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陳維亨
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推文 x0
[1.6][插件] 又是我! =0= 求大大幫我解答.......救命阿?
問題:

我使用了kone大大的計分板插件http://bbs-mychat.com/reads.php?tid=898371&keyword=%E8%A8%98%E5%88%86這篇!!
,為什麼他的分數都會亂記?'
回合結束之後,顯示"人類勝利",
可是計分板上的分數卻是顯示在殭屍隊伍(意思說勝場數加在殭屍隊伍,而不是人類隊伍) ;))
請問版上有大大能幫我解決此問題嗎? 0.0
表情


獻花 x0 回到頂端 [樓 主] From:臺灣中華電信股份有限公司 | Posted:2013-12-30 17:34 |
a7811311622 手機
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下面是引用 陳維亨 於 2013-12-30 17:34 發表的 又是我! =0= 求大大幫我解答.......救命阿?: 到引言文
問題:

我使用了kone大大的計分板插件http://bbs-mychat.com/reads.php?tid=898371&keyword=%E8%A8%98%E5%88%86這篇!!
,為什麼他的分數都會亂記?'
回合結束之後,顯示"人類勝利",
可是計分板上的分數卻是顯示在殭屍隊伍(意思說勝場數加在殭屍隊伍,而不是人類隊伍) ;))
請問版上有大大能幫我解決此問題嗎? 0.0
表情
沒SMA的插件就只能擺爛而已…
印象用了這插件還會讓右上角的殺人圖被吃掉…
現在一堆人都用MetaHook…這有問題的插件早過期了…
解決方法…大概就是另外做個吧…


尚無簽名,歡迎 [新增個性化簽名]
獻花 x0 回到頂端 [1 樓] From:臺灣中華電信股份有限公司 | Posted:2013-12-30 23:10 |
陳維亨
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那如果是本身zp4.3主插件的問題呢?
我該修改哪裡?!


獻花 x0 回到頂端 [2 樓] From:臺灣中華電信股份有限公司 | Posted:2013-12-30 23:32 |
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下面是引用 陳維亨 於 2013-12-30 23:32 發表的 : 到引言文
那如果是本身zp4.3主插件的問題呢?
我該修改哪裡?!
這不一定是ZP4.3的問題…
況且這沒SMA的插件你怎麼確定出問題的是你而不是他?


尚無簽名,歡迎 [新增個性化簽名]
獻花 x0 回到頂端 [3 樓] From:臺灣中華電信股份有限公司 | Posted:2013-12-31 09:18 |
陳維亨
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我試過用[ACG]模塊改出來的計分板也是這樣?!
拜託阿........拜託阿.......好心的a7811311622大大
救救我阿..ˇ有你能幫我了 表情 表情


獻花 x0 回到頂端 [4 樓] From:臺灣中華電信股份有限公司 | Posted:2013-12-31 19:45 |
a7811311622 手機
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版主
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推文 x771 鮮花 x2152
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下面是引用 陳維亨 於 2013-12-31 19:45 發表的 : 到引言文
我試過用[ACG]模塊改出來的計分板也是這樣?!
拜託阿........拜託阿.......好心的a7811311622大大
救救我阿..ˇ有你能幫我了 表情   表情
分數計算有誤差是寫插件的人所想的規則和你所想的規則不同…
除非有誤差的是你的ZP4.3主插件…


尚無簽名,歡迎 [新增個性化簽名]
獻花 x0 回到頂端 [5 樓] From:臺灣中華電信股份有限公司 | Posted:2013-12-31 22:38 |
陳維亨
個人文章 個人相簿 個人日記 個人地圖
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那能請大大幫幫我看我的zp4.3哪裡有錯嗎?
拜託! 拜託!   求你了 表情
不用全看,看我的插件是否由如你所說的誤差
小的腦殘,對sma了解有限 表情


獻花 x0 回到頂端 [6 樓] From:臺灣中華電信股份有限公司 | Posted:2013-12-31 22:45 |
陳維亨
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給你看吧! a7811311622大大
/*================================================================================
     
           *****************************************************
           ************** [Zombie Plague Mod 4.3] **************
           *****************************************************
     
     ----------------------
     -*- Licensing Info -*-
     ----------------------
     
     Zombie Plague Mod
     Copyright (C) 2008-2009 by MeRcyLeZZ
     
     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/...s/>.
     
     In addition, as a special exception, the author gives permission to
     link the code of this program with the Half-Life Game Engine ("HL
     Engine") and Modified Game Libraries ("MODs") developed by Valve,
     L.L.C ("Valve"). You must obey the GNU General Public License in all
     respects for all of the code used other than the HL Engine and MODs
     from Valve. If you modify this file, you may extend this exception
     to your version of the file, but you are not obligated to do so. If
     you do not wish to do so, delete this exception statement from your
     version.
     
     -------------------
     -*- Description -*-
     -------------------
     
     Zombie Plague is a Counter-Strike server side modification, developed as
     an AMX Mod X plugin, which completely revamps the gameplay, turning the
     game into an intense "Humans vs Zombies" survival experience.
     
     Even though it's strongly based on the classic zombie infection mods, it
     takes the concept to a new level by introducing:
     
     * New Gameplay Modes: Nemesis, Survivor, Multi Infection, Swarm, Plague
     * Zombie Classes System: allows addding unlimited custom zombie classes
     * Ammo Packs: awarded to skilled players, can be exchanged for goods
     * Extra Items System: allows adding unlimited custom items to buy
     * Custom Grenades: Napalms, Frost Nades, Flares, and Infection Bombs
     * Deathmatch Mode: where zombies or humans can continually respawn
     * Admin Menus: to easily perform the included console commands
     * Special Effects: from the HL Engine, such as dynamic lighting and fog
     
     There is plenty of customization as well, which enables you to create
     several different styles of gameplay. You can:
     
     * Set zombies and humans' health, speed, models, rewards, and more
     * Toggle unlimited ammo and adjustable knockback for weapons
     * Separately enable and customize the new gameplay modes to your liking
     * Change overall map lighting (lightnings available for the dark settings)
     * Set different colors and sizes for flashlight and nightvision
     * Toggle leap (long jumping) and pain shock free (no damage slowdowns)
     * Toggle various infection effects, such as sparks and screen shakes
     * Enable random spawning (CSDM-spawn friendly)
     * Replace sounds or add some background themes
     * And many more...
     
     -------------
     -*- Media -*-
     -------------
     
     * Gameplay Video 1: 按這裡檢視影片,登入論壇可以直接觀看
     * Gameplay Video 2: 按這裡檢視影片,登入論壇可以直接觀看
     
     --------------------
     -*- Requirements -*-
     --------------------
     
     * Mods: Counter-Strike 1.6 or Condition-Zero
     * AMXX: Version 1.8.0 or later
     
     --------------------
     -*- Installation -*-
     --------------------
     
     Extract the contents from the .zip file to your server's mod directory
     ("cstrike" or "czero"). Make sure to keep folder structure.
     
     -----------------------
     -*- Official Forums -*-
     -----------------------
     
     For the official Zombie Plague forums visit:
     http://forums.alliedmods.net...y.php?f=126
     
     There you can:
     
     * Get the latest releases and early betas
     * Discuss new features and suggestions
     * Share sub-plugins (expansions) for the mod
     * Find the support and help you need
     * Report any bugs you might find
     * And all that sort of stuff...
     
     -------------------------------
     -*- CVARS and Customization -*-
     -------------------------------
     
     For a complete and in-depth cvar list, look at the zombieplague.cfg file
     located in the amxmodx\configs directory.
     
     Additionally, you can change player models, sounds, weather effects,
     and some other stuff from the configuration file zombieplague.ini.
     
     As for editing attributes of zombie classes or custom extra items, you'll
     find a zp_zombieclasses.ini and zp_extraitems.ini. These files will be
     automatically updated as you install new custom classes or items with
     new entries for you to edit conveniently.
     
     ---------------
     -*- History -*-
     ---------------
     
     This project started back on late 2007, when the free infection mods
     around were quite buggy and I wanted to make one on my own. With little
     to no experience at AMXX scripting, I had to start from the very scratch.
     
     Not after spending over a week looking at many plugins (mainly Zombie
     Swarm) and scarce tutorials, I somehow managed to have all the basic
     stuff working quite well (even though the code was a real mess). The
     following months were spent polishing things up and trying to fulfill
     new original ideas, most of them quite worth the hard work.
     
     In the meantime, I got the chance to try the plugin out on a 32 man
     server. This meant a huge progress on development, and after lots of
     testing and bug fixing, the mod turned out to be more than the simple
     infection plugin I had originally planned it to be.
     
     The project has come a long way since, and I'm glad to say I'm finally
     making it freely available. All I'm asking in return is to keep my
     name in the plugin.
     
     -Enjoy!
     
     ----------------------
     -*- Infection Mode -*-
     ----------------------
     
     On every round players start out as humans, equip themselves with a few
     weapons and grenades, and head to the closest cover they find, knowing
     that one of them is infected with the T-Virus, and will suddenly turn
     into a vicious brain eating creature.
     
     Only little time after, the battle for survival begins. The first zombie
     has to infect as many humans as possible to cluster a numerous zombie
     horde and take over the world.
     
     Maps are set in the dark by default. Humans must use flashlights to light
     their way and spot any enemies. Zombies, on the other hand, have night
     vision but can only attack melee.
     
     --------------------------
     -*- New Gameplay Modes -*-
     --------------------------
     
     * Nemesis:
        The first zombie may turn into a Nemesis, a powerful fast-moving
        beast. His goal is to kill every human while sustaining the gunfire.
     
     * Survivor:
        Everyone became a zombie except him. The survivor gets a machinegun
        with unlimited ammo and has to stop the never-ending army of undead.
     
     * Multiple Infection:
        The round starts with many humans infected, so the remaining players
        will have to act quickly in order to control the situation.
     
     * Swarm Mode:
        Half of the players turn into zombies, the rest become immune and
        cannot be infected. It's a battle to death.
     
