Added default restrictions, added market options in the menu

This commit is contained in:
Greyscale 2009-04-14 01:29:24 +02:00
parent 0d5b805387
commit 44b0e776f2
6 changed files with 559 additions and 438 deletions

View File

@ -285,6 +285,17 @@
"en" "Modify Restrictions:\n Current Weapon Group: {1}\n * = restricted"
}
"Weapons menu market title"
{
"en" "Toggle Market Settings:"
}
"Weapons menu market toggle buyzone"
{
"#format" "{1:s}"
"en" "Buyzone Only (Current: {1})"
}
"Weapons menu weapon group restrict all"
{
"en" "Restrict All Group Weapons"

View File

@ -1,442 +1,436 @@
// ============================================================================
//
// Zombie:Reloaded
// Main configuration
//
// Check section 3.0 in the manual for detailed info.
//
// ============================================================================
// ------------------------------------
//
// Standard Counter-Strike Settings
//
// ------------------------------------
// The length of the round, in minutes. If there are any humans left after this
// time is up, humans win.
// -
// Default: "5"
mp_roundtime "5"
// Allows players to move items with their "use" key. Disabled by default
// because players sometimes get stuck.
// -
// Default: "0"
sv_turbophysics "0"
// Multiplier for how easy props are moved.
// -
// Default: "3"
phys_pushscale 3
// Ammo settings
ammo_50AE_max 500 // deagle
ammo_762mm_max 300 // scout, ak47, g3sg1, aug
ammo_556mm_box_max 300 // m249
ammo_556mm_max 300 // galil, sg552, famas, m4a1, sg550
ammo_338mag_max 100 // awp
ammo_9mm_max 500 // mp5navy, tmp, glock, elite
ammo_buckshot_max 128 // m3, xm1014
ammo_45acp_max 500 // ump45, mac10, usp
ammo_357sig_max 500 // P228
ammo_57mm_max 500 // p90, fiveseven
// ------------------------------------
//
// Weapon Restrictions
//
// ------------------------------------
zr_restrict "flashbang"
zr_restrict "smokegrenade"
zr_restrict "m249"
zr_restrict "snipers"
zr_restrict "nvgs"
// ------------------------------------
//
// General
//
// ------------------------------------
// Enable zombie gameplay
// -
// Default: "1"
zr_enable "1"
// Logging flags. See manual for details.
// -
// ============================================================================
//
// Zombie:Reloaded
// Main configuration
//
// Check section 3.0 in the manual for detailed info.
//
// ============================================================================
// ------------------------------------
//
// Standard Counter-Strike Settings
//
// ------------------------------------
// The length of the round, in minutes. If there are any humans left after this
// time is up, humans win.
// -
// Default: "5"
mp_roundtime "5"
// Allows players to move items with their "use" key. Disabled by default
// because players sometimes get stuck.
// -
// Default: "0"
sv_turbophysics "0"
// Multiplier for how easy props are moved.
// -
// Default: "3"
phys_pushscale 3
// Ammo settings
ammo_50AE_max 500 // deagle
ammo_762mm_max 300 // scout, ak47, g3sg1, aug
ammo_556mm_box_max 300 // m249
ammo_556mm_max 300 // galil, sg552, famas, m4a1, sg550
ammo_338mag_max 100 // awp
ammo_9mm_max 500 // mp5navy, tmp, glock, elite
ammo_buckshot_max 128 // m3, xm1014
ammo_45acp_max 500 // ump45, mac10, usp
ammo_357sig_max 500 // P228
ammo_57mm_max 500 // p90, fiveseven
// ------------------------------------
//
// Weapon Restrictions (Deprecated)
//
// ------------------------------------
// ------------------------------------
//
// General
//
// ------------------------------------
// Enable zombie gameplay
// -
// Default: "1"
zr_enable "1"
// Logging flags. See manual for details.
// -
// Default: "323"
zr_log "323"
// This will allow the player_team event to be fired on first team join. Enable
// if using mani admin model menu.
// -
// Default: "0"
zr_allow_player_team "0"
// Give players cash on spawn.
// -
// Default: "1"
