Finished ZMarket. Includes rebuy and auto-rebuy which can be disabled by cvar (and clients can disable auto-rebuy in-game)

* "stock'd" a couple functions.
This commit is contained in:
Greyscale 2009-06-04 20:58:48 -07:00
parent bb2cf9483a
commit 9fd32bfa3b
14 changed files with 904 additions and 74 deletions

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@ -11,13 +11,18 @@
//
// Attribute: Values: Description:
// ----------------------------------------------------------------------------
// weapontype text The type of weapon it is. (List types, separate by ", "
// weapontype text The type of weapon it is. [List types, separate by ", "]
// weaponslot number The slot index the weapon resides in. (Don't change this)
// restrictdefault yes/no The default restricted status of the weapon on map start.
// toggleable yes/no Enable weapon to have restrictions toggled mid-game.
// ammotype text Ammo entity that belongs to weapons. (Don't change this)
// ammoprice number Price of ammo for this weapon.
// knockback decimal The knockback multiplier for the weapon. ['0.5' = half knockback | 2.0 = double]
// zmarketprice number The price of the weapon in ZMarket. (Defaulted to CS:S buymenu price)
// zmarketprice number The price of the weapon in ZMarket. [Default: CS:S buymenu price]
// zmarketpurchasemax number The max number of purchases allowed per spawn for the weapon.
//
// Notes:
// * Omitting and option will disable the feature for the weapon.
"weapons" // Counter-Strike: Source weapons
{
@ -26,6 +31,7 @@
// General
"weapontype" "All, Pistol"
"weaponslot" "1"
// Restrict (core)
@ -51,6 +57,7 @@
// General
"weapontype" "All, Pistol"
"weaponslot" "1"
// Restrict (core)
@ -76,6 +83,7 @@
// General
"weapontype" "All, Pistol"
"weaponslot" "1"
// Restrict (core)
@ -102,6 +110,7 @@
// General
"weapontype" "All, Pistol"
"weaponslot" "1"
// Restrict (core)
@ -128,6 +137,7 @@
// General
"weapontype" "All, Pistol"
"weaponslot" "1"
// Restrict (core)
@ -154,6 +164,7 @@
// General
"weapontype" "All, Pistol"
"weaponslot" "1"
// Restrict (core)
@ -180,6 +191,7 @@
// General
"weapontype" "All, Shotgun"
"weaponslot" "0"
// Restrict (core)
@ -206,6 +218,7 @@
// General
"weapontype" "All, Shotgun"
"weaponslot" "0"
// Restrict (core)
@ -219,7 +232,7 @@
// Knockback (module)
"knockback" "0.8" // See above comment.
"knockback" "0.9" // See above comment.
// ZMarket (module)
@ -232,6 +245,7 @@
// General
"weapontype" "All, SMG"
"weaponslot" "0"
// Restrict (core)
@ -257,6 +271,7 @@
// General
"weapontype" "All, SMG"
"weaponslot" "0"
// Restrict (core)
@ -282,6 +297,7 @@
// General
"weapontype" "All, SMG"
"weaponslot" "0"
// Restrict (core)
@ -307,6 +323,7 @@
// General
"weapontype" "All, SMG"
"weaponslot" "0"
// Restrict (core)
@ -332,6 +349,7 @@
// General
"weapontype" "All, SMG"
"weaponslot" "0"
// Restrict (core)
@ -357,6 +375,7 @@
// General
"weapontype" "All, Rifle"
"weaponslot" "0"
// Restrict (core)
@ -382,6 +401,7 @@
// General
"weapontype" "All, Rifle"
"weaponslot" "0"
// Restrict (core)
@ -407,6 +427,7 @@
// General
"weapontype" "All, Rifle"
"weaponslot" "0"
// Restrict (core)
@ -432,6 +453,7 @@
// General
"weapontype" "All, Rifle"
"weaponslot" "0"
// Restrict (core)
@ -457,6 +479,7 @@
// General
"weapontype" "All, Rifle"
"weaponslot" "0"
// Restrict (core)
@ -482,6 +505,7 @@
// General
"weapontype" "All, Rifle"
"weaponslot" "0"
// Restrict (core)
@ -507,6 +531,7 @@
// General
"weapontype" "All, Sniper"
"weaponslot" "0"
// Restrict (core)
@ -532,6 +557,7 @@
// General
"weapontype" "All, Sniper"
"weaponslot" "0"
// Restrict (core)
@ -557,6 +583,7 @@
// General
"weapontype" "All, Sniper"
"weaponslot" "0"
// Restrict (core)
@ -582,6 +609,7 @@
// General
"weapontype" "All, Sniper"
"weaponslot" "0"
// Restrict (core)
@ -607,6 +635,7 @@
// General
"weapontype" "All, Machine Gun"
"weaponslot" "0"
// Restrict (core)
@ -632,6 +661,7 @@
// General
"weapontype" "All, Melee"
"weaponslot" "2"
// Restrict (core)
@ -648,6 +678,7 @@
// General
"weapontype" "All, Projectile"
"weaponslot" "3"
// Restrict (core)
@ -661,6 +692,7 @@
// ZMarket (module)
"zmarketprice" "300"
"zmarketpurchasemax" "1"
}
"Flashbang"
@ -668,6 +700,7 @@
// General
"weapontype" "All, Projectile"
"weaponslot" "3"
// Restrict (core)
@ -676,7 +709,8 @@
// ZMarket (module)
"zmarketprice" "300"
"zmarketprice" "200"
"zmarketpurchasemax" "1"
}
"Smokegrenade"
@ -684,6 +718,7 @@
// General
"weapontype" "All, Projectile"
"weaponslot" "3"
// Restrict (core)
@ -693,6 +728,7 @@
// ZMarket (module)
"zmarketprice" "300"
"zmarketpurchasemax" "1"
}
"NVGs"