     * Plague Mode: [bonus]
        A full armed Survivor and his soldiers are to face Nemesis and
        his zombie minions. The future of the world is in their hands.
     
     --------------------
     -*- In-Game Menu -*-
     --------------------
     
     Players can access the mod menu by typing "zpmenu" on chat, or by
     pressing the M ("chooseteam") key. The menu allows players to choose
     their zombie class, buy extra items, get unstuck, or see the ingame
     help. Admins will find an additional option to easily perform all
     console commands.
     
     ----------------------
     -*- Admin Commands -*-
     ----------------------
     
     The following console commands are available:
     
     * zp_zombie <target> - Turn someone into a Zombie
     * zp_human <target> - Turn someone back to Human
     * zp_nemesis <target> - Turn someone into a Nemesis
     * zp_survivor <target> - Turn someone into a Survivor
     * zp_respawn <target> - Respawn someone
     * zp_swarm - Start Swarm Mode (*)
     * zp_multi - Start Multi Infection (*)
     * zp_plague - Start Plague Mode (*)
     
     (*) - These commands can only be used at round start, that is, when the
     T-Virus notice is shown on screen.
     
     ------------------
     -*- Plugin API -*-
     ------------------
     
     From version 3.6, some natives and forwards have been added to ease the
     development of sub-plugins, though you may also find them useful to work
     out compatibility issues with existing plugins.
     
     Look for the zombieplague.inc file in your amxmodx\scripting\include
     folder for the full documented list.
     
     ----------------------
     -*- Zombie Classes -*-
     ----------------------
     
     From version 4.0 it is possible to create and add an unlimited number of
     zombie classes to the main mod. They can be made as separate plugins,
     by using the provided zombie class API, and easily distributed.
     
     By default, five zombie classes are included:
     
     * Classic Zombie: well balanced zombie for beginners.
     * Raptor Zombie: fast moving zombie, but also the weakest.
     * Poison Zombie: light weighed zombie, jumps higher.
     * Big Zombie: slow but strong zombie, with lots of hit points.
     * Leech Zombie: regains additional health when infecting.
     
     -------------------
     -*- Extra Items -*-
     -------------------
     
     From version 4.0 it is possible to add an unlimited number of items
     which can be purchased through the Extra Items menu. All you need
     to do is use the provided item registration natives on your custom
     plugins. You can set the name, the cost in ammo packs, and the team
     the extra item should be available for.
     
     By default there is a number of items already included, listed here:
     
     * Night Vision: makes you able to see in the dark for a single round [Human]
     * T-Virus Antidote: makes you turn back to your human form [Zombie]
     * Zombie Madness: you develop a powerful shield for a short time [Zombie]
     * Infection Bomb: infects anyone within its explosion radius [Zombie]
     
     You are also able to choose some weapons to act as extra items, and change
     ammo packs costs in the customization file (zombieplague.ini).
     
     ---------------
     -*- Credits -*-
     ---------------
     
     * AMXX Dev Team: for all the hard work which made this possible
     * Imperio LNJ Community: for providing the first server where I
        could really test the plugin and for everyone's support
     * Mini_Midget: for his Zombie Swarm plugin which I used for reference
        on earliest stages of development
     * Avalanche: for the random spawning code I got from GunGame and the
        original Frostnades concept that I ported in here
     * cheap_suit: for some modelchange and knockback codes that I got from
        Biohazard
     * Simon Logic/ConnorMcLeod: for the Pain Shock Free feature
     * KRoT@L: for some code from Follow the Wounded, used to make the zombie
        bleeding feature
     * VEN: for Fakemeta Utilities and some useful stocks
     * RaaPuar and Goltark: for the custom grenade models
     * Orangutanz: for finding the precached modelindex offset
     * ML Translations: DKs/nunoabc/DarkMarcos (bp), JahMan/KWo (pl), DA (de),
        Zombie Lurker (ls), DoPe^ (da), k1nny (fr), NeWbiE' (cz), skymoon (tc),
        SUPER MATRIX/Shidla/zDemon/4eRT (ru), zsy314 (cn), lOlIl/Seehank (sk),
        Bridgestone (sv), crazyeffect.net/Mave/Wesley (nl), hleV/aaarnas (lt),
        darkbad945 (bg), decongamco (vn), beckham9224 (mn), TehGeorge (gr),
        shadoww_ro/tuty/georgik57/EastSider (ro)
     * Beta testers: for all the feedback, bug reports, and suggestions which
        constantly help improve this mod further
     * And to all zombie-mod supporters out there!
     
     -----------------
     -*- Changelog -*-
     -----------------
     
     * v1.0: (Dec 2007)
        - First Release: most of the basic stuff done.
        - Added: random spawning, HP display on hud, lighting setting,
          simple buy menu, custom nightvision, admin commands, Nemesis
          and Survivor modes, glow and leap settings for them.
     
     * v2.2: (Jan 2008)
        - Added: zombie classes, ammo packs system, buying ammo for weapons,
          custom flashlight, admin skins setting, zombieplague.cfg file
        - Upgraded: weapons menu improved, flashlight and nightvision colors
          now customizable, HamSandwich module used to handle damage.
        - Fixed various bugs.
     
     * v3.0: (Mar 2008)
        - Added: door removal setting, unstuck feature, human cvars, armor
          cvar for zombies, weapon knockback, zombie bleeding, flares,
          extra items (weapons, antidote, infection bomb), pain shock
          free setting, Multiple Infection and Swarm modes.
        - Upgraded: dumped Engine, Fun and Cstrike modules, code optimized,
          new model change method, new gfx effects for zombie infections.
        - Fixed a bunch of gameplay bugs.
     
     * v3.5: (May 2008)
        - Added: deathmatch setting with spawn protection, unlimited ammo
          setting, fire and frost grenades, additional customization cvars,
          new extra items, help menu.
        - Upgraded: better objectives removal method, dropped weapons now
          keep their bpammo, code optimized a lot.
        - Fixed: no more game commencing bug when last zombie/human leaves,
          no more hegrenade infection bug, reduced svc_bad errors, and
          many more.
     
     * v3.6: (Jun 2008)
        - Added: a few natives and forwards for sub-plugins support,
          zombie classes can now have their own models, additional
          knockback customization, bot support, various CVARs.
        - Upgraded: extra items now supporting grenades and pistols, changed
          bomb removal method, players can join on survivor/swarm rounds,
          extended lightnings support to other dark settings.
        - Fixed: a bunch of minor bugs, and a server crash with CZ bots.
     
     * v4.0: (Aug 2008)
        - Added: new gameplay mode (Plague Mode), option to remember weapon
          selection, command to enable/disable the plugin, more CVARs.
        - Upgraded: redid all the menus, extra items and zombie classes now
          support external additions, survivor can now have its own model,
          upgraded model changing method.
        - Fixed: some bugs with bots, win sounds not being precached.
     
     * v4.1: (Oct 2008)
        - Added: more CVARs, more customization, more natives, custom
          leap system, admin zombie models support, and more.
        - Upgraded: custom grenades compatible with Nade Modes, ambience
          sounds specific game mode support, optimized bandwidth usage
          for temp ents, admin commands logged with IP and SteamID.
        - Fixed: lots of bugs (some minor, some not)
     
     * v4.2: (Feb 2009)
        - Added various CVARs for customization, improved prevention of
          svc_bad in some cases, optimized ammo handling code.
        - Fixed server crash with 'msg 35 has not been sent yet' error,
          fixed client overflow issues with ambience sounds, resolved
          many gameplay bugs.
     
     * v4.3: (Apr 2009)
        - Customization settings can now be edited through external files,
          added support for global and multiple random zombie models,
          added even more CVARs for tweaking stuff, extended admin commands'
          functionality, greatly extended API capabilities, implemented a
          more efficient Pain Shock Free code, reworked some menus.
        - Fixed pretty much all reported bugs to the date.
     
=================================================================================*/

/*================================================================================
[Plugin Customization]
=================================================================================*/

// All customization settings have been moved
// to external files to allow easier editing
new const ZP_CUSTOMIZATION_FILE[] = "zombieplague.ini"
new const ZP_EXTRAITEMS_FILE[] = "zp_extraitems.ini"
new const ZP_ZOMBIECLASSES_FILE[] = "zp_zombieclasses.ini"

// Limiters for stuff not worth making dynamic arrays out of (increase if needed)
const MAX_CSDM_SPAWNS = 128
const MAX_STATS_SAVED = 64

/*================================================================================
Customization ends here! Yes, that's it. Editing anything beyond
here is not officially supported. Proceed at your own risk...
=================================================================================*/

#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include <xs>

/*================================================================================
[Constants, Offsets, Macros]
=================================================================================*/

new const sound_first_zombie[][] = { "zombie_plague/zombie_coming1.wav", "zombie_plague/zombie_coming2.wav" } //第一隻喪屍出現時的聲音
//回合開始倒數計時的聲音(英文數字1~10)
//可以自行設定要使用男聲還是女聲,看要使用那一種聲音只要去掉該項 new const sound_countdown 前面的 // 字符,並在另一項前面加上 // 字符即可.
//男聲
new const sound_countdown[10][] = { "zombie_plague/one.wav", "zombie_plague/two.wav", "zombie_plague/three.wav", "zombie_plague/four.wav", "zombie_plague/five.wav", "zombie_plague/six.wav", "zombie_plague/seven.wav", "zombie_plague/eight.wav", "zombie_plague/nine.wav", "zombie_plague/ten.wav" }
//女聲
//new const sound_countdown[10][] = { "fvox/one.wav", "fvox/two.wav", "fvox/three.wav", "fvox/four.wav", "fvox/five.wav", "fvox/six.wav", "fvox/seven.wav", "fvox/eight.wav", "fvox/nine.wav", "fvox/ten.wav" }

// Plugin Version
new const PLUGIN_VERSION[] = "4.3"

