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Senior Member
Join Date: Feb 2011
Location: Limbo City
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04-14-2012
, 14:13
[ZP] Duda Al Agregar Pagina al Menu de Admin
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#1
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hola a todos  bueno mi duda es si estoy haciendo lo correcto para que de "show_menu_admin" pase a la siguiente pagina de menu "show_menu2_admin" alguna sugerencia?
PHP Code:
// Access flags
enum
{
ACCESS_ENABLE_MOD = 0,
ACCESS_ADMIN_MENU,
ACCESS_ADMIN_MENU2,
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,
ACCESS_MODE_SNIPER,
ACCESS_MAKE_SNIPER,
ACCESS_MODE_ASSASSIN,
ACCESS_MAKE_ASSASSIN,
ACCESS_MODE_LNJ,
MAX_ACCESS_FLAGS
}
PHP Code:
// Admin menu actions
enum
{
ACTION_ZOMBIEFY_HUMANIZE = 0,
ACTION_MAKE_NEMESIS,
ACTION_MAKE_SURVIVOR,
ACTION_MAKE_SNIPER,
ACTION_MAKE_ASSASSIN,
ACTION_RESPAWN_PLAYER
}
PHP Code:
// 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")
PHP Code:
// Admin Menu
show_menu_admin(id)
{
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. Sniper command
if (userflags & (g_access_flag[ACCESS_MODE_SNIPER] | g_access_flag[ACCESS_MAKE_SNIPER]))
len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU_ADMIN8")
else
len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU_ADMIN8")
// 5. Assassin command
if (userflags & (g_access_flag[ACCESS_MODE_ASSASSIN] | g_access_flag[ACCESS_MAKE_ASSASSIN]))
len += formatex(menu[len], charsmax(menu) - len, "\r5.\w %L^n", id, "MENU_ADMIN9")
else
len += formatex(menu[len], charsmax(menu) - len, "\d5. %L^n", id, "MENU_ADMIN9")
// 6. Respawn command
if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
len += formatex(menu[len], charsmax(menu) - len, "\r6.\w %L^n", id, "MENU_ADMIN4")
else
len += formatex(menu[len], charsmax(menu) - len, "\d6. %L^n", id, "MENU_ADMIN4")
// 9. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n\r9.\w %L", id, "MENU_EXIT")
// 0. Next
len += formatex(menu[len], charsmax(menu) - len, "^n\r0.\w %L", id, "MENU_NEXT")
show_menu(id, KEYSMENU, menu, -1, "Admin Menu")
}
PHP Code:
// Admin Menu 2
show_menu2_admin(id)
{
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, "MENU2_ADMIN_TITLE")
// 1. Multi infection command
if ((userflags & g_access_flag[ACCESS_MODE_MULTI]) && allowed_multi())
len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU_ADMIN6")
else
len += formatex(menu[len], charsmax(menu) - len, "\d1. %L^n", id, "MENU_ADMIN6")
// 2. Swarm mode command
if ((userflags & g_access_flag[ACCESS_MODE_SWARM]) && allowed_swarm())
len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU_ADMIN5")
else
len += formatex(menu[len], charsmax(menu) - len, "\d2. %L^n", id, "MENU_ADMIN5")
// 3. Plague mode command
if ((userflags & g_access_flag[ACCESS_MODE_PLAGUE]) && allowed_plague())
len += formatex(menu[len], charsmax(menu) - len, "\r3.\w %L^n", id, "MENU_ADMIN7")
else
len += formatex(menu[len], charsmax(menu) - len, "\d3. %L^n", id, "MENU_ADMIN7")
// 4. Armageddon mode command
if ((userflags & g_access_flag[ACCESS_MODE_LNJ]) && allowed_lnj())
len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU_ADMIN10")
else
len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU_ADMIN10")
// 9. Exit
len += formatex(menu[len], charsmax(menu) - len, "^n\r9.\w %L", id, "MENU_EXIT")
// 0. Back
len += formatex(menu[len], charsmax(menu) - len, "^n\r0.\w %L", id, "MENU_BACK")
show_menu(id, KEYSMENU, menu, -1, "Menu2 Admin")
}
PHP Code:
// Player List Menu
show_menu_player_list(id)
{
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_MAKE_SNIPER: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN8")
case ACTION_MAKE_ASSASSIN: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN9")
case ACTION_RESPAWN_PLAYER: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN4")
}
menuid = menu_create(menu, "menu_player_list")
// Player List
for (player = 1; 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]))
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
}
else
{
if (allowed_zombie(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_INFECTION]) : (userflags & g_access_flag[ACCESS_MAKE_ZOMBIE])))
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "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])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
else
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "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])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
else
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
}
case ACTION_MAKE_SNIPER: // Sniper command
{
if (allowed_sniper(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SNIPER]) : (userflags & g_access_flag[ACCESS_MAKE_SNIPER])))
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
else
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
}
case ACTION_MAKE_ASSASSIN: // Nemesis command
{
if (allowed_assassin(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_ASSASSIN]) : (userflags & g_access_flag[ACCESS_MAKE_ASSASSIN])))
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, "CLASS_HUMAN")
}
}
else
{
if (g_zombie[player])
{
if (g_nemesis[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_NEMESIS")
else if (g_assassin[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ASSASSIN")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_ZOMBIE")
}
else
{
if (g_survivor[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SURVIVOR")
else if (g_sniper[player])
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "CLASS_SNIPER")
else
formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, "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)
// 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)
}
En Los
Menu Handlers
PHP Code:
// Admin Menu
public menu_admin(id, key)
{
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_MAKE_SNIPER: // Sniper command
{
if (userflags & (g_access_flag[ACCESS_MODE_SNIPER] | g_access_flag[ACCESS_MAKE_SNIPER]))
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_MAKE_SNIPER
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_ASSASSIN: // Assassin command
{
if (userflags & (g_access_flag[ACCESS_MODE_ASSASSIN] | g_access_flag[ACCESS_MAKE_ASSASSIN]))
{
// Show player list for admin to pick a target
PL_ACTION = ACTION_MAKE_ASSASSIN
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 9: // Chose to return
{
show_menu2_admin(id)
}
}
return PLUGIN_HANDLED;
}
PHP Code:
public menu2_admin(id, key)
{
static userflags
userflags = get_user_flags(id)
switch (key)
{
case 0: // 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_menu2_admin(id)
}
case 1: // 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_menu2_admin(id)
}
case 2: // 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_menu2_admin(id)
}
case 3: // Armageddon Mode command
{
if (userflags & g_access_flag[ACCESS_MODE_LNJ])
{
if (allowed_lnj())
command_lnj(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_menu2_admin(id)
}
case 9: // Chose to return
{
show_menu_admin(id)
}
}
return PLUGIN_HANDLED;
}
PHP Code:
// 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_MAKE_SNIPER: // Sniper command
{
if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SNIPER]) : (userflags & g_access_flag[ACCESS_MAKE_SNIPER]))
{
if (allowed_sniper(playerid))
command_sniper(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_ASSASSIN: // Assassin command
{
if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_ASSASSIN]) : (userflags & g_access_flag[ACCESS_MAKE_ASSASSIN]))
{
if (allowed_assassin(playerid))
command_assassin(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;
}
__________________
[IMG]http://img839.**************/img839/1879/dmcdanteprofile.png[/IMG]
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