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[Pedido] Novo Plugin

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[Pedido] Novo Plugin

Mensagem por Wagner em 14/4/2014, 12:58 pm

Nome do Plugin: zp_menu_block


Onde vi: nao vi e nao sei se existe


Descriçao: um menu no "Admin menu" com comando de bloquear/desbloquear o menu extra



Obs: Isso acho q vai ter q criar um novo plugin  e espero q os scripters resolvam pra mim xD
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Re: [Pedido] Novo Plugin

Mensagem por Leozinho em 14/4/2014, 1:58 pm

Você quer uma opção no menu de admin para bloquear/desbloquear os itens extras ?

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Re: [Pedido] Novo Plugin

Mensagem por Wagner em 14/4/2014, 2:26 pm

Isso mesmo! xD
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Re: [Pedido] Novo Plugin

Mensagem por Leozinho em 14/4/2014, 3:49 pm

Preciso da sma do seu zp

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Re: [Pedido] Novo Plugin

Mensagem por Wagner em 14/4/2014, 4:44 pm

Código:
/*================================================================================
   
   -----------------------
   -*- [ZP] Admin Menu -*-
   -----------------------
   
   This plugin is part of Zombie Plague Mod and is distributed under the
   terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
   
================================================================================*/

#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include <amx_settings_api>
#include <zp50_core>
#include <zp50_gamemodes>
#define LIBRARY_NEMESIS "zp50_class_nemesis"
#include <zp50_class_nemesis>
#define LIBRARY_SURVIVOR "zp50_class_survivor"
#include <zp50_class_survivor>
#include <zp50_admin_commands>
#include <zp50_colorchat>

// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

#define ACCESSFLAG_MAX_LENGTH 2

// Access flags
new g_access_make_zombie[ACCESSFLAG_MAX_LENGTH] = "d"
new g_access_make_human[ACCESSFLAG_MAX_LENGTH] = "d"
new g_access_make_nemesis[ACCESSFLAG_MAX_LENGTH] = "d"
new g_access_make_survivor[ACCESSFLAG_MAX_LENGTH] = "d"
new g_access_respawn_players[ACCESSFLAG_MAX_LENGTH] = "d"
new g_access_start_game_mode[ACCESSFLAG_MAX_LENGTH] = "d"

// Admin menu actions
enum
{
   ACTION_INFECT_CURE = 0,
   ACTION_MAKE_NEMESIS,
   ACTION_MAKE_SURVIVOR,
   ACTION_RESPAWN_PLAYER,
   ACTION_START_GAME_MODE
}

// Menu keys
const KEYSMENU = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9|MENU_KEY_0

// CS Player PData Offsets (win32)
const OFFSET_CSMENUCODE = 205

#define MAXPLAYERS 32

// For player/mode list menu handlers
#define PL_ACTION g_menu_data[id][0]
#define MENU_PAGE_PLAYERS g_menu_data[id][1]
#define MENU_PAGE_GAME_MODES g_menu_data[id][2]
new g_menu_data[MAXPLAYERS+1][3]

new g_MaxPlayers

public plugin_init()
{
   register_plugin("[ZP] Admin Menus", ZP_VERSION_STRING, "ZP Dev Team")
   
   g_MaxPlayers = get_maxplayers()
   
   register_menu("Admin Menu", KEYSMENU, "menu_admin")
   register_clcmd("say /adminmenu", "clcmd_adminmenu")
   register_clcmd("say adminmenu", "clcmd_adminmenu")
}

public plugin_precache()
{
   // Load from external file, save if not found
   if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Access Flags", "MAKE ZOMBIE", g_access_make_zombie, charsmax(g_access_make_zombie)))
      amx_save_setting_string(ZP_SETTINGS_FILE, "Access Flags", "MAKE ZOMBIE", g_access_make_zombie)
   if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Access Flags", "MAKE HUMAN", g_access_make_human, charsmax(g_access_make_human)))
      amx_save_setting_string(ZP_SETTINGS_FILE, "Access Flags", "MAKE ZOMBIE", g_access_make_human)
   if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Access Flags", "MAKE NEMESIS", g_access_make_nemesis, charsmax(g_access_make_nemesis)))
      amx_save_setting_string(ZP_SETTINGS_FILE, "Access Flags", "MAKE NEMESIS", g_access_make_nemesis)
   if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Access Flags", "MAKE SURVIVOR", g_access_make_survivor, charsmax(g_access_make_survivor)))
      amx_save_setting_string(ZP_SETTINGS_FILE, "Access Flags", "MAKE SURVIVOR", g_access_make_survivor)
   if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Access Flags", "RESPAWN PLAYERS", g_access_respawn_players, charsmax(g_access_respawn_players)))
      amx_save_setting_string(ZP_SETTINGS_FILE, "Access Flags", "RESPAWN PLAYERS", g_access_respawn_players)
   if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Access Flags", "START GAME MODE", g_access_start_game_mode, charsmax(g_access_start_game_mode)))
      amx_save_setting_string(ZP_SETTINGS_FILE, "Access Flags", "START GAME MODE", g_access_start_game_mode)
}