// Customization file sections
enum
{
     SECTION_NONE = 0,
     SECTION_ACCESS_FLAGS,
     SECTION_PLAYER_MODELS,
     SECTION_WEAPON_MODELS,
     SECTION_GRENADE_SPRITES,
     SECTION_SOUNDS,
     SECTION_AMBIENCE_SOUNDS,
     SECTION_BUY_MENU_WEAPONS,
     SECTION_EXTRA_ITEMS_WEAPONS,
     SECTION_HARD_CODED_ITEMS_COSTS,
     SECTION_WEATHER_EFFECTS,
     SECTION_SKY,
     SECTION_LIGHTNING,
     SECTION_ZOMBIE_DECALS,
     SECTION_KNOCKBACK,
     SECTION_OBJECTIVE_ENTS,
     SECTION_SVC_BAD
}

// Access flags
enum
{
     ACCESS_ENABLE_MOD = 0,
     ACCESS_ADMIN_MENU,
     ACCESS_MODE_INFECTION,
     ACCESS_MODE_NEMESIS,
     ACCESS_MODE_SURVIVOR,
     ACCESS_MODE_SWARM,
     ACCESS_MODE_MULTI,
     ACCESS_MODE_PLAGUE,
     ACCESS_MAKE_ZOMBIE,
     ACCESS_MAKE_HUMAN,
     ACCESS_MAKE_NEMESIS,
     ACCESS_MAKE_SURVIVOR,
     ACCESS_RESPAWN_PLAYERS,
     ACCESS_ADMIN_MODELS,
     MAX_ACCESS_FLAGS
}

// Task offsets
enum (+= 100)
{
     TASK_MODEL = 2000,
     TASK_TEAM,
     TASK_SPAWN,
     TASK_BLOOD,
     TASK_AURA,
     TASK_BURN,
     TASK_NVISION,
     TASK_FLASH,
     TASK_CHARGE,
     TASK_SHOWHUD,
     TASK_MAKEZOMBIE,
     TASK_WELCOMEMSG,
     TASK_THUNDER_PRE,
     TASK_THUNDER,
     TASK_AMBIENCESOUNDS
}

// IDs inside tasks
#define ID_MODEL (taskid - TASK_MODEL)
#define ID_TEAM (taskid - TASK_TEAM)
#define ID_SPAWN (taskid - TASK_SPAWN)
#define ID_BLOOD (taskid - TASK_BLOOD)
#define ID_AURA (taskid - TASK_AURA)
#define ID_BURN (taskid - TASK_BURN)
#define ID_NVISION (taskid - TASK_NVISION)
#define ID_FLASH (taskid - TASK_FLASH)
#define ID_CHARGE (taskid - TASK_CHARGE)
#define ID_SHOWHUD (taskid - TASK_SHOWHUD)

// BP Ammo Refill task
#define REFILL_WEAPONID args[0]

// For weapon buy menu handlers
#define WPN_STARTID g_menu_data[id][1]
#define WPN_MAXIDS ArraySize(g_primary_items)
#define WPN_SELECTION (g_menu_data[id][1]+key)
#define WPN_AUTO_ON g_menu_data[id][2]
#define WPN_AUTO_PRI g_menu_data[id][3]
#define WPN_AUTO_SEC g_menu_data[id][4]

// For player list menu handlers
#define PL_ACTION g_menu_data[id][0]

// For extra items menu handlers
#define EXTRAS_CUSTOM_STARTID (EXTRA_WEAPONS_STARTID + ArraySize(g_extraweapon_names))

// Menu selections
const MENU_KEY_AUTOSELECT = 7
const MENU_KEY_BACK = 7
const MENU_KEY_NEXT = 8
const MENU_KEY_EXIT = 9

// Hard coded extra items
enum
{
     EXTRA_NVISION = 0,
     EXTRA_ANTIDOTE,
     EXTRA_MADNESS,
     EXTRA_INFBOMB,
     EXTRA_WEAPONS_STARTID
}

// Game modes
enum
{
     MODE_NONE = 0,
     MODE_INFECTION,
     MODE_NEMESIS,
     MODE_SURVIVOR,
     MODE_SWARM,
     MODE_MULTI,
     MODE_PLAGUE
}

// ZP Teams
const ZP_TEAM_NO_ONE = 0
const ZP_TEAM_ANY = 0
const ZP_TEAM_ZOMBIE = (1<<0)
const ZP_TEAM_HUMAN = (1<<1)
const ZP_TEAM_NEMESIS = (1<<2)
const ZP_TEAM_SURVIVOR = (1<<3)
new const ZP_TEAM_NAMES[][] = { "ZOMBIE , HUMAN", "ZOMBIE", "HUMAN", "ZOMBIE , HUMAN", "NEMESIS",
                 "ZOMBIE , NEMESIS", "HUMAN , NEMESIS", "ZOMBIE , HUMAN , NEMESIS",
                 "SURVIVOR", "ZOMBIE , SURVIVOR", "HUMAN , SURVIVOR", "ZOMBIE , HUMAN , SURVIVOR",
                 "NEMESIS , SURVIVOR", "ZOMBIE , NEMESIS , SURVIVOR", "HUMAN, NEMESIS, SURVIVOR",
                 "ZOMBIE , HUMAN , NEMESIS , SURVIVOR" }

// Zombie classes
const ZCLASS_NONE = -1

// HUD messages
const Float:HUD_EVENT_X = -1.0
const Float:HUD_EVENT_Y = 0.17
const Float:HUD_INFECT_X = 0.05
const Float:HUD_INFECT_Y = 0.45
const Float:HUD_SPECT_X = 0.6
const Float:HUD_SPECT_Y = 0.8
const Float:HUD_STATS_X = 0.02
const Float:HUD_STATS_Y = 0.9

// CS Player PData Offsets (win32)
const OFFSET_PAINSHOCK = 108 // ConnorMcLeod
const OFFSET_CSTEAMS = 114
const OFFSET_CSMONEY = 115
const OFFSET_FLASHLIGHT_BATTERY = 244
const OFFSET_CSDEATHS = 444
const OFFSET_MODELINDEX = 491 // Orangutanz

// CS Player CBase Offsets (win32)
const OFFSET_ACTIVE_ITEM = 373

// CS Weapon CBase Offsets (win32)
const OFFSET_WEAPONOWNER = 41

// Linux diff's
const OFFSET_LINUX = 5 // offsets 5 higher in Linux builds
const OFFSET_LINUX_WEAPONS = 4 // weapon offsets are only 4 steps higher on Linux

// CS Teams
enum
{
     FM_CS_TEAM_UNASSIGNED = 0,
     FM_CS_TEAM_T,
     FM_CS_TEAM_CT,
     FM_CS_TEAM_SPECTATOR
}
new const CS_TEAM_NAMES[][] = { "UNASSIGNED", "TERRORIST", "CT", "SPECTATOR" }

// Some constants
const HIDE_MONEY = (1<<5)
const UNIT_SECOND = (1<<12)
const DMG_HEGRENADE = (1<<24)
const IMPULSE_FLASHLIGHT = 100
const USE_USING = 2
const USE_STOPPED = 0
const STEPTIME_SILENT = 999
const BREAK_GLASS = 0x01
const FFADE_IN = 0x0000
const FFADE_STAYOUT = 0x0004
const PEV_SPEC_TARGET = pev_iuser2

// Max BP ammo for weapons
new const MAXBPAMMO[] = { -1, 200, -1, 200, 1, 96, 1, 200, 200, 1, 200, 200, 200, 200, 200, 200, 200, 200,
                 200, 200, 200, 96, 200, 200, 200, 2, 200, 200, 200, -1, 200 }

// Max Clip for weapons
new const MAXCLIP[] = { -1, 13, -1, 10, -1, 7, -1, 30, 30, -1, 30, 20, 25, 30, 35, 25, 12, 20,
                 10, 30, 100, 8, 30, 30, 20, -1, 7, 30, 30, -1, 50 }

// Amount of ammo to give when buying additional clips for weapons
new const BUYAMMO[] = { -1, 13, -1, 30, -1, 8, -1, 12, 30, -1, 30, 50, 12, 30, 30, 30, 12, 30,
                 10, 30, 30, 8, 30, 30, 30, -1, 7, 30, 30, -1, 50 }

// Ammo IDs for weapons
new const AMMOID[] = { -1, 9, -1, 2, 12, 5, 14, 6, 4, 13, 10, 7, 6, 4, 4, 4, 6, 10,
                 1, 10, 3, 5, 4, 10, 2, 11, 8, 4, 2, -1, 7 }

// Ammo Type Names for weapons
new const AMMOTYPE[][] = { "", "357sig", "", "762nato", "", "buckshot", "", "45acp", "556nato", "", "9mm", "57mm", "45acp",
                 "556nato", "556nato", "556nato", "45acp", "9mm", "338magnum", "9mm", "556natobox", "buckshot",
                 "556nato", "9mm", "762nato", "", "50ae", "556nato", "762nato", "", "57mm" }

// Weapon IDs for ammo types
new const AMMOWEAPON[] = { 0, CSW_AWP, CSW_SCOUT, CSW_M249, CSW_AUG, CSW_XM1014, CSW_MAC10, CSW_FIVESEVEN, CSW_DEAGLE,
                 CSW_P228, CSW_ELITE, CSW_FLASHBANG, CSW_HEGRENADE, CSW_SMOKEGRENADE, CSW_C4 }

// Primary and Secondary Weapon Names
new const WEAPONNAMES[][] = { "", "P227nk", "", "M24-S", "", "XM1017", "", "MAC15", "SKULL-4",
                 "", "DualDeagle", "Fivetexen", "Krisst", "AS50-S", "Gauill-ex", "G11-nutre",
                 "USPEX", "GlockEX", "RXT-700", "KALGREEN", "Powersaw",
                 "M1887-KN", "SFGUN", "TMPVK", "SVDEX", "", "Deagle-II",
                 "MK2-UR1", "CV47-60R", "", "Daul Mp7a1" }

// Weapon entity names
new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
                 "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550",
                 "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
                 "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
                 "weapon_ak47", "weapon_knife", "weapon_p90" }