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@ -34,6 +34,11 @@
"en" "This feature is currently disabled by the server host."
}
"Not enough money"
{
"en" "You do not have enough money to buy this item."
}
"Must be player"
{
"en" "This feature is reserved for players only."
@ -267,14 +272,6 @@
"ru" "Зомби не могут использовать оружие!"
}
// Market
"Market out of buyzone"
{
"en" "You are not in a buyzone."
"ru" "Вы вне зоны покупки."
}
// Restrict
"Restrict weapon"
@ -346,14 +343,21 @@
// ZMarket
"Market title"
"Weapons zmarket buyzone"
{
"en" ""
"en" "You must be in a buyzone to use ZMarket."
}
"Market rebuy"
"Weapons zmarket purchase"
{
"en" ""
"#format" "{1:s}"
"en" "You have purchased weapon @green{1}. @defaultSelect item again to buy ammo if you are low."
}
"Weapons zmarket purchase max"
{
"#format" "{1:s},{2:d}"
"en" "Weapon @green{1} @defaulthas a purchase limit of @green{2}@default. Wait until you respawn to try again."
}
// Commands
@ -368,57 +372,92 @@
"en" "Unrestricts a weapon or a weapon type. Usage: zr_unrestrict <weapon|weapon type> [weapon2|weapontype2] ..."
}
// Menu
// Menu (Restrict)
"Weapons menu main title"
"Weapons menu restrict main title"
{
"en" "Weapons Management"
}
"Weapons menu main restrict"
"Weapons menu restrict main restrict"
{
"en" "Weapon Restrictions"
}
"Weapons menu main market"
"Weapons menu restrict main market"
{
"en" "ZMarket"
}
"Weapons menu types title"
"Weapons menu restrict types title"
{
"en" "Weapon Restrictions\nSelect Weapon Type:"
}
"Weapons menu types type title"
"Weapons menu restrict types weapon type title"
{
"#format" "{1:s}"
"en" "Weapon Restrictions\nWeapon Type: {1}\n[] = Restricted"
}
"Weapons menu types restrict all"
"Weapons menu restrict types restrict all"
{
"#format" "{1:s}"
"en" "Restrict weapon type {1}"
}
"Weapons menu types unrestrict all"
"Weapons menu restrict types unrestrict all"
{
"#format" "{1:s}"
"en" "Unrestrict weapon type {1}\n "
}
"Weapons menu zmarket title"
"Weapons menu restrict zmarket title"
{
"en" "ZMarket\nSelect Setting:"
}
"Weapons menu zmarket buyzone"
"Weapons menu restrict zmarket buyzone"
{
"#format" "{1:s}"
"en" "Buyzone Only - {1}"
}
// Menu (ZMarket)
"Weapons menu zmarket types title"
{
"en" "ZMarket\nSelect Weapon Type:"
}
"Weapons menu zmarket types rebuy"
{
"en" "Rebuy (1 weapon per slot)"
}
"Weapons menu zmarket types auto-rebuy"
{
"#format" "{1:s}"
"en" "Auto-Rebuy: {1}\n "
}
"Weapons menu zmarket types weapon type title"
{
"#format" "{1:s}"
"en" "ZMarket\nWeapon Type: {1}\n[] = Restricted"
}
"Weapons menu zmarket types weapon info"
{
"#format" "{1:s},{2:d},{3:d}"
"en" "{1} (${2})\nPurchases Left: {3}"
}
"Weapons menu zmarket types weapon ammo"
{
"en" "Ammo"
}
// ===========================
// Spawn Protect (module)
// ===========================

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@ -54,13 +54,25 @@ AccountOnClientSpawn(client)
AccountSetClientCash(client, cash);
}
/**
* Get's a client's account value (cash)
*
* @param client The client index.
* @return The client's current account value.
*/
stock AccountGetClientCash(client)
{
// Set client's cash.
return GetEntData(client, g_iToolsAccount, 4);
}
/**
* Set's a client's account value (cash)
*
* @param client The client index.
* @param value The value to set to.
*/
AccountSetClientCash(client, value)
stock AccountSetClientCash(client, value)
{
// If value if below 0, then set to 0.
if (value < 0)

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@ -49,6 +49,8 @@ enum CvarsList
Handle:CVAR_WEAPONS_RESTRICT,
Handle:CVAR_WEAPONS_ZMARKET,
Handle:CVAR_WEAPONS_ZMARKET_BUYZONE,
Handle:CVAR_WEAPONS_ZMARKET_REBUY,
Handle:CVAR_WEAPONS_ZMARKET_REBUY_AUTO,
Handle:CVAR_HITGROUPS,
Handle:CVAR_DAMAGE_HITGROUPS,
Handle:CVAR_DAMAGE_BLOCK_FF,
@ -252,14 +254,16 @@ CvarsCreate()
// ===========================
// General
g_hCvarsList[CVAR_WEAPONS] = CreateConVar("zr_weapons", "1", "Enable weapons module, disabling this will disable any weapons-related features. (weapon restrictions, weapon knockback multipliers, etc)");
g_hCvarsList[CVAR_WEAPONS] = CreateConVar("zr_weapons", "1", "Enable weapons module, disabling this will disable any weapons-related features. (weapon restrictions, weapon knockback multipliers, etc)");
// Restrict
g_hCvarsList[CVAR_WEAPONS_RESTRICT] = CreateConVar("zr_weapons_restrict", "1", "Enable weapon restriction module, disabling this will disable weapon restriction commands.");
g_hCvarsList[CVAR_WEAPONS_RESTRICT] = CreateConVar("zr_weapons_restrict", "1", "Enable weapon restriction module, disabling this will disable weapon restriction commands.");
// ZMarket
g_hCvarsList[CVAR_WEAPONS_ZMARKET] = CreateConVar("zr_weapons_zmarket", "1", "Allow player to buy from a list of weapons in the weapons config.");
g_hCvarsList[CVAR_WEAPONS_ZMARKET_BUYZONE] = CreateConVar("zr_weapons_zmarket_buyzone", "1", "Requires player to be inside a buyzone to use ZMarket. [Dependency: zr_weapons_zmarket]");
g_hCvarsList[CVAR_WEAPONS_ZMARKET] = CreateConVar("zr_weapons_zmarket", "1", "Allow player to buy from a list of weapons in the weapons config.");
g_hCvarsList[CVAR_WEAPONS_ZMARKET_BUYZONE] = CreateConVar("zr_weapons_zmarket_buyzone", "1", "Requires player to be inside a buyzone to use ZMarket. [Dependency: zr_weapons_zmarket]");
g_hCvarsList[CVAR_WEAPONS_ZMARKET_REBUY] = CreateConVar("zr_weapons_zmarket_rebuy", "1", "Allow players to rebuy their previous weapons. [Dependency: zr_weapons_zmarket]");
g_hCvarsList[CVAR_WEAPONS_ZMARKET_REBUY_AUTO] = CreateConVar("zr_weapons_zmarket_rebuy_auto", "1", "Allow players to automatically rebuy their previous weapons. [Dependency: zr_weapons_zmarket&zr_weapons_zmarket_rebuy]");
// ===========================

