I'll give suggestions for you, but they will not make the plugin be approved.
1.
PHP Code:
public Player_Spawn(id)
{
if (!is_user_alive(id))
{
return HAM_IGNORED;
}
else
{
ColorChat(id, DontChange, "%s ^1Write ^4/shop ^1to open the shop menu!", prefix)
g_bHasSuperKnife[id] = false;
g_bHasSuperDeagle[id] = false;
if(cs_get_user_team(id) == CS_TEAM_T)
{
set_user_maxspeed(id , get_pcvar_float(pMaxSpeed))
set_user_gravity(id, get_pcvar_float(pGravity))
set_user_footsteps(id, 0)
}
}
return HAM_SUPERCEDE
}
- >
PHP Code:
public Player_Spawn(id)
{
if(is_user_alive(id))
{
ColorChat(id, DontChange, "%s ^1Write ^4/shop ^1to open the shop menu!", prefix)
g_bHasSuperKnife[id] = false;
g_bHasSuperDeagle[id] = false;
}
}
2.
PHP Code:
public gunMenu(id)
{
new Players[32], iNum, id;
get_players(Players, iNum, "ah")
while ( --iNum >= 0)
{
id = Players[iNum]
switch(cs_get_user_team(id))
{
case CS_TEAM_CT:
{
strip_user_weapons(id)
give_item(id, "weapon_knife")
primaryguns(id)
}
case CS_TEAM_T:
{
strip_user_weapons(id)
give_item(id, "weapon_knife")
give_item(id, "weapon_hegrenade")
give_item(id, "weapon_flashbang")
give_item(id, "weapon_smokegrenade")
}
}
}
}
For what (id) at the public if you has created new id = Players[iNum] ?
Do it:
Delete this
PHP Code:
register_logevent("gunMenu", 2, "1=Round_Start")
And at Player_Spawn()
PHP Code:
strip_user_weapons(id)
give_item(id, "weapon_knife")
switch(cs_get_user_team(id))
{
case CS_TEAM_CT:
{
primaryguns(id)
set_user_footsteps(id, 1)
}
case CS_TEAM_T:
{
give_item(id, "weapon_hegrenade")
give_item(id, "weapon_flashbang")
give_item(id, "weapon_smokegrenade")
}
}
Like this
PHP Code:
public Player_Spawn(id)
{
if(is_user_alive(id))
{
strip_user_weapons(id)
give_item(id, "weapon_knife")
switch(cs_get_user_team(id))
{
case CS_TEAM_CT:
{
primaryguns(id)
set_user_footsteps(id, 1)
}
case CS_TEAM_T:
{
give_item(id, "weapon_hegrenade")
give_item(id, "weapon_flashbang")
give_item(id, "weapon_smokegrenade")
set_user_maxspeed(id , get_pcvar_float(pMaxSpeed))
set_user_gravity(id, get_pcvar_float(pGravity))
set_user_footsteps(id, 0)
}
}
ColorChat(id, DontChange, "%s ^1Write ^4/shop ^1to open the shop menu!", prefix)
g_bHasSuperKnife[id] = false;
g_bHasSuperDeagle[id] = false;
}
}
3.
Add checks for see if the player has already X item.
If they will buy HP but has selected the Super Knife ? Add a check for it.
PHP Code:
if ( iMoney >= get_pcvar_num(g_pCvarSuperCutCost))
{
cs_set_user_money(id, iMoney - get_pcvar_num(g_pCvarSuperCutCost));
g_bHasSuperKnife[id] = true;
give_item(id, "weapon_knife");
ColorChat(id, DontChange, "%s ^1You just bought ^3SuperKnife ^1for ^4%d", prefix, get_pcvar_num(g_pCvarSuperCutCost))
}
else
{
ColorChat(id, DontChange, "%s You do not have enough ^4money!", prefix)
}
- >
PHP Code:
if ( iMoney >= get_pcvar_num(g_pCvarSuperCutCost))
{
if(!g_bHasSuperKnife[id])
{
cs_set_user_money(id, iMoney - get_pcvar_num(g_pCvarSuperCutCost));
g_bHasSuperKnife[id] = true;
give_item(id, "weapon_knife");
ColorChat(id, DontChange, "%s ^1You just bought ^3SuperKnife ^1for ^4%d", prefix, get_pcvar_num(g_pCvarSuperCutCost))
}
else
{
ColorChat(id,DontChange,"%s ^1You already have ^3SuperKnife^1",prefix)
}
}
else
{
ColorChat(id, DontChange, "%s You do not have enough ^4money!", prefix)
}
Make the same for Deagle.
4. I think the
roundMoney(id) will not be good in your furien. I suggest to you delete it too and update your code. I cant understand the invisibility o.O
PHP Code:
public CBaseEntity_Think(Entity)
{
if(get_pcvar_num(g_CvarInvisEnable) == 1 && pev_valid(Entity))
{
static Players[32], Num, id, bool:RestorePlayerVisibility, i
static Float:PlayerVelocity[3], Float:PlayerSpeed
get_players(Players, Num, "ach")
for(i = 0; i < Num; i++)
{
RestorePlayerVisibility = false
id = Players[i]
if(get_user_weapon(id) == CSW_KNIFE && cs_get_user_team(id) == CS_TEAM_T)
{
pev(id, pev_velocity, PlayerVelocity)
PlayerSpeed = vector_length(PlayerVelocity)
if(!PlayerSpeed)
{
set_user_rendering(id, kRenderFxNone, 0, 0, 0, kRenderTransTexture, 0)
}
else
{
RestorePlayerVisibility = true
}
}
else
{
RestorePlayerVisibility = true
}
if(RestorePlayerVisibility)
{
set_user_rendering(id, kRenderFxNone, 0, 0, 0, kRenderNormal, 0)
}
}
set_pev(Entity, pev_nextthink, get_gametime() + 0.1)
}
}
For what the
RestorePlayerVisibility ?? Just add the
set_user_rendering() to normal and gg.
->
PHP Code:
public CBaseEntity_Think(Entity)
{
if(pev_valid(Entity))
{
static Players[32], Num, id, i
static Float:PlayerVelocity[3], Float:PlayerSpeed
get_players(Players, Num, "ach")
for(i = 0; i < Num; i++)
{
id = Players[i]
if(get_user_weapon(id) == CSW_KNIFE && cs_get_user_team(id) == CS_TEAM_T)
{
pev(id, pev_velocity, PlayerVelocity)
PlayerSpeed = vector_length(PlayerVelocity)
if(!PlayerSpeed)
{
set_user_rendering(id, kRenderFxNone, 0, 0, 0, kRenderTransTexture, 0)
}
else
{
set_user_rendering(id, kRenderFxNone, 0, 0, 0, kRenderNormal, 0)
}
}
else
{
set_user_rendering(id, kRenderFxNone, 0, 0, 0, kRenderNormal, 0)
}
}
set_pev(Entity, pev_nextthink, get_gametime() + 0.1)
}
}
5. For what cvar for deactive/active invisibility? What's the chance for it be good? Without it, the mod will not be furien mod.
__________________