hlmod.hu

Magyar Half-Life Mód közösség!
Pontos idő: 2025.06.16. 20:30



Jelenlévő felhasználók

Jelenleg 369 felhasználó van jelen :: 2 regisztrált, 0 rejtett és 367 vendég

A legtöbb felhasználó (2761 fő) 2025.01.09. 20:06-kor tartózkodott itt.

Regisztrált felhasználók: Bing [Bot], Google [Bot]az elmúlt 5 percben aktív felhasználók alapján

Utoljára aktív
Ahhoz hogy lásd ki volt utoljára aktív, be kell jelentkezned.



Az oldal teljeskörű
használatához regisztrálj.

Regisztráció

Kereső


Lezárt fórum A témát lezárták, nem szerkesztheted a hozzászólásaid, és nem küldhetsz új hozzászólást.  [5 hozzászólás ] 
Szerző Üzenet
 Hozzászólás témája: jól fordítotam ?
HozzászólásElküldve:2012.05.26. 21:49 
Offline
Tag

Csatlakozott:2012.04.20. 17:03
Hozzászólások:38
Ez az a cod mod amit felraktam és szeretném megkérdezni hogy jól csináltam-e köszi a válaszokat előre is és lécci próbáljátok .amxx fájt csinálni belőle :D
Kód:
  1. #include <amxmodx>

  2. #include <amxmisc>

  3. #include <cstrike>

  4. #include <fakemeta>

  5. #include <hamsandwich>

  6. #include <nvault>

  7.  

  8. #define PLUGIN "Call of Duty: MW Mod"

  9. #define VERSION "1.0-3"

  10. #define AUTHOR "COD_Peyote"

  11.  

  12. #define MAX_QUANTITY_NAME 32

  13. #define MAX_QUANTITY_OF 256

  14. #define max_number_of_perks 120

  15. #define MAX 100 number of classes

  16.  

  17. #define FAST_STANDARD 250.0

  18.  

  19. #define SHOW_INFORMATION_TASK 672

  20. #define SHOW_TASK_ADVERTISING 768

  21. #define FAST_SET_TASK 832

  22.  

  23. new const maxAmmo[31] = {0, 52, 0, 90, 1, 31, 1, 100, 90, 1, 120, 100, 100, 90, 90, 90, 100, 120, 30, 120, 200, 31, 90, 120,

  24.  90, 2, 35, 90, 90,0, 100};

  25.  

  26.  new MsgScreenfade;

  27.  

  28.  new vault;

  29.  new SyncHudObj, SyncHudObj2;

  30.  

  31. new cvar_experience_for_murder,

  32.       cvar_experience_for_any_injury,

  33.       cvar_experience_a_win,

  34.       cvar_type_of_record,

  35.       cvar_limit_level,

  36.       cvar_ratio_level,

  37.       cvar_locking_arms;

  38.  

  39.      

  40. new perk_changed,

  41.       changed_class;

  42.      

  43. new name_of_the_perks [Max_perks +1] [MAX_NAME SIZE +1],

  44.       descriptions_of_the_perks [Max_perks +1] [MAX_QUANTITY OF 1],

  45.       max_value_of_perks [MAX_perks 1],

  46.       min_value_of_perks [Max_perks 1],

  47.       perks_plugins [Max_perks 1],

  48.       number_of_perks;

  49.  

  50.      

  51. new player_name [33] [64],

  52.       class_player [33],

  53.       class_of_player [33],

  54.       level_of_the_player [33],

  55.       player_experience [33],

  56.       perk_player [33],

  57.       Perk_value_of_the_player [33];

  58.      

  59. new Float: maximum_health_a_player [33],

  60.       Float: speed_sphincter [33],

  61.       Float: damage_reduction_of_the_player [33];

  62.      

  63. new player_points [33],

  64.       player_health [33],

  65.       intelligence_of_the_player [33],

  66.       Player_strength [33],

  67.       condition_of_the_player [33];

  68.  

  69. new bool: the_player_has_a_disc [33],

  70.       bool: the_player_has_a_night_vision [33];

  71.  

  72. new player_bonus_weapons [33],

  73.       player_bonus_Health [33],

  74.       player_bonus_Intelligence [33],

  75.       player_bonus_strength [33],

  76.       player_bonus_condition [33];

  77.      

  78. new class_of_weapons [MAX_number_of_classes 1],

  79.       classes_health [MAX_number_of_classes 1],

  80.       classes_fitness [MAX_number_of_classes 1],

  81.       classes_intelligence [MAX _number _of _classes 1],

  82.       classes_strength [MAX_number_of_classes 1],

  83.       class_names [MAX_number_of_classes 1] [MAX_QUANTITY_NAME 1],

  84.       classes_of_the_descriptions [MAX_number_of_classes 1] [MAX_OF_QUANTITY 1],

  85.       classes_plugin [MAX_number of classes 1],

  86.       classes_of_number;

  87.  

  88. new weapons teams [] = {0, 1 << CSW_GLOCK18, 1 << CSW_USP}

  89.       weapons allowed = 1 << CSW_KNIFE | 1 << CSW_C4;

  90.  

  91. new bool: freezetime = true;

  92.  

  93. public plugin_ini()

  94. {      

  95.         register_plugin (PLUGIN, VERSION, AUTHOR);

  96.  

  97.         cvar_experience_for_the_murder = cvar_register ("cod_killxp", "10");

  98.         cvar_experience_for_the_damage = cvar_register ("cod_damagexp", "1") // amount of experience for 20 damage

  99.         cvar_experience_for_the_win = cvar_register ("cod_winxp", "50");

  100.         cvar_record_type = cvar_register ("cod_savetype", "2")  // 1-Nick, two-SID Steam, 3-IP

  101.         cvar_limit_the_level = cvar_register ("cod_maxlevel", "200");

  102.         cvar_the_ratio_of_the_level = cvar_register ("cod_levelratio", "35");

  103.         cvar_Lock_arms = cvar_register ("cod_weaponsblocking", "1");

  104.        

  105.         register_clcmd ("say / fegyo");

  106.         register_clcmd ("say / fegyo");

  107.         register_clcmd ("say / fegyo");

  108.         register_clcmd ("say / info");

  109.         register_clcmd ("say / perk");

  110.         register_clcmd ("say / perk");

  111.         register_clcmd ("say / perk");

  112.         register_clcmd ("say / tétel");

  113.         register_clcmd ("say / object");

  114.         register_clcmd ("say / drop");

  115.         register_clcmd ("say / eject");

  116.         register_clcmd ("say / reset");

  117.         register_clcmd ("say / stats");

  118.         register_clcmd ("say / stats");

  119.         register_clcmd ("mondani / segíteni");

  120.         register_clcmd ("useperk");

  121.         register_clcmd ("radio3");

  122.         register_clcmd ("fullupdate");

  123.        

  124.         register menucmd (register menuid ("fegyo"), 1023,);

  125.        

  126.         RegisterHam (Ham_TakeDamage, "player", "Damage");

  127.         RegisterHam (Ham_TakeDamage, "player", "ObrazeniaPost", 1);

  128.         RegisterHam (Ham_Spawn, "player", "Revival", 1);

  129.         RegisterHam (Ham_Killed, "player", "SmiercGraczaPost", 1);

  130.        

  131.         RegisterHam (Ham_Touch, "armoury_entity", "DotykBroni");

  132.         RegisterHam (Ham_Touch, "weapon_shield", "DotykTarczy");

  133.         RegisterHam (Ham_Touch, "weaponbox", "DotykBroni");

  134.        

  135.         register_forward(FM_CmdStart, "CmdStart");

  136.         register_forward(FM_EmitSound, "EmitSound");

  137.        

  138.         register_message (get_user_msgid ("Health"), "MessageHealth");

  139.        

  140.         register_logevent ("Inful a kor", 2, "1 = Round_Start");

  141.         register_event ("SendAudio", "WygranaTerro", "a", "2 &%! MRAD_terwin");

  142.         register_event ("SendAudio", "WygranaCT", "a", "2 &%! MRAD_ctwin");

  143.         register_event ("CurWeapon", "CurWeapon", "be", "1 = 1");

  144.         register_event ("HLTV", "NowaRunda", "a", "1 = 0", "2 = 0");

  145.        

  146.         vault = nvault_open ("CodMod");

  147.        

  148.         MsgScreenfade = get_user_msgid ("ScreenFade");

  149.        

  150.         CreateHudSyncObj SyncHudObj = ();

  151.         CreateHudSyncObj SyncHudObj2 = ();

  152.        

  153.         perk_zmieniony = CreateMultiForward ("cod_perk_changed" ET_CONTINUE, FP_CELL, FP_CELL, FP_CELL);

  154.         klasa_zmieniona = CreateMultiForward ("cod_class_changed" ET_CONTINUE, FP_CELL, FP_CELL);

  155.        

  156.         copy (nazwy_perkow [0], MAX_WIELKOSC_NAZWY, "No");

  157.         copy (opisy_perkow [0], MAX_WIELKOSC_OPISU, "Kill someone, to get the object");

  158.         copy (nazwy_klas [0], MAX_WIELKOSC_NAZWY, "No");

  159.        

  160.         set_task (1.0, "plugin_cfg");

  161. }

  162. public plugin_cfg ()

  163. {

  164.         new location cfg [33];

  165.         get configsdir (location cfg, charsmax (location cfg));

  166.         server cmd ("exec% s / codmod.cfg" location cfg);

  167.         server exec ();

  168. }

  169. public plugin_precache()

  170. {      

  171.         precache_sound("COD_CodMod/select.wav");

  172.         precache_sound("COD_CodMod/start.wav");

  173.         precache_sound("COD_CodMod/start2.wav");

  174.         precache_sound("COD_CodMod/levelup.wav");

  175. }

  176. public plugin_natives()

  177. {

  178.         register_native("cod_set_user_xp", 1);

  179.         register_native("cod_set_user_class", 1);

  180.         register_native("cod_set_user_perk", 1);

  181.         register_native("cod_set_user_bonus_health", 1);

  182.         register_native("cod_set_user_bonus_intelligence", 1);

  183.         register_native("cod_set_user_bonus_trim", 1);

  184.         register_native("cod_set_user_bonus_stamina", 1);

  185.        

  186.         register_native("cod_points_to_health", 1);    

  187.         register_native("cod_points_to_intelligence", 1);      

  188.         register_native("cod_points_to_trim", 1);      

  189.         register_native("cod_points_to_stamina", 1);   

  190.        

  191.         register_native("cod_get_user_xp", 1);

  192.         register_native("cod_get_user_level", 1);

  193.         register_native("cod_get_user_points", 1);

  194.         register_native("cod_get_user_class", 1);

  195.         register_native("cod_get_user_perk", 1);

  196.         register_native("cod_get_user_health", 1);

  197.         register_native("cod_get_user_intelligence", 1);

  198.         register_native("cod_get_user_trim", 1);

  199.         register_native("cod_get_user_stamina", 1);

  200.        

  201.         register_native("cod_get_level_xp", 1);

  202.        

  203.         register_native("cod_get_perkid", 1);

  204.         register_native("cod_get_perks_num", 1);

  205.         register_native("cod_get_perk_name", 1);

  206.         register_native("cod_get_perk_desc", 1);

  207.        

  208.         register_native("cod_get_classid", 1);

  209.         register_native("cod_get_classes_num", 1);

  210.         register_native("cod_get_class_name", 1);

  211.         register_native("cod_get_class_desc", 1);

  212.        

  213.         register_native("cod_get_class_health", 1);

  214.         register_native("cod_get_class_intelligence", 1);

  215.         register_native("cod_get_class_trim", 1);

  216.         register_native("cod_get_class_stamina", 1);

  217.        

  218.         register_native("cod_give_weapon", 1);

  219.         register_native("cod_take_weapon", 1);

  220.         register_native("cod_set_user_shield", 1);

  221.         register_native("cod_set_user_nightvision", 1);

  222.        

  223.         register_native("cod_inflict_damage", 1);

  224.        

  225.         register_native("cod_register_perk", );

  226.         register_native("cod_register_class", );

  227. }

  228.  

  229. public CmdStart (id, uc_handle)

  230. {

  231.         if (! is_user_alive (id))

  232.                 IGNORED FMRES return;

  233.        

  234.         new Float: velocity [3];

  235.         PEV (id, pev_velocity, velocity);

  236.         new Float: speed = vector_length (velocity);

  237.         if (szybkosc_gracza [id]> speed * 1.8)

  238.         set_pev (id, pev_flTimeStepSound, 300);

  239.        

  240.         return FMRES_IGNORED;

  241. }

  242.  

  243. public Rebirth (id)

  244. {

  245.         if (! task_exists (id + ZADANIE_POKAZ_INFORMACJE))

  246.                 set_task (0.1, "Show Info", id + TASK_Show_Info, _, _, "b");

  247.        

  248.         if (new_class_of_player [id])

  249.                 SetTheNewClass(id);

  250.        

  251.         if (! klasa_gracza [id])

  252.         {

  253.                  SelectAClass(id);

  254.                 return PLUGIN_CONTINUE;

  255.         }

  256.        

  257.         GiveWeapons (id);

  258.         ApplyAttributes (id);

  259.        

  260.         if (Player_Points [id]> 0)

  261.                 AssignPoints (id);

  262.        

  263.         return PLUGIN_CONTINUE;

  264. }

  265.  

  266. public SetTheNewClass(id)

  267. {

  268.         new ret;

  269.        

  270.         new forward_handle = CreateOneForward (plugins_class [class_player [id]], "cod_class_disabled" FP_CELL, FP_CELL);

  271.         ExecuteForward (forward_handle, ret, id, class_player [id]);

  272.         DestroyForward (forward_handle);

  273.        

  274.         forward_handle = CreateOneForward (plugin_classes [new_class_of_player [id]], "cod_class_enabled" FP_CELL, FP_CELL);

  275.         ExecuteForward (forward_handle, ret, id, new_class_of_player [id]);

  276.         DestroyForward (forward_handle);

  277.        

  278.        

  279.         if (ret == 4)

  280.         {

  281.         class_player [id] = 0;

  282.         return PLUGIN_CONTINUE;

  283.         }

  284.        

  285.         ExecuteForward (class_changed, ret, id, class_player [id]);

  286.        

  287.         if (ret == 4)

  288.         {

  289.         class player [id] = 0;

  290.         return PLUGIN_CONTINUE;

  291.         }

  292.        

  293.         class_player [id] = new_class_player [id];

  294.         new_class_of_player [id] = 0;

  295.         SetPerk(id, drum_player [id], the_value_Perk_player [id], 0);

  296.        

  297.         LoadData(id, class_player [id]);

  298.         return PLUGIN_CONTINUE

  299. }

  300.  

  301. public GiveWeapons()

  302. {

  303.         for (new i = 1, i <32; i + +)

  304.         {

  305.                 if ((1 << i) & (weapons_class [class_player [id]] | bonus_weapons_player [id]))

  306.                 {

  307.                         new weaponname [22];

  308.                         get_weaponname (and, weaponname, 21);

  309.                         fm_give_item (id, weaponname);

  310.                 }

  311.         }

  312.        

  313.         if (player_has_disc [id])

  314.                 fm_give_item (id, "weapon_shield");

  315.        

  316.         if (player_has_ightvision [id])

  317.                 cs_set_user_nvg (id, 1);

  318.        

