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Не компилируется плагин ADMIN_DableJump

, Проблема с компиляцией плагина
Статус пользователя Kirbron
сообщение 8.3.2015, 20:34
Сообщение #1


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Добрый день!

Столкнулся с такой проблемой, не компилируется плагин двойного прыжка для Админов и Випов.
Помогите с данной проблемой этого плагина.

За ранее спасибо! thank_you2.gif

Отредактировал: Kirbron, - 8.3.2015, 20:40
Прикрепленные файлы:
Прикрепленный файл  ADMIN_DableJump.sma ( 1,69 килобайт ) Кол-во скачиваний: 5
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Статус пользователя Bloo
сообщение 8.3.2015, 20:37
Сообщение #2


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Kirbron, чем помочь то? Морально? Где ошибки? Где исходник?
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Статус пользователя Kirbron
сообщение 8.3.2015, 20:41
Сообщение #3


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Цитата(Bloo @ 8.3.2015, 20:37) *
Kirbron, чем помочь то? Морально? Где ошибки? Где исходник?

Извиняюсь вроде бы прикладывай к сообщению исход, но его не было.
Я добавил заново ещё раз его в сообщении выше.
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Статус пользователя Bloo
сообщение 8.3.2015, 20:43
Сообщение #4


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Kirbron, zombieplague.inc скинь тоже.
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Статус пользователя rGame
сообщение 8.3.2015, 20:45
Сообщение #5
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Вроде все нормально.
Скрытый текст
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Статус пользователя Bloo
сообщение 8.3.2015, 20:46
Сообщение #6


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Kirbron, я так подозреваю у вас как раз его и нет zombieplague.inc
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Статус пользователя rGame
сообщение 8.3.2015, 20:47
Сообщение #7
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Держите, Извините сам инклуд не получилось залить почему то.

Скрытый текст
/*===============================================================================
=

---------------------------------------
-*- Zombie Plague 4.3 Includes File -*-
---------------------------------------

~~~~~~~~~~
- How To -
~~~~~~~~~~

To make use of the Zombie Plague API features in your plugin, just
add the following line at the beginning of your script:

#include <zombieplague>

~~~~~~~~~~~
- Natives -
~~~~~~~~~~~

These work just like any other functions: you may have to pass
parameters and they usually return values.

Example:

if ( is_user_alive( id ) && zp_get_user_zombie( id ) )
{
server_print( "Player %d is alive and a zombie", id )
}

~~~~~~~~~~~~
- Forwards -
~~~~~~~~~~~~

Forwards get called whenever an event happens during the game.
You need to make a public callback somewhere on your script,
and it will automatically be triggered when the event occurs.

Example:

public zp_user_infected_post( id, infector, nemesis )
{
if ( !infector || nemesis )
return;

server_print( "Player %d just got infected by %d!", id, infector )
}

Also, take note of cases when there's a suffix:

* _pre : means the forward will be called BEFORE the event happens
* _post : means it will be called AFTER the event takes place

================================================================================
=*/

#if defined _zombieplague_included
#endinput
#endif
#define _zombieplague_included

/* Teams for zp_register_extra_item() */
#define ZP_TEAM_ZOMBIE (1<<0)
#define ZP_TEAM_HUMAN (1<<1)
#define ZP_TEAM_NEMESIS (1<<2)
#define ZP_TEAM_SURVIVOR (1<<3)

/* Game modes for zp_round_started() */
enum
{
MODE_INFECTION = 1,
MODE_NEMESIS,
MODE_SURVIVOR,
MODE_SWARM,
MODE_MULTI,
MODE_PLAGUE
}

/* Winner teams for zp_round_ended() */
enum
{
WIN_NO_ONE = 0,
WIN_ZOMBIES,
WIN_HUMANS
}

/* Custom forward return values */
#define ZP_PLUGIN_HANDLED 97

/**
* Returns whether a player is a zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_zombie(id)

/**
* Returns whether a player is a nemesis.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_nemesis(id)

/**
* Returns whether a player is a survivor.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_survivor(id)

/**
* Returns whether a player is the first zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_first_zombie(id)