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@ -155,10 +155,10 @@ public Action:EventPlayerSpawn(Handle:event, const String:name[], bool:dontBroad
// Forward event to modules.
InfectOnClientSpawn(index); // Some modules depend on this to finish first.
AccountOnClientSpawn(index); // Some modules depend on this to finish first.
ClassOnClientSpawn(index);
RestrictOnClientSpawn(index);
WeaponsOnClientSpawn(index);
SEffectsOnClientSpawn(index);
AccountOnClientSpawn(index);
SpawnProtectOnClientSpawn(index);
RespawnOnClientSpawn(index);
ZTeleOnClientSpawn(index);

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@ -188,7 +188,7 @@ LogEvent(bool:isConsole = false, LogTypes:logType = LogType_Normal, eventType =
// Format extra parameters into the log buffer.
decl String:logbuffer[LOG_MAX_LENGTH_FILE];
VFormat(logbuffer, sizeof(logbuffer), text, 5);
VFormat(logbuffer, sizeof(logbuffer), text, 7);
// Get human readable module name.
new String:modulename[64];

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@ -113,6 +113,8 @@ public MenuMainHandle(Handle:menu, MenuAction:action, client, slot)
// Select zmarket.
case 5:
{
// Send ZMarket menu.
resend = !ZMarketMenuTypes(client);
}
}

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@ -92,6 +92,12 @@ ModelsLoad()
// Open dir containing model files.
new Handle:modeldir = OpenDirectory(modelpath);
if (modeldir == INVALID_HANDLE)
{
LogEvent(false, LogType_Error, LOG_CORE_EVENTS, LogModule_Models, "Config Validation", "Error opening model path directory: %s", modelpath);
continue;
}
// Reset model file count.
modelfilecount = 0;

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@ -121,6 +121,7 @@ public Action:SayHooksCmdSay(client, argc)
// Client triggered ZMarket flag.
case SAYHOOKS_KEYWORD_FLAG_ZMARKET:
{
success = ZMarketMenuTypes(client);
}
}