  319.         new weapons [32];

  320.         new weaponsnum;

  321.         get_user_weapons (id, weapons, weaponsnum);

  322.         for (new i = 0; i <weaponsnum; i + +)

  323.                 if (is_user_alive (id))

  324.                         if (maxAmmo [weapons [and]]> 0)

  325.                                 cs_set_user_bpammo (id, weapons [i], maxAmmo [weapons [i]]);

  326. }

  327.  

  328. public ApplyAttributes()

  329. {

  330.         reduce_damage_player [id] = 0.7 * (1.0-floatpower (1.1, -0.112311341 * Download Strength (id, 1, 1, 1)));

  331.  

  332.         player_maximum_health [id] = 100.0 + GetHealth (id, 1, 1, 1);

  333.        

  334.         Player_speed [id] = STANDARD_FAST + DownloadCondition (id, 1, 1, 1) * 1.3;

  335.        

  336.         set_pev (id, pev_health, player_maximum_health [id]);

  337. }

  338.  

  339. public StartOfRound()

  340. {

  341.         freezetime = false;

  342.         for (new id = 0, d <= 32, id + +)

  343.         {

  344.                 if (! is_user_alive (id))

  345.                 continue;

  346.                

  347.                 Display_Fade (id, 1 << 9, 1 << 9, 1 << 12, 0, 255, 70, 100);

  348.                

  349.                 set_task (0.1, "Set Speed", id + TASK MAKE FAST);

  350.                

  351.                 switch (get_user_team (id))

  352.                 {

  353.                         case 1: client_cmd (id, "spk COD_CodMod/start2");

  354.                         case 2: client_cmd (id, "spk COD_CodMod / start");

  355.                 }

  356.         }

  357. }

  358.  

  359. public NewRound()

  360. {

  361.         freezetime = true;

  362.        

  363. }

  364. public Damage(this, idinflictor, idattacker, Float:damage, damagebits)

  365. {

  366.         if(!is_user_alive(idattacker))

  367.                 return HAM_IGNORED;

  368.  

  369.         if(get_user_team(this) == get_user_team(idattacker))

  370.                 return HAM_IGNORED;

  371.                

  372.         if(get_user_health(this) <= 1)

  373.                 return HAM_IGNORED;

  374.        

  375.         SetHamParamFloat(4, damage*(1.0-reduce_damage_player[this]));

  376.                

  377.         return HAM_IGNORED;

  378. }

  379. public DamagePost (id, idinflictor, attacker, Float: damage, damagebits)

  380.         {

  381.         if (! is_user_connected (attacker) | |! class_player [attacker])

  382.                 HAM_IGNORED return;

  383.        

  384.         if (get_user_team (id)! = get_user_team (attacker))

  385.         {

  386.                 new experience_for_injuries = get_pcvar_num (cvar_experience_for_injuries);

  387.                 while (damage> 20)

  388.                 {

  389.                         damage - = 20;

  390.                         player_experience [attacker] + = experience_for_injuries;

  391.                 }

  392.         }

  393.         SeeLevel (attacker);

  394.         return HAM_IGNORED;

  395. }

  396.  

  397. public PlayerDeathPost (id, attacker, shouldgib)

  398. {

  399.         if (! is_user_connected (attacker))

  400.                 return HAM_IGNORED;

  401.        

  402.         if (get_user_team (id)! = get_user_team (attacker) && class_player [attacker])

  403.         {

  404.                 new experience_for_killing = get_pcvar_num (cvar_experience_for_murder);

  405.                 new new_experience = get_pcvar_num (cvar_experience_for_murder);

  406.                

  407.                 if (player_level [id]> levels_player [attacker])

  408.                         new_experience + = (player_level [id] - level_player [attacker]) * (experience_for_murder/10);

  409.                

  410.                 if (! perk player [attacker])

  411.                         SetPerk (attacker, -1, -1, 1);

  412.                 player_experience [attacker] + = new_experience;

  413.         }

  414.        

  415.         SeeLevel(attacker);

  416.        

  417.         return HAM_IGNORED;

  418.         }

  419. }

  420. public MessageHealth(msg_id, msg_dest, msg_entity)

  421. {

  422.         static health;

  423.         health = get_msg_arg_int(1);

  424.        

  425.         if (health < 256) return;

  426.        

  427.         if (!(health % 256))

  428.                 set_pev(msg_entity, pev_health, pev(msg_entity, pev_health)-1);

  429.        

  430.         set_msg_arg_int(1, get_msg_argtype(1), 255);

  431. }

  432. public client_authorized (id)

  433. {

  434.         RemoveSkills (id);

  435.        

  436.         get_user_name (id, name a player [id], 63);

  437.        

  438.         UsunZadania (id);

  439.        

  440.         set_task (10.0, "ShowAd", id + ADVERTISING_SHOW_TASK);

  441. }

  442. public client_disconnect (id)

  443. {

  444.         SaveData (id);

  445.         RemoveSkills (id);

  446.         DeleteTasks (id);

  447. }

  448. public DeleteSkills  (id)

  449. {

  450.         new_class_of_player [id] = 0;

  451.         SetTheNewClass (id);

  452.         class_player [id] = 0;

  453.         level_of_the_player [id] = 0;

  454.         experience_of_the_player [id] = 0;

  455.         Player_Points [id] = 0;

  456.         health_of_the_player [id] = 0;

  457.         intelligence of_the_player [id] = 0;

  458.         Player_strength [id] = 0;

  459.         condition_of_the_player [id] = 0;

  460.         Health_bonus_player [id] = 0;

  461.         strength_bonus_player [id] = 0;

  462.         Intelligence_bonus_the_player [id] = 0;

  463.         condition_of_the_player_bonus [id] = 0;

  464.         player_maximum_health [id] = 0.0;

  465.         Player_speed [id] = 0.0;

  466.         SetPerk(id, 0, 0, 0);

  467. }

  468. public DeleteTasks (id)

  469. {

  470.         remove_task (id + INFORMATION SHOW TASK);

  471.         remove_task (id + ADVERTISING SHOW TASK);

  472.         remove_task (id + TASK MAKE FAST);

  473. }

  474. public TerroristWin ()

  475.         WinRound ("TERRORIST");

  476.  

  477. public WinningCT ()

  478.         WinRound ("CT");

  479.        

  480. public WinRound (Team const [])

  481. {

  482.         new Players [32], playerCount, id;

  483.         get_players (Players, playerCount, "AEH" Team);

  484.         new experience_for_the_win = get_pcvar_num (cvar_experience_to_win);

  485.        

  486.         if (get_playersnum () <3)

  487.                 return;

  488.        

  489.         for (new i = 0; i <playerCount; i + +)

  490.         {

  491.                 id = Players [i];

  492.                 if (class_player [id])

  493.                 continue;

  494.                

  495.                 experience_of_the_player [id] + = winning_experience;

  496.                 client_print (id, print_chat, "[COD: MW] l got% and experience by winning the round." experience_for_the_win);

  497.                 SeeLevel(id);

  498.         }

  499. }

  500. public CommandDescriptionPerk (id)

  501. DescriptionPerk (id, drum player [id], the_value_Perk_player [id]);

  502.  

  503. public DescriptionPerk (id, drum, value)

  504. {

  505.         new description_Perk [MAX DESCRIPTION QUANTITY];

  506.         new random_value [15];

  507.         if (value> -1)

  508.                 num_to_str (value, random_value, 14);

  509.         else

  510.                 format (random_value, charsmax (random_value), "% i-% i", min_value_of_perks [perk], maximum_values_of_perks [perk]);

  511.        

  512.         format (description_Perk, charsmax (description_Perk), descriptions_of_perks [perk]);

  513.         replace_all (description_Perk, charsmax (description_Perk), "LW", a_random_value);

  514.        

  515.         client_print (id, print_chat, "Perk:% s", name_of_the_perks [perk]);

  516.         client_print (id, print_chat, "Description:% s", description_Perk);

  517. }

  518. public DescriptionOfPerks (id)

  519. {

  520.         menu = new menu_create ("Select Perk:", "DescriptionPerks_Handle");

  521.         for (new i = 1, i <= number_of_perks, i + +)

  522.         menu_additem (menus, names_perks [i]);

  523.         menu_setprop (menus, MPROP_EXITNAME, "Exit");

  524.         menu_setprop (menus, MPROP_BACKNAME, "Previous Page");

  525.         menu_setprop (menus, MPROP_NEXTNAME, "next page");

  526.         menu_display (id, menu);

  527.         client_cmd (id, "spk COD_CodMod / select");

  528. }

  529.  

  530. public DescriptionPerkow_Handle (id, menu, item)

  531. {

  532.         if (item == MENU_EXIT + +)

  533.         {

  534.                 menu_destroy (menu);

  535.                 return PLUGIN_CONTINUE;

  536.         }

  537.         DescriptionPerk (id, item, -1);

  538.         DescriptionOfPerks perks (id);

  539.         return PLUGIN_CONTINUE;

  540. }

  541.  

  542. public Descriptionclass (id)

  543. {

  544.         menu = new menu_create ("Choose_class:", "DescriptionClass_Handle");

  545.         for (new i = 1, i <= ilosc_klas; i + +)

  546.         menu_additem (menus, class names [i]);

  547.         menu_setprop (menus, MPROP_EXITNAME, "Exit");

  548.         menu_setprop (menus, MPROP_BACKNAME, "Previous Page");

  549.         menu_setprop (menus, MPROP_NEXTNAME, "next page");

  550.         menu_display (id, menu);

  551.        

  552.         client_cmd (id, "spk COD_CodMod/select");

  553. }

  554.  

  555. public DescriptionClass_Handle (id, menu, item)

  556. {

  557. client_cmd (id, "spk COD_CodMod / select");

  558.  

  559.         if (item == MENU_EXIT + +)

  560.         {

  561.         menu_destroy (menu);

  562.         return PLUGIN_CONTINUE;

  563.         }

  564.        

  565.                 new weapons [320];

  566.                 for (new i = 1, n = 1 and <= 32; i + +)

  567.         {

  568.         if ((1 << i) & bronie_klasy [item])

  569.         {

  570.                 new weaponname [22];

  571.                 get_weaponname (and, weaponname, 21);

  572.                 replace_all (weaponname, 21, "weapon_", "");

  573.                 if (n> 1)

  574.                         add (weapons, charsmax (weapons), "");

  575.                 add (weapons, charsmax (weapons), weaponname);

  576.                 n + +;

  577.         }

  578.         }

  579.        

  580.         new description of the [416 + MAX_WIELKOSC_OPISU];

  581.         format (description, charsmax (description), "\sClass: \w%s^n\yInteligencja: \w%i^n\sHealth: \w%i^n\yDurability: \w%i^n\sConstitution: \w%i^n\yWeapons: \w%s^n\yNotes: \a%s^n%s", name _class [Item], intellectuals_classes [item], health_classes [item ], strength classes [item], fitness classes [item], weapons, class descriptions [item], descriptions of the classes [item] [79]);

  582.         show_menu (id, 1023, description);

  583.        

  584.         return PLUGIN_CONTINUE;

  585. }

  586.  

  587. public Selectclass (id)

  588. {

  589.         menu = new menu_create ("Choose class:", "Selectclass_Handle");

  590.         new class [50];

  591.         for (new i = 1, i <= number of classes, i + +)

  592.         {

  593.                 LoadData(id, i);

  594.                 format (Class, charsmax (class), "%s\yLevel:: %i", class_names [i], level_player [id]);

  595.                 menu_additem (menus, class);

  596.         }

  597.        

  598.         LoadData(id, class_player [id]);

  599.        

  600.         menu_setprop (menus, MPROP_EXITNAME, "Exit");

  601.         menu_setprop (menus, MPROP_BACKNAME, "Previous Page");

  602.         menu_setprop (menus, MPROP_NEXTNAME, "next page");

  603.         menu_display (id, menu);

  604.        

  605.         client_cmd (id, "spk COD_CodMod / select");

  606. }

  607.  

  608. public ChooseKlase_Handle (id, menu, item)

  609. {

  610.         client_cmd (id, "spk COD_CodMod / select");

  611.        

  612.         if (item == MENU_EXIT + +)

  613.         {

  614.                 menu_destroy (menu);

  615.                 return PLUGIN_CONTINUE;

  616.         }

  617.        

  618.         if (item == class_player [id] &&! new_class_player [id])

  619.                 return PLUGIN_CONTINUE;

  620.        

  621.         new_class_player [id] = item;

  622.        

  623.         if (class_player [id])

  624.                 client_print (id, print_chat, "[COD: MW] Class will be changed in the next round.");

  625.         else

  626.         {

  627.                 SetNowaKlase (id);

  628.                 GiveWeapons (id);

  629.                 ApplyAttributes (id);

  630.         }

  631.         return PLUGIN_CONTINUE;

  632. }

  633.  

  634.  Public Assign points (d)

  635. {

  636.         new intelligence [65];

  637.         new health [60];

  638.         new strength [60];

  639.         new condition [60];

  640.         new title [25];

  641.         format (intelligence, charsmax (intelligence), "Intelligence: \r%i \y (increases class perks and abilities)," GetIntelligences (id, 1, 1, 1));

  642.         format (health, charsmax (health), "Health: \r%i \y (Increases health)", DownloadHealth (id, 1, 1, 1));

  643.         format (strength, charsmax (strength), "Durability: \r%i \y (reduces damage)," GetStrength (id, 1, 1, 1));

  644.         format (condition, charsmax (condition), "Situation: \r%i \y (accelerating the pace of walking)," GetCondition (id, 1, 1, 1));

  645.         format (title, charsmax (title), "Assign Points (% s)", player_Points[id]);

  646.         new menu = menu_create (title, "AssignPoints_Handler");

  647.         menu_additem (menu, intelligence);

  648.         menu_additem (menus, health);

  649.         menu_additem (menus, endurance);

  650.         menu_additem (menu, condition);

  651.         menu_setprop (menus, MPROP_EXIT, 0);

  652.         menu_display (id, menu);

  653. }

  654.  

  655.  public Assignpoints_Handler (id, menu, item)

  656.         {

  657.         client_cmd (id, "spk COD_CodMod / select");

  658.        

  659.         if (item == MENU_EXIT)

  660.         {

  661.                 menu_destroy (menu);

  662.                 return PLUGIN_CONTINUE;

  663.         }

  664.        

  665.         if (player_points [id] <1)

  666.                 return PLUGIN_CONTINUE;

  667.        

  668.         new limit_level = get_pcvar_num (cvar_limit_levels);

  669.        

  670.         switch (item)

  671.         {

  672.                 case 0:

  673.                 {

  674.                         if (player_intelligence [id] <limit_level/2)

  675.                         {

  676.                                 intelligence_player [id];

  677.                                 Player_Points [id] -;

  678.                         }

  679.                         else

  680.                                 client_print (id, print_chat, "[COD: MW] Intermittent level of intelligence reached");

  681.        

  682.        

  683.                 }

  684.                 case 1:

  685.                 {

  686.                         if (player_health [id] <limit_level/2)

  687.                         {

  688.                                 health_player [id];

  689.                                 Player_Points [id] -;

  690.                         }

  691.                         else

  692.                                 client_print (id, print_chat, "[COD: MW] Intermittent force level reached");

  693.                 }

  694.                 case 2:

  695.                 {

  696.                         if (player_strength [id] <limit_level/2)

  697.                         {

  698.                                 Player strength [id];

  699.                                 Player Points [id] -;

  700.  