/**
* Returns whether a player is the last zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_last_zombie(id)

/**
* Returns whether a player is the last human.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_last_human(id)

/**
* Returns a player's current zombie class ID.
*
* @param id Player index.
* @return Internal zombie class ID, or -1 if not yet chosen.
*/
native zp_get_user_zombie_class(id)

/**
* Returns a player's next zombie class ID (for the next infection).
*
* @param id Player index.
* @return Internal zombie class ID, or -1 if not yet chosen.
*/
native zp_get_user_next_class(id)

/**
* Sets a player's next zombie class ID (for the next infection).
*
* @param id Player index.
* @param classid A valid zombie class ID.
* @return True on success, false otherwise.
*/
native zp_set_user_zombie_class(id, classid)

/**
* Returns a player's ammo pack count.
*
* @param id Player index.
* @return Number of ammo packs owned.
*/
native zp_get_user_ammo_packs(id)

/**
* Sets a player's ammo pack count.
*
* @param id Player index.
* @param amount New quantity of ammo packs owned.
*/
native zp_set_user_ammo_packs(id, amount)

/**
* Returns the default maximum health of a zombie.
*
* Note: Takes into account first zombie's HP multiplier.
*
* @param id Player index.
* @return Maximum amount of health points, or -1 if not a normal zombie.
*/
native zp_get_zombie_maxhealth(id)

/**
* Returns a player's custom flashlight batteries charge.
*
* @param id Player index.
* @return Charge percent (0 to 100).
*/
native zp_get_user_batteries(id)

/**
* Sets a player's custom flashlight batteries charge.
*
* @param id Player index.
* @param value New charge percent (0 to 100).
*/
native zp_set_user_batteries(id, charge)

/**
* Returns whether a player has night vision.
*
* @param id Player index.
* @return True if it has, false otherwise.
*/
native zp_get_user_nightvision(id)

/**
* Sets whether a player has night vision.
*
* @param id Player index.
* @param set True to give, false for removing it.
*/
native zp_set_user_nightvision(id, set)

/**
* Forces a player to become a zombie.
*
* Note: Unavailable for last human/survivor.
*
* @param id Player index to be infected.
* @param infector Player index who infected him (optional).
* @param silent If set, there will be no HUD messages or infection sounds.
* @param rewards Whether to show DeathMsg and reward frags, hp, and ammo packs to infector.
* @return True on success, false otherwise.
*/
native zp_infect_user(id, infector = 0, silent = 0, rewards = 0)

/**
* Forces a player to become a human.
*
* Note: Unavailable for last zombie/nemesis.
*
* @param id Player index to be cured.
* @param silent If set, there will be no HUD messages or antidote sounds.
* @return True on success, false otherwise.
*/
native zp_disinfect_user(id, silent = 0)

/**
* Forces a player to become a nemesis.
*
* Note: Unavailable for last human/survivor.
*
* @param id Player index to turn into nemesis.
* @return True on success, false otherwise.
*/
native zp_make_user_nemesis(id)

/**
* Forces a player to become a survivor.
*
* Note: Unavailable for last zombie/nemesis.
*
* @param id Player index to turn into survivor.
* @return True on success, false otherwise.
*/
native zp_make_user_survivor(id)

/**
* Respawns a player into a specific team.
*
* @param id Player index to be respawned.
* @param team Team to respawn the player into (ZP_TEAM_ZOMBIE or ZP_TEAM_HUMAN).
* @return True on success, false otherwise.
*/
native zp_respawn_user(id, team)

/**
* Forces a player to buy an extra item.
*
* @param id Player index.
* @param itemid A valid extra item ID.
* @param ignorecost If set, item's cost won't be deduced from player.
* @return True on success, false otherwise.
*/
native zp_force_buy_extra_item(id, itemid, ignorecost = 0)

/**
* Returns whether the ZP round has started, i.e. first zombie
* has been chosen or a game mode has begun.
*
* @return 0 - Round not started
* 1 - Round started
* 2 - Round starting
*/
native zp_has_round_started()