// CS sounds
new const sound_flashlight[] = "items/flashlight1.wav"
new const sound_buyammo[] = "items/9mmclip1.wav"
new const sound_armorhit[] = "player/bhit_helmet-1.wav"

// Explosion radius for custom grenades
const Float:NADE_EXPLOSION_RADIUS = 240.0

// HACK: pev_ field used to store additional ammo on weapons
const PEV_ADDITIONAL_AMMO = pev_iuser1

// HACK: pev_ field used to store custom nade types and their values
const PEV_NADE_TYPE = pev_flTimeStepSound
const NADE_TYPE_INFECTION = 1111
const NADE_TYPE_NAPALM = 2222
const NADE_TYPE_FROST = 3333
const NADE_TYPE_FLARE = 4444
const PEV_FLARE_COLOR = pev_punchangle
const PEV_FLARE_DURATION = pev_flSwimTime

// Weapon bitsums
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)

// Allowed weapons for zombies (added grenades/bomb for sub-plugin support, since they shouldn't be getting them anyway)
const ZOMBIE_ALLOWED_WEAPONS_BITSUM = (1<<CSW_KNIFE)|(1<<CSW_HEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_SMOKEGRENADE)|(1<<CSW_C4)

// Classnames for separate model entities
new const MODEL_ENT_CLASSNAME[] = "player_model"
new const WEAPON_ENT_CLASSNAME[] = "weapon_model"

// Menu keys
const KEYSMENU = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9|MENU_KEY_0

// Ambience Sounds
enum
{
     AMBIENCE_SOUNDS_INFECTION = 0,
     AMBIENCE_SOUNDS_NEMESIS,
     AMBIENCE_SOUNDS_SURVIVOR,
     AMBIENCE_SOUNDS_SWARM,
     AMBIENCE_SOUNDS_PLAGUE,
     MAX_AMBIENCE_SOUNDS
}

// Admin menu actions
enum
{
     ACTION_ZOMBIEFY_HUMANIZE = 0,
     ACTION_MAKE_NEMESIS,
     ACTION_MAKE_SURVIVOR,
     ACTION_RESPAWN_PLAYER,
     ACTION_MODE_SWARM,
     ACTION_MODE_MULTI,
     ACTION_MODE_PLAGUE
}

// Custom forward return values
const ZP_PLUGIN_HANDLED = 97

/*================================================================================
[Global Variables]
=================================================================================*/

// Player vars
new g_zombie[33] // is zombie
new g_nemesis[33] // is nemesis
new g_survivor[33] // is survivor
new g_firstzombie[33] // is first zombie
new g_lastzombie[33] // is last zombie
new g_lasthuman[33] // is last human
new g_frozen[33] // is frozen (can't move)
new g_nodamage[33] // has spawn protection/zombie madness
new g_respawn_as_zombie[33] // should respawn as zombie
new g_nvision[33] // has night vision
new g_nvisionenabled[33] // has night vision turned on
new g_zombieclass[33] // zombie class
new g_zombieclassnext[33] // zombie class for next infection
new g_flashlight[33] // has custom flashlight turned on
new g_flashbattery[33] = { 100, ... } // custom flashlight battery
new g_canbuy[33] // is allowed to buy a new weapon through the menu
new g_ammopacks[33] // ammo pack count
new g_damagedealt[33] // damage dealt to zombies (used to calculate ammo packs reward)
new Float:g_lastleaptime[33] // time leap was last used
new Float:g_lastflashtime[33] // time flashlight was last toggled
new g_playermodel[33][32] // current model's short name [player][model]
new g_menu_data[33][5] // data for some menu handlers
new g_ent_playermodel[33] // player model entity
new g_ent_weaponmodel[33] // weapon model entity
new g_burning_duration[33] // burning task duration

new g_menu_last_data[33][2] // store the player last view menu data

// Game vars
new g_pluginenabled // ZP enabled
new g_newround // new round starting
new g_endround // round ended
new g_nemround // nemesis round
new g_survround // survivor round
new g_swarmround // swarm round
new g_plagueround // plague round
new g_modestarted // mode fully started
new g_lastmode // last played mode
new g_scorezombies, g_scorehumans // team scores
new g_spawnCount, g_spawnCount2 // available spawn points counter
new Float:g_spawns[MAX_CSDM_SPAWNS][3], Float:g_spawns2[MAX_CSDM_SPAWNS][3] // spawn points data
new g_lights_i // lightning current lights counter
new g_lights_cycle[32] // current lightning cycle
new g_lights_cycle_len // lightning cycle length
new Float:g_models_targettime // for adding delays between Model Change messages
new Float:g_teams_targettime // for adding delays between Team Change messages
new g_MsgSync, g_MsgSync2 // message sync objects
new g_trailSpr, g_exploSpr, g_flameSpr, g_smokeSpr, g_glassSpr // grenade sprites
new g_modname[32] // for formatting the mod name
new g_freezetime // whether CS's freeze time is on
new g_maxplayers // max players counter
new g_czero // whether we are running on a CZ server
new g_hamczbots // whether ham forwards are registered for CZ bots
new g_fwSpawn, g_fwPrecacheSound // spawn and precache sound forward handles
new g_infbombcounter, g_antidotecounter, g_madnesscounter // to limit buying some items
new g_arrays_created // to prevent stuff from being registered before initializing arrays
new g_lastplayerleaving // flag for whenever a player leaves and another takes his place
new g_switchingteam // flag for whenever a player's team change emessage is sent
new g_time_countdown // 回合開始倒數計時用的變數

// Message IDs vars
new g_msgScoreInfo, g_msgNVGToggle, g_msgScoreAttrib, g_msgAmmoPickup, g_msgScreenFade,
g_msgDeathMsg, g_msgSetFOV, g_msgFlashlight, g_msgFlashBat, g_msgTeamInfo, g_msgDamage,
g_msgHideWeapon, g_msgCrosshair, g_msgSayText, g_msgScreenShake, g_msgCurWeapon

// Some forward handlers
new g_fwRoundStart, g_fwRoundEnd, g_fwUserInfected_pre, g_fwUserInfected_post,
g_fwUserHumanized_pre, g_fwUserHumanized_post, g_fwUserInfect_attempt,
g_fwUserHumanize_attempt, g_fwExtraItemSelected, g_fwUserUnfrozen,
g_fwUserLastZombie, g_fwUserLastHuman, g_fwDummyResult

// Temporary Database vars (used to restore players stats in case they get disconnected)
new db_name[MAX_STATS_SAVED][32] // player name
new db_ammopacks[MAX_STATS_SAVED] // ammo pack count
new db_zombieclass[MAX_STATS_SAVED] // zombie class
new db_slot_i // additional saved slots counter (should start on maxplayers+1)

// Extra Items vars
new Array:g_extraitem_name // caption
new Array:g_extraitem_cost // cost
new Array:g_extraitem_team // team
new g_extraitem_i // loaded extra items counter

// For extra items file parsing
new Array:g_extraitem2_realname, Array:g_extraitem2_name, Array:g_extraitem2_cost,
Array:g_extraitem2_team, Array:g_extraitem_new

// Zombie Classes vars
new Array:g_zclass_name // caption
new Array:g_zclass_info // description
new Array:g_zclass_modelsstart // start position in models array
new Array:g_zclass_modelsend // end position in models array
new Array:g_zclass_playermodel // player models array
new Array:g_zclass_modelindex // model indices array
new Array:g_zclass_clawmodel // claw model
new Array:g_zclass_hp // health
new Array:g_zclass_spd // speed
new Array:g_zclass_grav // gravity
new Array:g_zclass_kb // knockback
new g_zclass_i // loaded zombie classes counter

// For zombie classes file parsing
new Array:g_zclass2_realname, Array:g_zclass2_name, Array:g_zclass2_info,
Array:g_zclass2_modelsstart, Array:g_zclass2_modelsend, Array:g_zclass2_playermodel,
Array:g_zclass2_modelindex, Array:g_zclass2_clawmodel, Array:g_zclass2_hp,
Array:g_zclass2_spd, Array:g_zclass2_grav, Array:g_zclass2_kb, Array:g_zclass_new

// Customization vars
new g_access_flag[MAX_ACCESS_FLAGS], Array:model_nemesis, Array:model_survivor, Array:model_human,
Array:model_admin_zombie, Array:model_admin_human, Array:g_modelindex_human,
Array:g_modelindex_nemesis, Array:g_modelindex_survivor, g_same_models_for_all,
Array:g_modelindex_admin_zombie, Array:g_modelindex_admin_human, model_vknife_human[64],
model_vknife_nemesis[64], model_vm249_survivor[64], model_grenade_infect[64],
model_grenade_fire[64], model_grenade_frost[64], model_grenade_flare[64],
model_vknife_admin_human[64], model_vknife_admin_zombie[64],
sprite_grenade_trail[64], sprite_grenade_ring[64], sprite_grenade_fire[64],
sprite_grenade_smoke[64], sprite_grenade_glass[64], Array:sound_win_zombies,
Array:sound_win_humans, Array:sound_win_no_one, Array:zombie_infect, Array:zombie_idle,
Array:zombie_pain, Array:nemesis_pain, Array:zombie_die, Array:zombie_fall,
Array:zombie_miss_wall, Array:zombie_hit_normal, Array:zombie_hit_stab, g_ambience_rain,
Array:zombie_idle_last, Array:zombie_madness, Array:sound_nemesis, Array:sound_survivor,
Array:sound_swarm, Array:sound_multi, Array:sound_plague, Array:grenade_infect,
Array:grenade_infect_player, Array:grenade_fire, Array:grenade_fire_player,
Array:grenade_frost, Array:grenade_frost_player, Array:grenade_frost_break,
Array:grenade_flare, Array:sound_antidote, Array:sound_thunder, g_ambience_sounds[MAX_AMBIENCE_SOUNDS],
Array:sound_ambience1, Array:sound_ambience2, Array:sound_ambience3, Array:sound_ambience4,
Array:sound_ambience5, Array:sound_ambience1_duration, Array:sound_ambience2_duration,
Array:sound_ambience3_duration, Array:sound_ambience4_duration,
Array:sound_ambience5_duration, Array:sound_ambience1_ismp3, Array:sound_ambience2_ismp3,
Array:sound_ambience3_ismp3, Array:sound_ambience4_ismp3, Array:sound_ambience5_ismp3,
Array:g_primary_items, Array:g_secondary_items, Array:g_additional_items,
Array:g_primary_weaponids, Array:g_secondary_weaponids, Array:g_extraweapon_names,
Array:g_extraweapon_items, Array:g_extraweapon_costs, g_extra_costs2[EXTRA_WEAPONS_STARTID],
g_ambience_snow, g_ambience_fog, g_fog_density[10], g_fog_color[12], g_sky_enable,
Array:g_sky_names, Array:lights_thunder, Array:zombie_decals, Array:g_objective_ents,
Float:g_modelchange_delay, g_set_modelindex_offset, g_handle_models_on_separate_ent,
Float:kb_weapon_power[31] = { -1.0, ... }, Array:zombie_miss_slash, g_force_consistency