  701.                         }

  702.                         else

  703.                                 client_print (id, print_chat, "[COD: MW] Intermittent level of skill achieved");

  704.                

  705.                 }

  706.                 case 3:

  707.                 {

  708.                         if (condition_player [id] <limit_level/2)

  709.                         {

  710.                                 condition_player [id];

  711.                                 Player_Points [id] -;

  712.                         }

  713.                         else

  714.                                 client_print (id, print_chat, "[COD: MW] Intermittent level of fitness achieved");

  715.                 }

  716.         }

  717.                

  718.         if (player points [id]> 0)

  719.                         Assignpoints(id);

  720.                

  721.         return PLUGIN_CONTINUE;

  722. }

  723.  

  724. public ResetCommandPoints (id)

  725. {

  726.         client_print (id, print_chat, "[COD: MW] skills will be reset.");

  727.         client_cmd (id, "spk COD_CodMod/select");

  728.        

  729.         ResetPoints (id);

  730. }

  731.  

  732. public ResetPoints (d)

  733. {

  734.         Player_Points [id] = (player_level [id] -1) * 2;

  735.         intelligence_player [id] = 0;

  736.         health_player [id] = 0;

  737.         condition_player [id] = 0;

  738.         Player_strength [id] = 0;

  739.        

  740.         if (player_points [id])

  741.                 Assignpoints (id);

  742. }

  743.  

  744. public CurWeapon (id)

  745. {

  746.         if (! is_user_connected (id))

  747.                 return;

  748.        

  749.         new team = get_user_team (id);

  750.        

  751.         if (team> 2)

  752.                 return;

  753.        

  754.         new weapon = read_data (2);

  755.        

  756.         new weapons = (weapons_class [class_player [id]] | bonus weapons a player [id] | weapons_teams [team] | weapons_allowed);

  757.        

  758.         if ((1 << weapons & weapons))

  759.         {

  760.                 new weaponname [22];

  761.                

  762.                 get_weaponname (harrows, weaponname, 21);

  763.                 ham_strip_weapon (id, weaponname);

  764.         }

  765.        

  766.         if (cs_get_user_shield (id) &&! disc_player_is [id])

  767.                 engclient_cmd (id, "drop", "weapon_shield");

  768.        

  769.         SetSpeed ??(id);

  770. }

  771.  

  772. public EmitSound (id, iChannel, szSound [], Float: fVol, Float: fAttn, iFlags, iPitch)

  773. {

  774.         if (! is_user_alive (id))

  775.                 FMRES_IGNORED return;

  776.        

  777.         if (equal (szSound, "common / wpn_denyselect.wav"))

  778.         {

  779.                 new forward_handle = CreateOneForward (plugins_class [class_player [id]], "cod_class_skill_used" FP_CELL);

  780.                 ExecuteForward (forward_handle, id, id);

  781.                 DestroyForward (forward_handle);

  782.                 FMRES_SUPERCEDE return;

  783.         }

  784.        

  785.         if (equal (szSound, "items/ammopickup2.wav"))

  786.         {

  787.                 cs_set_user_armor (id, 0, CS_ARMOR_NONE);

  788.                 FMRES_SUPERCEDE return;

  789.         }

  790.        

  791.         if (equal (szSound, "items/equip_nvg.wav") && !player_has_nightvision [id])

  792.         {

  793.                 cs_set_user_nvg (id, 0);

  794.                 FMRES_SUPERCEDE return;

  795.         }

  796.        

  797.         return FMRES_IGNORED;

  798. }

  799.  

  800. public UsePerk (id)

  801. {

  802.         if (! is_user_alive (id))

  803.                 return PLUGIN_HANDLED;

  804.        

  805.         new forward_handle = CreateOneForward (plugins_perks [drum_player [id]], "cod_perk_used" FP_CELL);

  806.         ExecuteForward (forward_handle, id, id);

  807.         DestroyForward (forward_handle);

  808.         return PLUGIN_HANDLED;

  809. }

  810.  

  811. public Saveinformation (id)

  812. {

  813.         if (class_player [id])

  814.                 return PLUGIN_CONTINUE;

  815.        

  816.         new vaultkey [128], VAULTDATA [256], id [64];

  817.         format (VAULTDATA, charsmax (VAULTDATA), "#%i#%i#%i#%i#%i#%i", experience_player [id], level_player [id], intelligent_player [id], health_player [id], endurance_player [id], condition_player [id]);

  818.        

  819.         new record_type = get_pcvar_num (cvar_type_record);

  820.        

  821.         switch (record_type)

  822.         {

  823.         case 1: copy (id, charsmax (ID), name_player [id]);

  824.         case 2: get_user_authid (id, id, charsmax (id));

  825.         case 3: get_user_ip (id, id, charsmax (id));

  826.         }

  827.        

  828.         format (vaultkey, charsmax (vaultkey), "%s-%s-%i-cod", id, nameclass [class_player [id]], type_record);

  829.         nvault set (vault, vaultkey, VAULTDATA);

  830.        

  831.         return PLUGIN_CONTINUE;

  832. }

  833.  

  834. public LoadData (id, class)

  835. {

  836.         new vaultkey [128], VAULTDATA [256], id [64];

  837.        

  838.         new record_type = get_pcvar_num (cvar_type_record);

  839.        

  840.         switch (record_type)

  841.         {

  842.                 case 1: copy (id, charsmax (ID), nazwa_gracza [id]);

  843.                 case 2: get_user_authid (id, id, charsmax (id));

  844.                 case 3: get_user_ip (id, id, charsmax (id));

  845.         }

  846.        

  847.         format (vaultkey, charsmax (vaultkey), "%s-%s-%i-cod", id, name_class [class], type_record);

  848.        

  849.        

  850.         if (! nvault_get (vault, vaultkey, VAULTDATA, 255)) // If there is no data verifies the old record player.

  851.         {

  852.                 format (vaultkey, charsmax (vaultkey), "%s-%i-cod" Name_player [id], class);

  853.                 nvault_get (vault, vaultkey, VAULTDATA, 255);

  854.         }

  855.        

  856.         replace_all (VAULTDATA, 255, "#", "");

  857.        

  858.         new danegracza [6] [32];

  859.        

  860.         parse (VAULTDATA, danegracza [0], 31, danegracza [1], 31, danegracza [2], 31, danegracza [3], 31, danegracza [4], 31, danegracza [5], 31);

  861.        

  862.         experience_player [id] = str_to_num (danegracza [0]);

  863.         level_player [id] = str_to_num (danegracza [1])> 0? str_to_num (danegracza [1]): 1;

  864.         intelligence_player [id] = str_to_num (danegracza [2]);

  865.         health_player [id] = str_to_num (danegracza [3]);

  866.         Player_strength [id] = str_to_num (danegracza [4]);

  867.         condition_player [id] = str_to_num (danegracza [5]);

  868.         Player_Points [id] = (player_level [id] -1) *2-player_intelligence [id]-heal_player [id] - durability_player [id] -condition_player [id];

  869.        

  870.         return PLUGIN_CONTINUE;

  871. }

  872.  

  873. public DropPerk (id)

  874. {

  875.         if (drum_player [id])

  876.         {

  877.                 client_print (id, print_chat, "[COD: MW] threw%s", name_perks [drum_player [id]]);

  878.                 SetPerk (id, 0, 0, 0);

  879.         }

  880.         else

  881.                 client_print (id, print_chat, "[COD: MW] You have no Perk.");

  882. }

  883.  

  884. public Checklevel(id)

  885. {

  886.         if (! is_user_connected (id))

  887.                 return;

  888.        

  889.         new limit level = get_pcvar_num (cvar_limit_levels);

  890.        

  891.         new bool: won the level = false, bool: lost_level = false;

  892.        

  893.         while (player experience [id]> = GetExperienceLevel (level player [id]) && level of the player [id] <limit level)

  894.         {

  895.                 level of the player [id] + +;

  896.                 Player Points [id] = (player level [id] -1) * 2-player_intelligence [id]-health_player [id]-strength_player [id]-standing_player [id];

  897.                 captured level = true;

  898.         }

  899.        

  900.         while (player_experience [id] <GetExperiencedePoziomu (level_player [id] -1))

  901.         {

  902.                 level_player [id] -;

  903.                 lost_level = true;

  904.         }

  905.        

  906.         if (player_level [id]> limit_level)

  907.         {

  908.                 level_player [id] = limit_level;

  909.                 ResetPoints (d);

  910.         }

  911.        

  912.         if (lost levels)

  913.         {

  914.                 Reset Points (d);

  915.                 set_hudmessage (212, 255, 85, 0.31, 0.32, 0, 6.0, 5.0);

  916.                 ShowSyncHudMsg (id, SyncHudObj2, "you have fallen to% and level", the level of the player [id]);

  917.         }

  918.         else if (captured level)

  919.         {

  920.                 Player Points [id] = (player level [id] -1) * 2-player intelligence [id]-health player [id]-strength player [id]-standing player [id];

  921.                 set_hudmessage (212, 255, 85, 0.31, 0.32, 0, 6.0, 5.0);

  922.                 ShowSyncHudMsg (id, SyncHudObj2, "% i got promoted to the level", the level of the player [id]);

  923.                 client_cmd (id, "spk COD_CodMod / levelup");

  924.         }

  925.        

  926.        

  927.         SaveData(id);

  928. }

  929.  

  930. public Viewinformation (id)

  931. {

  932.         id - = PROBLEM_SHOW_INFORMATION;

  933.        

  934.         if (! is_user_connected (id))

  935.         {

  936.         remove_task (id + INFORMATION SHOW TASK);

  937.         return PLUGIN_CONTINUE;

  938.         }

  939.        

  940.         if (! is_user_alive (id))

  941.         {

  942.         new target = PEV (id, pev_iuser2);

  943.        

  944.         if (target)

  945.         return PLUGIN_CONTINUE;

  946.        

  947.         set_hudmessage (255, 255, 255, 0.6, -1.0, 0, 0.0, 0.3, 0.0, 0.0, 2);

  948.         ShowSyncHudMsg (id, SyncHudObj, "Class: %s^nExperience: %i / %i^nLevel: %i^nPerk: %s", name_class [class_player [target]], player_experience [target], Download_Experience_level (level_player [target]), level_player [target], name_perks [drum_player [target]]);

  949.         return PLUGIN_CONTINUE;

  950.         }

  951.        

  952.         set_hudmessage (0, 255, 0, 0.02, 0.23, 0, 0.0, 0.3, 0.0, 0.0);

  953.         ShowSyncHudMsg (id, SyncHudObj, "[Class: %s] ^n[Experience: %i / %i] ^n[Level: %i] ^n[Perk: %s]", name_class [class_player [id] ], experience_player [id], Download_experience_level (level_player [id]), level_player [id], name_perks [drum_player [id]]);

  954.        

  955.         return PLUGIN_CONTINUE;

  956. }

  957.  

  958. public ShowAd (id)

  959. {

  960.         id = TASK_Show_Ad;

  961.         client_print (id, print_chat, "[COD: MW] Welcome to the Call of Duty Modification created by QTM_Peyote");

  962.         client_print (id, print_chat, "[COD: MW] For more information on the commands type / help.");

  963. }

  964.  

  965. Public Assistance (id)

  966. show_menu (id, 1023, "\y/reset\w - resets the statistics^n\y/Stats\w - displays statistics^n\y/class\w - starts the selection of classes^n\y/eject\w - throws perk^n\y/perk\w - shows a description of your Perk^n\y/classes\w - shows the descriptions of the classes^n\s+use\w - the skill class^n\yradio3\ in (typically C) or \yuseperk \ w - Use Perk ", -1," Help ");

  967.  

  968. public SetSpeed ??(id)

  969. {

  970.         id - id => 32? TASK SET Speed: 0;

  971.        

  972.         if (class_player [id] &&! freezetime)

  973.         set_pev (id, pev_maxspeed, player_speed [id]);

  974. }

  975.  

  976. public touchweapon (weapon, id)

  977. {

  978.         if (get_pcvar_num (cvar locking arms) <1)

  979.                 return HAM_IGNORED;

  980.        

  981.         if (! is_user_connected (id))

  982.                 return HAM_IGNORED;

  983.        

  984.         new model [23];

  985.         PEV (weapon, pev_model, model, 22);

  986.         if (PEV (weapon, pev_owner) == id | | containi (model, "w_backpack")! = -1)

  987.                 return HAM_IGNORED;

  988.         return HAM_SUPERCEDE;

  989. }

  990.  

  991. Public Touch Shield (weapon, id)

  992. {

  993.         if (get_pcvar_num (cvar_blokada_broni) <1)

  994.                 return HAM_IGNORED;

  995.        

  996.         if (! is_user_connected (id))

  997.                 return HAM_IGNORED;

  998.        

  999.         if (gracz_ma_tarcze [id])

  1000.                 return HAM_IGNORED;

  1001.        

  1002.         return HAM_SUPERCEDE;

  1003. }

  1004.  

  1005. public SetPerk (id, perk, value, show info)

  1006. {

  1007.         if (! ilosc_perkow)

  1008.                 return PLUGIN_CONTINUE;

  1009.        

  1010.         static turnover [33];

  1011.        

  1012.         if (speed [id] + +> = 5)

  1013.         {

  1014.                 SetPerk  (id, 0, 0, 0);

  1015.                 speed [id] = 0;

  1016.                 return PLUGIN_CONTINUE;

  1017.         }

  1018.        

  1019.         = perk (perk == -1)? random_num (1, number_perks): perk;

  1020.         value = (value == -1 | | minute_value_perks [perk]> value | | value> max_wartosci perks [perk])? random_num (min_value_perks [perk], maximum_values_perks[perk]): value;

  1021.        

  1022.         new ret;

  1023.        

  1024.         new forward_handle = CreateOneForward (plugins_perks [drum_player [id]], "cod_perk_disabled" FP_CELL, FP_CELL);

  1025.         ExecuteForward (forward_handle, ret, id, perk);

  1026.         ForwardDestroy (forward_handle);

  1027.        

  1028.         perk_player [id] = 0;

  1029.        

  1030.         forward_handle = CreateOneForward (plugins_perks [perk], "cod_perk_enabled" FP_CELL, FP_CELL, FP_CELL);

  1031.         ExecuteForward (forward_handle, ret, id, value, perk);

  1032.         ForwardDestroy (forward_handle);

  1033.        

  1034.         if (ret == 4)

  1035.         {

  1036.                 SetPerk (id, -1, -1, 1);

  1037.                 return PLUGIN_CONTINUE;

  1038.         }

  1039.        

  1040.         Execute Forward (perk_changed, ret, id, drum, value);

  1041.        

  1042.         if (ret == 4)

  1043.         {

  1044.                 SetPerk (id, -1, -1, 1);

  1045.                 return PLUGIN_CONTINUE;

  1046.         }

  1047.        

  1048.         perk_player [id] = perk;

  1049.         Perk_value_player [id] = value;

  1050.        

  1051.         speed [id] = 0;

  1052.        

  1053.         if (Show_info perk_player && [id])

  1054.                 client_print (id, print_chat, "[COD: MW] You got% s", name_perks [drum_player [id]]);

  1055.        

  1056.         RETURN PLUGIN_CONTINUE;

  1057. }

  1058.  

  1059. public SetExperience (id, value)

  1060. {

  1061.         experience_player [id] = value;

  1062.         Checklevel (id);

  1063. }

  1064.  