/**
* Returns whether the current round is a nemesis round.
*
* @return True if it is, false otherwise.
*/
native zp_is_nemesis_round()

/**
* Returns whether the current round is a survivor round.
*
* @return True if it is, false otherwise.
*/
native zp_is_survivor_round()

/**
* Returns whether the current round is a swarm round.
*
* @return True if it is, false otherwise.
*/
native zp_is_swarm_round()

/**
* Returns whether the current round is a plague round.
*
* @return True if it is, false otherwise.
*/
native zp_is_plague_round()

/**
* Returns number of alive zombies.
*
* @return Zombie count.
*/
native zp_get_zombie_count()

/**
* Returns number of alive humans.
*
* @return Human count.
*/
native zp_get_human_count()

/**
* Returns number of alive nemesis.
*
* @return Nemesis count.
*/
native zp_get_nemesis_count()

/**
* Returns number of alive survivors.
*
* @return Survivor count.
*/
native zp_get_survivor_count()

/**
* Registers a custom item which will be added to the extra items menu of ZP.
*
* Note: The returned extra item ID can be later used to catch item
* purchase events for the zp_extra_item_selected() forward.
*
* Note: ZP_TEAM_NEMESIS and ZP_TEAM_SURVIVOR can be used to make
* an item available to Nemesis and Survivors respectively.
*
* @param name Caption to display on the menu.
* @param cost Ammo packs to be deducted on purchase.
* @param teams Bitsum of teams it should be available for.
* @return An internal extra item ID, or -1 on failure.
*/
native zp_register_extra_item(const name[], cost, teams)

/**
* Registers a custom class which will be added to the zombie classes menu of ZP.
*
* Note: The returned zombie class ID can be later used to identify
* the class when calling the zp_get_user_zombie_class() natives.
*
* @param name Caption to display on the menu.
* @param info Brief description of the class.
* @param model Player model to be used.
* @param clawmodel Claws model to be used.
* @param hp Initial health points.
* @param speed Maximum speed.
* @param gravity Gravity multiplier.
* @param knockback Knockback multiplier.
* @return An internal zombie class ID, or -1 on failure.
*/
native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback)

/**
* Returns an extra item's ID.
*
* @param name Item name to look for.
* @return Internal extra item ID, or -1 if not found.
*/
native zp_get_extra_item_id(const name[])

/**
* Returns a zombie class' ID.
*
* @param name Class name to look for.
* @return Internal zombie class ID, or -1 if not found.
*/
native zp_get_zombie_class_id(const name[])

/**
* Called when the ZP round starts, i.e. first zombie
* is chosen or a game mode begins.
*
* @param gamemode Mode which has started.
* @param id Affected player's index (if applicable).
*/
forward zp_round_started(gamemode, id)

/**
* Called when the round ends.
*
* @param winteam Team which has won the round.
*/
forward zp_round_ended(winteam)

/**
* Called when a player gets infected.
*
* @param id Player index who was infected.
* @param infector Player index who infected him (if applicable).
* @param nemesis Whether the player was turned into a nemesis.
*/
forward zp_user_infected_pre(id, infector, nemesis)
forward zp_user_infected_post(id, infector, nemesis)

/**
* Called when a player turns back to human.
*
* @param id Player index who was cured.
* @param survivor Whether the player was turned into a survivor.
*/
forward zp_user_humanized_pre(id, survivor)
forward zp_user_humanized_post(id, survivor)

/**
* Called on a player infect/cure attempt. You can use this to block
* an infection/humanization by returning ZP_PLUGIN_HANDLED in your plugin.
*
* Note: Right now this is only available after the ZP round starts, since some
* situations (like blocking a first zombie's infection) are not yet handled.
*/
forward zp_user_infect_attempt(id, infector, nemesis)
forward zp_user_humanize_attempt(id, survivor)

/**
* Called when a player buys an extra item from the ZP menu.
*
* Note: You can now return ZP_PLUGIN_HANDLED in your plugin to block
* the purchase and the player will be automatically refunded.
*
* @param id Player index of purchaser.
* @param itemid Internal extra item ID.
*/
forward zp_extra_item_selected(id, itemid)