zr_cashfill "1"
// How much money players will have when they spawn, if cash fill is turned on.
// -
// Default: "16000"
zr_cashamount "16000"
zr_log "323"
// This will allow the player_team event to be fired on first team join. Enable
// if using mani admin model menu.
// -
// Default: "0"
zr_allow_player_team "0"
// Give players cash on spawn.
// -
// Default: "1"
zr_cashfill "1"
// How much money players will have when they spawn, if cash fill is turned on.
// -
// Default: "16000"
zr_cashamount "16000"
// Block suicide attempts on humans.
// -
// Default: "1"
zr_suicide_human "1"
// Block suicide attempts on zombies.
// -
// Default: "1"
zr_suicide_zombie "1"
// Log suicide attempts to admin chat. (Deprecated. Use the log system.)
// -
// Default: "0"
zr_suicide_echo "0"
// Respawn zombies as zombies if they were killed by world damage, like doors,
// Respawn zombies as zombies if they were killed by world damage, like doors,
// elevators and lasers.
// -
// Default: "1"
zr_suicide_world_damage "1"
// Spawn protection time on players that join late.
// -
// Default: "15"
zr_protect "15"
// ------------------------------------
//
// Zombie Gameplay
//
// ------------------------------------
// Maximum time, in seconds, a player is picked to be zombie after the round
// starts.
// -
// Default: "50"
zr_spawn_max "50"
// Minimum time, in seconds, a player is picked to be zombie after the round
// starts.
// -
// Default: "30"
zr_spawn_min "30"
// Mother zombie ratio. For every "n" number of humans, there will be one
// zombie. (0: Always only 1 mother zombie)
// -
// Default: "8"
zr_mother_zombie_ratio "8"
// The first zombie(s) will be teleported back to spawn on first infection.
// -
// Default: "0"
zr_mother_zombie_respawn "0"
// Allow player to be randomly chosen twice in a row to be a mother zombie.
// -
// Default: "0"
zr_consecutive_infect "0"
// ------------------------------------
//
// Zombie Info (deprecated)
//
// ------------------------------------
// The default health of a zombie
zr_zombie_health "5000"
// How fast zombies travel (300: Default speed, 600: Double speed)
zr_zombie_speed "350"
// How far the zombie jumps, (0: Regular jump distance)
zr_zombie_jump_distance "0.1"
// How high a zombie jumps (0: Regular jump height)
zr_zombie_jump_height "10.0"
// How far zombies are pushed back when shot. If classes are enabled: This one is a multiplier for class knockback values. (1: Default)
zr_zombie_knockback "1"
// Zombies will be equipped with nightvision. Also used to override class nvgs if non-negative. (-1: No override/Nvgs on, 0: No nvgs, 1: Nvgs on)
zr_zombie_nvgs "-1"
// The field of vision of zombies (90: Default vision)
zr_zombie_fov "110"
// Zombies will regenerate health
zr_zombie_regen "0"
// How much health is regenerated when zr_zombie_regen is 1
zr_zombie_regen_health "1"
// How often, in seconds, a zombie regenerates health when zr_zombie_regen is 1
zr_zombie_regen_interval "5"
// Turns grenades into napalm grenades that light zombies on fire (0: Disable)
zr_zombie_napalm "1"
// How long the zombie burns when zr_napalm is 1
zr_zombie_napalm_time "20"
// Zombies wont be hurt from falling (0: Disable)
zr_zombie_nofalldamage "0"
// How many additional kills are rewarded to the killer of the zombie
zr_zombie_kill_bonus "2"
// How much health a zombie gains when infecting a human (0: Disable)
zr_zombie_infect_health "100"
// Overlay to be shown on all zombies' screen on infection (Leave empty to disable)
zr_zombie_zvision "overlays/zr/zvision"
// ------------------------------------
//
// Infection Effects
//
// ------------------------------------
// An energy splash is emitted when player is infected.
// -
// Default: "1"
zr_infect_esplash "1"
// A fireball is created when a player is infected.
// -
// Default: "1"
zr_infect_fireball "1"
// Sound played from from player on infection. Leave blank to disable.