  1065. Set a public class (id, class, change)

  1066. {

  1067.         new class of player [id] = class;

  1068.         if (variable)

  1069.         {

  1070.                 SetANewClass (id);

  1071.                 GiveWeapons (id);

  1072.                 ApplyAttributes (id);

  1073.         }

  1074. }

  1075.  

  1076. public SetShields (id, value)

  1077. {

  1078.         if ((player_has_a_disc [id] = (value> 0)))

  1079.                 fm_give_item(id, "weapon_shield");

  1080. }

  1081.  

  1082. public SetVision (id, value)

  1083. {

  1084.         if ((player_has_a_nightvision [id] = (value> 0)))

  1085.                 cs_set_user_nvg (id, 1);

  1086. }

  1087.  

  1088. public GiveBron (id, weapon)

  1089. {

  1090.         Bonus_weapons_player [id] | = (1 << weapon);

  1091.         new weaponname [22];

  1092.         get_weaponname (harrows, weaponname, 21);

  1093.         fm_give_item return (id, weaponname);

  1094. }

  1095.  

  1096. public GrabGun (id, weapon)

  1097. {

  1098.         Bonus_weapons_player [id] & = ~ (1 << weapon);

  1099.        

  1100.         if ((1 << weapon) & (authorized_weapons | Weapons_class [get_user_team (id)] | Weapons_class [class_player [id]]))

  1101.                 return;

  1102.        

  1103.         new weaponname [22];

  1104.         get_weaponname (harrows, weaponname, 21);

  1105.         if (((1 << weapon) & (1 << CSW_HEGRENADE | 1 << CSW_SMOKEGRENADE | 1 << CSW_FLASHBANG)))

  1106.                 engclient_cmd (id, "drop", weaponname);

  1107. }

  1108.  

  1109. public SetBonusHealth (id, value)

  1110. bonus_Health_player [id] = value;

  1111.  

  1112.  

  1113. public SetBonusIntelligence (id, value)

  1114. bonus_Intelligence_player [id] = value;

  1115.  

  1116.  

  1117. public SetBonusCondition (id, value)

  1118. bonus_condition_player [id] = value;

  1119.  

  1120.  

  1121. public SetBonusStrength (id, value)

  1122. bonus_strength_player [id] = value;

  1123.  

  1124. public HealthGrant (id, value)

  1125. {

  1126.         new max_statistic = get_pcvar_num (cvar_limit_poziomu) / 2;

  1127.         value = min (min (Player_Points [id], value), max_player-statistics_health [id]);

  1128.        

  1129.         Player_Points [id] - = value;

  1130.         health_player [id] + = value;

  1131. }

  1132.  

  1133. public AssignIntelligences (id, value)

  1134. {

  1135.         new max_statystyka = get_pcvar_num (cvar_limit_poziomu) / 2;

  1136.         value = min (min (Player Points [id], value), max_stats, intelligence_player [id]);

  1137.        

  1138.         Player_Points [id] - = value;

  1139.         intelligence_player [id] + = value;

  1140. }

  1141.  

  1142. public ConditionAssign (id, value)

  1143. {

  1144.         new max_statystyka = get_pcvar_num (cvar_limit_level) / 2;

  1145.         value = min (min (Player_Points [id], value), max_standing-player_statistics [id]);

  1146.        

  1147.         Player_Points [id] - = value;

  1148.         condition_player [id] + = value;

  1149. }

  1150.  

  1151. public Assignstrength (id, value)

  1152. {

  1153.         new max_statistic = get_pcvar_num (cvar_limit_level) / 2;

  1154.         value = min (min (punkty_gracza [id], value), max_strength-player_statistics [id]);

  1155.        

  1156.         Player_Points [id] - = value;

  1157.         Player_strength [id] + = value;

  1158. }

  1159.  

  1160. Public Download Perk (id, & value)

  1161. {

  1162.         value = value_perk_player [id];

  1163.         return perk player [id];

  1164. }

  1165.  

  1166. public PobierzIloscperks ()

  1167. return number_perks;

  1168.  

  1169. public GetNamePerk (Perk, Return [], len)

  1170. {

  1171.         if (perk <= number_perks)

  1172.         {

  1173.         param_convert (2);

  1174.         copy (Return, len, name_perks [perk]);

  1175.         }

  1176. }

  1177.  

  1178. public DownloadDescriptionPerk (Perk, Return [], len)

  1179. {

  1180.         if (perk <= number of perks)

  1181.         {

  1182.                 param_convert (2);

  1183.                 copy (Return, flax, descriptions_perks [perk]);

  1184.         }

  1185. }

  1186.  

  1187. public DownloadPerkByName (const name [])

  1188. {

  1189.         param_convert (1);

  1190.         for (new i = 1, i <= number_perks, i + +)

  1191.         if (equal (name, name_perks [i]))

  1192.                 return i;

  1193.         return 0;

  1194. }

  1195.  

  1196. public DownloadExperience Level (level)

  1197. return power (level 2) * get_pcvar_num (cvar_ratio_level);

  1198.  

  1199. public DownloadExperience (id)

  1200. return player_experience [id];

  1201.  

  1202. public DownloadPoints (id)

  1203. return player_points [id];

  1204.  

  1205. public TheLevelGet (id)

  1206. return level_player [id];

  1207.  

  1208. Download Public Health (id, health lessons, health classes, health bonus)

  1209. {

  1210.         New Health;

  1211.        

  1212.         if (health_gained)

  1213.                 health  += player_health [id];

  1214.         if (health_bonus)

  1215.                 health += bonus_player_health[id];

  1216.         if (healt_class)

  1217.                 health += health_class [class_player [id]];

  1218.        

  1219.         return health;

  1220. }

  1221.  

  1222. public DownloadIntelligences (id, intelligence_gained, intelligence_class, intelligence_bonus)

  1223. {

  1224.         new intelligence;

  1225.        

  1226.         if (captured_intellectuals)

  1227.                 intelligence += intelligence_player [id];

  1228.         if (intelligence bonus)

  1229.                 Intelligence += Intelligence_Bonus_Player = [id];

  1230.         if (inteligencja_klasy)

  1231.                 intelligence += intelligence_class [class player [id]];

  1232.        

  1233.         return intelligence;

  1234. }

  1235.  

  1236. public Downloadcondition (id, condition_scored, condition_class, condition_bonus)

  1237. {

  1238.         new condition;

  1239.        

  1240.         if (condition_scored)

  1241.                 condition += condition_player [id];

  1242.         if (condition_bonus)

  1243.                 condition += bonus_condition_player [id];

  1244.         if (condition_classes)

  1245.                 condition += fitness_classes [class_player [id]];

  1246.        

  1247.         return condition;

  1248. }

  1249.  

  1250. public Downloadstrength (id, wytrzymalosc_zdobyta, wytrzymalosc_klasy, wytrzymalosc_bonusowa)

  1251. {

  1252.         new strength;

  1253.        

  1254.         if (strength_gained)

  1255.                  strength += durability_player [id];

  1256.         if (strength_bonus)

  1257.         strength += endurance_bonus_player [id];

  1258.         if (strength_class)

  1259.         strength += durability_class [class_player [id]];

  1260.        

  1261.         return strength;

  1262. }

  1263.  

  1264. public Getclass (id)

  1265.         return class_player [id];

  1266.        

  1267. public GetNumberClasses ()

  1268.         return number_classes;

  1269.        

  1270. public GetClassName (class, Return [], len)

  1271.         {

  1272.         if (grade <= number_classes)

  1273.         {

  1274.                 param_convert (2);

  1275.                 copy (Return, len, name_class [class]);

  1276.         }

  1277.         }

  1278.        

  1279. public GetDescriptionClasses (Class, Return [], len)

  1280.         {

  1281.                 if (grade <= number_classes)

  1282.         {

  1283.                         param_convert (2);

  1284.                         copy (Return, flax, descriptions_classes [class]);

  1285.         }

  1286. }

  1287.  

  1288. Public DownloadClassesByName (const name [])

  1289. {

  1290.         param_convert (1);

  1291.         for (new i = 1, i <= ilosc_klas; i + +)

  1292.         if (equal (name, class_names [i]))

  1293.                 return i;

  1294.         return 0;

  1295. }

  1296.  

  1297. public DownloadHealthClass (Class)

  1298. {

  1299.         if (grade <= ilosc_klas)

  1300.                 return health_classes [class];

  1301.         return -1;

  1302. }

  1303.  

  1304. public DownloadIntelligences Class (Class)

  1305. {

  1306.         if (grade <= ilosc_klas)

  1307.         return intelligentsia_class [class];

  1308.         return -1;

  1309. }

  1310.  

  1311. public DownloadConditionClasses (class)

  1312. {

  1313.         if (grade <= ilosc_klas)

  1314.         return condition_class [class];

  1315.         return -1;

  1316. }

  1317.  

  1318. public DownloadTheDurabilityClass (class)

  1319. {

  1320.         if (grade <= ilosc_klas)

  1321.                 return strength_classes [class];

  1322.         return -1;

  1323. }

  1324.  

  1325. public AskDamage (attacker, victim, Float: damage, Float: agent_intelligence, being damaging, additional flags)

  1326.         ExecuteHam (Ham_TakeDamage, the victim, being damaging, attacking, damage +DownloadIntelligences (attacker, 1, 1, 1) * factor_intelligence, (1 << 31) | additional_flags);

  1327.  

  1328. public RegisterPerk (plugin, params)

  1329. {

  1330.         if (params! = 4)

  1331.                 return PLUGIN_CONTINUE;

  1332.        

  1333.         if (+ + number of perks> MAX_ILOSC_PERKOW)

  1334.                 return -1;

  1335.        

  1336.         perks plugins [number_perks] = plugin;

  1337.         get_string (1, perks_name [number of perks], MAX_WIELKOSC_NAZWY);

  1338.         get_string (2, descriptions_perks [ilosc_perkow] MAX_WIELKOSC_OPISU);

  1339.         min_value_perks [number_perks] = get_param (3);

  1340.         max_value_perks [number_perks] = get_param (4);

  1341.        

  1342.         return ilosc_perkow;

  1343.         }

  1344.  

  1345. public RegisterClass (plugin, params)

  1346. {

  1347.         if (params! = 7)

  1348.         return PLUGIN_CONTINUE;

  1349.        

  1350.         if (+ + number_classes> MAX_ILOSC_KLAS)

  1351.         return -1;

  1352.        

  1353.         plugin_classes [class_number] = plugin;

  1354.        

  1355.         get_string (1, name_class [class_number], MAX_WIELKOSC_NAZWY);

  1356.         get_string (2, descriptions_classes [class_number], MAX_WIELKOSC_OPISU);

  1357.        

  1358.         Weapons_class [class_number] = get_param (3);

  1359.         health_classes [class_number] = get_param (4);

  1360.         condition_class [class_number] = get_param (5);

  1361.         intelligence_classes [class_number] = get_param (6);

  1362.         strength_classes [class_number] = get_param (7);

  1363.        

  1364.         return number_classes;

  1365.         }

  1366.        

  1367. stock ham_strip_weapon (id, weapon [])

  1368.         {

  1369.         if (equal (weapon, "weapon_", 7)) return 0

  1370.         new wid = get_weaponid (weapon)

  1371.         if (WID) return 0

  1372.         new fan

  1373.         while ((fan = engfunc (EngFunc_Find EntityByString, went, "classname", weapon)) && PEV (fan, pev_owner)! = id) {}

  1374.         if (fan) return 0

  1375.        

  1376.         if (get_user_weapon (id) == wid) Execute Hamba (Ham_Weapon_RetireWeapon, fan)

  1377.        

  1378.         if (! ExecuteHamB (Ham_RemovePlayerItem, id, fan)) return 0

  1379.         ExecuteHamB (Ham_Item_Kill, fan)

  1380.        

  1381.         set_pev (id, pev_weapons, PEV (id, pev_weapons) & ~ (1 << wid))

  1382.         return 1

  1383.         }

  1384.        

  1385. stock Display_Fade (id, duration, holdtime, fadetype, red, green, blue, alpha)

  1386.         {

  1387.         message_begin (MSG_ONE, MsgScreenfade, {0,0,0}, id);

  1388.         write_short (duration) // Duration of FadeOut

  1389.         write_short (holdtime) // Hold time of color

  1390.         write_short (fadetype) // fade type

  1391.         write_byte (red)  // Red

  1392.         write_byte (green) // Green

  1393.         write_byte (blue)  // Blue

  1394.         write_byte (alpha) // Alpha

  1395.         message_end ();

  1396. }

  1397.  

  1398. stock fm_give_item (index, const item []) {

  1399.         if (equal (item, "weapon_", 7) &&! equal (item, "ammo_", 5) &&! equal (item, "item_", 5) &&! equal (item, "tf_weapon_", 10))

  1400.         return 0;

  1401.        

  1402.         new ent = engfunc (EngFunc_CreateNamedEntity, engfunc (EngFunc_AllocString, item));

  1403.         if (! pev_valid (ent))

  1404.         return 0;

  1405.        

  1406.         new Float: origin [3];

  1407.         PEV (index, pev_origin, origin);

  1408.         set_pev (ent, pev_origin, origin);

  1409.         set_pev (ent, pev_spawnflags, PEV (ent, pev_spawnflags) | SF_NORESPAWN);

  1410.         dllfunc (DLLFunc_Spawn, ent);

  1411.        

  1412.         save = new PEV (ent, pev_solid);

  1413.         dllfunc (DLLFunc_Touch, ent, index);

  1414.         if (PEV (ent, pev_solid)! = save)

  1415.         return ent;

  1416.        

  1417.         engfunc (EngFunc_RemoveEntity, ent);

  1418.        

  1419.         return -1;

  1420.         }

  1421.        

  1422. public Blockcommand ()

  1423.         return PLUGIN_HANDLED;

  1424.  


Hozzászólás jelentése
Vissza a tetejére
   
 
 Hozzászólás témája: Re: jól fordítotam ?
HozzászólásElküldve:2012.05.26. 21:52 
Offline
Őstag
Avatar

Csatlakozott:2011.11.15. 16:29
Hozzászólások:1142
Megköszönt másnak: 8 alkalommal
Megköszönték neki: 24 alkalommal
Tele van hiányossággal...

_________________
[url=http://www.gametracker.com/server_info/188.227.227.114:27286/][img]http://cache.www.gametracker.com/server_info/188.227.227.114:27286/b_350_20_323957_202743_F19A15_111111.png[/img][/url]


Hozzászólás jelentése
Vissza a tetejére
   
 
 Hozzászólás témája: Re: jól fordítotam ?
HozzászólásElküldve:2012.05.26. 22:21 
Offline
Tag

Csatlakozott:2012.04.20. 17:03
Hozzászólások:38
Így jobb ?
Kód:
  1. #include <amxmodx>

  2. #include <amxmisc>

  3. #include <cstrike>

  4. #include <fakemeta>

  5. #include <hamsandwich>

  6. #include <nvault>

  7.  

  8. #define PLUGIN "Call of Duty: MW Mod"

  9. #define VERSION "1.0-3"

  10. #define AUTHOR "COD_Peyote"

  11.  

  12. #define MAX_QUANTITY_NAME 32

  13. #define MAX_QUANTITY_OF 256

  14. #define max_number_of_perks 120

  15. #define MAX 100 number of classes

  16.  

  17. #define FAST_STANDARD 250.0

  18.  