/**
* Called when a player gets unfrozen (frostnades).
*
* @param id Player index.
*/
forward zp_user_unfrozen(id)

/**
* Called when a player becomes the last zombie.
*
* Note: This is called for the first zombie too.
*
* @param id Player index.
*/
forward zp_user_last_zombie(id)

/**
* Called when a player becomes the last human.
*
* @param id Player index.
*/
forward zp_user_last_human(id)


/**
* @deprecated - Do not use!
* For backwards compatibility only.
*/
#define ZP_TEAM_ANY 0


Отредактировал: rGame, - 8.3.2015, 20:49
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Статус пользователя Kirbron
сообщение 8.3.2015, 21:15
Сообщение #8


Стаж: 11 лет

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Цитата(Bloo @ 8.3.2015, 20:46) *
Kirbron, я так подозреваю у вас как раз его и нет zombieplague.inc

Самое интересное что он есть у меня в компиляторе "zombieplague.inc" dntknw.gif

Цитата(rGame @ 8.3.2015, 20:47) *
Держите, Извините сам инклуд не получилось залить почему то.

Скрытый текст
/*===============================================================================
=

---------------------------------------
-*- Zombie Plague 4.3 Includes File -*-
---------------------------------------

~~~~~~~~~~
- How To -
~~~~~~~~~~

To make use of the Zombie Plague API features in your plugin, just
add the following line at the beginning of your script:

#include <zombieplague>

~~~~~~~~~~~
- Natives -
~~~~~~~~~~~

These work just like any other functions: you may have to pass
parameters and they usually return values.

Example:

if ( is_user_alive( id ) && zp_get_user_zombie( id ) )
{
server_print( "Player %d is alive and a zombie", id )
}

~~~~~~~~~~~~
- Forwards -
~~~~~~~~~~~~

Forwards get called whenever an event happens during the game.
You need to make a public callback somewhere on your script,
and it will automatically be triggered when the event occurs.

Example:

public zp_user_infected_post( id, infector, nemesis )
{
if ( !infector || nemesis )
return;

server_print( "Player %d just got infected by %d!", id, infector )
}

Also, take note of cases when there's a suffix:

* _pre : means the forward will be called BEFORE the event happens
* _post : means it will be called AFTER the event takes place

================================================================================
=*/

#if defined _zombieplague_included
#endinput
#endif
#define _zombieplague_included

/* Teams for zp_register_extra_item() */
#define ZP_TEAM_ZOMBIE (1<<0)
#define ZP_TEAM_HUMAN (1<<1)
#define ZP_TEAM_NEMESIS (1<<2)
#define ZP_TEAM_SURVIVOR (1<<3)

/* Game modes for zp_round_started() */
enum
{
MODE_INFECTION = 1,
MODE_NEMESIS,
MODE_SURVIVOR,
MODE_SWARM,
MODE_MULTI,
MODE_PLAGUE
}

/* Winner teams for zp_round_ended() */
enum
{
WIN_NO_ONE = 0,
WIN_ZOMBIES,
WIN_HUMANS
}

/* Custom forward return values */
#define ZP_PLUGIN_HANDLED 97

/**
* Returns whether a player is a zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_zombie(id)

/**
* Returns whether a player is a nemesis.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_nemesis(id)

/**
* Returns whether a player is a survivor.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_survivor(id)

/**
* Returns whether a player is the first zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_first_zombie(id)

/**
* Returns whether a player is the last zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_last_zombie(id)

/**
* Returns whether a player is the last human.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_last_human(id)

/**
* Returns a player's current zombie class ID.
*
* @param id Player index.
* @return Internal zombie class ID, or -1 if not yet chosen.
*/
native zp_get_user_zombie_class(id)

/**
* Returns a player's next zombie class ID (for the next infection).
*
* @param id Player index.
* @return Internal zombie class ID, or -1 if not yet chosen.
*/
native zp_get_user_next_class(id)

/**
* Sets a player's next zombie class ID (for the next infection).
*
* @param id Player index.
* @param classid A valid zombie class ID.
* @return True on success, false otherwise.
*/
native zp_set_user_zombie_class(id, classid)

