Hello,
Your dependency does not even make sense.. but don't worry I fixed your plugin for you
Code:
#include <sourcemod>
#include <multicolors>
#include <cstrike>
#pragma semicolon 1
#pragma newdecls required
#define PLUGIN_NAME "VipSpawn"
#define PLUGIN_AUTHOR "Kewaii"
#define PLUGIN_DESCRIPTION "Advanced Respawn for Vip players"
#define PLUGIN_VERSION "1.0.4"
#define PLUGIN_TAG "{pink}[VipSpawn by Kewaii]{green}"
bool g_bRevived[MAXPLAYERS+1] = {false, ...};
public Plugin myinfo =
{
name = PLUGIN_NAME,
author = PLUGIN_AUTHOR,
description = PLUGIN_DESCRIPTION,
version = PLUGIN_VERSION,
url = "http://kewaiigamer.info"
};
public void OnPluginStart()
{
LoadTranslations("kewaii_vipspawn.phrases");
RegConsoleCmd("sm_vipspawn", Command_VipSpawn);
HookEvent("round_start", OnRoundStart);
}
public Action OnRoundStart(Event event, const char[] name, bool dontBroadcast)
{
for (int i = 1; i <= MaxClients; i++)
{
g_bRevived[i] = false;
}
}
stock bool IsClientVIP(int client)
{
if(CheckCommandAccess(client, "", ADMFLAG_RESERVATION, true))
{
return true;
}
return false;
}
public Action Command_VipSpawn(int client, int args)
{
if(IsClientInGame(client))
{
if(IsClientVIP(client))
{
if(IsPlayerAlive(client))
{
CPrintToChat(client, "%s %t", PLUGIN_TAG, "DeadPlayer");
}
else
{
if(g_bRevived[client])
{
CPrintToChat(client, "%s %t", PLUGIN_TAG, "PlayerAlreadyUsedVipspawn");
}
else
{
CS_RespawnPlayer(client);
char clientName[MAX_NAME_LENGTH];
GetClientName(client, clientName, sizeof(clientName));
CPrintToChatAll("%s %t", PLUGIN_TAG, "PlayerUsedVipspawn", clientName);
g_bRevived[client] = true;
}
}
}
else
{
CPrintToChat(client, "%s %t", PLUGIN_TAG, "PlayerNotVip");
}
}
else
{
PrintToServer("%t","Command is in-game only");
}
return Plugin_Handled;
}