// -
// Default: "npc/fast_zombie/fz_scream1.wav"
zr_infect_sound "npc/fast_zombie/fz_scream1.wav"
// A puff of smoke is created when a player is infected.
// -
// Default: "1"
zr_infect_smoke "1"
// Sparks are emitted when a player is infected.
// -
// Default: "1"
zr_infect_sparks "1"
//Player's screen is shaken on infection.
// -
// Default: "1"
zr_infect_shake "1"
// Amplitude of the shake, when shake is enabled.
// -
// Default: "15.0"
zr_infect_shake_amp "15.0"
// Frequency of the shake, when shake is enabled.
// -
// Default: "1.0"
zr_infect_shake_frequency "1.0"
// Duration of the shake, when shake is enabled.
// -
// Default: "5.0"
zr_infect_shake_duration "5.0"
// ------------------------------------
//
// Classes
//
// ------------------------------------
// Enable zombie classes. (Deprecated)
zr_classes "1"
// A random class is assigned to each player every round (0: Disable)
// -
// Default: "0"
zr_classes_random "0"
// Classmenu is re-displayed every spawn (0: Disable)
// -
// Default: "0"
zr_classes_spawn "0"
// The default class for zombies. (Deprecated)
zr_classes_default "classic"
// ------------------------------------
//
// Ambience
//
// ------------------------------------
// Enable creepy ambience to be played throughout the game (0: Disable)
// -
// Default: "1"
zr_ambience "1"
// Path to ambient sound file that will be played throughout the game, when
// ambience is enabled.
// -
// Default: "ambient/zr/zr_ambience.mp3"
zr_ambience_file "ambient/zr/zr_ambience.mp3"
// The length, in seconds, of the ambience sound file.
// -
// Default: "60.0"
zr_ambience_length "60.0"
// Volume of ambience sound when ambience is enabled. (0.0: Unhearable,
// 1.0: Max volume)
// -
// Default: "0.8"
zr_ambience_volume "0.8"
// Make maps dark. (0: Disable)
// -
// Default: "0"
zr_dark "0"
// The darkness of the map, a being the darkest, z being extremely bright.
// -
// Default: "n"
zr_dark_level "n"
// The sky the map will have when darkness is enabled.
// -
// Default: "sky_borealis01"
zr_dark_sky "sky_borealis01"
// How often a zombie emits a sound, in seconds. (0: Disable)
// -
// Default: "50"
zr_emitsounds "50"
// ------------------------------------
//
// Overlays
//
// ------------------------------------
// Will show overlays that tell who the winner of the round was (0: Disable)
// -
// Default: "1"
zr_overlays "1"
// Overlay for humans win event.
// -
// Default: "overlays/zr/humans_win"
zr_overlays_human "overlays/zr/humans_win"
// Overlay for zombies win event.
// -
// Default: "overlays/zr/zombies_win"
zr_overlays_zombie "overlays/zr/zombies_win"
// Frequency, in seconds, to re-display overlay on the client's screen.
// -
// Default: "3"
zr_overlay_redisplay "3"
// Allow players to disable overlays with their nightvision key (0: Disable)
// -
// Default: "1"
zr_zvision_allow_disable "1"
// ------------------------------------
//
// Respawn
//
// ------------------------------------
// Respawn players when they die.
// -
// Default: "1"
zr_respawn "1"
// How long to wait after death to respawn, in seconds.
// -
// Default: "1"
zr_respawn_delay "1"
// Which team to respawn player as. (Choices: zombie, human)
// -
// Default: "human"
zr_respawn_team "human"
// ------------------------------------
//
// Commands
//
// ------------------------------------
// Must be in buyzone to access !zmarket, if Market is installed.
// -
// Default: "1"
zr_zmarket_buyzone "1"
// Allow players to spawn if they just joined the game. (0: Disable)
// -
// Default: "1"
zr_zspawn "1"
// Startup delay for the deleporter. (0: Disable)
// -
// Default: "20"
zr_tele_startup_delay "20"
// Cooldown delay before a teleport can be done again. (0: Disable)
// -
// Default: "15"
zr_tele_cooldown "15"
// Teleport delays for humans. (0: Disable)
// -
// Default: "10"
zr_tele_human_delay "10"
// Teleport delays for zombies. (0: Disable)