public plugin_natives()
{
   register_library("zp50_admin_menu")
   register_native("zp_admin_menu_show", "native_admin_menu_show")
   
   set_module_filter("module_filter")
   set_native_filter("native_filter")
}
public module_filter(const module[])
{
   if (equal(module, LIBRARY_NEMESIS) || equal(module, LIBRARY_SURVIVOR))
      return PLUGIN_HANDLED;
   
   return PLUGIN_CONTINUE;
}
public native_filter(const name[], index, trap)
{
   if (!trap)
      return PLUGIN_HANDLED;
      
   return PLUGIN_CONTINUE;
}

public native_admin_menu_show(plugin_id, num_params)
{
   new id = get_param(1)
   
   if (!is_user_connected(id))
   {
      log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
      return false;
   }
   
   show_menu_admin(id)
   return true;
}

public client_disconnect(id)
{
   // Reset remembered menu pages
   MENU_PAGE_GAME_MODES = 0
   MENU_PAGE_PLAYERS = 0
}

public clcmd_adminmenu(id)
{
   show_menu_admin(id)
}

// Admin Menu
show_menu_admin(id)
{
   static menu[250]
   new len, userflags = get_user_flags(id)
   
   // Title
   len += formatex(menu[len], charsmax(menu) - len, "\y%L:^n^n", id, "MENU_ADMIN_TITLE")
   
   // 1. Infect/Cure command
   if (userflags & (read_flags(g_access_make_zombie) | read_flags(g_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 (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && (userflags & read_flags(g_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 (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && (userflags & read_flags(g_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. Respawn command
   if (userflags & read_flags(g_access_respawn_players))
      len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU_ADMIN4")
   else
      len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU_ADMIN4")
   
   // 5. Start Game Mode command
   if (userflags & read_flags(g_access_start_game_mode))
      len += formatex(menu[len], charsmax(menu) - len, "\r5.\w %L^n", id, "MENU_ADMIN_START_GAME_MODE")
   else
      len += formatex(menu[len], charsmax(menu) - len, "\d5. %L^n", id, "MENU_ADMIN_START_GAME_MODE")
   
   // 0. Exit
   len += formatex(menu[len], charsmax(menu) - len, "^n\r0.\w %L", id, "MENU_EXIT")
   
   // Fix for AMXX custom menus
   set_pdata_int(id, OFFSET_CSMENUCODE, 0)
   show_menu(id, KEYSMENU, menu, -1, "Admin Menu")
}

// Player List Menu
show_menu_player_list(id)
{
   static menu[128], player_name[32]
   new menuid, player, buffer[2], userflags = get_user_flags(id)
   
   // Title
   switch (PL_ACTION)
   {
      case ACTION_INFECT_CURE: 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_RESPAWN_PLAYER: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN4")
   }
   menuid = menu_create(menu, "menu_player_list")
   
   // Player List
   for (player = 0; player <= g_MaxPlayers; player++)
   {
      // Skip if not connected
      if (!is_user_connected(player))
         continue;
      
      // Get player's name
      get_user_name(player, player_name, charsmax(player_name))
      