// CVAR pointers
new cvar_lighting, cvar_zombiefov, cvar_plague, cvar_plaguechance, cvar_zombiefirsthp,
cvar_removemoney, cvar_thunder, cvar_zombiebonushp, cvar_nemhp, cvar_nem, cvar_surv,
cvar_nemchance, cvar_deathmatch, cvar_nemglow, cvar_customnvg, cvar_hitzones, cvar_humanhp,
cvar_nemgravity, cvar_flashsize, cvar_ammodamage, cvar_zombiearmor, cvar_survpainfree,
cvar_nempainfree, cvar_nemspd, cvar_survchance, cvar_survhp, cvar_survspd, cvar_humanspd,
cvar_swarmchance, cvar_flashdrain, cvar_zombiebleeding, cvar_removedoors, cvar_customflash,
cvar_randspawn, cvar_multi, cvar_multichance, cvar_infammo, cvar_swarm, cvar_ammoinfect,
cvar_toggle, cvar_knockbackpower, cvar_freezeduration, cvar_triggered, cvar_flashcharge,
cvar_firegrenades, cvar_frostgrenades, cvar_survgravity, cvar_logcommands, cvar_survglow,
cvar_humangravity, cvar_spawnprotection, cvar_nvgsize, cvar_flareduration, cvar_zclasses,
cvar_extraitems, cvar_showactivity, cvar_humanlasthp, cvar_nemignorefrags, cvar_warmup,
cvar_flashdist, cvar_flarecolor, cvar_survignorefrags, cvar_fireduration, cvar_firedamage,
cvar_flaregrenades, cvar_knockbackducking, cvar_knockbackdamage, cvar_knockbackzvel,
cvar_multiratio, cvar_flaresize, cvar_spawndelay, cvar_extraantidote, cvar_extramadness,
cvar_extraweapons, cvar_extranvision, cvar_nvggive, cvar_preventconsecutive, cvar_botquota,
cvar_buycustom, cvar_zombiepainfree, cvar_fireslowdown, cvar_survbasehp, cvar_survaura,
cvar_nemignoreammo, cvar_survignoreammo, cvar_nemaura, cvar_extrainfbomb, cvar_knockback,
cvar_fragsinfect, cvar_fragskill, cvar_humanarmor, cvar_zombiesilent, cvar_removedropped,
cvar_plagueratio, cvar_blocksuicide, cvar_knockbackdist, cvar_nemdamage, cvar_leapzombies,
cvar_leapzombiesforce, cvar_leapzombiesheight, cvar_leapzombiescooldown, cvar_leapnemesis,
cvar_leapnemesisforce, cvar_leapnemesisheight, cvar_leapnemesiscooldown, cvar_leapsurvivor,
cvar_leapsurvivorforce, cvar_leapsurvivorheight, cvar_nemminplayers, cvar_survminplayers,
cvar_respawnonsuicide, cvar_respawnafterlast, cvar_leapsurvivorcooldown, cvar_statssave,
cvar_swarmminplayers, cvar_multiminplayers, cvar_plagueminplayers, cvar_adminmodelshuman,
cvar_adminmodelszombie, cvar_nembasehp, cvar_blockpushables, cvar_respawnworldspawnkill,
cvar_madnessduration, cvar_plaguenemnum, cvar_plaguenemhpmulti, cvar_plaguesurvhpmulti,
cvar_survweapon, cvar_plaguesurvnum, cvar_infectionscreenfade, cvar_infectionscreenshake,
cvar_infectionsparkle, cvar_infectiontracers, cvar_infectionparticles, cvar_infbomblimit,
cvar_allowrespawnsurv, cvar_flashshowall, cvar_allowrespawninfection, cvar_allowrespawnnem,
cvar_allowrespawnswarm, cvar_allowrespawnplague, cvar_survinfammo, cvar_nemknockback,
cvar_nvgcolor[3], cvar_nemnvgcolor[3], cvar_humnvgcolor[3], cvar_flashcolor[3],
cvar_hudicons, cvar_respawnzomb, cvar_respawnhum, cvar_respawnnem, cvar_respawnsurv,
cvar_startammopacks, cvar_randweapons, cvar_antidotelimit, cvar_madnesslimit,
cvar_adminknifemodelshuman, cvar_adminknifemodelszombie, cvar_keephealthondisconnect

// Cached stuff for players
new g_isconnected[33] // whether player is connected
new g_isalive[33] // whether player is alive
new g_isbot[33] // whether player is a bot
new g_currentweapon[33] // player's current weapon id
new g_playername[33][32] // player's name
new Float:g_zombie_spd[33] // zombie class speed
new Float:g_zombie_knockback[33] // zombie class knockback
new g_zombie_classname[33][32] // zombie class name
#define is_user_valid_connected(%1) (1 <= %1 <= g_maxplayers && g_isconnected[%1])
#define is_user_valid_alive(%1) (1 <= %1 <= g_maxplayers && g_isalive[%1])

// Cached CVARs
new g_cached_customflash, g_cached_zombiesilent, Float:g_cached_humanspd, Float:g_cached_nemspd,
Float:g_cached_survspd, g_cached_leapzombies, Float:g_cached_leapzombiescooldown, g_cached_leapnemesis,
Float:g_cached_leapnemesiscooldown, g_cached_leapsurvivor, Float:g_cached_leapsurvivorcooldown

/*================================================================================
[Natives, Precache and Init]
=================================================================================*/

public plugin_natives()
{
     // Player specific natives
     register_native("zp_get_user_zombie", "native_get_user_zombie", 1)
     register_native("zp_get_user_nemesis", "native_get_user_nemesis", 1)
     register_native("zp_get_user_survivor", "native_get_user_survivor", 1)
     register_native("zp_get_user_first_zombie", "native_get_user_first_zombie", 1)
     register_native("zp_get_user_last_zombie", "native_get_user_last_zombie", 1)
     register_native("zp_get_user_last_human", "native_get_user_last_human", 1)
     register_native("zp_get_user_zombie_class", "native_get_user_zombie_class", 1)
     register_native("zp_get_user_next_class", "native_get_user_next_class", 1)
     register_native("zp_set_user_zombie_class", "native_set_user_zombie_class", 1)
     register_native("zp_get_user_ammo_packs", "native_get_user_ammo_packs", 1)
     register_native("zp_set_user_ammo_packs", "native_set_user_ammo_packs", 1)
     register_native("zp_get_zombie_maxhealth", "native_get_zombie_maxhealth", 1)
     register_native("zp_get_user_batteries", "native_get_user_batteries", 1)
     register_native("zp_set_user_batteries", "native_set_user_batteries", 1)
     register_native("zp_get_user_nightvision", "native_get_user_nightvision", 1)
     register_native("zp_set_user_nightvision", "native_set_user_nightvision", 1)
     register_native("zp_infect_user", "native_infect_user", 1)
     register_native("zp_disinfect_user", "native_disinfect_user", 1)
     register_native("zp_make_user_nemesis", "native_make_user_nemesis", 1)
     register_native("zp_make_user_survivor", "native_make_user_survivor", 1)
     register_native("zp_respawn_user", "native_respawn_user", 1)
     register_native("zp_force_buy_extra_item", "native_force_buy_extra_item", 1)
     
     // Round natives
     register_native("zp_has_round_started", "native_has_round_started", 1)
     register_native("zp_is_nemesis_round", "native_is_nemesis_round", 1)
     register_native("zp_is_survivor_round", "native_is_survivor_round", 1)
     register_native("zp_is_swarm_round", "native_is_swarm_round", 1)
     register_native("zp_is_plague_round", "native_is_plague_round", 1)
     register_native("zp_get_zombie_count", "native_get_zombie_count", 1)
     register_native("zp_get_human_count", "native_get_human_count", 1)
     register_native("zp_get_nemesis_count", "native_get_nemesis_count", 1)
     register_native("zp_get_survivor_count", "native_get_survivor_count", 1)
     
     // External additions natives
     register_native("zp_register_extra_item", "native_register_extra_item", 1)
     register_native("zp_register_zombie_class", "native_register_zombie_class", 1)
     register_native("zp_get_extra_item_id", "native_get_extra_item_id", 1)
     register_native("zp_get_zombie_class_id", "native_get_zombie_class_id", 1)
}

public plugin_precache()
{
     // Register earlier to show up in plugins list properly after plugin disable/error at loading
     register_plugin("Zombie Plague", PLUGIN_VERSION, "MeRcyLeZZ")
     
     // To switch plugin on/off
     register_concmd("zp_toggle", "cmd_toggle", _, "<1/0> - Enable/Disable Zombie Plague (will restart the current map)", 0)
     cvar_toggle = register_cvar("zp_on", "1")
     
     // Plugin disabled?
     if (!get_pcvar_num(cvar_toggle)) return;
     g_pluginenabled = true
     