// -
// Default: "0"
zr_tele_zombie_delay "0"
// Teleport limits for humans per round. (0: Not allowed to teleport,
// -1: Unlimited)
// -
// Default: "3"
zr_tele_human_limit "3"
// Teleport limits for zombies per round. (0: Not allowed to teleport,
// -1: Unlimited)
// -
// Default: "8"
zr_tele_zombie_limit "8"
// Allows clients to disable zombie health display.
// -
// Default: "1"
zr_zhp "1"
// The default value of zombie health display to new clients.
// -
// Default: "1"
zr_zhp_default "1"
// Spawn protection time on players that join late.
// -
// Default: "15"
zr_protect "15"
// ------------------------------------
//
// Zombie Gameplay
//
// ------------------------------------
// Maximum time, in seconds, a player is picked to be zombie after the round
// starts.
// -
// Default: "50"
zr_spawn_max "50"
// Minimum time, in seconds, a player is picked to be zombie after the round
// starts.
// -
// Default: "30"
zr_spawn_min "30"
// Mother zombie ratio. For every "n" number of humans, there will be one
// zombie. (0: Always only 1 mother zombie)
// -
// Default: "8"
zr_mother_zombie_ratio "8"
// The first zombie(s) will be teleported back to spawn on first infection.
// -
// Default: "0"
zr_mother_zombie_respawn "0"
// Allow player to be randomly chosen twice in a row to be a mother zombie.
// -
// Default: "0"
zr_consecutive_infect "0"
// ------------------------------------
//
// Zombie Info (deprecated)
//
// ------------------------------------
// The default health of a zombie
zr_zombie_health "5000"
// How fast zombies travel (300: Default speed, 600: Double speed)
zr_zombie_speed "350"
// How far the zombie jumps, (0: Regular jump distance)
zr_zombie_jump_distance "0.1"
// How high a zombie jumps (0: Regular jump height)
zr_zombie_jump_height "10.0"
// How far zombies are pushed back when shot. If classes are enabled: This one is a multiplier for class knockback values. (1: Default)
zr_zombie_knockback "1"
// Zombies will be equipped with nightvision. Also used to override class nvgs if non-negative. (-1: No override/Nvgs on, 0: No nvgs, 1: Nvgs on)
zr_zombie_nvgs "-1"
// The field of vision of zombies (90: Default vision)
zr_zombie_fov "110"
// Zombies will regenerate health
zr_zombie_regen "0"
// How much health is regenerated when zr_zombie_regen is 1
zr_zombie_regen_health "1"
// How often, in seconds, a zombie regenerates health when zr_zombie_regen is 1
zr_zombie_regen_interval "5"
// Turns grenades into napalm grenades that light zombies on fire (0: Disable)
zr_zombie_napalm "1"
// How long the zombie burns when zr_napalm is 1
zr_zombie_napalm_time "20"
// Zombies wont be hurt from falling (0: Disable)
zr_zombie_nofalldamage "0"
// How many additional kills are rewarded to the killer of the zombie
zr_zombie_kill_bonus "2"
// How much health a zombie gains when infecting a human (0: Disable)
zr_zombie_infect_health "100"
// Overlay to be shown on all zombies' screen on infection (Leave empty to disable)
zr_zombie_zvision "overlays/zr/zvision"
// ------------------------------------
//
// Infection Effects
//
// ------------------------------------
// An energy splash is emitted when player is infected.
// -
// Default: "1"
zr_infect_esplash "1"
// A fireball is created when a player is infected.
// -
// Default: "1"
zr_infect_fireball "1"
// Sound played from from player on infection. Leave blank to disable.
// -
// Default: "npc/fast_zombie/fz_scream1.wav"
zr_infect_sound "npc/fast_zombie/fz_scream1.wav"
// A puff of smoke is created when a player is infected.
// -
// Default: "1"
zr_infect_smoke "1"
// Sparks are emitted when a player is infected.
// -
// Default: "1"
zr_infect_sparks "1"
//Player's screen is shaken on infection.
// -
// Default: "1"
zr_infect_shake "1"
// Amplitude of the shake, when shake is enabled.
// -
// Default: "15.0"
zr_infect_shake_amp "15.0"
