There are some complete code how conversion .
PHP Code:
ApplyZombieModel(client, zombieid)
{
if (IsValidZombieID(zombieid))
{
decl String:model[256];
strcopy(model, sizeof(model), arrayZombies[zombieid][data_model]);
PrecacheModel(model);
SetEntityModel(client, model);
}
}
GetZombieZVision(zombieid, String:zvision[], maxlen)
{
if (IsValidZombieID(zombieid))
{
strcopy(zvision, maxlen, arrayZombies[zombieid][data_zvision]);
}
}
ApplyZombieHealth(client, zombieid)
{
if (IsValidZombieID(zombieid))
{
SetEntityHealth(client, arrayZombies[zombieid][data_health]);
}
}
ApplyZombieSpeed(client, zombieid)
{
if (IsValidZombieID(zombieid))
{
SetPlayerSpeed(client, arrayZombies[zombieid][data_speed]);
}
}
ApplyZombieGravity(client, zombieid)
{
if (IsValidZombieID(zombieid))
{
SetEntityGravity(client, arrayZombies[zombieid][data_gravity]);
}
}
Float:GetZombieJump(zombieid)
{
if (IsValidZombieID(zombieid))
{
return arrayZombies[zombieid][data_jump];
}
return 0.0;
}
ApplyZombieFOV(client, zombieid)
{
if (IsValidZombieID(zombieid))
{
SetPlayerFOV(client, arrayZombies[zombieid][data_fov]);
}
}
PHP Code:
ApplyZombieHealth(client, bool:zombieid)
{
new health = GetClassHealth(pClass[client]);
if (zombieid)
{
health *= 2;
}
SetEntityHealth(client, health);
}
ApplyZombieSpeed(client)
{
new Float:speed = GetClassSpeed(pClass[client]);
SetPlayerSpeed(client, speed);
}
ApplyZombieNightVision(client)
{
new bool:nvgs = GetClassNVGs(pClass[client]);
NightVision(client, nvgs);
NightVisionOn(client, nvgs);
}
ApplyZombieFOV(client)
{
new fov = GetClassFOV(pClass[client]);
SetPlayerFOV(client, fov);
}
KnockBack(client, const Float:clientloc[3], const Float:attackerloc[3], Float:power, dmg, bool:boost)
{
if (!IsPlayerZombie(client))
{
return;
}
new Float:vector[3];
MakeVectorFromPoints(attackerloc, clientloc, vector);
NormalizeVector(vector, vector);
vector[0] *= power * (float(dmg) * 1.5);
vector[1] *= power * (float(dmg) * 1.5);
vector[2] *= power * (float(dmg) * 1.5);
if (boost)
{
ScaleVector(vector, 4.0);
}
SetPlayerVelocity(client, vector);
}
JumpBoost(client, Float:distance, Float:height)
{
new Float:vel[3];
GetPlayerVelocity(client, vel);
vel[0] *= distance;
vel[1] *= distance;
vel[2] = height;
SetPlayerVelocity(client, vel);
}
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