]
       
        // increase spawn count
        g_spawnCount2++
        if (g_spawnCount2 >= sizeof g_spawns2) break;
    }
}

// Drop primary/secondary weapons
stock drop_weapons(id, dropwhat)
{
    // Get user weapons
    static weapons[32], num, i, weaponid
    num = 0 // reset passed weapons count (bugfix)
    get_user_weapons(id, weapons, num)
   
    // Loop through them and drop primaries or secondaries
    for (i = 0; i < num; i++)
    {
        // Prevent re-indexing the array
        weaponid = weapons[i]
       
        if ((dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)) || (dropwhat == 2 && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM)))
        {
            // Get weapon entity
            static wname[32], weapon_ent
            get_weaponname(weaponid, wname, charsmax(wname))
            weapon_ent = fm_find_ent_by_owner(-1, wname, id)
           
            // Hack: store weapon bpammo on PEV_ADDITIONAL_AMMO
            set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, cs_get_user_bpammo(id, weaponid))
           
            // Player drops the weapon and looses his bpammo
            engclient_cmd(id, "drop", wname)
            cs_set_user_bpammo(id, weaponid, 0)
        }
    }
}

// Stock by (probably) Twilight Suzuka -counts number of chars in a string
stock str_count(const str[], searchchar)
{
    new count, i, len = strlen(str)
   
    for (i = 0; i <= len; i++)
    {
        if(str[i] == searchchar)
            count++
    }
   
    return count;
}

// Checks if a space is vacant (credits to VEN)
stock is_hull_vacant(Float:origin[3], hull)
{
    engfunc(EngFunc_TraceHull, origin, origin, 0, hull, 0, 0)
   
    if (!get_tr2(0, TR_StartSolid) && !get_tr2(0, TR_AllSolid) && get_tr2(0, TR_InOpen))
        return true;
   
    return false;
}

// Check if a player is stuck (credits to VEN)
stock is_player_stuck(id)
{
    static Float:originF[3]
    pev(id, pev_origin, originF)
   
    engfunc(EngFunc_TraceHull, originF, originF, 0, (pev(id, pev_flags) & FL_DUCKING) ? HULL_HEAD : HULL_HUMAN, id, 0)
   
    if (get_tr2(0, TR_StartSolid) || get_tr2(0, TR_AllSolid) || !get_tr2(0, TR_InOpen))
        return true;
   
    return false;
}

// Simplified get_weaponid (CS only)
stock cs_weapon_name_to_id(const weapon[])
{
    static i
    for (i = 0; i < sizeof WEAPONENTNAMES; i++)
    {
        if (equal(weapon, WEAPONENTNAMES[i]))
            return i;
    }
   
    return 0;
}

// Get User Current Weapon Entity
stock fm_cs_get_current_weapon_ent(id)
{
    // Prevent server crash if entity's private data not initalized
    if (pev_valid(id) != PDATA_SAFE)
        return -1;
   
    return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX);
}

// Get Weapon Entity's Owner
stock fm_cs_get_weapon_ent_owner(ent)
{
    // Prevent server crash if entity's private data not initalized
    if (pev_valid(ent) != PDATA_SAFE)
        return -1;
   
    return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS);
}

// Set User Deaths
stock fm_cs_set_user_deaths(id, value)
{
    // Prevent server crash if entity's private data not initalized
    if (pev_valid(id) != PDATA_SAFE)
        return;
   
    set_pdata_int(id, OFFSET_CSDEATHS, value, OFFSET_LINUX)
}

// Get User Team
stock fm_cs_get_user_team(id)
{
    // Prevent server crash if entity's private data not initalized
    if (pev_valid(id) != PDATA_SAFE)
        return FM_CS_TEAM_UNASSIGNED;
   
    return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX);
}

// Set a Player's Team
stock fm_cs_set_user_team(id, team)
{
    // Prevent server crash if entity's private data not initalized
    if (pev_valid(id) != PDATA_SAFE)
        return;
   
    set_pdata_int(id, OFFSET_CSTEAMS, team, OFFSET_LINUX)
}

// Set User Money
stock fm_cs_set_user_money(id, value)
{
    // Prevent server crash if entity's private data not initalized
    if (pev_valid(id) != PDATA_SAFE)
        return;
   
    set_pdata_int(id, OFFSET_CSMONEY, value, OFFSET_LINUX)
}

// Set User Flashlight Batteries
stock fm_cs_set_user_batteries(id, value)
{
    // Prevent server crash if entity's private data not initalized
    if (pev_valid(id) != PDATA_SAFE)
        return;
   
    set_pdata_int(id, OFFSET_FLASHLIGHT_BATTERY, value, OFFSET_LINUX)
}

// Update Player's Team on all clients (adding needed delays)
stock fm_user_team_update(id)
{
    static Float:current_time
    current_time = get_gametime()
   
    if (current_time - g_teams_targettime >= 0.1)
    {
        set_task(0.1, "fm_cs_set_user_team_msg", id+TASK_TEAM)
        g_teams_targettime = current_time + 0.1
    }
    else
    {
        set_task((g_teams_targettime + 0.1) - current_time, "fm_cs_set_user_team_msg", id+TASK_TEAM)
        g_teams_targettime = g_teams_targettime + 0.1
    }
}

// Send User Team Message
public fm_cs_set_user_team_msg(taskid)
{
    // Note to self: this next message can now be received by other plugins
   