// Frequency of the shake, when shake is enabled.
// -
// Default: "1.0"
zr_infect_shake_frequency "1.0"
// Duration of the shake, when shake is enabled.
// -
// Default: "5.0"
zr_infect_shake_duration "5.0"
// ------------------------------------
//
// Classes
//
// ------------------------------------
// Enable zombie classes. (Deprecated)
zr_classes "1"
// A random class is assigned to each player every round (0: Disable)
// -
// Default: "0"
zr_classes_random "0"
// Classmenu is re-displayed every spawn (0: Disable)
// -
// Default: "0"
zr_classes_spawn "0"
// The default class for zombies. (Deprecated)
zr_classes_default "classic"
// ------------------------------------
//
// Ambience
//
// ------------------------------------
// Enable creepy ambience to be played throughout the game (0: Disable)
// -
// Default: "1"
zr_ambience "1"
// Path to ambient sound file that will be played throughout the game, when
// ambience is enabled.
// -
// Default: "ambient/zr/zr_ambience.mp3"
zr_ambience_file "ambient/zr/zr_ambience.mp3"
// The length, in seconds, of the ambience sound file.
// -
// Default: "60.0"
zr_ambience_length "60.0"
// Volume of ambience sound when ambience is enabled. (0.0: Unhearable,
// 1.0: Max volume)
// -
// Default: "0.8"
zr_ambience_volume "0.8"
// Make maps dark. (0: Disable)
// -
// Default: "0"
zr_dark "0"
// The darkness of the map, a being the darkest, z being extremely bright.
// -
// Default: "n"
zr_dark_level "n"
// The sky the map will have when darkness is enabled.
// -
// Default: "sky_borealis01"
zr_dark_sky "sky_borealis01"
// How often a zombie emits a sound, in seconds. (0: Disable)
// -
// Default: "50"
zr_emitsounds "50"
// ------------------------------------
//
// Overlays
//
// ------------------------------------
// Will show overlays that tell who the winner of the round was (0: Disable)
// -
// Default: "1"
zr_overlays "1"
// Overlay for humans win event.
// -
// Default: "overlays/zr/humans_win"
zr_overlays_human "overlays/zr/humans_win"
// Overlay for zombies win event.
// -
// Default: "overlays/zr/zombies_win"
zr_overlays_zombie "overlays/zr/zombies_win"
// Frequency, in seconds, to re-display overlay on the client's screen.
// -
// Default: "3"
zr_overlay_redisplay "3"
// Allow players to disable overlays with their nightvision key (0: Disable)
// -
// Default: "1"
zr_zvision_allow_disable "1"
// ------------------------------------
//
// Respawn
//
// ------------------------------------
// Respawn players when they die.
// -
// Default: "1"
zr_respawn "1"
// How long to wait after death to respawn, in seconds.
// -
// Default: "1"
zr_respawn_delay "1"
// Which team to respawn player as. (Choices: zombie, human)
// -
// Default: "human"
zr_respawn_team "human"
// ------------------------------------
//
// Commands
//
// ------------------------------------
// Must be in buyzone to access !zmarket, if Market is installed.
// -
// Default: "1"
zr_zmarket_buyzone "1"
// Allow players to spawn if they just joined the game. (0: Disable)
// -
// Default: "1"
zr_zspawn "1"
// Startup delay for the deleporter. (0: Disable)
// -
// Default: "20"
zr_tele_startup_delay "20"
// Cooldown delay before a teleport can be done again. (0: Disable)
// -
// Default: "15"
zr_tele_cooldown "15"
// Teleport delays for humans. (0: Disable)
// -
// Default: "10"
zr_tele_human_delay "10"
// Teleport delays for zombies. (0: Disable)
// -
// Default: "0"
zr_tele_zombie_delay "0"
// Teleport limits for humans per round. (0: Not allowed to teleport,
// -1: Unlimited)
// -
// Default: "3"
zr_tele_human_limit "3"
// Teleport limits for zombies per round. (0: Not allowed to teleport,
// -1: Unlimited)
// -
// Default: "8"
zr_tele_zombie_limit "8"
// Allows clients to disable zombie health display.
// -
// Default: "1"
zr_zhp "1"
// The default value of zombie health display to new clients.
// -
// Default: "1"
zr_zhp_default "1"