  19. #define SHOW_INFORMATION_TASK 672

  20. #define SHOW_TASK_ADVERTISING 768

  21. #define FAST_SET_TASK 832

  22.  

  23. new const maxAmmo[31] = {0, 52, 0, 90, 1, 31, 1, 100, 90, 1, 120, 100, 100, 90, 90, 90, 100, 120, 30, 120, 200, 31, 90, 120,

  24.  90, 2, 35, 90, 90,0, 100};

  25.  

  26.  new MsgScreenfade;

  27.  

  28.  new vault;

  29.  new SyncHudObj, SyncHudObj2;

  30.  

  31. new cvar_experience_for_murder,

  32.       cvar_experience_for_any_injury,

  33.       cvar_experience_a_win,

  34.       cvar_type_of_record,

  35.       cvar_limit_level,

  36.       cvar_ratio_level,

  37.       cvar_locking_arms;

  38.  

  39.      

  40. new perk_changed,

  41.       changed_class;

  42.      

  43. new name_of_the_perks [Max_perks +1] [MAX_NAME SIZE +1],

  44.       descriptions_of_the_perks [Max_perks +1] [MAX_QUANTITY OF 1],

  45.       max_value_of_perks [MAX_perks 1],

  46.       min_value_of_perks [Max_perks 1],

  47.       perks_plugins [Max_perks 1],

  48.       number_of_perks;

  49.  

  50.      

  51. new player_name [33] [64],

  52.       class_player [33],

  53.       class_of_player [33],

  54.       level_of_the_player [33],

  55.       player_experience [33],

  56.       perk_player [33],

  57.       Perk_value_of_the_player [33];

  58.      

  59. new Float: maximum_health_a_player [33],

  60.       Float: speed_sphincter [33],

  61.       Float: damage_reduction_of_the_player [33];

  62.      

  63. new player_points [33],

  64.       player_health [33],

  65.       intelligence_of_the_player [33],

  66.       Player_strength [33],

  67.       condition_of_the_player [33];

  68.  

  69. new bool: the_player_has_a_disc [33],

  70.       bool: the_player_has_a_night_vision [33];

  71.  

  72. new player_bonus_weapons [33],

  73.       player_bonus_Health [33],

  74.       player_bonus_Intelligence [33],

  75.       player_bonus_strength [33],

  76.       player_bonus_condition [33];

  77.      

  78. new class_of_weapons [MAX_number_of_classes 1],

  79.       classes_health [MAX_number_of_classes 1],

  80.       classes_fitness [MAX_number_of_classes 1],

  81.       classes_intelligence [MAX _number _of _classes 1],

  82.       classes_strength [MAX_number_of_classes 1],

  83.       class_names [MAX_number_of_classes 1] [MAX_QUANTITY_NAME 1],

  84.       classes_of_the_descriptions [MAX_number_of_classes 1] [MAX_OF_QUANTITY 1],

  85.       classes_plugin [MAX_number of classes 1],

  86.       classes_of_number;

  87.  

  88. new weapons teams [] = {0, 1 << CSW_GLOCK18, 1 << CSW_USP}

  89.       weapons allowed = 1 << CSW_KNIFE | 1 << CSW_C4;

  90.  

  91. new bool: freezetime = true;

  92.  

  93. public plugin_ini()

  94. {      

  95.         register_plugin (PLUGIN, VERSION, AUTHOR);

  96.  

  97.         cvar_experience_for_the_murder = cvar_register ("cod_killxp", "10");

  98.         cvar_experience_for_the_damage = cvar_register ("cod_damagexp", "1") // amount of experience for 20 damage

  99.         cvar_experience_for_the_win = cvar_register ("cod_winxp", "50");

  100.         cvar_record_type = cvar_register ("cod_savetype", "2")  // 1-Nick, two-SID Steam, 3-IP

  101.         cvar_limit_the_level = cvar_register ("cod_maxlevel", "200");

  102.         cvar_the_ratio_of_the_level = cvar_register ("cod_levelratio", "35");

  103.         cvar_Lock_arms = cvar_register ("cod_weaponsblocking", "1");

  104.        

  105.         register_clcmd ("say /fegyo", "SelectClass");

  106.         register_clcmd ("say /fegyo", "SelectClass");

  107.         register_clcmd ("say /fegyo", "DescriptionClass");

  108.         register_clcmd ("say /ClassInfo", "DescriptionClass");

  109.         register_clcmd ("say /perk", "CommandDescriptionPerk");

  110.         register_clcmd ("say /perks", "Descriptionperks");

  111.         register_clcmd ("say /perks", "Descriptionperks");

  112.         register_clcmd ("say /item", "Help");

  113.         register_clcmd ("say /object", "DescriptionPerk");

  114.         register_clcmd ("say /drop", "DropPerk");

  115.         register_clcmd ("say /eject", "DropPerk");

  116.         register_clcmd ("say /reset ',' Resetcommandpoints");

  117.         register_clcmd ("say /stats", "AssignPoints");

  118.         register_clcmd ("say /stats", "AssignPoints");

  119.         register_clcmd ("say /help", "Help");

  120.         register_clcmd ("useperk", "UsePerk");

  121.         register_clcmd ("radio3", "UsePerk");

  122.         register_clcmd ("fullupdate", "BlockCommand '

  123.        

  124.         register menucmd (register menuid ("fegyo"), 1023,);

  125.        

  126.         RegisterHam (Ham_TakeDamage, "player", "Damage");

  127.         RegisterHam (Ham_TakeDamage, "player", "DamagePost", 1);

  128.         RegisterHam (Ham_Spawn, "player", "Revival", 1);

  129.         RegisterHam (Ham_Killed, "player", "PlayerDeathPost", 1);

  130.        

  131.         RegisterHam (Ham_Touch, "armoury_entity", "TouchArms");

  132.         RegisterHam (Ham_Touch, "weapon_shield", "TouchShield");

  133.         RegisterHam (Ham_Touch, "weaponbox", "TouchArms");

  134.        

  135.         register_forward (FM_CmdStart, "CmdStart");

  136.         register_forward (FM_EmitSound, "EmitSound");

  137.  

  138.        

  139.         register_message (get_user_msgid ("Health"), "MessageHealth");

  140.        

  141.         register_logevent ("Inful a kor", 2, "1 = Round_Start");

  142.         register_event ("SendAudio", "WygranaTerro", "a", "2 &%! MRAD_terwin");

  143.         register_event ("SendAudio", "WygranaCT", "a", "2 &%! MRAD_ctwin");

  144.         register_event ("CurWeapon", "CurWeapon", "be", "1 = 1");

  145.         register_event ("HLTV", "NowaRunda", "a", "1 = 0", "2 = 0");

  146.        

  147.         vault = nvault_open ("CodMod");

  148.        

  149.         MsgScreenfade = get_user_msgid ("ScreenFade");

  150.        

  151.         CreateHudSyncObj SyncHudObj = ();

  152.         CreateHudSyncObj SyncHudObj2 = ();

  153.        

  154.         perk_zmieniony = CreateMultiForward ("cod_perk_changed" ET_CONTINUE, FP_CELL, FP_CELL, FP_CELL);

  155.         klasa_zmieniona = CreateMultiForward ("cod_class_changed" ET_CONTINUE, FP_CELL, FP_CELL);

  156.        

  157.         copy (nazwy_perkow [0], MAX_WIELKOSC_NAZWY, "No");

  158.         copy (opisy_perkow [0], MAX_WIELKOSC_OPISU, "Kill someone, to get the object");

  159.         copy (nazwy_klas [0], MAX_WIELKOSC_NAZWY, "No");

  160.        

  161.         set_task (1.0, "plugin_cfg");

  162. }

  163. public plugin_cfg ()

  164. {

  165.         new location cfg [33];

  166.         get configsdir (location cfg, charsmax (location cfg));

  167.         server cmd ("exec% s / codmod.cfg" location cfg);

  168.         server exec ();

  169. }

  170. public plugin_precache()

  171. {      

  172.         precache_sound("COD_CodMod/select.wav");

  173.         precache_sound("COD_CodMod/start.wav");

  174.         precache_sound("COD_CodMod/start2.wav");

  175.         precache_sound("COD_CodMod/levelup.wav");

  176. }

  177.  

  178. public plugin_natives ()

  179. {

  180.         register_native ("cod_set_user_xp", "SetExperience", 1);

  181.         register_native ("cod_set_user_class", "SetClass", 1);

  182.         register_native ("cod_set_user_perk", "SetPerk", 1);

  183.         register_native ("cod_set_user_bonus_health", "SetBonusHealth", 1);

  184.         register_native ("cod_set_user_bonus_intelligence", "SetBonusintelligence", 1);

  185.         register_native ("cod_set_user_bonus_trim", "SetBonusSituation", 1);

  186.         register_native ("cod_set_user_bonus_stamina", "ThedurabilitySetBonus", 1);

  187.         register_native ("cod_points_to_health", "GrantHealth", 1);

  188.         register_native ("cod_points_to_intelligence", "Grantintelligence", 1);

  189.         register_native ("cod_points_to_trim", "GrantCondition", 1);

  190.         register_native ("cod_points_to_stamina", "Assigndefensivepower", 1);

  191.        

  192.         register_native ("cod_get_user_xp", "DownloadExperience", 1);

  193.         register_native ("cod_get_user_level", "DownloadLevel", 1);

  194.         register_native ("cod_get_user_points", "GetPoints", 1);

  195.         register_native ("cod_get_user_class", "GetClasses", 1);

  196.         register_native ("cod_get_user_perk", "DownloadPerk", 1);

  197.         register_native ("cod_get_user_health", "GetHealth ", 1);

  198.         register_native ("cod_get_user_intelligence", "DownloadIntelligence", 1);

  199.         register_native ("cod_get_user_trim", "GetCondition", 1);

  200.         register_native ("cod_get_user_stamina", "GetThedurability", 1);

  201.        

  202.         register_native ("cod_get_level_xp", "GetyourExperienceLevel", 1);

  203.        

  204.         register_native ("cod_get_perkid", "DownloadPerkbyName", 1);

  205.         register_native ("cod_get_perks_num", "Getnumberperks", 1);

  206.         register_native ("cod_get_perk_name," "GetnamePerk", 1);

  207.         register_native ("cod_get_perk_desc", "DownloadDescriptionPerk", 1);

  208.        

  209.         register_native ("cod_get_classid", "GetClassesbyName", 1);

  210.         register_native ("cod_get_classes_num", "DownloadIresidueclasses", 1); 

  211.         register_native ("cod_get_class_name", "GetClassName", 1);

  212.         register_native ("cod_get_class_desc", "DownloadDescriptionClass", 1);

  213.        

  214.         register_native ("cod_get_class_health", "Get Health Class", 1);

  215.         register_native ("cod_get_class_intelligence", "DownloadIntelligencesClass", 1);

  216.         register_native ("cod_get_class_trim", "Download the conditionClass", 1);

  217.         register_native ("cod_get_class_stamina", "GetThedurabilityClass", 1);

  218.        

  219.         register_native ("cod_give_weapon", "GiveWeapon", 1);

  220.         register_native ("cod_take_weapon", "Grabagun", 1);

  221.         register_native ("cod_set_user_shield", "UseShields", 1);

  222.         register_native ("cod_set_user_nightvision", "SetNightVision", 1);

  223.        

  224.         register_native ("cod_inflict_damage", "Damages", 1);

  225.        

  226.         register_native ("cod_register_perk", "SignPerk");

  227.         register_native ("cod_register_class", "RegisterClasses");

  228.  

  229. public CmdStart (id, uc_handle)

  230. {

  231.         if (! is_user_alive (id))

  232.                 IGNORED FMRES return;

  233.        

  234.         new Float: velocity [3];

  235.         PEV (id, pev_velocity, velocity);

  236.         new Float: speed = vector_length (velocity);

  237.         if (szybkosc_gracza [id]> speed * 1.8)

  238.         set_pev (id, pev_flTimeStepSound, 300);

  239.        

  240.         return FMRES_IGNORED;

  241. }

  242.  

  243. public Rebirth (id)

  244. {

  245.         if (! task_exists (id + ZADANIE_POKAZ_INFORMACJE))

  246.                 set_task (0.1, "Show Info", id + TASK_Show_Info, _, _, "b");

  247.        

  248.         if (new_class_of_player [id])

  249.                 SetTheNewClass(id);

  250.        

  251.         if (! klasa_gracza [id])

  252.         {

  253.                  SelectAClass(id);

  254.                 return PLUGIN_CONTINUE;

  255.         }

  256.        

  257.         GiveWeapons (id);

  258.         ApplyAttributes (id);

  259.        

  260.         if (Player_Points [id]> 0)

  261.                 AssignPoints (id);

  262.        

  263.         return PLUGIN_CONTINUE;

  264. }

  265.  

  266. public SetTheNewClass(id)

  267. {

  268.         new ret;

  269.        

  270.         new forward_handle = CreateOneForward (plugins_class [class_player [id]], "cod_class_disabled" FP_CELL, FP_CELL);

  271.         ExecuteForward (forward_handle, ret, id, class_player [id]);

  272.         DestroyForward (forward_handle);

  273.        

  274.         forward_handle = CreateOneForward (plugin_classes [new_class_of_player [id]], "cod_class_enabled" FP_CELL, FP_CELL);

  275.         ExecuteForward (forward_handle, ret, id, new_class_of_player [id]);

  276.         DestroyForward (forward_handle);

  277.        

  278.        

  279.         if (ret == 4)

  280.         {

  281.         class_player [id] = 0;

  282.         return PLUGIN_CONTINUE;

  283.         }

  284.        

  285.         ExecuteForward (class_changed, ret, id, class_player [id]);

  286.        

  287.         if (ret == 4)

  288.         {

  289.         class player [id] = 0;

  290.         return PLUGIN_CONTINUE;

  291.         }

  292.        

  293.         class_player [id] = new_class_player [id];

  294.         new_class_of_player [id] = 0;

  295.         SetPerk(id, drum_player [id], the_value_Perk_player [id], 0);

  296.        

  297.         LoadData(id, class_player [id]);

  298.         return PLUGIN_CONTINUE

  299. }

  300.  

  301. public GiveWeapons()

  302. {

  303.         for (new i = 1, i <32; i + +)

  304.         {

  305.                 if ((1 << i) & (weapons_class [class_player [id]] | bonus_weapons_player [id]))

  306.                 {

  307.                         new weaponname [22];

  308.                         get_weaponname (and, weaponname, 21);

  309.                         fm_give_item (id, weaponname);

  310.                 }

  311.         }

  312.        

  313.         if (player_has_disc [id])

  314.                 fm_give_item (id, "weapon_shield");

  315.        

  316.         if (player_has_ightvision [id])

  317.                 cs_set_user_nvg (id, 1);

  318.        

  319.         new weapons [32];

  320.         new weaponsnum;

  321.         get_user_weapons (id, weapons, weaponsnum);

  322.         for (new i = 0; i <weaponsnum; i + +)

  323.                 if (is_user_alive (id))

  324.                         if (maxAmmo [weapons [and]]> 0)

  325.                                 cs_set_user_bpammo (id, weapons [i], maxAmmo [weapons [i]]);

  326. }

  327.  

  328. public ApplyAttributes()

  329. {

  330.         reduce_damage_player [id] = 0.7 * (1.0-floatpower (1.1, -0.112311341 * Download Strength (id, 1, 1, 1)));

  331.  