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@ -3,9 +3,24 @@
*
* Zombie:Reloaded
*
* File: menu_weapons.inc
* Type: Core
* Description: Handles weapons management menu.
* File: menu_weapons.inc
* Type: Core
* Description: Handles weapons management menu.
*
* Copyright (C) 2009 Greyscale, Richard Helgeby
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ============================================================================
*/
@ -13,7 +28,7 @@
/**
* Array to store the client's current weapon type within menu.
*/
new g_iCurWeaponType[MAXPLAYERS + 1];
new g_iWeaponsCurType[MAXPLAYERS + 1];
/**
* Sends main weapon menu to client.
@ -26,13 +41,13 @@ WeaponsMenuMain(client)
SetGlobalTransTarget(client);
SetMenuTitle(menu_weapons_main, "%t\n ", "Weapons menu main title");
SetMenuTitle(menu_weapons_main, "%t\n ", "Weapons menu restrict main title");
decl String:restrict[64];
decl String:zmarket[64];
Format(restrict, sizeof(restrict), "%t", "Weapons menu main restrict");
Format(zmarket, sizeof(zmarket), "%t", "Weapons menu main market");
Format(restrict, sizeof(restrict), "%t", "Weapons menu restrict main restrict");
Format(zmarket, sizeof(zmarket), "%t", "Weapons menu restrict main market");
// Draw items, make unselectable if module is disabled.
AddMenuItem(menu_weapons_main, "restrict", restrict, MenuGetItemDraw(GetConVarBool(g_hCvarsList[CVAR_WEAPONS_RESTRICT])));
@ -98,8 +113,8 @@ WeaponsMenuTypes(client)
SetGlobalTransTarget(client);
SetMenuTitle(menu_weapons_types, "%t\n ", "Weapons menu types title");
SetMenuTitle(menu_weapons_types, "%t\n ", "Weapons menu restrict types title");
decl String:typename[WEAPONS_MAX_LENGTH];
// x = Array index.
@ -141,7 +156,7 @@ public WeaponsMenuTypesHandle(Handle:menu_weapons_types, MenuAction:action, clie
if (action == MenuAction_Select)
{
// Menu slot index is = weapon type index.
g_iCurWeaponType[client] = slot;
g_iWeaponsCurType[client] = slot;
// Send weapons of the selected type in a menu to client.
WeaponsMenuTypeWeapons(client);
@ -172,26 +187,26 @@ WeaponsMenuTypeWeapons(client)
new Handle:menu_weapons_typeweapons = CreateMenu(WeaponsMenuTypeWeaponsHandle);
decl String:typename[WEAPONS_MAX_LENGTH];
RestrictWeaponTypeGetName(g_iCurWeaponType[client], typename, sizeof(typename));
RestrictWeaponTypeGetName(g_iWeaponsCurType[client], typename, sizeof(typename));
SetMenuTitle(menu_weapons_typeweapons, "%t\n ", "Weapons menu types type title", typename);
SetMenuTitle(menu_weapons_typeweapons, "%t\n ", "Weapons menu restrict types weapon type title", typename);
decl String:restrictall[64];
decl String:unrestrictall[64];
Format(restrictall, sizeof(restrictall), "%t", "Weapons menu types restrict all", typename);
Format(unrestrictall, sizeof(unrestrictall), "%t", "Weapons menu types unrestrict all", typename);
Format(restrictall, sizeof(restrictall), "%t", "Weapons menu restrict types restrict all", typename);
Format(unrestrictall, sizeof(unrestrictall), "%t", "Weapons menu restrict types unrestrict all", typename);
// Draw items as selectable only if not all weapons within the type are restricted or unrestricted.
AddMenuItem(menu_weapons_typeweapons, "restrictall", restrictall, MenuGetItemDraw(!RestrictIsTypeUniform(true, g_iCurWeaponType[client])));
AddMenuItem(menu_weapons_typeweapons, "unrestrictall", unrestrictall, MenuGetItemDraw(!RestrictIsTypeUniform(false, g_iCurWeaponType[client])));
AddMenuItem(menu_weapons_typeweapons, "restrictall", restrictall, MenuGetItemDraw(!RestrictIsTypeUniform(true, g_iWeaponsCurType[client])));
AddMenuItem(menu_weapons_typeweapons, "unrestrictall", unrestrictall, MenuGetItemDraw(!RestrictIsTypeUniform(false, g_iWeaponsCurType[client])));
decl String:typeweapon[WEAPONS_MAX_LENGTH];
decl String:display[WEAPONS_MAX_LENGTH];
// Get an array populated with all weapons of the given type.
new Handle:arrayTypeWeapons;
new count = RestrictGetTypeWeapons(g_iCurWeaponType[client], arrayTypeWeapons);
new count = RestrictGetTypeWeapons(g_iWeaponsCurType[client], arrayTypeWeapons);
// x = Array index.
for (new x = 0; x < count; x++)
@ -236,7 +251,7 @@ public WeaponsMenuTypeWeaponsHandle(Handle:menu_weapons_typeweapons, MenuAction:
{
// Get name of current weapon type.
decl String:typename[WEAPONS_MAX_LENGTH];
RestrictWeaponTypeGetName(g_iCurWeaponType[client], typename, sizeof(typename));
RestrictWeaponTypeGetName(g_iWeaponsCurType[client], typename, sizeof(typename));
new RestrictQuery:query;
new bool:single;
@ -270,6 +285,7 @@ public WeaponsMenuTypeWeaponsHandle(Handle:menu_weapons_typeweapons, MenuAction:
if (weaponindex == -1)
{
CloseHandle(menu_weapons_typeweapons);
return;
}
// If weapon isn't restricted, then restrict it.
@ -321,7 +337,7 @@ WeaponsMenuZMarket(client)
SetGlobalTransTarget(client);
SetMenuTitle(menu_weapons_market, "%t\n ", "Weapons menu zmarket title");
SetMenuTitle(menu_weapons_market, "%t\n ", "Weapons menu restrict zmarket title");
decl String:buyzone[64];
decl String:buyzonesetting[8];
@ -330,7 +346,7 @@ WeaponsMenuZMarket(client)
ConfigBoolToSetting(GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET_BUYZONE]), buyzonesetting, sizeof(buyzonesetting));
// Add options to menu.
Format(buyzone, sizeof(buyzone), "%t", "Weapons menu zmarket buyzone", buyzonesetting);
Format(buyzone, sizeof(buyzone), "%t", "Weapons menu restrict zmarket buyzone", buyzonesetting);
AddMenuItem(menu_weapons_market, "buyzone", buyzone);
// Create a "Back" button to the weapons main menu.

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@ -72,7 +72,7 @@ RestrictLoad()
decl String:weapontype[WEAPONS_MAX_LENGTH];
new String:weapontypes[WEAPONS_RESTRICT_MAX_TYPES][WEAPONS_MAX_LENGTH];
// x = array index
// x = Array index.
new size = GetArraySize(arrayWeapons);
for (new x = 0; x < size; x++)
{

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@ -47,7 +47,7 @@ WeaponAmmoOnOffsetsFound()
* @param value The amount of ammo to set to.
* @param add (Optional) If true, the value is added to the weapon's current ammo count.
*/
stock WeaponAmmoSetClientAmmo(weapon, bool:clip, value, bool:add = false)
stock WeaponAmmoSetAmmo(weapon, bool:clip, value, bool:add = false)
{
// Set variable to offset we are changing.
new ammooffset = clip ? g_iToolsClip1 : g_iToolsClip2;
@ -58,7 +58,7 @@ stock WeaponAmmoSetClientAmmo(weapon, bool:clip, value, bool:add = false)
// If we are adding, then update variable with current ammo value.
if (add)
{
ammovalue = WeaponAmmoGetClientAmmo(weapon, clip);
ammovalue = WeaponAmmoGetAmmo(weapon, clip);
}
// Return ammo offset value.
@ -71,7 +71,7 @@ stock WeaponAmmoSetClientAmmo(weapon, bool:clip, value, bool:add = false)
* @param weapon The weapon index.
* @param clip True gets clip ammo, false gets reserve.
*/
stock WeaponAmmoGetClientAmmo(weapon, bool:clip)
stock WeaponAmmoGetAmmo(weapon, bool:clip)
{
// Set variable to offset we are changing.
new ammooffset = clip ? g_iToolsClip1 : g_iToolsClip2;

