[Pedido] Arma Segundarias para Superviviente
#1
Soy yo de nuevo Whatever  :3 esta ves será algo mas ligero pero igual, necesito ayuda para poner el menú de las armas segundarias para el Superviviente. Dafuq

-Código del sma aquí abajito:


#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <zombieplague>

#define PLUGIN "[ZP] Choose the weapons survivor"
#define VERSION "1.6.1"
#define AUTHOR "alan_el_more"

#define fm_create_entity(%1) engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, %1))

new const PRIMARY_NAMES[][] =
{
"M249",
"P90",
"XM1014",
"AWP"

}

new const SECONDARY_NAMES[][] =
{
"Deagle",
"Pistolas-Duales"
}
new const SECONDARY_ID[][] =
{
        "weapon_deagle",
"weapon_elite"
}

new const PRIMARY_ID[][] =
{
"weapon_m249",
"weapon_p90",
"weapon_xm1014",
"weapon_awp"
}

new pcvar, pcvar_secondary, menu2
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)
const PEV_ADDITIONAL_AMMO = pev_iuser1

public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_dictionary("zp_choose_weapons_survivor.txt")
pcvar = register_cvar("zp_cws_enable", "1", FCVAR_SERVER)
pcvar_secondary = register_cvar("zp_cws_secondary", "0")
}

public mostrarmenu(id)
{
new menu = menu_create("\rArmamento-Primario:", "mostrar_cliente")

menu_additem(menu, "\yM249", "0", 0)
menu_additem(menu, "\yP90", "1", 0)
menu_additem(menu, "\yXM1014", "2", 0)
menu_additem(menu, "\yAWP", "3", 0)

menu_display(id, menu, 0)

}

public mostrar_cliente(id, menu, item)

{
new data[6], iName[64]
new access, callback
menu_item_getinfo(menu, item, access, data,5, iName, 63, callback)
new key = str_to_num(data)

if(key == 4)
key = random_num(0, 3)

drop_weapons(id, 1)
fm_give_item(id, PRIMARY_ID[key])
client_print(id, print_chat, "[ZP] %L ^"%s^"", id, "CHOOSE_WEAPON", PRIMARY_NAMES[key])

if(get_pcvar_num(pcvar_secondary))
mostrarmenu2(id)

menu_destroy(menu)
return PLUGIN_HANDLED

}

public mostrarmenu2(id)
{


}

public mostrar_cliente2(id, menu, item)
{
new data[6], iName[64]
new access, callback
menu_item_getinfo(menu, item, access, data,5, iName, 63, callback)
new key = str_to_num(data)

if(key == 4)
key = random_num(0, 3)

drop_weapons(id, 2)
fm_give_item(id, SECONDARY_ID[key])
client_print(id, print_chat, "[ZP] %L ^"%s^"", id, "CHOOSE_WEAPON", SECONDARY_NAMES[key])

menu_destroy(menu)
return PLUGIN_HANDLED
}

public zp_user_humanized_post(id)
{
if (zp_get_user_survivor(id) && get_pcvar_num(pcvar))
set_task(1.0, "mostrarmenu", id)
}

stock drop_weapons(id, dropwhat)
{
static weapons[32], num, i, weaponid
num = 0
get_user_weapons(id, weapons, num)

for (i = 0; i < num; i++)
{
weaponid = weapons[i]

if ((dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)) || (dropwhat == 2 && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM)))
{
static wname[32], weapon_ent
get_weaponname(weaponid, wname, sizeof wname - 1)


engclient_cmd(id, "drop", wname)
        give_item(id, "ammo_357sig")
give_item(id, "ammo_357sig")
give_item(id, "ammo_357sig")
give_item(id, "ammo_357sig")
give_item(id, "ammo_9mm")
give_item(id, "ammo_9mm")
give_item(id, "ammo_9mm")
give_item(id, "ammo_9mm")
give_item(id, "ammo_50ae")
give_item(id, "ammo_50ae")
give_item(id, "ammo_50ae")
give_item(id, "ammo_45acp")
give_item(id, "ammo_45acp")
give_item(id, "ammo_45acp")
give_item(id, "ammo_45acp")
give_item(id, "ammo_762nato")
give_item(id, "ammo_762nato")
give_item(id, "ammo_762nato")
give_item(id, "ammo_762nato")
give_item(id, "ammo_556nato")
give_item(id, "ammo_556nato")
give_item(id, "ammo_556nato")
give_item(id, "ammo_556nato")
give_item(id, "ammo_338magnum")
give_item(id, "ammo_338magnum")
give_item(id, "ammo_338magnum")
give_item(id, "ammo_338magnum")
give_item(id, "ammo_buckshot")
give_item(id, "ammo_buckshot")
give_item(id, "ammo_buckshot")
give_item(id, "ammo_buckshot")
give_item(id, "ammo_buckshot")
give_item(id, "ammo_buckshot")
give_item(id, "ammo_buckshot")
give_item(id, "ammo_556natobox")
give_item(id, "ammo_556natobox")
give_item(id, "ammo_556natobox")
give_item(id, "ammo_556natobox")
give_item(id, "ammo_556natobox")
give_item(id, "ammo_556natobox")
give_item(id, "ammo_556natobox")
give_item(id, "ammo_556natobox")
give_item(id, "ammo_57mm")
give_item(id, "ammo_57mm")
give_item(id, "ammo_57mm")
give_item(id, "ammo_57mm")

}
}
}

stock fm_give_item(index, const item[]) {
if (!equal(item, "weapon_", 7) && !equal(item, "ammo_", 5) && !equal(item, "item_", 5) && !equal(item, "tf_weapon_", 10))
return 0

new ent = fm_create_entity(item)
if (!pev_valid(ent))
return 0

new Float:origin[3]
pev(index, pev_origin, origin)
set_pev(ent, pev_origin, origin)
set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN)
dllfunc(DLLFunc_Spawn, ent)

new save = pev(ent, pev_solid)
dllfunc(DLLFunc_Touch, ent, index)
if (pev(ent, pev_solid) != save)
return ent

engfunc(EngFunc_RemoveEntity, ent)

return -1
}

stock fm_find_ent_by_owner(entity, const classname[], owner)
{
while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) {}

return entity;
}
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