  332.         player_maximum_health [id] = 100.0 + GetHealth (id, 1, 1, 1);

  333.        

  334.         Player_speed [id] = STANDARD_FAST + DownloadCondition (id, 1, 1, 1) * 1.3;

  335.        

  336.         set_pev (id, pev_health, player_maximum_health [id]);

  337. }

  338.  

  339. public StartOfRound()

  340. {

  341.         freezetime = false;

  342.         for (new id = 0, d <= 32, id + +)

  343.         {

  344.                 if (! is_user_alive (id))

  345.                 continue;

  346.                

  347.                 Display_Fade (id, 1 << 9, 1 << 9, 1 << 12, 0, 255, 70, 100);

  348.                

  349.                 set_task (0.1, "Set Speed", id + TASK MAKE FAST);

  350.                

  351.                 switch (get_user_team (id))

  352.                 {

  353.                         case 1: client_cmd (id, "spk COD_CodMod/start2");

  354.                         case 2: client_cmd (id, "spk COD_CodMod / start");

  355.                 }

  356.         }

  357. }

  358.  

  359. public NewRound()

  360. {

  361.         freezetime = true;

  362.        

  363. }

  364. public Damage(this, idinflictor, idattacker, Float:damage, damagebits)

  365. {

  366.         if(!is_user_alive(idattacker))

  367.                 return HAM_IGNORED;

  368.  

  369.         if(get_user_team(this) == get_user_team(idattacker))

  370.                 return HAM_IGNORED;

  371.                

  372.         if(get_user_health(this) <= 1)

  373.                 return HAM_IGNORED;

  374.        

  375.         SetHamParamFloat(4, damage*(1.0-reduce_damage_player[this]));

  376.                

  377.         return HAM_IGNORED;

  378. }

  379. public DamagePost (id, idinflictor, attacker, Float: damage, damagebits)

  380.         {

  381.         if (! is_user_connected (attacker) | |! class_player [attacker])

  382.                 HAM_IGNORED return;

  383.        

  384.         if (get_user_team (id)! = get_user_team (attacker))

  385.         {

  386.                 new experience_for_injuries = get_pcvar_num (cvar_experience_for_injuries);

  387.                 while (damage> 20)

  388.                 {

  389.                         damage - = 20;

  390.                         player_experience [attacker] + = experience_for_injuries;

  391.                 }

  392.         }

  393.         SeeLevel (attacker);

  394.         return HAM_IGNORED;

  395. }

  396.  

  397. public PlayerDeathPost (id, attacker, shouldgib)

  398. {

  399.         if (! is_user_connected (attacker))

  400.                 return HAM_IGNORED;

  401.        

  402.         if (get_user_team (id)! = get_user_team (attacker) && class_player [attacker])

  403.         {

  404.                 new experience_for_killing = get_pcvar_num (cvar_experience_for_murder);

  405.                 new new_experience = get_pcvar_num (cvar_experience_for_murder);

  406.                

  407.                 if (player_level [id]> levels_player [attacker])

  408.                         new_experience + = (player_level [id] - level_player [attacker]) * (experience_for_murder/10);

  409.                

  410.                 if (! perk player [attacker])

  411.                         SetPerk (attacker, -1, -1, 1);

  412.                 player_experience [attacker] + = new_experience;

  413.         }

  414.        

  415.         SeeLevel(attacker);

  416.        

  417.         return HAM_IGNORED;

  418.         }

  419. }

  420. public MessageHealth(msg_id, msg_dest, msg_entity)

  421. {

  422.         static health;

  423.         health = get_msg_arg_int(1);

  424.        

  425.         if (health < 256) return;

  426.        

  427.         if (!(health % 256))

  428.                 set_pev(msg_entity, pev_health, pev(msg_entity, pev_health)-1);

  429.        

  430.         set_msg_arg_int(1, get_msg_argtype(1), 255);

  431. }

  432. public client_authorized (id)

  433. {

  434.         RemoveSkills (id);

  435.        

  436.         get_user_name (id, name a player [id], 63);

  437.        

  438.         UsunZadania (id);

  439.        

  440.         set_task (10.0, "ShowAd", id + ADVERTISING_SHOW_TASK);

  441. }

  442. public client_disconnect (id)

  443. {

  444.         SaveData (id);

  445.         RemoveSkills (id);

  446.         DeleteTasks (id);

  447. }

  448. public DeleteSkills  (id)

  449. {

  450.         new_class_of_player [id] = 0;

  451.         SetTheNewClass (id);

  452.         class_player [id] = 0;

  453.         level_of_the_player [id] = 0;

  454.         experience_of_the_player [id] = 0;

  455.         Player_Points [id] = 0;

  456.         health_of_the_player [id] = 0;

  457.         intelligence of_the_player [id] = 0;

  458.         Player_strength [id] = 0;

  459.         condition_of_the_player [id] = 0;

  460.         Health_bonus_player [id] = 0;

  461.         strength_bonus_player [id] = 0;

  462.         Intelligence_bonus_the_player [id] = 0;

  463.         condition_of_the_player_bonus [id] = 0;

  464.         player_maximum_health [id] = 0.0;

  465.         Player_speed [id] = 0.0;

  466.         SetPerk(id, 0, 0, 0);

  467. }

  468. public DeleteTasks (id)

  469. {

  470.         remove_task (id + INFORMATION SHOW TASK);

  471.         remove_task (id + ADVERTISING SHOW TASK);

  472.         remove_task (id + TASK MAKE FAST);

  473. }

  474. public TerroristWin ()

  475.         WinRound ("TERRORIST");

  476.  

  477. public WinningCT ()

  478.         WinRound ("CT");

  479.        

  480. public WinRound (Team const [])

  481. {

  482.         new Players [32], playerCount, id;

  483.         get_players (Players, playerCount, "AEH" Team);

  484.         new experience_for_the_win = get_pcvar_num (cvar_experience_to_win);

  485.        

  486.         if (get_playersnum () <3)

  487.                 return;

  488.        

  489.         for (new i = 0; i <playerCount; i + +)

  490.         {

  491.                 id = Players [i];

  492.                 if (class_player [id])

  493.                 continue;

  494.                

  495.                 experience_of_the_player [id] + = winning_experience;

  496.                 client_print (id, print_chat, "[COD: MW] l got% and experience by winning the round." experience_for_the_win);

  497.                 SeeLevel(id);

  498.         }

  499. }

  500. public CommandDescriptionPerk (id)

  501. DescriptionPerk (id, drum player [id], the_value_Perk_player [id]);

  502.  

  503. public DescriptionPerk (id, drum, value)

  504. {

  505.         new description_Perk [MAX DESCRIPTION QUANTITY];

  506.         new random_value [15];

  507.         if (value> -1)

  508.                 num_to_str (value, random_value, 14);

  509.         else

  510.                 format (random_value, charsmax (random_value), "% i-% i", min_value_of_perks [perk], maximum_values_of_perks [perk]);

  511.        

  512.         format (description_Perk, charsmax (description_Perk), descriptions_of_perks [perk]);

  513.         replace_all (description_Perk, charsmax (description_Perk), "LW", a_random_value);

  514.        

  515.         client_print (id, print_chat, "Perk:% s", name_of_the_perks [perk]);

  516.         client_print (id, print_chat, "Description:% s", description_Perk);

  517. }

  518. public DescriptionOfPerks (id)

  519. {

  520.         menu = new menu_create ("Select Perk:", "DescriptionPerks_Handle");

  521.         for (new i = 1, i <= number_of_perks, i + +)

  522.         menu_additem (menus, names_perks [i]);

  523.         menu_setprop (menus, MPROP_EXITNAME, "Exit");

  524.         menu_setprop (menus, MPROP_BACKNAME, "Previous Page");

  525.         menu_setprop (menus, MPROP_NEXTNAME, "next page");

  526.         menu_display (id, menu);

  527.         client_cmd (id, "spk COD_CodMod / select");

  528. }

  529.  

  530. public DescriptionPerkow_Handle (id, menu, item)

  531. {

  532.         if (item == MENU_EXIT + +)

  533.         {

  534.                 menu_destroy (menu);

  535.                 return PLUGIN_CONTINUE;

  536.         }

  537.         DescriptionPerk (id, item, -1);

  538.         DescriptionOfPerks perks (id);

  539.         return PLUGIN_CONTINUE;

  540. }

  541.  

  542. public Descriptionclass (id)

  543. {

  544.         menu = new menu_create ("Choose_class:", "DescriptionClass_Handle");

  545.         for (new i = 1, i <= ilosc_klas; i + +)

  546.         menu_additem (menus, class names [i]);

  547.         menu_setprop (menus, MPROP_EXITNAME, "Exit");

  548.         menu_setprop (menus, MPROP_BACKNAME, "Previous Page");

  549.         menu_setprop (menus, MPROP_NEXTNAME, "next page");

  550.         menu_display (id, menu);

  551.        

  552.         client_cmd (id, "spk COD_CodMod/select");

  553. }

  554.  

  555. public DescriptionClass_Handle (id, menu, item)

  556. {

  557. client_cmd (id, "spk COD_CodMod / select");

  558.  

  559.         if (item == MENU_EXIT + +)

  560.         {

  561.         menu_destroy (menu);

  562.         return PLUGIN_CONTINUE;

  563.         }

  564.        

  565.                 new weapons [320];

  566.                 for (new i = 1, n = 1 and <= 32; i + +)

  567.         {

  568.         if ((1 << i) & bronie_klasy [item])

  569.         {

  570.                 new weaponname [22];

  571.                 get_weaponname (and, weaponname, 21);

  572.                 replace_all (weaponname, 21, "weapon_", "");

  573.                 if (n> 1)

  574.                         add (weapons, charsmax (weapons), "");

  575.                 add (weapons, charsmax (weapons), weaponname);

  576.                 n + +;

  577.         }

  578.         }

  579.        

  580.         new description of the [416 + MAX_WIELKOSC_OPISU];

  581.         format (description, charsmax (description), "\sClass: \w%s^n\yInteligencja: \w%i^n\sHealth: \w%i^n\yDurability: \w%i^n\sConstitution: \w%i^n\yWeapons: \w%s^n\yNotes: \a%s^n%s", name _class [Item], intellectuals_classes [item], health_classes [item ], strength classes [item], fitness classes [item], weapons, class descriptions [item], descriptions of the classes [item] [79]);

  582.         show_menu (id, 1023, description);

  583.        

  584.         return PLUGIN_CONTINUE;

  585. }

  586.  

  587. public Selectclass (id)

  588. {

  589.         menu = new menu_create ("Choose class:", "Selectclass_Handle");

  590.         new class [50];

  591.         for (new i = 1, i <= number of classes, i + +)

  592.         {

  593.                 LoadData(id, i);

  594.                 format (Class, charsmax (class), "%s\yLevel:: %i", class_names [i], level_player [id]);

  595.                 menu_additem (menus, class);

  596.         }

  597.        

  598.         LoadData(id, class_player [id]);

  599.        

  600.         menu_setprop (menus, MPROP_EXITNAME, "Exit");

  601.         menu_setprop (menus, MPROP_BACKNAME, "Previous Page");

  602.         menu_setprop (menus, MPROP_NEXTNAME, "next page");

  603.         menu_display (id, menu);

  604.        

  605.         client_cmd (id, "spk COD_CodMod / select");

  606. }

  607.  

  608. public ChooseKlase_Handle (id, menu, item)

  609. {

  610.         client_cmd (id, "spk COD_CodMod / select");

  611.        

  612.         if (item == MENU_EXIT + +)

  613.         {

  614.                 menu_destroy (menu);

  615.                 return PLUGIN_CONTINUE;

  616.         }

  617.        

  618.         if (item == class_player [id] &&! new_class_player [id])

  619.                 return PLUGIN_CONTINUE;

  620.        

  621.         new_class_player [id] = item;

  622.        

  623.         if (class_player [id])

  624.                 client_print (id, print_chat, "[COD: MW] Class will be changed in the next round.");

  625.         else

  626.         {

  627.                 SetNowaKlase (id);

  628.                 GiveWeapons (id);

  629.                 ApplyAttributes (id);

  630.         }

  631.         return PLUGIN_CONTINUE;

  632. }

  633.  

  634. Public Assign points (d)

  635. {

  636.         new intelligence [65];

  637.         new health [60];

  638.         new strength [60];

  639.         new condition [60];

  640.         new title [25];

  641.         format (intelligence, charsmax (intelligence), "Intelligence: \r%i \y (increases class perks and abilities)," GetIntelligences (id, 1, 1, 1));

  642.         format (health, charsmax (health), "Health: \r%i \y (Increases health)", DownloadHealth (id, 1, 1, 1));

  643.         format (strength, charsmax (strength), "Durability: \r%i \y (reduces damage)," GetStrength (id, 1, 1, 1));

  644.         format (condition, charsmax (condition), "Situation: \r%i \y (accelerating the pace of walking)," GetCondition (id, 1, 1, 1));

  645.         format (title, charsmax (title), "Assign Points (% s)", player_Points[id]);

  646.         new menu = menu_create (title, "AssignPoints_Handler");

  647.         menu_additem (menu, intelligence);

  648.         menu_additem (menus, health);

  649.         menu_additem (menus, endurance);

  650.         menu_additem (menu, condition);

  651.         menu_setprop (menus, MPROP_EXIT, 0);

  652.         menu_display (id, menu);

  653. }

  654.  

  655. public Assignpoints_Handler (id, menu, item)

  656.         {

  657.         client_cmd (id, "spk COD_CodMod / select");

  658.        

  659.         if (item == MENU_EXIT)

  660.         {

  661.                 menu_destroy (menu);

  662.                 return PLUGIN_CONTINUE;

  663.         }

  664.        

  665.         if (player_points [id] <1)

  666.                 return PLUGIN_CONTINUE;

  667.        

  668.         new limit_level = get_pcvar_num (cvar_limit_levels);

  669.        

  670.         switch (item)

  671.         {

  672.                 case 0:

  673.                 {

  674.                         if (player_intelligence [id] <limit_level/2)

  675.                         {

  676.                                 intelligence_player [id];

  677.                                 Player_Points [id] -;

  678.                         }

  679.                         else

  680.                                 client_print (id, print_chat, "[COD: MW] Intermittent level of intelligence reached");

  681.        

  682.        

  683.                 }

  684.                 case 1:

  685.                 {

  686.                         if (player_health [id] <limit_level/2)

  687.                         {

  688.                                 health_player [id];

  689.                                 Player_Points [id] -;

  690.                         }

  691.                         else

  692.                                 client_print (id, print_chat, "[COD: MW] Intermittent force level reached");

  693.                 }

  694.                 case 2:

  695.                 {

  696.                         if (player_strength [id] <limit_level/2)

  697.                         {

  698.                                 Player strength [id];

  699.                                 Player Points [id] -;

  700.  

  701.                         }

  702.                         else

  703.                                 client_print (id, print_chat, "[COD: MW] Intermittent level of skill achieved");

  704.                

  705.                 }

  706.                 case 3:

  707.                 {

  708.                         if (condition_player [id] <limit_level/2)

  709.                         {

  710.                                 condition_player [id];

  711.                                 Player_Points [id] -;

  712.                         }

  713.                         else

  714.                                 client_print (id, print_chat, "[COD: MW] Intermittent level of fitness achieved");

  715.                 }

  716.         }

  717.                

  718.         if (player points [id]> 0)

  719.                         Assignpoints(id);

  720.                