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@ -27,12 +27,14 @@ enum WeaponsData
{
WEAPONS_DATA_NAME = 0,
WEAPONS_DATA_TYPE,
WEAPONS_DATA_SLOT,
WEAPONS_DATA_RESTRICTDEFAULT,
WEAPONS_DATA_TOGGLEABLE,
WEAPONS_DATA_AMMOTYPE,
WEAPONS_DATA_AMMOPRICE,
WEAPONS_DATA_KNOCKBACK,
WEAPONS_DATA_ZMARKETPRICE,
WEAPONS_DATA_ZMARKETPURCHASEMAX,
WEAPONS_DATA_RESTRICTED,
}
@ -203,6 +205,7 @@ WeaponsCacheData()
// General
KvGetString(kvWeapons, "weapontype", weapontype, sizeof(weapontype));
new WeaponsSlot:weaponslot = WeaponsSlot:KvGetNum(kvWeapons, "weaponslot", -1);
// Restrict (core)
new bool:restrictdefault = ConfigKvGetStringBool(kvWeapons, "restrictdefault", "no");
@ -210,27 +213,30 @@ WeaponsCacheData()
// Weapon Ammo (core)
KvGetString(kvWeapons, "ammotype", ammotype, sizeof(ammotype));
new ammoprice = KvGetNum(kvWeapons, "ammoprice");
new ammoprice = KvGetNum(kvWeapons, "ammoprice", -1);
// Knockback (module)
new Float:knockback = KvGetFloat(kvWeapons, "knockback", 1.0);
// ZMarket (module)
new zmarketprice = KvGetNum(kvWeapons, "zmarketprice", -1);
new zmarketpurchasemax = KvGetNum(kvWeapons, "zmarketpurchasemax", 0);
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, x);
// Push data into array.
PushArrayString(arrayWeapon, weapontype); // Index: 1
PushArrayCell(arrayWeapon, restrictdefault); // Index: 2
PushArrayCell(arrayWeapon, toggleable); // Index: 3
PushArrayString(arrayWeapon, ammotype); // Index: 4
PushArrayCell(arrayWeapon, ammoprice); // Index: 5
PushArrayCell(arrayWeapon, knockback); // Index: 6
PushArrayCell(arrayWeapon, zmarketprice); // Index: 7
PushArrayString(arrayWeapon, weapontype); // Index: 1
PushArrayCell(arrayWeapon, weaponslot); // Index: 2
PushArrayCell(arrayWeapon, restrictdefault); // Index: 3
PushArrayCell(arrayWeapon, toggleable); // Index: 4
PushArrayString(arrayWeapon, ammotype); // Index: 5
PushArrayCell(arrayWeapon, ammoprice); // Index: 6
PushArrayCell(arrayWeapon, knockback); // Index: 7
PushArrayCell(arrayWeapon, zmarketprice); // Index: 8
PushArrayCell(arrayWeapon, zmarketpurchasemax); // Index: 9
// Initialize other stored weapon info here.
PushArrayCell(arrayWeapon, restrictdefault); // Index: 8
PushArrayCell(arrayWeapon, restrictdefault); // Index: 10
}
// We're done with this file now, so we can close it.
@ -253,21 +259,35 @@ public WeaponsOnConfigReload()
*/
WeaponsClientInit(client)
{
// Forward event to sub-module.
// Forward event to sub-modules.
RestrictClientInit(client);
WeaponAlphaClientInit(client);
ZMarketClientInit(client);
}
/**
* Client is leaving the server.
*
* @param client The client index.
*/
*/
WeaponsOnClientDisconnect(client)
{
// Forward event to sub-module.
// Forward event to sub-modules.
RestrictOnClientDisconnect(client);
WeaponAlphaOnClientDisconnect(client);
ZMarketOnClientDisconnect(client);
}
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
WeaponsOnClientSpawn(client)
{
// Forward event to sub-modules.
RestrictOnClientSpawn(client);
ZMarketOnClientSpawn(client);
}
/**
@ -375,6 +395,20 @@ stock WeaponsGetType(index, String:type[], maxlen)
GetArrayString(arrayWeapon, _:WEAPONS_DATA_TYPE, type, maxlen);
}
/**
* Gets the slot index of a weapon at a given index.
* @param index The weapon index.
* @return The slot index of the weapon.
*/
stock WeaponsSlot:WeaponsGetSlot(index)
{
// Get array handle of weapon at given index.
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
// Return default restriction status.
return WeaponsSlot:GetArrayCell(arrayWeapon, _:WEAPONS_DATA_SLOT);
}
/**
* Gets if a weapon is restricted by default.
* @param index The weapon index.
@ -415,7 +449,7 @@ stock WeaponsGetAmmoType(index, String:ammotype[], maxlen)
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
// Get ammo type of the weapon.
GetArrayString(arrayWeapon, _:WEAPONS_DATA_AMMOTYPE, type, maxlen);
GetArrayString(arrayWeapon, _:WEAPONS_DATA_AMMOTYPE, ammotype, maxlen);
}
/**
@ -460,10 +494,59 @@ stock WeaponsGetZMarketPrice(index)
return GetArrayCell(arrayWeapon, _:WEAPONS_DATA_ZMARKETPRICE);
}
/**
* Gets the max purchases from ZMarket per round per client of a weapon.
* @param index The weapon index.
* @return The max purchases of the weapon.
*/
stock WeaponsGetZMarketPurchaseMax(index)
{
// Get array handle of weapon at given index.
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
// Return the ZMarket price of the weapon.
return GetArrayCell(arrayWeapon, _:WEAPONS_DATA_ZMARKETPURCHASEMAX);
}
/**
* General weapon API.
*/
/**
* Checks if a client has a specific weapon.
*
* @param client The client index.
* @param weapon The weapon classname.
*/
stock bool:WeaponsClientHasWeapon(client, const String:weapon[])
{
// Get all of client's current weapons.
new weapons[WeaponsSlot];
WeaponsGetClientWeapons(client, weapons);
decl String:classname[64];
// x = slot index
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
{
// If slot is empty, then stop.
if (weapons[x] == -1)
{
continue;
}
// If the weapon's classname matches, then return true.
GetEdictClassname(weapons[x], classname, sizeof(classname));
ReplaceString(classname, sizeof(classname), "weapon_", "");
if (StrEqual(weapon, classname, false))
{
return true;
}
}
return false;
}
/**
* Return an array that contains all client's weapon indexes.
*
@ -473,7 +556,7 @@ stock WeaponsGetZMarketPrice(index)
*/
stock WeaponsGetClientWeapons(client, weapons[WeaponsSlot])
{
// x = weapon slot.
// x = Weapon slot.
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
{
weapons[x] = GetPlayerWeaponSlot(client, x);