View File

@ -40,7 +40,6 @@ WeaponsMenuMain(client)
decl String:toggleweaponrestriction[64];
decl String:togglewgrouprestriction[64];
decl String:zmarket[64];
Format(toggleweaponrestriction, sizeof(toggleweaponrestriction), "%t", "Weapons menu main toggle weapon restrict");
@ -91,7 +90,7 @@ public WeaponsMenuMainHandle(Handle:menu_weapons_main, MenuAction:action, client
}
case 2:
{
//WeaponsMenuMarket(client);
WeaponsMenuMarket(client);
}
}
}
@ -142,8 +141,6 @@ WeaponsMenuWeapons(client, WeaponsMenu:type)
{
GetArrayString(arrayWeapons, x, weapon, sizeof(weapon));
new bool:menu = WeaponsIsWeaponMenu(weapon);
strcopy(display, sizeof(display), weapon);
if (RestrictIsWeaponRestricted(weapon))
@ -152,6 +149,8 @@ WeaponsMenuWeapons(client, WeaponsMenu:type)
}
// If weapon restriction is blocked for the menu, disable option
new bool:menu = WeaponsIsWeaponMenu(weapon);
if (menu)
{
AddMenuItem(menu_weapons_weapons, weapon, display);
@ -387,4 +386,79 @@ public WeaponsMenuWeaponGroupHandle(Handle:menu_weapons_groupweapon, MenuAction:
{
CloseHandle(menu_weapons_groupweapon);
}
}
/**
* Sends market options menu to client.
* @param client The client index.
*/
WeaponsMenuMarket(client)
{
// Create menu handle
new Handle:menu_weapons_market = CreateMenu(WeaponsMenuMarketHandle);
SetGlobalTransTarget(client);
SetMenuTitle(menu_weapons_market, "%t\n ", "Weapons menu market title");
decl String:togglebuyzone[64];
decl String:curSetting[8];
BoolToConfigOption(GetConVarBool(gCvars[CVAR_ZMARKET_BUYZONE]), curSetting, sizeof(curSetting));
Format(togglebuyzone, sizeof(togglebuyzone), "%t", "Weapons menu market toggle buyzone", curSetting);
AddMenuItem(menu_weapons_market, "togglebuyzone", togglebuyzone);
// Create a "Back" button to the weapons main menu
SetMenuExitBackButton(menu_weapons_market, true);
// Send menu
DisplayMenu(menu_weapons_market, client, MENU_TIME_FOREVER);
}
/**
* Called when client selects option in the weapons main menu, and handles it.
* @param menu_weapons_main Handle of the menu being used.
* @param action The action done on the menu (see menus.inc, enum MenuAction).
* @param client The client index.
* @param slot The slot index selected (starting from 0).
*/
public WeaponsMenuMarketHandle(Handle:menu_weapons_market, MenuAction:action, client, slot)
{
// Client selected an option
if (action == MenuAction_Select)
{
switch(slot)
{
case 0:
{
if (GetConVarBool(gCvars[CVAR_ZMARKET_BUYZONE]))
{
SetConVarBool(gCvars[CVAR_ZMARKET_BUYZONE], false);
}
else
{
SetConVarBool(gCvars[CVAR_ZMARKET_BUYZONE], true);
}
}
}
// Resend menu
WeaponsMenuMarket(client);
}
// Client closed the menu
if (action == MenuAction_Cancel)
{
// Client hit "Back" button
if (slot == MenuCancel_ExitBack)
{
WeaponsMenuMain(client);
}
}
// Client hit "Exit" button
else if (action == MenuAction_End)
{
CloseHandle(menu_weapons_market);
}
}

