forked from qubka/Zombie-Plague
-
Notifications
You must be signed in to change notification settings - Fork 0
/
zp_core.sp
217 lines (200 loc) · 5.59 KB
/
zp_core.sp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
/*
* ============================================================================
*
* Zombie Plague
*
* Copyright (C) 2015-2020 Nikita Ushakov (Ireland, Dublin)
*
* Regards to Greyscale and Richard Helgeby, a lot of useful code
* was taken from the great plugin for Counter Strike: Source
* and remaked to Zombie Plague modification.
*
* This project started back on late 2007, when the free infection mods
* around were quite buggy and MeRcyLeZZ wanted to make one big mode.
* Acctually Zombie Plague was the most popular mode in Counter Strike 1.6
* So when I look on Zombie:Reloaded, I planned to port Zombie Plague mode
* to Counter Strike: Global Offensive. I hope you will enjoy playing.
*
* 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/>.
*
* ============================================================================
*/
// Extension
#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#include <cstrike>
#include <dhooks>
// Helper
#include <utils>
#pragma semicolon 1
#pragma newdecls required
/** By default, plugins have 4KB of stack space, set 512KB **/
//#pragma dynamic 131072
// Main
#include "zp/global.cpp"
#include "zp/versioninfo.cpp"
// Core
#include "zp/core/api.cpp"
#include "zp/core/paramparser.cpp"
#include "zp/core/config.cpp"
#include "zp/core/cvars.cpp"
#include "zp/core/log.cpp"
#include "zp/core/zombieplague.cpp"
#include "zp/core/debug.cpp"
#include "zp/core/commands.cpp"
#include "zp/core/database.cpp"
#include "zp/core/translation.cpp"
#include "zp/core/decryptor.cpp"
// Manager
#include "zp/manager/visualeffects.cpp"
#include "zp/manager/menus.cpp"
#include "zp/manager/classes.cpp"
#include "zp/manager/extraitems.cpp"
#include "zp/manager/downloads.cpp"
#include "zp/manager/hitgroups.cpp"
#include "zp/manager/costumes.cpp"
#include "zp/manager/weapons.cpp"
#include "zp/manager/sounds.cpp"
#include "zp/manager/gamemodes.cpp"
/*
* Thanks for code and ideas to Greyscale, Richard Helgeby and AlliedMods community :)
*/
/**
* @brief Record plugin info.
**/
public Plugin myinfo =
{
name = PLUGIN_NAME,
author = PLUGIN_AUTHOR,
description = PLUGIN_COPYRIGHT,
version = PLUGIN_VERSION,
url = PLUGIN_LINK
}
//*********************************************************************
//* Don't modify the code below this line unless *
//* you know _exactly_ what you are doing!!! *
//*********************************************************************
/**
* @brief Called before plugin is loaded.
**/
public APLRes AskPluginLoad2(Handle hMySelf, bool bLate, char[] sError, int iErrorMax)
{
// Load API
return APIOnInit();
}
/**
* @brief Plugin is loading.
**/
public void OnPluginStart(/*void*/)
{
// Forward event to modules
TranslationOnInit();
ConfigOnInit();
CvarsOnInit();
CommandsOnInit();
LogOnInit();
GameEngineOnInit();
ClassesOnInit();
CostumesOnInit();
SoundsOnInit();
DataBaseOnInit();
GameModesOnInit();
WeaponsOnInit();
VEffectsOnInit();
}
/**
* @brief The map is starting.
**/
public void OnMapStart(/*void*/)
{
// Forward event to modules
ConfigOnLoad();
MenusOnLoad();
SoundsOnLoad();
WeaponsOnLoad();
VEffectsOnLoad();
DownloadsOnLoad();
ClassesOnLoad();
CostumesOnLoad();
GameModesOnLoad();
ExtraItemsOnLoad();
HitGroupsOnLoad();
LevelSystemOnLoad();
VersionOnLoad();
GameEngineOnLoad();
}
/**
* @brief The map is ending.
**/
public void OnMapEnd(/*void*/)
{
// Forward event to modules
ClassesOnPurge();
VEffectsOnPurge();
GameModesOnPurge();
GameEngineOnPurge();
}
/**
* @brief Plugin is unload.
**/
public void OnPluginEnd(/*void*/)
{
// Forward event to modules
ClassesOnUnload();
WeaponsOnUnload();
DataBaseOnUnload();
CostumesOnUnload();
///ConfigOnUnload();
}
/**
* @brief Called once a client successfully connects.
*
* @param client The client index.
**/
public void OnClientConnected(int client)
{
// Forward event to modules
ClassesOnClientConnect(client);
}
/**
* @brief Called when a client is disconnected from the server.
*
* @param client The client index.
**/
public void OnClientDisconnect_Post(int client)
{
// Forward event to modules
DataBaseOnClientDisconnectPost(client);
ClassesOnClientDisconnectPost(client);
}
/**
* @brief Called once a client is authorized and fully in-game, and
* after all post-connection authorizations have been performed.
*
* @note This callback is gauranteed to occur on all clients, and always
* after each OnClientPutInServer() call.
*
* @param client The client index.
**/
public void OnClientPostAdminCheck(int client)
{
// Forward event to modules
HitGroupsOnClientInit(client);
WeaponsOnClientInit(client);
ClassesOnClientInit(client);
DataBaseOnClientInit(client);
CostumesOnClientInit(client);
VEffectsOnClientInit(client);
}