View File

@ -3,18 +3,69 @@
*
* Zombie:Reloaded
*
* File:
* File: zmarket.inc
* Type: Module
* Description:
* Description: ZMarket module, provides menu of weapons to buy from.
*
* Copyright (C) 2009 Greyscale, Richard Helgeby
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ============================================================================
*/
/* * Copyright (C) 2009 Greyscale, Richard Helgeby
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
**/
/**
* Variable to store buyzone offset value.
*/
new g_iToolsInBuyZone;
/**
* Array to store the client's current weapon type within menu.
*/
new g_iZMarketCurType[MAXPLAYERS + 1];
/**
* Array handle to store the amount of purchases left for a weapon.
*/
new Handle:g_hZMarketPurchaseCount[MAXPLAYERS + 1];
/**
* Array to store a weapon of each type last purchased from ZMarket.
*/
new String:g_strZMarketLastWeapon[MAXPLAYERS + 1][WeaponsSlot][WEAPONS_MAX_LENGTH];
/**
* Array to store clients' auto-rebuy setting.
*/
new bool:g_bZMarketAutoRebuy[MAXPLAYERS + 1];
/**
* Initialize market data.
*/
@ -35,6 +86,586 @@ ZMarketOnOffsetsFound()
}
}
/**
* Client is joining the server.
*
* @param client The client index.
*/
ZMarketClientInit(client)
{
// If purchase count data exists, then destroy before creating again.
if (g_hZMarketPurchaseCount[client] != INVALID_HANDLE)
{
CloseHandle(g_hZMarketPurchaseCount[client]);
}
// Create a new array handle to store purchase count data for client.
g_hZMarketPurchaseCount[client] = CreateTrie();
// Initialize auto-rebuy data.
g_bZMarketAutoRebuy[client] = false;
}
/**
* Client is leaving the server.
*
* @param client The client index.
*/
ZMarketOnClientDisconnect(client)
{
// Destroy ZMarket array data for client.
CloseHandle(g_hZMarketPurchaseCount[client]);
g_hZMarketPurchaseCount[client] = INVALID_HANDLE;
}
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
ZMarketOnClientSpawn(client)
{
// Reset purchase counts for client.
ZMarketResetPurchaseCount(client);
// If auto-rebuy is enabled, then force client to rebuy weapons.
if (g_bZMarketAutoRebuy[client])
{
ZMarketRebuy(client);
}
}
/**
* Reset the purchase count(s) for a client.
*
* @param client The client index.
*/
ZMarketResetPurchaseCount(client)
{
// Clear out the trie of all data.
ClearTrie(g_hZMarketPurchaseCount[client]);
}
/**
* Set the purchases left for a client of a weapon.
*
* @param client The client index.
* @param weapon The weapon name.
* @param value The amount of purchases left for the weapon.
*/
ZMarketSetPurchaseCount(client, const String:weapon[], value, bool:add = false)
{
// Initialize variable (value is 0)
new purchasemax;
// If we are adding, then update variable with current ammo value.
if (add)
{
purchasemax = ZMarketGetPurchaseCount(client, weapon);
}
// Set value in client's trie.
SetTrieValue(g_hZMarketPurchaseCount[client], weapon, purchasemax + value);
}
/**
* Get the purchases left for a client of a weapon.
*
* @param client The client index.
* @param weapon The weapon name.
* @param return The amount of purchases left for the weapon.
*/
ZMarketGetPurchaseCount(client, const String:weapon[])
{
// Get value in client's trie.
new value;
GetTrieValue(g_hZMarketPurchaseCount[client], weapon, value);
return value;
}
/**
* Sends weapon type list to client.
* @param client The client index.
* @return True if the menu was sent successfully, false if not.
*/
bool:ZMarketMenuTypes(client)
{
new bool:zmarket = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET]);
if (!zmarket)
{
// Telle client feature is disabled.
TranslationPrintToChat(client, "Feature is disabled");
return false;
}
// Create menu handle.
new Handle:menu_zmarket_types = CreateMenu(ZMarketMenuTypesHandle);
// Set translation target as client.
SetGlobalTransTarget(client);
// Set menu title.
SetMenuTitle(menu_zmarket_types, "%t\n ", "Weapons menu zmarket types title");
// If rebuy is enabled, then add it to the menu.
new bool:zmarketrebuy = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET_REBUY]);
new bool:zmarketrebuyauto = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET_REBUY_AUTO]);
// If rebuy or auto-rebuy is enabled, then add it to the menu.
if (zmarketrebuy || zmarketrebuyauto)
{
// Add "Rebuy" option.
decl String:rebuy[WEAPONS_MAX_LENGTH];
Format(rebuy, sizeof(rebuy), "%t", "Weapons menu zmarket types rebuy");
AddMenuItem(menu_zmarket_types, "Rebuy", rebuy);
}
// If auto-rebuy is enabled, then add it to the menu.
if (zmarketrebuyauto)
{
// Get current auto-rebuy setting.
decl String:rebuyautosetting[8];
ConfigBoolToSetting(g_bZMarketAutoRebuy[client], rebuyautosetting, sizeof(rebuyautosetting));
// Add "Auto-Rebuy" option.
decl String:rebuyauto[WEAPONS_MAX_LENGTH];
Format(rebuyauto, sizeof(rebuyauto), "%t", "Weapons menu zmarket types auto-rebuy", rebuyautosetting);
AddMenuItem(menu_zmarket_types, "Auto-Rebuy", rebuyauto);
}
decl String:typename[WEAPONS_MAX_LENGTH];
// x = Array index.
new size = GetArraySize(arrayWeaponTypes);
for (new x = 0; x < size; x++)
{
// Get name of type.
RestrictWeaponTypeGetName(x, typename, sizeof(typename));
// Add item to menu.
AddMenuItem(menu_zmarket_types, typename, typename);
}
// If there are no weapons, add an "(Empty)" line.
if (size == 0)
{
decl String:empty[64];
Format(empty, sizeof(empty), "%t", "Menu empty");
AddMenuItem(menu_zmarket_types, "empty", empty, ITEMDRAW_DISABLED);
}
// Set exit back button.