     // Initialize a few dynamically sized arrays (alright, maybe more than just a few...)
     model_human = ArrayCreate(32, 1)
     model_nemesis = ArrayCreate(32, 1)
     model_survivor = ArrayCreate(32, 1)
     model_admin_human = ArrayCreate(32, 1)
     model_admin_zombie = ArrayCreate(32, 1)
     g_modelindex_human = ArrayCreate(1, 1)
     g_modelindex_nemesis = ArrayCreate(1, 1)
     g_modelindex_survivor = ArrayCreate(1, 1)
     g_modelindex_admin_human = ArrayCreate(1, 1)
     g_modelindex_admin_zombie = ArrayCreate(1, 1)
     sound_win_zombies = ArrayCreate(64, 1)
     sound_win_humans = ArrayCreate(64, 1)
     sound_win_no_one = ArrayCreate(64, 1)
     zombie_infect = ArrayCreate(64, 1)
     zombie_pain = ArrayCreate(64, 1)
     nemesis_pain = ArrayCreate(64, 1)
     zombie_die = ArrayCreate(64, 1)
     zombie_fall = ArrayCreate(64, 1)
     zombie_miss_slash = ArrayCreate(64, 1)
     zombie_miss_wall = ArrayCreate(64, 1)
     zombie_hit_normal = ArrayCreate(64, 1)
     zombie_hit_stab = ArrayCreate(64, 1)
     zombie_idle = ArrayCreate(64, 1)
     zombie_idle_last = ArrayCreate(64, 1)
     zombie_madness = ArrayCreate(64, 1)
     sound_nemesis = ArrayCreate(64, 1)
     sound_survivor = ArrayCreate(64, 1)
     sound_swarm = ArrayCreate(64, 1)
     sound_multi = ArrayCreate(64, 1)
     sound_plague = ArrayCreate(64, 1)
     grenade_infect = ArrayCreate(64, 1)
     grenade_infect_player = ArrayCreate(64, 1)
     grenade_fire = ArrayCreate(64, 1)
     grenade_fire_player = ArrayCreate(64, 1)
     grenade_frost = ArrayCreate(64, 1)
     grenade_frost_player = ArrayCreate(64, 1)
     grenade_frost_break = ArrayCreate(64, 1)
     grenade_flare = ArrayCreate(64, 1)
     sound_antidote = ArrayCreate(64, 1)
     sound_thunder = ArrayCreate(64, 1)
     sound_ambience1 = ArrayCreate(64, 1)
     sound_ambience2 = ArrayCreate(64, 1)
     sound_ambience3 = ArrayCreate(64, 1)
     sound_ambience4 = ArrayCreate(64, 1)
     sound_ambience5 = ArrayCreate(64, 1)
     sound_ambience1_duration = ArrayCreate(1, 1)
     sound_ambience2_duration = ArrayCreate(1, 1)
     sound_ambience3_duration = ArrayCreate(1, 1)
     sound_ambience4_duration = ArrayCreate(1, 1)
     sound_ambience5_duration = ArrayCreate(1, 1)
     sound_ambience1_ismp3 = ArrayCreate(1, 1)
     sound_ambience2_ismp3 = ArrayCreate(1, 1)
     sound_ambience3_ismp3 = ArrayCreate(1, 1)
     sound_ambience4_ismp3 = ArrayCreate(1, 1)
     sound_ambience5_ismp3 = ArrayCreate(1, 1)
     g_primary_items = ArrayCreate(32, 1)
     g_secondary_items = ArrayCreate(32, 1)
     g_additional_items = ArrayCreate(32, 1)
     g_primary_weaponids = ArrayCreate(1, 1)
     g_secondary_weaponids = ArrayCreate(1, 1)
     g_extraweapon_names = ArrayCreate(32, 1)
     g_extraweapon_items = ArrayCreate(32, 1)
     g_extraweapon_costs = ArrayCreate(1, 1)
     g_sky_names = ArrayCreate(32, 1)
     lights_thunder = ArrayCreate(32, 1)
     zombie_decals = ArrayCreate(1, 1)
     g_objective_ents = ArrayCreate(32, 1)
     g_extraitem_name = ArrayCreate(32, 1)
     g_extraitem_cost = ArrayCreate(1, 1)
     g_extraitem_team = ArrayCreate(1, 1)
     g_extraitem2_realname = ArrayCreate(32, 1)
     g_extraitem2_name = ArrayCreate(32, 1)
     g_extraitem2_cost = ArrayCreate(1, 1)
     g_extraitem2_team = ArrayCreate(1, 1)
     g_extraitem_new = ArrayCreate(1, 1)
     g_zclass_name = ArrayCreate(32, 1)
     g_zclass_info = ArrayCreate(32, 1)
     g_zclass_modelsstart = ArrayCreate(1, 1)
     g_zclass_modelsend = ArrayCreate(1, 1)
     g_zclass_playermodel = ArrayCreate(32, 1)
     g_zclass_modelindex = ArrayCreate(1, 1)
     g_zclass_clawmodel = ArrayCreate(32, 1)
     g_zclass_hp = ArrayCreate(1, 1)
     g_zclass_spd = ArrayCreate(1, 1)
     g_zclass_grav = ArrayCreate(1, 1)
     g_zclass_kb = ArrayCreate(1, 1)
     g_zclass2_realname = ArrayCreate(32, 1)
     g_zclass2_name = ArrayCreate(32, 1)
     g_zclass2_info = ArrayCreate(32, 1)
     g_zclass2_modelsstart = ArrayCreate(1, 1)
     g_zclass2_modelsend = ArrayCreate(1, 1)
     g_zclass2_playermodel = ArrayCreate(32, 1)
     g_zclass2_modelindex = ArrayCreate(1, 1)
     g_zclass2_clawmodel = ArrayCreate(32, 1)
     g_zclass2_hp = ArrayCreate(1, 1)
     g_zclass2_spd = ArrayCreate(1, 1)
     g_zclass2_grav = ArrayCreate(1, 1)
     g_zclass2_kb = ArrayCreate(1, 1)
     g_zclass_new = ArrayCreate(1, 1)
     
     // Allow registering stuff now
     g_arrays_created = true
     
     // Load customization data
     load_customization_from_files()
     
     new i, buffer[100]
     
     // Load up the hard coded extra items
     native_register_extra_item2("NightVision", g_extra_costs2[EXTRA_NVISION], ZP_TEAM_HUMAN)
     native_register_extra_item2("T-Virus Antidote", g_extra_costs2[EXTRA_ANTIDOTE], ZP_TEAM_ZOMBIE)
     native_register_extra_item2("Zombie Madness", g_extra_costs2[EXTRA_MADNESS], ZP_TEAM_ZOMBIE)
     native_register_extra_item2("Infection Bomb", g_extra_costs2[EXTRA_INFBOMB], ZP_TEAM_ZOMBIE)
     
     // Extra weapons
     for (i = 0; i < ArraySize(g_extraweapon_names); i++)
     {
           ArrayGetString(g_extraweapon_names, i, buffer, charsmax(buffer))
           native_register_extra_item2(buffer, ArrayGetCell(g_extraweapon_costs, i), ZP_TEAM_HUMAN)
     }
     
     // Custom player models
     for (i = 0; i < ArraySize(model_human); i++)
     {
           ArrayGetString(model_human, i, buffer, charsmax(buffer))
           format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
           ArrayPushCell(g_modelindex_human, engfunc(EngFunc_PrecacheModel, buffer))
           if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
           if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
     }
     for (i = 0; i < ArraySize(model_nemesis); i++)
     {
           ArrayGetString(model_nemesis, i, buffer, charsmax(buffer))
           format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
           ArrayPushCell(g_modelindex_nemesis, engfunc(EngFunc_PrecacheModel, buffer))
           if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
           if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
     }
     for (i = 0; i < ArraySize(model_survivor); i++)
     {
           ArrayGetString(model_survivor, i, buffer, charsmax(buffer))
           format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
           ArrayPushCell(g_modelindex_survivor, engfunc(EngFunc_PrecacheModel, buffer))
           if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
           if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
     }
     for (i = 0; i < ArraySize(model_admin_zombie); i++)
     {
           ArrayGetString(model_admin_zombie, i, buffer, charsmax(buffer))
           format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
           ArrayPushCell(g_modelindex_admin_zombie, engfunc(EngFunc_PrecacheModel, buffer))
           if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
           if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
     }
     for (i = 0; i < ArraySize(model_admin_human); i++)
     {
           ArrayGetString(model_admin_human, i, buffer, charsmax(buffer))
           format(buffer, charsmax(buffer), "models/player/%s/%s.mdl", buffer, buffer)
           ArrayPushCell(g_modelindex_admin_human, engfunc(EngFunc_PrecacheModel, buffer))
           if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, buffer)
           if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, buffer)
     }
     
     // Custom weapon models
     engfunc(EngFunc_PrecacheModel, model_vknife_human)
     engfunc(EngFunc_PrecacheModel, model_vknife_nemesis)
     engfunc(EngFunc_PrecacheModel, model_vm249_survivor)
     engfunc(EngFunc_PrecacheModel, model_grenade_infect)
     engfunc(EngFunc_PrecacheModel, model_grenade_fire)
     engfunc(EngFunc_PrecacheModel, model_grenade_frost)
     engfunc(EngFunc_PrecacheModel, model_grenade_flare)
     engfunc(EngFunc_PrecacheModel, model_vknife_admin_human)
     engfunc(EngFunc_PrecacheModel, model_vknife_admin_zombie)
     
     // Custom sprites for grenades
     g_trailSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_trail)
     g_exploSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_ring)
     g_flameSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_fire)
     g_smokeSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_smoke)
     g_glassSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_glass)
     