  721.         return PLUGIN_CONTINUE;

  722. }

  723.  

  724. public ResetCommandPoints (id)

  725. {

  726.         client_print (id, print_chat, "[COD: MW] skills will be reset.");

  727.         client_cmd (id, "spk COD_CodMod/select");

  728.        

  729.         ResetPoints (id);

  730. }

  731.  

  732. public ResetPoints (d)

  733. {

  734.         Player_Points [id] = (player_level [id] -1) * 2;

  735.         intelligence_player [id] = 0;

  736.         health_player [id] = 0;

  737.         condition_player [id] = 0;

  738.         Player_strength [id] = 0;

  739.        

  740.         if (player_points [id])

  741.                 Assignpoints (id);

  742. }

  743.  

  744. public CurWeapon (id)

  745. {

  746.         if (! is_user_connected (id))

  747.                 return;

  748.        

  749.         new team = get_user_team (id);

  750.        

  751.         if (team> 2)

  752.                 return;

  753.        

  754.         new weapon = read_data (2);

  755.        

  756.         new weapons = (weapons_class [class_player [id]] | bonus weapons a player [id] | weapons_teams [team] | weapons_allowed);

  757.        

  758.         if ((1 << weapons & weapons))

  759.         {

  760.                 new weaponname [22];

  761.                

  762.                 get_weaponname (harrows, weaponname, 21);

  763.                 ham_strip_weapon (id, weaponname);

  764.         }

  765.        

  766.         if (cs_get_user_shield (id) &&! disc_player_is [id])

  767.                 engclient_cmd (id, "drop", "weapon_shield");

  768.        

  769.         SetSpeed ??(id);

  770. }

  771.  

  772. public EmitSound (id, iChannel, szSound [], Float: fVol, Float: fAttn, iFlags, iPitch)

  773. {

  774.         if (! is_user_alive (id))

  775.                 FMRES_IGNORED return;

  776.        

  777.         if (equal (szSound, "common / wpn_denyselect.wav"))

  778.         {

  779.                 new forward_handle = CreateOneForward (plugins_class [class_player [id]], "cod_class_skill_used" FP_CELL);

  780.                 ExecuteForward (forward_handle, id, id);

  781.                 DestroyForward (forward_handle);

  782.                 FMRES_SUPERCEDE return;

  783.         }

  784.        

  785.         if (equal (szSound, "items/ammopickup2.wav"))

  786.         {

  787.                 cs_set_user_armor (id, 0, CS_ARMOR_NONE);

  788.                 FMRES_SUPERCEDE return;

  789.         }

  790.        

  791.         if (equal (szSound, "items/equip_nvg.wav") && !player_has_nightvision [id])

  792.         {

  793.                 cs_set_user_nvg (id, 0);

  794.                 FMRES_SUPERCEDE return;

  795.         }

  796.        

  797.         return FMRES_IGNORED;

  798. }

  799.  

  800. public UsePerk (id)

  801. {

  802.         if (! is_user_alive (id))

  803.                 return PLUGIN_HANDLED;

  804.        

  805.         new forward_handle = CreateOneForward (plugins_perks [drum_player [id]], "cod_perk_used" FP_CELL);

  806.         ExecuteForward (forward_handle, id, id);

  807.         DestroyForward (forward_handle);

  808.         return PLUGIN_HANDLED;

  809. }

  810.  

  811. public Saveinformation (id)

  812. {

  813.         if (class_player [id])

  814.                 return PLUGIN_CONTINUE;

  815.        

  816.         new vaultkey [128], VAULTDATA [256], id [64];

  817.         format (VAULTDATA, charsmax (VAULTDATA), "#%i#%i#%i#%i#%i#%i", experience_player [id], level_player [id], intelligent_player [id], health_player [id], endurance_player [id], condition_player [id]);

  818.        

  819.         new record_type = get_pcvar_num (cvar_type_record);

  820.        

  821.         switch (record_type)

  822.         {

  823.         case 1: copy (id, charsmax (ID), name_player [id]);

  824.         case 2: get_user_authid (id, id, charsmax (id));

  825.         case 3: get_user_ip (id, id, charsmax (id));

  826.         }

  827.        

  828.         format (vaultkey, charsmax (vaultkey), "%s-%s-%i-cod", id, nameclass [class_player [id]], type_record);

  829.         nvault set (vault, vaultkey, VAULTDATA);

  830.        

  831.         return PLUGIN_CONTINUE;

  832. }

  833.  

  834. public LoadData (id, class)

  835. {

  836.         new vaultkey [128], VAULTDATA [256], id [64];

  837.        

  838.         new record_type = get_pcvar_num (cvar_type_record);

  839.        

  840.         switch (record_type)

  841.         {

  842.                 case 1: copy (id, charsmax (ID), nazwa_gracza [id]);

  843.                 case 2: get_user_authid (id, id, charsmax (id));

  844.                 case 3: get_user_ip (id, id, charsmax (id));

  845.         }

  846.        

  847.         format (vaultkey, charsmax (vaultkey), "%s-%s-%i-cod", id, name_class [class], type_record);

  848.        

  849.        

  850.         if (! nvault_get (vault, vaultkey, VAULTDATA, 255)) // If there is no data verifies the old record player.

  851.         {

  852.                 format (vaultkey, charsmax (vaultkey), "%s-%i-cod" Name_player [id], class);

  853.                 nvault_get (vault, vaultkey, VAULTDATA, 255);

  854.         }

  855.        

  856.         replace_all (VAULTDATA, 255, "#", "");

  857.        

  858.         new danegracza [6] [32];

  859.        

  860.         parse (VAULTDATA, danegracza [0], 31, danegracza [1], 31, danegracza [2], 31, danegracza [3], 31, danegracza [4], 31, danegracza [5], 31);

  861.        

  862.         experience_player [id] = str_to_num (danegracza [0]);

  863.         level_player [id] = str_to_num (danegracza [1])> 0? str_to_num (danegracza [1]): 1;

  864.         intelligence_player [id] = str_to_num (danegracza [2]);

  865.         health_player [id] = str_to_num (danegracza [3]);

  866.         Player_strength [id] = str_to_num (danegracza [4]);

  867.         condition_player [id] = str_to_num (danegracza [5]);

  868.         Player_Points [id] = (player_level [id] -1) *2-player_intelligence [id]-heal_player [id] - durability_player [id] -condition_player [id];

  869.        

  870.         return PLUGIN_CONTINUE;

  871. }

  872.  

  873. public DropPerk (id)

  874. {

  875.         if (drum_player [id])

  876.         {

  877.                 client_print (id, print_chat, "[COD: MW] threw%s", name_perks [drum_player [id]]);

  878.                 SetPerk (id, 0, 0, 0);

  879.         }

  880.         else

  881.                 client_print (id, print_chat, "[COD: MW] You have no Perk.");

  882. }

  883.  

  884. public Checklevel(id)

  885. {

  886.         if (! is_user_connected (id))

  887.                 return;

  888.        

  889.         new limit level = get_pcvar_num (cvar_limit_levels);

  890.        

  891.         new bool: won the level = false, bool: lost_level = false;

  892.        

  893.         while (player experience [id]> = GetExperienceLevel (level player [id]) && level of the player [id] <limit level)

  894.         {

  895.                 level of the player [id] + +;

  896.                 Player Points [id] = (player level [id] -1) * 2-player_intelligence [id]-health_player [id]-strength_player [id]-standing_player [id];

  897.                 captured level = true;

  898.         }

  899.        

  900.         while (player_experience [id] <GetExperiencedePoziomu (level_player [id] -1))

  901.         {

  902.                 level_player [id] -;

  903.                 lost_level = true;

  904.         }

  905.        

  906.         if (player_level [id]> limit_level)

  907.         {

  908.                 level_player [id] = limit_level;

  909.                 ResetPoints (d);

  910.         }

  911.        

  912.         if (lost levels)

  913.         {

  914.                 Reset Points (d);

  915.                 set_hudmessage (212, 255, 85, 0.31, 0.32, 0, 6.0, 5.0);

  916.                 ShowSyncHudMsg (id, SyncHudObj2, "you have fallen to% and level", the level of the player [id]);

  917.         }

  918.         else if (captured level)

  919.         {

  920.                 Player Points [id] = (player level [id] -1) * 2-player intelligence [id]-health player [id]-strength player [id]-standing player [id];

  921.                 set_hudmessage (212, 255, 85, 0.31, 0.32, 0, 6.0, 5.0);

  922.                 ShowSyncHudMsg (id, SyncHudObj2, "% i got promoted to the level", the level of the player [id]);

  923.                 client_cmd (id, "spk COD_CodMod / levelup");

  924.         }

  925.        

  926.        

  927.         SaveData(id);

  928. }

  929.  

  930. public Viewinformation (id)

  931. {

  932.         id - = PROBLEM_SHOW_INFORMATION;

  933.        

  934.         if (! is_user_connected (id))

  935.         {

  936.         remove_task (id + INFORMATION SHOW TASK);

  937.         return PLUGIN_CONTINUE;

  938.         }

  939.        

  940.         if (! is_user_alive (id))

  941.         {

  942.         new target = PEV (id, pev_iuser2);

  943.        

  944.         if (target)

  945.         return PLUGIN_CONTINUE;

  946.        

  947.         set_hudmessage (255, 255, 255, 0.6, -1.0, 0, 0.0, 0.3, 0.0, 0.0, 2);

  948.         ShowSyncHudMsg (id, SyncHudObj, "Class: %s^nExperience: %i / %i^nLevel: %i^nPerk: %s", name_class [class_player [target]], player_experience [target], Download_Experience_level (level_player [target]), level_player [target], name_perks [drum_player [target]]);

  949.         return PLUGIN_CONTINUE;

  950.         }

  951.        

  952.         set_hudmessage (0, 255, 0, 0.02, 0.23, 0, 0.0, 0.3, 0.0, 0.0);

  953.         ShowSyncHudMsg (id, SyncHudObj, "[Class: %s] ^n[Experience: %i / %i] ^n[Level: %i] ^n[Perk: %s]", name_class [class_player [id] ], experience_player [id], Download_experience_level (level_player [id]), level_player [id], name_perks [drum_player [id]]);

  954.        

  955.         return PLUGIN_CONTINUE;

  956. }

  957.  

  958. public ShowAd (id)

  959. {

  960.         id = TASK_Show_Ad;

  961.         client_print (id, print_chat, "[COD: MW] Welcome to the Call of Duty Modification created by QTM_Peyote");

  962.         client_print (id, print_chat, "[COD: MW] For more information on the commands type / help.");

  963. }

  964.  

  965. Public Assistance (id)

  966. show_menu (id, 1023, "\y/reset\w - resets the statistics^n\y/Stats\w - displays statistics^n\y/class\w - starts the selection of classes^n\y/eject\w - throws perk^n\y/perk\w - shows a description of your Perk^n\y/classes\w - shows the descriptions of the classes^n\s+use\w - the skill class^n\yradio3\ in (typically C) or \yuseperk \ w - Use Perk ", -1," Help ");

  967.  

  968. public SetSpeed ??(id)

  969. {

  970.         id - id => 32? TASK SET Speed: 0;

  971.        

  972.         if (class_player [id] &&! freezetime)

  973.         set_pev (id, pev_maxspeed, player_speed [id]);

  974. }

  975.  

  976. public touchweapon (weapon, id)

  977. {

  978.         if (get_pcvar_num (cvar locking arms) <1)

  979.                 return HAM_IGNORED;

  980.        

  981.         if (! is_user_connected (id))

  982.                 return HAM_IGNORED;

  983.        

  984.         new model [23];

  985.         PEV (weapon, pev_model, model, 22);

  986.         if (PEV (weapon, pev_owner) == id | | containi (model, "w_backpack")! = -1)

  987.                 return HAM_IGNORED;

  988.         return HAM_SUPERCEDE;

  989. }

  990.  

  991. Public Touch Shield (weapon, id)

  992. {

  993.         if (get_pcvar_num (cvar_blokada_broni) <1)

  994.                 return HAM_IGNORED;

  995.        

  996.         if (! is_user_connected (id))

  997.                 return HAM_IGNORED;

  998.        

  999.         if (gracz_ma_tarcze [id])

  1000.                 return HAM_IGNORED;

  1001.        

  1002.         return HAM_SUPERCEDE;

  1003. }

  1004.  

  1005. public SetPerk (id, perk, value, show info)

  1006. {

  1007.         if (! ilosc_perkow)

  1008.                 return PLUGIN_CONTINUE;

  1009.        

  1010.         static turnover [33];

  1011.        

  1012.         if (speed [id] + +> = 5)

  1013.         {

  1014.                 SetPerk  (id, 0, 0, 0);

  1015.                 speed [id] = 0;

  1016.                 return PLUGIN_CONTINUE;

  1017.         }

  1018.        

  1019.         = perk (perk == -1)? random_num (1, number_perks): perk;

  1020.         value = (value == -1 | | minute_value_perks [perk]> value | | value> max_wartosci perks [perk])? random_num (min_value_perks [perk], maximum_values_perks[perk]): value;

  1021.        

  1022.         new ret;

  1023.        

  1024.         new forward_handle = CreateOneForward (plugins_perks [drum_player [id]], "cod_perk_disabled" FP_CELL, FP_CELL);

  1025.         ExecuteForward (forward_handle, ret, id, perk);

  1026.         ForwardDestroy (forward_handle);

  1027.        

  1028.         perk_player [id] = 0;

  1029.        

  1030.         forward_handle = CreateOneForward (plugins_perks [perk], "cod_perk_enabled" FP_CELL, FP_CELL, FP_CELL);

  1031.         ExecuteForward (forward_handle, ret, id, value, perk);

  1032.         ForwardDestroy (forward_handle);

  1033.        

  1034.         if (ret == 4)

  1035.         {

  1036.                 SetPerk (id, -1, -1, 1);

  1037.                 return PLUGIN_CONTINUE;

  1038.         }

  1039.        

  1040.         Execute Forward (perk_changed, ret, id, drum, value);

  1041.        

  1042.         if (ret == 4)

  1043.         {

  1044.                 SetPerk (id, -1, -1, 1);

  1045.                 return PLUGIN_CONTINUE;

  1046.         }

  1047.        

  1048.         perk_player [id] = perk;

  1049.         Perk_value_player [id] = value;

  1050.        

  1051.         speed [id] = 0;

  1052.        

  1053.         if (Show_info perk_player && [id])

  1054.                 client_print (id, print_chat, "[COD: MW] You got% s", name_perks [drum_player [id]]);

  1055.        

  1056.         RETURN PLUGIN_CONTINUE;

  1057. }

  1058.  

  1059. public SetExperience (id, value)

  1060. {

  1061.         experience_player [id] = value;

  1062.         Checklevel (id);

  1063. }

  1064.  

  1065. Set a public class (id, class, change)

  1066. {

  1067.         new class of player [id] = class;

  1068.         if (variable)

  1069.         {

  1070.                 SetANewClass (id);

  1071.                 GiveWeapons (id);

  1072.                 ApplyAttributes (id);

  1073.         }

  1074. }

  1075.  

  1076. public SetShields (id, value)

  1077. {

  1078.         if ((player_has_a_disc [id] = (value> 0)))

  1079.                 fm_give_item(id, "weapon_shield");

  1080. }

  1081.  