SetMenuExitBackButton(menu_zmarket_types, true);
DisplayMenu(menu_zmarket_types, client, MENU_TIME_FOREVER);
// Menu sent successfully.
return true;
}
/**
* Called when client selects option in the weapons list menu, and handles it.
* @param menu_zmarket_types 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 ZMarketMenuTypesHandle(Handle:menu_zmarket_types, MenuAction:action, client, slot)
{
// Client selected an option.
if (action == MenuAction_Select)
{
decl String:weapontype[WEAPONS_MAX_LENGTH];
GetMenuItem(menu_zmarket_types, slot, weapontype, sizeof(weapontype));
if (StrEqual(weapontype, "Rebuy"))
{
// Force client to rebuy weapons.
ZMarketRebuy(client);
// Resend menu.
ZMarketMenuTypes(client);
return;
}
if (StrEqual(weapontype, "Auto-Rebuy"))
{
// Toggle rebuy.
g_bZMarketAutoRebuy[client] = !g_bZMarketAutoRebuy[client];
// Resend menu.
ZMarketMenuTypes(client);
return;
}
// Get weapon index.
new weapontypeindex = RestrictTypeToIndex(weapontype);
// If weapon type index is -1, then something went very wrong.
if (weapontypeindex == -1)
{
// Resend menu.
ZMarketMenuTypes(client);
return;
}
// Menu slot index is = weapon type index.
g_iZMarketCurType[client] = weapontypeindex;
// Send weapons of the selected type in a menu to client.
ZMarketMenuTypeWeapons(client);
}
// Client closed the menu.
if (action == MenuAction_Cancel)
{
// Client hit "Back" button.
if (slot == MenuCancel_ExitBack)
{
MenuMain(client);
}
}
// Client hit "Exit" button.
else if (action == MenuAction_End)
{
CloseHandle(menu_zmarket_types);
}
}
/**
* Sends a list of weapons of a certain type in a menu to the client.
* @param client The client index.
*/
ZMarketMenuTypeWeapons(client)
{
// Create menu handle.
new Handle:menu_zmarket_typeweapons = CreateMenu(ZMarketMenuTypeWeaponsHandle);
// Get name of current weapon type.
decl String:typename[WEAPONS_MAX_LENGTH];
RestrictWeaponTypeGetName(g_iZMarketCurType[client], typename, sizeof(typename));
// Set menu title.
SetMenuTitle(menu_zmarket_typeweapons, "%t\n ", "Weapons menu zmarket types weapon type title", typename);
decl String:typeweapon[WEAPONS_MAX_LENGTH];
decl String:typeweapondisplay[WEAPONS_MAX_LENGTH];
decl String:display[128];
// Get an array populated with all weapons of the given type.
new Handle:arrayTypeWeapons;
new count = RestrictGetTypeWeapons(g_iZMarketCurType[client], arrayTypeWeapons);
// x = Array index.
for (new x = 0; x < count; x++)
{
// Get weapon index to check restricted status of.
new weaponindex = GetArrayCell(arrayTypeWeapons, x);
// Get name of weapon.
WeaponsGetName(weaponindex, typeweapon, sizeof(typeweapon));
// Check if client is buying the weapon or ammo for it, and get the price of the item.
new bool:hasweapon = WeaponsClientHasWeapon(client, typeweapon);
// DO ITEM PRICE STUFF HERE.
new itemprice;
// Do appropriate formatting for the type of item client is buying.
new WeaponsSlot:slot = WeaponsGetSlot(weaponindex);
if (!hasweapon || slot == Slot_Invalid || slot == Slot_Projectile)
{
// Get the weapon price.
itemprice = WeaponsGetZMarketPrice(weaponindex);
}
else
{
// Get the weapon's ammo price.
itemprice = WeaponsGetAmmoPrice(weaponindex);
// Tell client they are buying ammo.
Format(typeweapondisplay, sizeof(typeweapondisplay), "%s %t", typeweapon, "Weapons menu zmarket types weapon ammo");
}
// If the itemprice is invalid, then set to known integer to be later replaced.
if (itemprice < 0)
{
itemprice = -1;
}
// DO RESTRICTED WEAPON STUFF HERE.
// Get restricted status on the weapon.
new bool:restricted = RestrictIsWeaponRestricted(weaponindex);
// If weapon is restricted then format "[]" around it.
strcopy(typeweapondisplay, sizeof(typeweapondisplay), typeweapon);
if (restricted)
{
Format(typeweapondisplay, sizeof(typeweapondisplay), "[%s]", typeweapon);
}
// DO PURCHASE MAX STUFF HERE.
// Get the purchase count information for this weapon.
new purchasemax = WeaponsGetZMarketPurchaseMax(weaponindex);
new purchasecount = ZMarketGetPurchaseCount(client, typeweapon);
new purchasesleft = purchasemax - purchasecount;
// If the purchases left for the weapon goes below 0, fix it.
if (purchasesleft < 0)
{
purchasesleft = 0;
}
// If max purchases is disabled for the weapon, then set as known integer to be later replaced.
if (purchasemax <= 0)
{
purchasesleft = -1;
}
// Format all the information together.
// Format price onto the menu entry.
Format(display, sizeof(display), "%t", "Weapons menu zmarket types weapon info", typeweapondisplay, itemprice, purchasesleft);
// Remove the known invalid number from the string, and replace with N/A, and remove currency symbol.
ReplaceString(display, sizeof(display), "$-1", "N/A");
ReplaceString(display, sizeof(display), "-1", "N/A");
// Disable option if it isn't toggleable.
new bool:itemdraw = ((itemprice > -1) && !restricted && (purchasemax <= 0 || purchasesleft > 0));
AddMenuItem(menu_zmarket_typeweapons, typeweapon, display, MenuGetItemDraw(itemdraw));
}
// Destroy the array handle.
CloseHandle(arrayTypeWeapons);
// Set menu back button.
SetMenuExitBackButton(menu_zmarket_typeweapons, true);
// Display menu to client.
DisplayMenu(menu_zmarket_typeweapons, client, MENU_TIME_FOREVER);
}
/**
* Called when client selects option in the weapon group menu, and handles it.
* @param menu_zmarket_typeweapons 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 ZMarketMenuTypeWeaponsHandle(Handle:menu_zmarket_typeweapons, MenuAction:action, client, slot)