/**
* Returns a player's ammo pack count.
*
* @param id Player index.
* @return Number of ammo packs owned.
*/
native zp_get_user_ammo_packs(id)

/**
* Sets a player's ammo pack count.
*
* @param id Player index.
* @param amount New quantity of ammo packs owned.
*/
native zp_set_user_ammo_packs(id, amount)

/**
* Returns the default maximum health of a zombie.
*
* Note: Takes into account first zombie's HP multiplier.
*
* @param id Player index.
* @return Maximum amount of health points, or -1 if not a normal zombie.
*/
native zp_get_zombie_maxhealth(id)

/**
* Returns a player's custom flashlight batteries charge.
*
* @param id Player index.
* @return Charge percent (0 to 100).
*/
native zp_get_user_batteries(id)

/**
* Sets a player's custom flashlight batteries charge.
*
* @param id Player index.
* @param value New charge percent (0 to 100).
*/
native zp_set_user_batteries(id, charge)

/**
* Returns whether a player has night vision.
*
* @param id Player index.
* @return True if it has, false otherwise.
*/
native zp_get_user_nightvision(id)

/**
* Sets whether a player has night vision.
*
* @param id Player index.
* @param set True to give, false for removing it.
*/
native zp_set_user_nightvision(id, set)

/**
* Forces a player to become a zombie.
*
* Note: Unavailable for last human/survivor.
*
* @param id Player index to be infected.
* @param infector Player index who infected him (optional).
* @param silent If set, there will be no HUD messages or infection sounds.
* @param rewards Whether to show DeathMsg and reward frags, hp, and ammo packs to infector.
* @return True on success, false otherwise.
*/
native zp_infect_user(id, infector = 0, silent = 0, rewards = 0)

/**
* Forces a player to become a human.
*
* Note: Unavailable for last zombie/nemesis.
*
* @param id Player index to be cured.
* @param silent If set, there will be no HUD messages or antidote sounds.
* @return True on success, false otherwise.
*/
native zp_disinfect_user(id, silent = 0)

/**
* Forces a player to become a nemesis.
*
* Note: Unavailable for last human/survivor.
*
* @param id Player index to turn into nemesis.
* @return True on success, false otherwise.
*/
native zp_make_user_nemesis(id)

/**
* Forces a player to become a survivor.
*
* Note: Unavailable for last zombie/nemesis.
*
* @param id Player index to turn into survivor.
* @return True on success, false otherwise.
*/
native zp_make_user_survivor(id)

/**
* Respawns a player into a specific team.
*
* @param id Player index to be respawned.
* @param team Team to respawn the player into (ZP_TEAM_ZOMBIE or ZP_TEAM_HUMAN).
* @return True on success, false otherwise.
*/
native zp_respawn_user(id, team)

/**
* Forces a player to buy an extra item.
*
* @param id Player index.
* @param itemid A valid extra item ID.
* @param ignorecost If set, item's cost won't be deduced from player.
* @return True on success, false otherwise.
*/
native zp_force_buy_extra_item(id, itemid, ignorecost = 0)

/**
* Returns whether the ZP round has started, i.e. first zombie
* has been chosen or a game mode has begun.
*
* @return 0 - Round not started
* 1 - Round started
* 2 - Round starting
*/
native zp_has_round_started()

/**
* Returns whether the current round is a nemesis round.
*
* @return True if it is, false otherwise.
*/
native zp_is_nemesis_round()

/**
* Returns whether the current round is a survivor round.
*
* @return True if it is, false otherwise.
*/
native zp_is_survivor_round()

/**
* Returns whether the current round is a swarm round.
*
* @return True if it is, false otherwise.
*/
native zp_is_swarm_round()

/**
* Returns whether the current round is a plague round.
*
* @return True if it is, false otherwise.
*/
native zp_is_plague_round()

/**
* Returns number of alive zombies.
*
* @return Zombie count.
*/
native zp_get_zombie_count()

/**
* Returns number of alive humans.
*
* @return Human count.
*/
native zp_get_human_count()