      // Format text depending on the action to take
      switch (PL_ACTION)
      {
         case ACTION_INFECT_CURE: // Infect/Cure command
         {
            if (zp_core_is_zombie(player))
            {
               if ((userflags & read_flags(g_access_make_human)) && is_user_alive(player))
                  formatex(menu, charsmax(menu), "%s \r[%L]", player_name, id, (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
               else
                  formatex(menu, charsmax(menu), "\d%s [%L]", player_name, id, (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
            }
            else
            {
               if ((userflags & read_flags(g_access_make_zombie)) && is_user_alive(player))
                  formatex(menu, charsmax(menu), "%s \y[%L]", player_name, id, (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
               else
                  formatex(menu, charsmax(menu), "\d%s [%L]", player_name, id, (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
            }
         }
         case ACTION_MAKE_NEMESIS: // Nemesis command
         {
            if (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && (userflags & read_flags(g_access_make_nemesis)) && is_user_alive(player) && !zp_class_nemesis_get(player))
            {
               if (zp_core_is_zombie(player))
                  formatex(menu, charsmax(menu), "%s \r[%L]", player_name, id, (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
               else
                  formatex(menu, charsmax(menu), "%s \y[%L]", player_name, id, (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
            }
            else
               formatex(menu, charsmax(menu), "\d%s [%L]", player_name, id, zp_core_is_zombie(player) ? (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE" : (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
         }
         case ACTION_MAKE_SURVIVOR: // Survivor command
         {
            if (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && (userflags & read_flags(g_access_make_survivor)) && is_user_alive(player) && !zp_class_survivor_get(player))
            {
               if (zp_core_is_zombie(player))
                  formatex(menu, charsmax(menu), "%s \r[%L]", player_name, id, (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
               else
                  formatex(menu, charsmax(menu), "%s \y[%L]", player_name, id, (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
            }
            else
               formatex(menu, charsmax(menu), "\d%s [%L]", player_name, id, zp_core_is_zombie(player) ? (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && zp_class_nemesis_get(player)) ? "CLASS_NEMESIS" : "CLASS_ZOMBIE" : (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && zp_class_survivor_get(player)) ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
         }
         case ACTION_RESPAWN_PLAYER: // Respawn command
         {
            if ((userflags & read_flags(g_access_respawn_players)) && allowed_respawn(player))
               formatex(menu, charsmax(menu), "%s", player_name)
            else
               formatex(menu, charsmax(menu), "\d%s", player_name)
         }
      }
      
      // 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)
   
   // If remembered page is greater than number of pages, clamp down the value
   MENU_PAGE_PLAYERS = min(MENU_PAGE_PLAYERS, menu_pages(menuid)-1)
   
   // Fix for AMXX custom menus
   set_pdata_int(id, OFFSET_CSMENUCODE, 0)
   menu_display(id, menuid, MENU_PAGE_PLAYERS)
}

// Game Mode List Menu
show_menu_game_mode_list(id)
{
   static menu[128], transkey[64]
   new menuid, index, itemdata[2], game_mode_count = zp_gamemodes_get_count()
   
   // Title
   formatex(menu, charsmax(menu), "%L:\r", id, "MENU_INFO4")
   menuid = menu_create(menu, "menu_game_mode_list")
   
   // Item List
   for (index = 0; index < game_mode_count; index++)
   {
      // Add Game Mode Name
      zp_gamemodes_get_name(index, menu, charsmax(menu))
      
      // ML support for mode name
      formatex(transkey, charsmax(transkey), "MODENAME %s", menu)
      if (GetLangTransKey(transkey) != TransKey_Bad) formatex(menu, charsmax(menu), "%L", id, transkey)
      
      itemdata[0] = index
      itemdata[1] = 0
      menu_additem(menuid, menu, itemdata)
   }
   
   // No game modes to display?
   if (menu_items(menuid) <= 0)
   {
      menu_destroy(menuid)
      return;
   }
   
   // 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)
   
   // If remembered page is greater than number of pages, clamp down the value
   MENU_PAGE_GAME_MODES = min(MENU_PAGE_GAME_MODES, menu_pages(menuid)-1)
   
   // Fix for AMXX custom menus
   set_pdata_int(id, OFFSET_CSMENUCODE, 0)
   menu_display(id, menuid, MENU_PAGE_GAME_MODES)
}

// Admin Menu
public menu_admin(id, key)
{
   // Player disconnected?
   if (!is_user_connected(id))
      return PLUGIN_HANDLED;
   
   new userflags = get_user_flags(id)
   
   switch (key)
   {
      case ACTION_INFECT_CURE: // Infect/Cure command
      {
         if (userflags & (read_flags(g_access_make_zombie) | read_flags(g_access_make_human)))
         {
            // Show player list for admin to pick a target
            PL_ACTION = ACTION_INFECT_CURE
            show_menu_player_list(id)
         }
         else
         {
            zp_colored_print(id, "%L", id, "CMD_NOT_ACCESS")
            show_menu_admin(id)
         }
      }
      case ACTION_MAKE_NEMESIS: // Nemesis command
      {
         if (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && (userflags & read_flags(g_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, "%L", id, "CMD_NOT_ACCESS")
            show_menu_admin(id)
         }
      }
      case ACTION_MAKE_SURVIVOR: // Survivor command
      {
         if (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && (userflags & read_flags(g_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, "%L", id, "CMD_NOT_ACCESS")
            show_menu_admin(id)
         }
      }
      case ACTION_RESPAWN_PLAYER: // Respawn command
      {
         if (userflags & read_flags(g_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, "%L", id, "CMD_NOT_ACCESS")
            show_menu_admin(id)
         }
      }
      case ACTION_START_GAME_MODE: // Start Game Mode command
      {
         if (userflags & read_flags(g_access_start_game_mode))
            show_menu_game_mode_list(id)
         else
         {
            zp_colored_print(id, "%L", id, "CMD_NOT_ACCESS")
            show_menu_admin(id)
         }
      }
   }
   