{
// Client selected an option.
if (action == MenuAction_Select)
{
// Get name of current weapon type.
decl String:typename[WEAPONS_MAX_LENGTH];
RestrictWeaponTypeGetName(g_iZMarketCurType[client], typename, sizeof(typename));
decl String:typeweapon[WEAPONS_MAX_LENGTH];
GetMenuItem(menu_zmarket_typeweapons, slot, typeweapon, sizeof(typeweapon));
// Equip weapon on client.
ZMarketEquip(client, typeweapon);
// Open types menu.
ZMarketMenuTypes(client);
}
// Client closed the menu.
if (action == MenuAction_Cancel)
{
// Client hit "Back" button.
if (slot == MenuCancel_ExitBack)
{
ZMarketMenuTypes(client);
}
}
// Client hit "Exit" button.
else if (action == MenuAction_End)
{
CloseHandle(menu_zmarket_typeweapons);
}
}
/**
* Equip a weapon on a client.
*
* @param client The client index.
* @param weapon The weapon to equip (must be in weapons config file)
* @param rebuy (Optional) If client is rebuying, ammo will be ignored.
*/
stock bool:ZMarketEquip(client, const String:weapon[], bool:rebuy = false)
{
// If client is a zombie, then stop.
if (InfectIsClientInfected(client))
{
TranslationPrintToChat(client, "Must be human");
return false;
}
new bool:zmarketbuyzone = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET_BUYZONE]);
if (zmarketbuyzone && !ZMarketIsClientInBuyZone(client))
{
TranslationPrintToChat(client, "Weapons zmarket buyzone");
return false;
}
// Get weapon index.
new weaponindex = WeaponsNameToIndex(weapon);
// If weapon index is -1, then something went very wrong.
if (weaponindex == -1)
{
return false;
}
// Get slot index of the weapon being purchased.
new WeaponsSlot:slot = WeaponsGetSlot(weaponindex);
// Get the appropriate price of the item being purchased.
new bool:hasweapon = WeaponsClientHasWeapon(client, weapon);
new itemprice = (hasweapon && slot != Slot_Invalid && slot != Slot_Projectile) ? WeaponsGetAmmoPrice(weaponindex) : WeaponsGetZMarketPrice(weaponindex);
// If the weapon price is below 0, then something went wrong.
if (itemprice < 0)
{
return false;
}
// Get client's current money.
new cash = AccountGetClientCash(client);
// If client doesn't have enough money, tell them, resend menu, and then stop.
if (cash < itemprice)
{
TranslationPrintToChat(client, "Not enough money");
return false;
}
// Set client's new cash after purchase.
AccountSetClientCash(client, cash - itemprice);
// Check to make sure the weapon isn't restricted.
new bool:restricted = RestrictIsWeaponRestricted(weaponindex);
if (restricted)
{
TranslationPrintToChat(client, "Weapon is restricted", weapon);
return false;
}
// Get the purchase count information for this weapon.
new purchasemax = WeaponsGetZMarketPurchaseMax(weaponindex);
new purchasecount = ZMarketGetPurchaseCount(client, weapon);
new purchasesleft = purchasemax - purchasecount;
if (purchasemax > 0 && purchasesleft <= 0)
{
TranslationPrintToChat(client, "Weapons zmarket purchase max", weapon, purchasemax);
return false;
}
// Get a list of the client's current weapons.
new weapons[WeaponsSlot];
WeaponsGetClientWeapons(client, weapons);
// Check if client is buying the weapon or ammo for it.
if (!hasweapon || slot == Slot_Invalid || slot == Slot_Projectile)
{
// Check if the slot is valid and NOT a projectile (grenade).
if (slot != Slot_Invalid && slot != Slot_Projectile)
{
// If there is already a weapon in the slot, then force client to drop it.
if (weapons[slot] > -1)
{
// Force client to drop the weapon.
WeaponsForceClientDrop(client, weapons[slot]);
}
}
// Format name into entity name.
decl String:weaponentity[WEAPONS_MAX_LENGTH];
// If the slot is invalid, this means the item is not a usable weapon, it's equipment.
if (slot == Slot_Invalid)
{
Format(weaponentity, sizeof(weaponentity), "item_%s", weapon);
}
else
{
Format(weaponentity, sizeof(weaponentity), "weapon_%s", weapon);
}
// Give client the weapon.
GivePlayerItem(client, weaponentity);
// Copy weapon to array for this slot.
strcopy(g_strZMarketLastWeapon[client][slot], sizeof(g_strZMarketLastWeapon), weapon);
// Add 1 to the client's purchase count.
ZMarketSetPurchaseCount(client, weapon, 1, true);
// Tell client they bought a weapon.
TranslationPrintToChat(client, "Weapons zmarket purchase", weapon);
}
else if (!rebuy)
{
// Get ammo type and stop if it's invalid.
decl String:weaponammo[WEAPONS_MAX_LENGTH];
WeaponsGetAmmoType(weaponindex, weaponammo, sizeof(weaponammo));
if (!weaponammo[0])
{
return false;
}
// Give ammo and preserve client's clip ammo value.
new clip = WeaponAmmoGetAmmo(weapons[slot], true);
GivePlayerItem(client, weaponammo);
WeaponAmmoSetAmmo(weapons[slot], true, clip);
}
return true;
}
/**
* Force a client to rebuy their weapons.
*
* @param client The client index.
*/
ZMarketRebuy(client)
{
// If client is a zombie, then stop.
if (InfectIsClientInfected(client))
{
TranslationPrintToChat(client, "Must be human");
return;
}
new bool:zmarketbuyzone = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET_BUYZONE]);
if (zmarketbuyzone && !ZMarketIsClientInBuyZone(client))
{
TranslationPrintToChat(client, "Weapons zmarket buyzone");
return;
}
// x = Weapon slot.
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
{
new bool:equipped = ZMarketEquip(client, g_strZMarketLastWeapon[client][x], true);
// Remove weapon from last weapons.
if (!equipped)
{
strcopy(g_strZMarketLastWeapon[client][x], sizeof(g_strZMarketLastWeapon), "");
}
}
}
/**
* Checks if a client is in a buyzone.
*