  1082. public SetVision (id, value)

  1083. {

  1084.         if ((player_has_a_nightvision [id] = (value> 0)))

  1085.                 cs_set_user_nvg (id, 1);

  1086. }

  1087.  

  1088. public GiveBron (id, weapon)

  1089. {

  1090.         Bonus_weapons_player [id] | = (1 << weapon);

  1091.         new weaponname [22];

  1092.         get_weaponname (harrows, weaponname, 21);

  1093.         fm_give_item return (id, weaponname);

  1094. }

  1095.  

  1096. public GrabGun (id, weapon)

  1097. {

  1098.         Bonus_weapons_player [id] & = ~ (1 << weapon);

  1099.        

  1100.         if ((1 << weapon) & (authorized_weapons | Weapons_class [get_user_team (id)] | Weapons_class [class_player [id]]))

  1101.                 return;

  1102.        

  1103.         new weaponname [22];

  1104.         get_weaponname (harrows, weaponname, 21);

  1105.         if (((1 << weapon) & (1 << CSW_HEGRENADE | 1 << CSW_SMOKEGRENADE | 1 << CSW_FLASHBANG)))

  1106.                 engclient_cmd (id, "drop", weaponname);

  1107. }

  1108.  

  1109. public SetBonusHealth (id, value)

  1110. bonus_Health_player [id] = value;

  1111.  

  1112.  

  1113. public SetBonusIntelligence (id, value)

  1114. bonus_Intelligence_player [id] = value;

  1115.  

  1116.  

  1117. public SetBonusCondition (id, value)

  1118. bonus_condition_player [id] = value;

  1119.  

  1120.  

  1121. public SetBonusStrength (id, value)

  1122. bonus_strength_player [id] = value;

  1123.  

  1124. public HealthGrant (id, value)

  1125. {

  1126.         new max_statistic = get_pcvar_num (cvar_limit_poziomu) / 2;

  1127.         value = min (min (Player_Points [id], value), max_player-statistics_health [id]);

  1128.        

  1129.         Player_Points [id] - = value;

  1130.         health_player [id] + = value;

  1131. }

  1132.  

  1133. public AssignIntelligences (id, value)

  1134. {

  1135.         new max_statystyka = get_pcvar_num (cvar_limit_poziomu) / 2;

  1136.         value = min (min (Player Points [id], value), max_stats, intelligence_player [id]);

  1137.        

  1138.         Player_Points [id] - = value;

  1139.         intelligence_player [id] + = value;

  1140. }

  1141.  

  1142. public ConditionAssign (id, value)

  1143. {

  1144.         new max_statystyka = get_pcvar_num (cvar_limit_level) / 2;

  1145.         value = min (min (Player_Points [id], value), max_standing-player_statistics [id]);

  1146.        

  1147.         Player_Points [id] - = value;

  1148.         condition_player [id] + = value;

  1149. }

  1150.  

  1151. public Assignstrength (id, value)

  1152. {

  1153.         new max_statistic = get_pcvar_num (cvar_limit_level) / 2;

  1154.         value = min (min (punkty_gracza [id], value), max_strength-player_statistics [id]);

  1155.        

  1156.         Player_Points [id] - = value;

  1157.         Player_strength [id] + = value;

  1158. }

  1159.  

  1160. Public Download Perk (id, & value)

  1161. {

  1162.         value = value_perk_player [id];

  1163.         return perk player [id];

  1164. }

  1165.  

  1166. public PobierzIloscperks ()

  1167. return number_perks;

  1168.  

  1169. public GetNamePerk (Perk, Return [], len)

  1170. {

  1171.         if (perk <= number_perks)

  1172.         {

  1173.         param_convert (2);

  1174.         copy (Return, len, name_perks [perk]);

  1175.         }

  1176. }

  1177.  

  1178. public DownloadDescriptionPerk (Perk, Return [], len)

  1179. {

  1180.         if (perk <= number of perks)

  1181.         {

  1182.                 param_convert (2);

  1183.                 copy (Return, flax, descriptions_perks [perk]);

  1184.         }

  1185. }

  1186.  

  1187. public DownloadPerkByName (const name [])

  1188. {

  1189.         param_convert (1);

  1190.         for (new i = 1, i <= number_perks, i + +)

  1191.         if (equal (name, name_perks [i]))

  1192.                 return i;

  1193.         return 0;

  1194. }

  1195.  

  1196. public DownloadExperience Level (level)

  1197. return power (level 2) * get_pcvar_num (cvar_ratio_level);

  1198.  

  1199. public DownloadExperience (id)

  1200. return player_experience [id];

  1201.  

  1202. public DownloadPoints (id)

  1203. return player_points [id];

  1204.  

  1205. public TheLevelGet (id)

  1206. return level_player [id];

  1207.  

  1208. Download Public Health (id, health lessons, health classes, health bonus)

  1209. {

  1210.         New Health;

  1211.        

  1212.         if (health_gained)

  1213.                 health  += player_health [id];

  1214.         if (health_bonus)

  1215.                 health += bonus_player_health[id];

  1216.         if (healt_class)

  1217.                 health += health_class [class_player [id]];

  1218.        

  1219.         return health;

  1220. }

  1221.  

  1222. public DownloadIntelligences (id, intelligence_gained, intelligence_class, intelligence_bonus)

  1223. {

  1224.         new intelligence;

  1225.        

  1226.         if (captured_intellectuals)

  1227.                 intelligence += intelligence_player [id];

  1228.         if (intelligence bonus)

  1229.                 Intelligence += Intelligence_Bonus_Player = [id];

  1230.         if (inteligencja_klasy)

  1231.                 intelligence += intelligence_class [class player [id]];

  1232.        

  1233.         return intelligence;

  1234. }

  1235.  

  1236. public Downloadcondition (id, condition_scored, condition_class, condition_bonus)

  1237. {

  1238.         new condition;

  1239.        

  1240.         if (condition_scored)

  1241.                 condition += condition_player [id];

  1242.         if (condition_bonus)

  1243.                 condition += bonus_condition_player [id];

  1244.         if (condition_classes)

  1245.                 condition += fitness_classes [class_player [id]];

  1246.        

  1247.         return condition;

  1248. }

  1249.  

  1250. public Downloadstrength (id, wytrzymalosc_zdobyta, wytrzymalosc_klasy, wytrzymalosc_bonusowa)

  1251. {

  1252.         new strength;

  1253.        

  1254.         if (strength_gained)

  1255.                  strength += durability_player [id];

  1256.         if (strength_bonus)

  1257.         strength += endurance_bonus_player [id];

  1258.         if (strength_class)

  1259.         strength += durability_class [class_player [id]];

  1260.        

  1261.         return strength;

  1262. }

  1263.  

  1264. public Getclass (id)

  1265.         return class_player [id];

  1266.        

  1267. public GetNumberClasses ()

  1268.         return number_classes;

  1269.        

  1270. public GetClassName (class, Return [], len)

  1271.         {

  1272.         if (grade <= number_classes)

  1273.         {

  1274.                 param_convert (2);

  1275.                 copy (Return, len, name_class [class]);

  1276.         }

  1277.         }

  1278.        

  1279. public GetDescriptionClasses (Class, Return [], len)

  1280.         {

  1281.                 if (grade <= number_classes)

  1282.         {

  1283.                         param_convert (2);

  1284.                         copy (Return, flax, descriptions_classes [class]);

  1285.         }

  1286. }

  1287.  

  1288. Public DownloadClassesByName (const name [])

  1289. {

  1290.         param_convert (1);

  1291.         for (new i = 1, i <= ilosc_klas; i + +)

  1292.         if (equal (name, class_names [i]))

  1293.                 return i;

  1294.         return 0;

  1295. }

  1296.  

  1297. public DownloadHealthClass (Class)

  1298. {

  1299.         if (grade <= ilosc_klas)

  1300.                 return health_classes [class];

  1301.         return -1;

  1302. }

  1303.  

  1304. public DownloadIntelligences Class (Class)

  1305. {

  1306.         if (grade <= ilosc_klas)

  1307.         return intelligentsia_class [class];

  1308.         return -1;

  1309. }

  1310.  

  1311. public DownloadConditionClasses (class)

  1312. {

  1313.         if (grade <= ilosc_klas)

  1314.         return condition_class [class];

  1315.         return -1;

  1316. }

  1317.  

  1318. public DownloadTheDurabilityClass (class)

  1319. {

  1320.         if (grade <= ilosc_klas)

  1321.                 return strength_classes [class];

  1322.         return -1;

  1323. }

  1324.  

  1325. public AskDamage (attacker, victim, Float: damage, Float: agent_intelligence, being damaging, additional flags)

  1326.         ExecuteHam (Ham_TakeDamage, the victim, being damaging, attacking, damage +DownloadIntelligences (attacker, 1, 1, 1) * factor_intelligence, (1 << 31) | additional_flags);

  1327.  

  1328. public RegisterPerk (plugin, params)

  1329. {

  1330.         if (params! = 4)

  1331.                 return PLUGIN_CONTINUE;

  1332.        

  1333.         if (+ + number of perks> MAX_ILOSC_PERKOW)

  1334.                 return -1;

  1335.        

  1336.         perks plugins [number_perks] = plugin;

  1337.         get_string (1, perks_name [number of perks], MAX_WIELKOSC_NAZWY);

  1338.         get_string (2, descriptions_perks [ilosc_perkow] MAX_WIELKOSC_OPISU);

  1339.         min_value_perks [number_perks] = get_param (3);

  1340.         max_value_perks [number_perks] = get_param (4);

  1341.        

  1342.         return ilosc_perkow;

  1343.         }

  1344.  

  1345. public RegisterClass (plugin, params)

  1346. {

  1347.         if (params! = 7)

  1348.         return PLUGIN_CONTINUE;

  1349.        

  1350.         if (+ + number_classes> MAX_ILOSC_KLAS)

  1351.         return -1;

  1352.        

  1353.         plugin_classes [class_number] = plugin;

  1354.        

  1355.         get_string (1, name_class [class_number], MAX_WIELKOSC_NAZWY);

  1356.         get_string (2, descriptions_classes [class_number], MAX_WIELKOSC_OPISU);

  1357.        

  1358.         Weapons_class [class_number] = get_param (3);

  1359.         health_classes [class_number] = get_param (4);

  1360.         condition_class [class_number] = get_param (5);

  1361.         intelligence_classes [class_number] = get_param (6);

  1362.         strength_classes [class_number] = get_param (7);

  1363.        

  1364.         return number_classes;

  1365.         }

  1366.        

  1367. stock ham_strip_weapon (id, weapon [])

  1368.         {

  1369.         if (equal (weapon, "weapon_", 7)) return 0

  1370.         new wid = get_weaponid (weapon)

  1371.         if (WID) return 0

  1372.         new fan

  1373.         while ((fan = engfunc (EngFunc_Find EntityByString, went, "classname", weapon)) && PEV (fan, pev_owner)! = id) {}

  1374.         if (fan) return 0

  1375.        

  1376.         if (get_user_weapon (id) == wid) Execute Hamba (Ham_Weapon_RetireWeapon, fan)

  1377.        

  1378.         if (! ExecuteHamB (Ham_RemovePlayerItem, id, fan)) return 0

  1379.         ExecuteHamB (Ham_Item_Kill, fan)

  1380.        

  1381.         set_pev (id, pev_weapons, PEV (id, pev_weapons) & ~ (1 << wid))

  1382.         return 1

  1383.         }

  1384.        

  1385. stock Display_Fade (id, duration, holdtime, fadetype, red, green, blue, alpha)

  1386.         {

  1387.         message_begin (MSG_ONE, MsgScreenfade, {0,0,0}, id);

  1388.         write_short (duration) // Duration of FadeOut

  1389.         write_short (holdtime) // Hold time of color

  1390.         write_short (fadetype) // fade type

  1391.         write_byte (red)  // Red

  1392.         write_byte (green) // Green

  1393.         write_byte (blue)  // Blue

  1394.         write_byte (alpha) // Alpha

  1395.         message_end ();

  1396. }

  1397.  

  1398. stock fm_give_item (index, const item []) {

  1399.         if (equal (item, "weapon_", 7) &&! equal (item, "ammo_", 5) &&! equal (item, "item_", 5) &&! equal (item, "tf_weapon_", 10))

  1400.         return 0;

  1401.        

  1402.         new ent = engfunc (EngFunc_CreateNamedEntity, engfunc (EngFunc_AllocString, item));

  1403.         if (! pev_valid (ent))

  1404.         return 0;

  1405.        

  1406.         new Float: origin [3];

  1407.         PEV (index, pev_origin, origin);

  1408.         set_pev (ent, pev_origin, origin);

  1409.         set_pev (ent, pev_spawnflags, PEV (ent, pev_spawnflags) | SF_NORESPAWN);

  1410.         dllfunc (DLLFunc_Spawn, ent);

  1411.        

  1412.         save = new PEV (ent, pev_solid);

  1413.         dllfunc (DLLFunc_Touch, ent, index);

  1414.         if (PEV (ent, pev_solid)! = save)

  1415.         return ent;

  1416.        

  1417.         engfunc (EngFunc_RemoveEntity, ent);

  1418.        

  1419.         return -1;

  1420.         }

  1421.        

  1422. public Blockcommand ()

  1423.         return PLUGIN_HANDLED;

  1424.  


Hozzászólás jelentése
Vissza a tetejére
   
 
 Hozzászólás témája: Re: jól fordítotam ?
HozzászólásElküldve:2012.06.16. 05:43 
Offline
Veterán
Avatar

Csatlakozott:2011.06.07. 15:29
Hozzászólások:1728
Megköszönt másnak: 1 alkalommal
Megköszönték neki: 63 alkalommal
122. sor:
Kód:
  1.    register_clcmd ("fullupdate", "BlockCommand

helyett
Kód:
  1.    register_clcmd ("fullupdate", "BlockCommand")

De még ígyis rengeteg hiba van benne. Hiányzik néhány változó, stb.


Hozzászólás jelentése
Vissza a tetejére
   
 
 Hozzászólás témája: Re: jól fordítotam ?
HozzászólásElküldve:2012.06.16. 06:44 
Offline
Őskövület
Avatar

Csatlakozott:2011.09.17. 17:54
Hozzászólások:2350
Megköszönt másnak: 40 alkalommal
Megköszönték neki: 57 alkalommal
Ez a fórumrész nem azért jött létre,hogy megkérdezd,hogy jó-e a magyarosításod.Egyébként így gyors ránézésre teljesen angol.Ha szeretnéd,hogy lemagyarosítsa valaki,akkor nyiss más témát,ez megy a "szemetesbe".


Hozzászólás jelentése
Vissza a tetejére
   
 
Hozzászólások megjelenítése: Rendezés 
Lezárt fórum A témát lezárták, nem szerkesztheted a hozzászólásaid, és nem küldhetsz új hozzászólást.  [5 hozzászólás ] 


Ki van itt

Jelenlévő fórumozók: nincs regisztrált felhasználó valamint 7 vendég


Nem nyithatsz témákat ebben a fórumban.
Nem válaszolhatsz egy témára ebben a fórumban.
Nem szerkesztheted a hozzászólásaidat ebben a fórumban.
Nem törölheted a hozzászólásaidat ebben a fórumban.
Nem küldhetsz csatolmányokat ebben a fórumban.

Keresés:
Ugrás:  
Powered by phpBB® Forum Software © phpBB Limited
Magyar fordítás © Magyar phpBB Közösség
Portal: Kiss Portal Extension © Michael O'Toole