     // Custom sounds
     for (i = 0; i < ArraySize(sound_win_zombies); i++)
     {
           ArrayGetString(sound_win_zombies, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(sound_win_humans); i++)
     {
           ArrayGetString(sound_win_humans, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(sound_win_no_one); i++)
     {
           ArrayGetString(sound_win_no_one, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(zombie_infect); i++)
     {
           ArrayGetString(zombie_infect, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(zombie_pain); i++)
     {
           ArrayGetString(zombie_pain, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(nemesis_pain); i++)
     {
           ArrayGetString(nemesis_pain, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(zombie_die); i++)
     {
           ArrayGetString(zombie_die, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(zombie_fall); i++)
     {
           ArrayGetString(zombie_fall, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(zombie_miss_slash); i++)
     {
           ArrayGetString(zombie_miss_slash, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(zombie_miss_wall); i++)
     {
           ArrayGetString(zombie_miss_wall, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(zombie_hit_normal); i++)
     {
           ArrayGetString(zombie_hit_normal, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(zombie_hit_stab); i++)
     {
           ArrayGetString(zombie_hit_stab, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(zombie_idle); i++)
     {
           ArrayGetString(zombie_idle, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(zombie_idle_last); i++)
     {
           ArrayGetString(zombie_idle_last, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(zombie_madness); i++)
     {
           ArrayGetString(zombie_madness, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(sound_nemesis); i++)
     {
           ArrayGetString(sound_nemesis, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(sound_survivor); i++)
     {
           ArrayGetString(sound_survivor, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(sound_swarm); i++)
     {
           ArrayGetString(sound_swarm, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(sound_multi); i++)
     {
           ArrayGetString(sound_multi, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(sound_plague); i++)
     {
           ArrayGetString(sound_plague, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(grenade_infect); i++)
     {
           ArrayGetString(grenade_infect, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(grenade_infect_player); i++)
     {
           ArrayGetString(grenade_infect_player, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(grenade_fire); i++)
     {
           ArrayGetString(grenade_fire, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(grenade_fire_player); i++)
     {
           ArrayGetString(grenade_fire_player, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(grenade_frost); i++)
     {
           ArrayGetString(grenade_frost, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(grenade_frost_player); i++)
     {
           ArrayGetString(grenade_frost_player, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(grenade_frost_break); i++)
     {
           ArrayGetString(grenade_frost_break, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(grenade_flare); i++)
     {
           ArrayGetString(grenade_flare, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(sound_antidote); i++)
     {
           ArrayGetString(sound_antidote, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     for (i = 0; i < ArraySize(sound_thunder); i++)
     {
           ArrayGetString(sound_thunder, i, buffer, charsmax(buffer))
           engfunc(EngFunc_PrecacheSound, buffer)
     }
     
     // Ambience Sounds
     if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION])
     {
           for (i = 0; i < ArraySize(sound_ambience1); i++)
           {
                 ArrayGetString(sound_ambience1, i, buffer, charsmax(buffer))
                 
                 if (ArrayGetCell(sound_ambience1_ismp3, i))
                 {
                       format(buffer, charsmax(buffer), "sound/%s", buffer)
                       engfunc(EngFunc_PrecacheGeneric, buffer)
                 }
                 else
                 {
                       engfunc(EngFunc_PrecacheSound, buffer)
                 }
           }
     }
     if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS])
     {
           for (i = 0; i < ArraySize(sound_ambience2); i++)
           {
                 ArrayGetString(sound_ambience2, i, buffer, charsmax(buffer))
                 
                 if (ArrayGetCell(sound_ambience2_ismp3, i))
                 {
                       format(buffer, charsmax(buffer), "sound/%s", buffer)
                       engfunc(EngFunc_PrecacheGeneric, buffer)
                 }
                 else
                 {
                       engfunc(EngFunc_PrecacheSound, buffer)
                 }
           }
     }
     if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR])
     {
           for (i = 0; i < ArraySize(sound_ambience3); i++)
           {
                 ArrayGetString(sound_ambience3, i, buffer, charsmax(buffer))
                 
                 if (ArrayGetCell(sound_ambience3_ismp3, i))
                 {
                       format(buffer, charsmax(buffer), "sound/%s", buffer)
                       engfunc(EngFunc_PrecacheGeneric, buffer)
                 }
                 else
                 {
                       engfunc(EngFunc_PrecacheSound, buffer)
                 }
           }
     }
     if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM])
     {
           for (i = 0; i < ArraySize(sound_ambience4); i++)
           {
                 ArrayGetString(sound_ambience4, i, buffer, charsmax(buffer))
                 
                 if (ArrayGetCell(sound_ambience4_ismp3, i))
                 {
                       format(buffer, charsmax(buffer), "sound/%s", buffer)
                       engfunc(EngFunc_PrecacheGeneric, buffer)
                 }
                 else
                 {
                       engfunc(EngFunc_PrecacheSound, buffer)
                 }
           }
     }
     if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE])
     {
           for (i = 0; i < ArraySize(sound_ambience5); i++)
           {
                 ArrayGetString(sound_ambience5, i, buffer, charsmax(buffer))
                 
                 if (ArrayGetCell(sound_ambience5_ismp3, i))
                 {
                       format(buffer, charsmax(buffer), "sound/%s", buffer)
                       engfunc(EngFunc_PrecacheGeneric, buffer)
                 }
                 else
                 {
                       engfunc(EngFunc_PrecacheSound, buffer)
                 }
           }
     }
     
     // CS sounds (just in case)
     engfunc(EngFunc_PrecacheSound, sound_flashlight)
     engfunc(EngFunc_PrecacheSound, sound_buyammo)
     engfunc(EngFunc_PrecacheSound, sound_armorhit)
     
     // 第一隻喪屍出現時的聲音
     for (i = 0; i < sizeof sound_first_zombie; i++)
           engfunc(EngFunc_PrecacheSound, sound_first_zombie)
     
     // 回合開始倒數計時的聲音 (from Half-Life vox)
     for (i = 0; i < sizeof sound_countdown; i++)
           engfunc(EngFunc_PrecacheSound, sound_countdown)
     
     new ent
     
     // Fake Hostage (to force round ending)
     ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "hostage_entity"))
     if (pev_valid(ent))
     {
           engfunc(EngFunc_SetOrigin, ent, Float:{8192.0,8192.0,8192.0})
           dllfunc(DLLFunc_Spawn, ent)
     }
     
     // Weather/ambience effects
     if (g_ambience_fog)
     {
           ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_fog"))
           if (pev_valid(ent))
           {
                 fm_set_kvd(ent, "density", g_fog_density, "env_fog")
                 fm_set_kvd(ent, "rendercolor", g_fog_color, "env_fog")
           }
     }
     if (g_ambience_rain) engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_rain"))
     if (g_ambience_snow) engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_snow"))
     
     // Prevent some entities from spawning
     g_fwSpawn = register_forward(FM_Spawn, "fw_Spawn")
     
     // Prevent hostage sounds from being precached
     g_fwPrecacheSound = register_forward(FM_PrecacheSound, "fw_PrecacheSound")
}

public plugin_init()
{
     // Plugin disabled?
     if (!g_pluginenabled) return;
     
     // No zombie classes?
     if (!g_zclass_i) set_fail_state("No zombie classes loaded!")
     
     // Language files
     register_dictionary("zombie_plague.txt")
     
     // Events
     register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
     register_logevent("logevent_round_start",2, "1=Round_Start")
     register_logevent("logevent_round_end", 2, "1=Round_End")
     register_event("AmmoX", "event_ammo_x", "be")
     if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] || g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] || g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] || g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] || g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE])
           register_event("30", "event_intermission", "a")
     
     // HAM Forwards
     RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1)
     RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
     RegisterHam(Ham_Killed, "player", "fw_PlayerKilled_Post", 1)
     RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
     RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage_Post", 1)
     RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack")
     RegisterHam(Ham_Use, "func_tank", "fw_UseStationary")
     RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary")
     RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary")
     RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary")
     RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1)
     RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1)
     RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1)
     RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1)
     RegisterHam(Ham_Use, "func_pushable", "fw_UsePushable")
     RegisterHam(Ham_Touch, "weaponbox", "fw_TouchWeapon")
     RegisterHam(Ham_Touch, "armoury_entity", "fw_TouchWeapon")
     RegisterHam(Ham_Touch, "weapon_shield", "fw_TouchWeapon")
     RegisterHam(Ham_AddPlayerItem, "player", "fw_AddPlayerItem")
     for (new i = 1; i < sizeof WEAPONENTNAMES; i++)
           if (WEAPONENTNAMES[0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES, "fw_Item_Deploy_Post", 1)
     
     // FM Forwards
     register_forward(FM_ClientDisconnect, "fw_ClientDisconnect")
     register_forward(FM_ClientDisconnect, "fw_ClientDisconnect_Post", 1)
     register_forward(FM_ClientKill, "fw_ClientKill")
     register_forward(FM_EmitSound, "fw_EmitSound")
     if (!g_handle_models_on_separate_ent) register_forward(FM_SetClientKeyValue, "fw_SetClientKeyValue")
     register_forward(FM_ClientUserInfoChanged, "fw_ClientUserInfoChanged")
     register_forward(FM_GetGameDescription, "fw_GetGameDescription")
     register_forward(FM_SetModel, "fw_SetModel")
     RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade")
     register_forward(FM_CmdStart, "fw_CmdStart")
     register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
     unregister_forward(FM_Spawn, g_fwSpawn)
     unregister_forward(FM_PrecacheSound, g_fwPrecacheSound)
     
     // Client commands
     register_clcmd("say zpmenu", "clcmd_saymenu")
     register_clcmd("say /zpmenu", "clcmd_saymenu")
     register_clcmd("say unstuck", "clcmd_sayunstuck")
     register_clcmd("say /unstuck", "clcmd_sayunstuck")
     register_clcmd("nightvision", "clcmd_nightvision")
     register_clcmd("drop", "clcmd_drop")
     register_clcmd("buyammo1", "clcmd_buyammo")
     register_clcmd("buyammo2", "clcmd_buyammo")
     register_clcmd("chooseteam", "clcmd_changeteam")
     register_clcmd("jointeam", "clcmd_changeteam")
     