/**
* Returns number of alive nemesis.
*
* @return Nemesis count.
*/
native zp_get_nemesis_count()

/**
* Returns number of alive survivors.
*
* @return Survivor count.
*/
native zp_get_survivor_count()

/**
* Registers a custom item which will be added to the extra items menu of ZP.
*
* Note: The returned extra item ID can be later used to catch item
* purchase events for the zp_extra_item_selected() forward.
*
* Note: ZP_TEAM_NEMESIS and ZP_TEAM_SURVIVOR can be used to make
* an item available to Nemesis and Survivors respectively.
*
* @param name Caption to display on the menu.
* @param cost Ammo packs to be deducted on purchase.
* @param teams Bitsum of teams it should be available for.
* @return An internal extra item ID, or -1 on failure.
*/
native zp_register_extra_item(const name[], cost, teams)

/**
* Registers a custom class which will be added to the zombie classes menu of ZP.
*
* Note: The returned zombie class ID can be later used to identify
* the class when calling the zp_get_user_zombie_class() natives.
*
* @param name Caption to display on the menu.
* @param info Brief description of the class.
* @param model Player model to be used.
* @param clawmodel Claws model to be used.
* @param hp Initial health points.
* @param speed Maximum speed.
* @param gravity Gravity multiplier.
* @param knockback Knockback multiplier.
* @return An internal zombie class ID, or -1 on failure.
*/
native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback)

/**
* Returns an extra item's ID.
*
* @param name Item name to look for.
* @return Internal extra item ID, or -1 if not found.
*/
native zp_get_extra_item_id(const name[])

/**
* Returns a zombie class' ID.
*
* @param name Class name to look for.
* @return Internal zombie class ID, or -1 if not found.
*/
native zp_get_zombie_class_id(const name[])

/**
* Called when the ZP round starts, i.e. first zombie
* is chosen or a game mode begins.
*
* @param gamemode Mode which has started.
* @param id Affected player's index (if applicable).
*/
forward zp_round_started(gamemode, id)

/**
* Called when the round ends.
*
* @param winteam Team which has won the round.
*/
forward zp_round_ended(winteam)

/**
* Called when a player gets infected.
*
* @param id Player index who was infected.
* @param infector Player index who infected him (if applicable).
* @param nemesis Whether the player was turned into a nemesis.
*/
forward zp_user_infected_pre(id, infector, nemesis)
forward zp_user_infected_post(id, infector, nemesis)

/**
* Called when a player turns back to human.
*
* @param id Player index who was cured.
* @param survivor Whether the player was turned into a survivor.
*/
forward zp_user_humanized_pre(id, survivor)
forward zp_user_humanized_post(id, survivor)

/**
* Called on a player infect/cure attempt. You can use this to block
* an infection/humanization by returning ZP_PLUGIN_HANDLED in your plugin.
*
* Note: Right now this is only available after the ZP round starts, since some
* situations (like blocking a first zombie's infection) are not yet handled.
*/
forward zp_user_infect_attempt(id, infector, nemesis)
forward zp_user_humanize_attempt(id, survivor)

/**
* Called when a player buys an extra item from the ZP menu.
*
* Note: You can now return ZP_PLUGIN_HANDLED in your plugin to block
* the purchase and the player will be automatically refunded.
*
* @param id Player index of purchaser.
* @param itemid Internal extra item ID.
*/
forward zp_extra_item_selected(id, itemid)

/**
* Called when a player gets unfrozen (frostnades).
*
* @param id Player index.
*/
forward zp_user_unfrozen(id)

/**
* Called when a player becomes the last zombie.
*
* Note: This is called for the first zombie too.
*
* @param id Player index.
*/
forward zp_user_last_zombie(id)

/**
* Called when a player becomes the last human.
*
* @param id Player index.
*/
forward zp_user_last_human(id)


/**
* @deprecated - Do not use!
* For backwards compatibility only.
*/
#define ZP_TEAM_ANY 0

Спасибо большое Вам от души! thank_you2.gif

Отредактировал: Kirbron, - 8.3.2015, 21:13
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