   return PLUGIN_HANDLED;
}

// Player List Menu
public menu_player_list(id, menuid, item)
{
   // Menu was closed
   if (item == MENU_EXIT)
   {
      MENU_PAGE_PLAYERS = 0
      menu_destroy(menuid)
      show_menu_admin(id)
      return PLUGIN_HANDLED;
   }
   
   // Remember player's menu page
   MENU_PAGE_PLAYERS = item / 7
   
   // Retrieve player id
   new buffer[2], dummy, player
   menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
   player = buffer[0]
   
   // Perform action on player
   
   // Get admin flags
   new userflags = get_user_flags(id)
   
   // Make sure it's still connected
   if (is_user_connected(player))
   {
      // Perform the right action if allowed
      switch (PL_ACTION)
      {
         case ACTION_INFECT_CURE: // Infect/Cure command
         {
            if (zp_core_is_zombie(player))
            {
               if ((userflags & read_flags(g_access_make_human)) && is_user_alive(player))
                  zp_admin_commands_human(id, player)
               else
                  zp_colored_print(id, "%L", id, "CMD_NOT")
            }
            else
            {
               if ((userflags & read_flags(g_access_make_zombie)) && is_user_alive(player))
                  zp_admin_commands_zombie(id, player)
               else
                  zp_colored_print(id, "%L", id, "CMD_NOT")
            }
         }
         case ACTION_MAKE_NEMESIS: // Nemesis command
         {
            if (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && (userflags & read_flags(g_access_make_nemesis)) && is_user_alive(player) && !zp_class_nemesis_get(player))
               zp_admin_commands_nemesis(id, player)
            else
               zp_colored_print(id, "%L", id, "CMD_NOT")
         }
         case ACTION_MAKE_SURVIVOR: // Survivor command
         {
            if (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && (userflags & read_flags(g_access_make_survivor)) && is_user_alive(player) && !zp_class_survivor_get(player))
               zp_admin_commands_survivor(id, player)
            else
               zp_colored_print(id, "%L", id, "CMD_NOT")
         }
         case ACTION_RESPAWN_PLAYER: // Respawn command
         {
            if ((userflags & read_flags(g_access_respawn_players)) && allowed_respawn(player))
               zp_admin_commands_respawn(id, player)
            else
               zp_colored_print(id, "%L", id, "CMD_NOT")
         }
      }
   }
   else
      zp_colored_print(id, "%L", id, "CMD_NOT")
   
   menu_destroy(menuid)
   show_menu_player_list(id)
   return PLUGIN_HANDLED;
}

// Game Mode List Menu
public menu_game_mode_list(id, menuid, item)
{
   // Menu was closed
   if (item == MENU_EXIT)
   {
      MENU_PAGE_GAME_MODES = 0
      menu_destroy(menuid)
      show_menu_admin(id)
      return PLUGIN_HANDLED;
   }
   
   // Remember game modes menu page
   MENU_PAGE_GAME_MODES = item / 7
   
   // Retrieve game mode id
   new itemdata[2], dummy, game_mode_id
   menu_item_getinfo(menuid, item, dummy, itemdata, charsmax(itemdata), _, _, dummy)
   game_mode_id = itemdata[0]
   
   // Attempt to start game mode
   zp_admin_commands_start_mode(id, game_mode_id)
   
   menu_destroy(menuid)
   show_menu_game_mode_list(id)
   return PLUGIN_HANDLED;
}

// Checks if a player is allowed to respawn
allowed_respawn(id)
{
   if (is_user_alive(id))
      return false;
   
   new CsTeams:team = cs_get_user_team(id)
   
   if (team == CS_TEAM_SPECTATOR || team == CS_TEAM_UNASSIGNED)
      return false;
   
   return true;
}
Ta aí mas...
Será q da pra vc criar um plugin separado?
é q seria mais pratico pra poder mexer nele dps, com cvars,
é pq esse addons q tou montando pode nao ser fixo, caso eu aixe um melhor eu irei troca-lo, mas caso n tenha como mi ensine como vc vai fazer para criar oq eu pedi xD

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