View File

@ -70,9 +70,39 @@ RestrictOnMapStart()
SetFailState("\"%s\" missing from server", path);
}
RestrictDefaultRestrictions();
RestrictValidateWeaponGroups();
}
/**
* Restrict default restrictions (set in weapons.txt)
*/
RestrictDefaultRestrictions()
{
KvRewind(kvWeapons);
if (KvGotoFirstSubKey(kvWeapons))
{
decl String:weapon[WEAPONS_MAX_LENGTH];
decl String:display[WEAPONS_MAX_LENGTH + 1];
do
{
KvGetSectionName(kvWeapons, weapon, sizeof(weapon));
// If weapon is defaulted to restricted, then restrict weapon
if (WeaponsIsRestrict(weapon))
{
new WpnRestrictQuery:output = RestrictRestrict(weapon, display);
RestrictPrintRestrictOutput(0, output, display, true);
}
} while (KvGotoNextKey(kvWeapons));
}
}
/**
* Validate weapon group options
*/
RestrictValidateWeaponGroups()
{
KvRewind(kvWeaponGroups);
@ -319,7 +349,7 @@ WpnRestrictQuery:RestrictUnrestrict(const String:weapon[], String:display[] = ""
* @param weapon The weapon client is trying to restrict.
* @param cmd True if printing output in reply to a client command.
*/
RestrictPrintRestrictOutput(client, WpnRestrictQuery:output, const String:weapon[], bool:cmd)
RestrictPrintRestrictOutput(client, WpnRestrictQuery:output, const String:weapon[], bool:reply)
{
switch(output)
{
@ -336,7 +366,7 @@ RestrictPrintRestrictOutput(client, WpnRestrictQuery:output, const String:weapon
}
case Failed_Weapon:
{
if (cmd)
if (reply)
{
ZR_ReplyToCommand(client, "Restrict weapon failed", weapon);
}
@ -350,7 +380,7 @@ RestrictPrintRestrictOutput(client, WpnRestrictQuery:output, const String:weapon
decl String:weaponlist[128];
RestrictGetGroupWeapons(weapon, weaponlist, sizeof(weaponlist), ", ");
if (cmd)
if (reply)
{
ZR_ReplyToCommand(client, "Restrict custom weapon group failed", weapon, weaponlist);
}
@ -361,7 +391,7 @@ RestrictPrintRestrictOutput(client, WpnRestrictQuery:output, const String:weapon
}
case Invalid:
{
if (cmd)
if (reply)
{
ZR_ReplyToCommand(client, "Weapon invalid", weapon);
}
@ -380,7 +410,7 @@ RestrictPrintRestrictOutput(client, WpnRestrictQuery:output, const String:weapon
* @param weapon The weapon client is trying to unrestrict.
* @param cmd True if printing output in reply to a client command.
*/
RestrictPrintUnrestrictOutput(client, WpnRestrictQuery:output, const String:weapon[], bool:cmd)
RestrictPrintUnrestrictOutput(client, WpnRestrictQuery:output, const String:weapon[], bool:reply)
{
switch(output)
{
@ -397,7 +427,7 @@ RestrictPrintUnrestrictOutput(client, WpnRestrictQuery:output, const String:weap
}
case Failed_Weapon:
{
if (cmd)
if (reply)
{
ZR_ReplyToCommand(client, "Unrestrict weapon failed", weapon);
}
@ -411,7 +441,7 @@ RestrictPrintUnrestrictOutput(client, WpnRestrictQuery:output, const String:weap
decl String:weaponlist[128];
RestrictGetGroupWeapons(weapon, weaponlist, sizeof(weaponlist), ", ");
if (cmd)
if (reply)
{
ZR_ReplyToCommand(client, "Unrestrict custom weapon group failed", weapon, weaponlist);
}
@ -422,7 +452,7 @@ RestrictPrintUnrestrictOutput(client, WpnRestrictQuery:output, const String:weap
}
case Invalid:
{
if (cmd)
if (reply)
{
ZR_ReplyToCommand(client, "Weapon invalid", weapon);
}

View File

@ -191,7 +191,7 @@ bool:WeaponsIsRestrict(const String:weapon[])
if (StrEqual(validweapon, weapon, false))
{
KvGetString(kvWeapons, validweapon, restrict, sizeof(restrict), "no");
KvGetString(kvWeapons, "restrict", restrict, sizeof(restrict), "no");
return ConfigOptionToBool(restrict);
}
@ -220,7 +220,7 @@ bool:WeaponsIsWeaponMenu(const String:weapon[])
if (StrEqual(validweapon, weapon, false))
{
KvGetString(kvWeapons, validweapon, menu, sizeof(menu), "yes");
KvGetString(kvWeapons, "menu", menu, sizeof(menu), "yes");
return ConfigOptionToBool(menu);
}

View File

@ -123,6 +123,18 @@ bool:ConfigOptionToBool(const String:option[])
return false;
}
BoolToConfigOption(bool:bOption, String:option[], maxlen)
{
if (bOption)
{
strcopy(option, maxlen, "yes");
}
else
{
strcopy(option, maxlen, "no");
}
}
FindClientDXLevel(client)
{
if (IsFakeClient(client))