    // Set the switching team flag
    g_switchingteam = true
   
    // Tell everyone my new team
    emessage_begin(MSG_ALL, g_msgTeamInfo)
    ewrite_byte(ID_TEAM) // player
    ewrite_string(CS_TEAM_NAMES[fm_cs_get_user_team(ID_TEAM)]) // team
    emessage_end()
   
    // Done switching team
    g_switchingteam = false
}

// Set the precached model index (updates hitboxes server side)
stock fm_cs_set_user_model_index(id, value)
{
    // Prevent server crash if entity's private data not initalized
    if (pev_valid(id) != PDATA_SAFE)
        return;
   
    set_pdata_int(id, OFFSET_MODELINDEX, value, OFFSET_LINUX)
}

// Set Player Model on Entity
stock fm_set_playermodel_ent(id)
{
    // Make original player entity invisible without hiding shadows or firing effects
    fm_set_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
   
    // Format model string
    static model[100]
    formatex(model, charsmax(model), "models/player/%s/%s.mdl", g_playermodel[id], g_playermodel[id])
   
    // Set model on entity or make a new one if unexistant
    if (!pev_valid(g_ent_playermodel[id]))
    {
        g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
        if (!pev_valid(g_ent_playermodel[id])) return;
       
        set_pev(g_ent_playermodel[id], pev_classname, MODEL_ENT_CLASSNAME)
        set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
        set_pev(g_ent_playermodel[id], pev_aiment, id)
        set_pev(g_ent_playermodel[id], pev_owner, id)
    }
   
    engfunc(EngFunc_SetModel, g_ent_playermodel[id], model)
}

// Set Weapon Model on Entity
stock fm_set_weaponmodel_ent(id)
{
    // Get player's p_ weapon model
    static model[100]
    pev(id, pev_weaponmodel2, model, charsmax(model))
   
    // Set model on entity or make a new one if unexistant
    if (!pev_valid(g_ent_weaponmodel[id]))
    {
        g_ent_weaponmodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
        if (!pev_valid(g_ent_weaponmodel[id])) return;
       
        set_pev(g_ent_weaponmodel[id], pev_classname, WEAPON_ENT_CLASSNAME)
        set_pev(g_ent_weaponmodel[id], pev_movetype, MOVETYPE_FOLLOW)
        set_pev(g_ent_weaponmodel[id], pev_aiment, id)
        set_pev(g_ent_weaponmodel[id], pev_owner, id)
    }
   
    engfunc(EngFunc_SetModel, g_ent_weaponmodel[id], model)
}

// Remove Custom Model Entities
stock fm_remove_model_ents(id)
{
    // Remove "playermodel" ent if present
    if (pev_valid(g_ent_playermodel[id]))
    {
        engfunc(EngFunc_RemoveEntity, g_ent_playermodel[id])
        g_ent_playermodel[id] = 0
    }
    // Remove "weaponmodel" ent if present
    if (pev_valid(g_ent_weaponmodel[id]))
    {
        engfunc(EngFunc_RemoveEntity, g_ent_weaponmodel[id])
        g_ent_weaponmodel[id] = 0
    }
}

// Set User Model
public fm_cs_set_user_model(taskid)
{
    set_user_info(ID_MODEL, "model", g_playermodel[ID_MODEL])
}

// Get User Model -model passed byref-
stock fm_cs_get_user_model(player, model[], len)
{
    get_user_info(player, "model", model, len)
}

// Update Player's Model on all clients (adding needed delays)
public fm_user_model_update(taskid)
{
    static Float:current_time
    current_time = get_gametime()
   
    if (current_time - g_models_targettime >= g_modelchange_delay)
    {
        fm_cs_set_user_model(taskid)
        g_models_targettime = current_time
    }
    else
    {
        set_task((g_models_targettime + g_modelchange_delay) - current_time, "fm_cs_set_user_model", taskid)
        g_models_targettime = g_models_targettime + g_modelchange_delay
    }
}

Last edited by leonard19941; 12-03-2011 at 13:25.
leonard19941 is offline
CoQuito
Senior Member
Join Date: Jul 2011
Location: Hempstead, New York
Old 12-03-2011 , 13:59   Re: [ZP] Clases de Zombies por Level 4.3
#7

no le as puesto lvl ???
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leonard19941
Veteran Member
Join Date: Jun 2011
Old 12-03-2011 , 14:33   Re: [ZP] Clases de Zombies por Level 4.3
#8

si los de rak, no?
leonard19941 is offline
GokuX
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Join Date: Jun 2011
Location: Quilpué , Chile
Old 12-03-2011 , 22:56   Re: [ZP] Clases de Zombies por Level 4.3
#9

Quote:
Originally Posted by leonard19941 View Post
rak, hola mira en "VARIABLE_DE_LEVEL" que pongo, es que no lo entiendo.
Mira eso depende de como ayas echo la variable si tu zp no tiene niveles no servira de nada el post de rak para tu zp.

Si tienes niveles la variable seria como la ayas creado tu por ej:

PHP Code:
g_level[id]
Lvl[id]
Niveles[id]
PlayerLevels[id
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rak
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Join Date: Oct 2011
Location: banned country
Old 12-04-2011 , 00:25   Re: [ZP] Clases de Zombies por Level 4.3
#10

tenes que agregarle los levels al ZP.. usa el de kiske o el que quieras.. fijate de adaptarlo bien.. otra cosa.. el tuto de kiske tenes problemas para.. cuando compras balas.. cuando compras un item extra.. para restar level.. fijate de buscar esas cosas que seguro ya las preguntaron.. igual no es nada complicado
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