can someone make it without colors and the chatcolor include?
or at least make it work with today amx.
HTML Code:
#include <amxmodx>
#include <csx>
#include <chatcolor>
#define ANTIFLOOD_DELAY 1.0
public plugin_init()
{
register_plugin("Bomb Events", "0.0.1", "ConnorMcLeod")
register_event("TextMsg", "Event_TextMsg_Game_bomb_drop", "bc", "2&#Game_bomb_drop")
register_event("TextMsg", "Event_TextMsg_Got_bomb", "b", "2&#Got_bomb")
}
public Event_TextMsg_Got_bomb( id )
{
if( bIsUserFlooding(id) )
{
return
}
new szName[32]
get_user_name(id, szName, charsmax(szName))
client_print_color(0, DontChange, "^4[Game Announce] ^1Player ^3%s^1 has picked up the bomb", szName)
}
public Event_TextMsg_Game_bomb_drop()
{
new szName[32]
read_data(3, szName, charsmax(szName))
if( bIsUserFlooding( get_user_index( szName ) ) )
{
return
}
client_print_color(0, DontChange, "^4[Game Announce] ^1Player ^3%s^1 has dropped the bomb", szName)
}
public bomb_defusing( id )
{
if( bIsUserFlooding(id) )
{
return
}
new szName[32]
get_user_name(id, szName, charsmax(szName))
client_print_color(0, DontChange, "^4[Game Announce] ^1Player ^3%s^1 is defusing the bomb", szName)
}
public bomb_defused( id )
{
new szName[32]
get_user_name(id, szName, charsmax(szName))
client_print_color(0, DontChange, "^4[Game Announce] ^1Player ^3%s^1 has defused the bomb", szName)
}
public bomb_planting( id )
{
if( bIsUserFlooding(id) )
{
return
}
new szName[32]
get_user_name(id, szName, charsmax(szName))
client_print_color(0, DontChange, "^4[Game Announce] ^1Player ^3%s^1 is planting the bomb", szName)
}
public bomb_planted( id )
{
new szName[32]
get_user_name(id, szName, charsmax(szName))
client_print_color(0, DontChange, "^4[Game Announce] ^1Player ^3%s^1 has planted the bomb", szName)
}
bool:bIsUserFlooding(id, Float:flFloodDelay = ANTIFLOOD_DELAY, bool:bAddAtEachAttempt = false)
{
static Float:flNextColoredText[33]
static Float:flGameTime
flGameTime = get_gametime()
if( flNextColoredText[id] > flGameTime )
{
if( bAddAtEachAttempt )
{
flNextColoredText[id] += flFloodDelay
}
return true
}
flNextColoredText[id] = flGameTime + flFloodDelay
return false
}