     // Menus
     register_menu("Game Menu", KEYSMENU, "menu_game")
     register_menu("Buy Menu 1", KEYSMENU, "menu_buy1")
     register_menu("Buy Menu 2", KEYSMENU, "menu_buy2")
     register_menu("Mod Info", KEYSMENU, "menu_info")
     register_menu("Admin Menu", KEYSMENU, "menu_admin")
     
     // Admin commands
     register_concmd("zp_zombie", "cmd_zombie", _, "<target> - Turn someone into a Zombie", 0)
     register_concmd("zp_human", "cmd_human", _, "<target> - Turn someone back to Human", 0)
     register_concmd("zp_nemesis", "cmd_nemesis", _, "<target> - Turn someone into a Nemesis", 0)
     register_concmd("zp_survivor", "cmd_survivor", _, "<target> - Turn someone into a Survivor", 0)
     register_concmd("zp_respawn", "cmd_respawn", _, "<target> - Respawn someone", 0)
     register_concmd("zp_swarm", "cmd_swarm", _, " - Start Swarm Mode", 0)
     register_concmd("zp_multi", "cmd_multi", _, " - Start Multi Infection", 0)
     register_concmd("zp_plague", "cmd_plague", _, " - Start Plague Mode", 0)
     
     // Message IDs
     g_msgScoreInfo = get_user_msgid("ScoreInfo")
     g_msgTeamInfo = get_user_msgid("TeamInfo")
     g_msgDeathMsg = get_user_msgid("DeathMsg")
     g_msgScoreAttrib = get_user_msgid("ScoreAttrib")
     g_msgSetFOV = get_user_msgid("SetFOV")
     g_msgScreenFade = get_user_msgid("ScreenFade")
     g_msgScreenShake = get_user_msgid("ScreenShake")
     g_msgNVGToggle = get_user_msgid("NVGToggle")
     g_msgFlashlight = get_user_msgid("Flashlight")
     g_msgFlashBat = get_user_msgid("FlashBat")
     g_msgAmmoPickup = get_user_msgid("AmmoPickup")
     g_msgDamage = get_user_msgid("Damage")
     g_msgHideWeapon = get_user_msgid("HideWeapon")
     g_msgCrosshair = get_user_msgid("Crosshair")
     g_msgSayText = get_user_msgid("SayText")
     g_msgCurWeapon = get_user_msgid("CurWeapon")
     
     // Message hooks
     register_message(g_msgCurWeapon, "message_cur_weapon")
     register_message(get_user_msgid("Money"), "message_money")
     register_message(get_user_msgid("Health"), "message_health")
     register_message(g_msgFlashBat, "message_flashbat")
     register_message(g_msgScreenFade, "message_screenfade")
     register_message(g_msgNVGToggle, "message_nvgtoggle")
     if (g_handle_models_on_separate_ent) register_message(get_user_msgid("ClCorpse"), "message_clcorpse")
     register_message(get_user_msgid("WeapPickup"), "message_weappickup")
     register_message(g_msgAmmoPickup, "message_ammopickup")
     register_message(get_user_msgid("Scenario"), "message_scenario")
     register_message(get_user_msgid("HostagePos"), "message_hostagepos")
     register_message(get_user_msgid("TextMsg"), "message_textmsg")
     register_message(get_user_msgid("SendAudio"), "message_sendaudio")
     register_message(get_user_msgid("TeamScore"), "message_teamscore")
     register_message(g_msgTeamInfo, "message_teaminfo")
     
     // CVARS - General Purpose
     cvar_warmup = register_cvar("zp_delay", "10")
     cvar_lighting = register_cvar("zp_lighting", "a")
     cvar_thunder = register_cvar("zp_thunderclap", "90")
     cvar_triggered = register_cvar("zp_triggered_lights", "1")
     cvar_removedoors = register_cvar("zp_remove_doors", "0")
     cvar_blockpushables = register_cvar("zp_blockuse_pushables", "1")
     cvar_blocksuicide = register_cvar("zp_block_suicide", "1")
     cvar_randspawn = register_cvar("zp_random_spawn", "1")
     cvar_respawnworldspawnkill = register_cvar("zp_respawn_on_worldspawn_kill", "1")
     cvar_removedropped = register_cvar("zp_remove_dropped", "0")
     cvar_removemoney = register_cvar("zp_remove_money", "1")
     cvar_buycustom = register_cvar("zp_buy_custom", "1")
     cvar_randweapons = register_cvar("zp_random_weapons", "0")
     cvar_adminmodelshuman = register_cvar("zp_admin_models_human", "1")
     cvar_adminknifemodelshuman = register_cvar("zp_admin_knife_models_human", "0")
     cvar_adminmodelszombie = register_cvar("zp_admin_models_zombie", "1")
     cvar_adminknifemodelszombie = register_cvar("zp_admin_knife_models_zombie", "0")
     cvar_zclasses = register_cvar("zp_zombie_classes", "1")
     cvar_statssave = register_cvar("zp_stats_save", "1")
     cvar_startammopacks = register_cvar("zp_starting_ammo_packs", "5")
     cvar_preventconsecutive = register_cvar("zp_prevent_consecutive_modes", "1")
     cvar_keephealthondisconnect = register_cvar("zp_keep_health_on_disconnect", "1")
     
     // CVARS - Deathmatch
     cvar_deathmatch = register_cvar("zp_deathmatch", "0")
     cvar_spawndelay = register_cvar("zp_spawn_delay", "5")
     cvar_spawnprotection = register_cvar("zp_spawn_protection", "5")
     cvar_respawnonsuicide = register_cvar("zp_respawn_on_suicide", "0")
     cvar_respawnafterlast = register_cvar("zp_respawn_after_last_human", "1")
     cvar_allowrespawninfection = register_cvar("zp_infection_allow_respawn", "1")
     cvar_allowrespawnnem = register_cvar("zp_nem_allow_respawn", "0")
     cvar_allowrespawnsurv = register_cvar("zp_surv_allow_respawn", "0")
     cvar_allowrespawnswarm = register_cvar("zp_swarm_allow_respawn", "0")
     cvar_allowrespawnplague = register_cvar("zp_plague_allow_respawn", "0")
     cvar_respawnzomb = register_cvar("zp_respawn_zombies", "1")
     cvar_respawnhum = register_cvar("zp_respawn_humans", "1")
     cvar_respawnnem = register_cvar("zp_respawn_nemesis", "1")
     cvar_respawnsurv = register_cvar("zp_respawn_survivors", "1")
     
     // CVARS - Extra Items
     cvar_extraitems = register_cvar("zp_extra_items", "1")
     cvar_extraweapons = register_cvar("zp_extra_weapons", "1")
     cvar_extranvision = register_cvar("zp_extra_nvision", "1")
     cvar_extraantidote = register_cvar("zp_extra_antidote", "1")
     cvar_antidotelimit = register_cvar("zp_extra_antidote_limit", "999")
     cvar_extramadness = register_cvar("zp_extra_madness", "1")
     cvar_madnesslimit = register_cvar("zp_extra_madness_limit", "999")
     cvar_madnessduration = register_cvar("zp_extra_madness_duration", "5.0")
     cvar_extrainfbomb = register_cvar("zp_extra_infbomb", "1")
     cvar_infbomblimit = register_cvar("zp_extra_infbomb_limit", "999")
     
     // CVARS - Flashlight and Nightvision
     cvar_nvggive = register_cvar("zp_nvg_give", "1")
     cvar_customnvg = register_cvar("zp_nvg_custom", "1")
     cvar_nvgsize = register_cvar("zp_nvg_size", "80")
     cvar_nvgcolor[0] = register_cvar("zp_nvg_color_R", "0")
     cvar_nvgcolor[1] = register_cvar("zp_nvg_color_G", "150")
     cvar_nvgcolor[2] = register_cvar("zp_nvg_color_B", "0")
     cvar_humnvgcolor[0] = register_cvar("zp_nvg_hum_color_R", "0")
     cvar_humnvgcolor[1] = register_cvar("zp_nvg_hum_color_G", "150")
     cvar_humnvgcolor[2] = register_cvar("zp_nvg_hum_color_B", "0")
     cvar_nemnvgcolor[0] = register_cvar("zp_nvg_nem_color_R", "150")
     cvar_nemnvgcolor[1] = register_cvar("zp_nvg_nem_color_G", "0")
     cvar_nemnvgcolor[2] = register_cvar("zp_nvg_nem_color_B", "0")
     cvar_customflash = register_cvar("zp_flash_custom", "0")
     cvar_flashsize = register_cvar("zp_flash_size", "10")
     cvar_flashdrain = register_cvar("zp_flash_drain", "1")
     cvar_flashcharge = register_cvar("zp_flash_charge", "5")
     cvar_flashdist = register_cvar("zp_flash_distance", "1000")
     cvar_flashcolor[0] = register_cvar("zp_flash_color_R", "100")
     cvar_flashcolor[1] = register_cvar("zp_flash_color_G", "100")
     cvar_flashcolor[2] = register_cvar("zp_flash_color_B", "100")
     cvar_flashshowall = register_cvar("zp_flash_show_all", "1")
     
     // CVARS - Knockback
     cvar_knockback = register_cvar("zp_knockback", "0")
     cvar_knockbackdamage = register_cvar("zp_knockback_damage", "1")
     cvar_knockbackpower = register_cvar("zp_knockback_power", "1")
     cvar_knockbackzvel = register_cvar("zp_knockback_zvel", "0")
     cvar_knockbackducking = register_cvar("zp_knockback_ducking", "0.25")
     cvar_knockbackdist = register_cvar("zp_knockback_distance", "500")
     cvar_nemknockback = register_cvar("zp_knockback_nemesis", "0.25")
     
     // CVARS - Leap
     cvar_leapzombies = register_cvar("zp_leap_zombies", "0")
     cvar_leapzombiesforce = register_cvar("zp_leap_zombies_force", "500")
     cvar_leapzombiesheight = register_cvar("zp_leap_zombies_height", "300")
     cvar_leapzombiescooldown = register_cvar("zp_leap_zombies_cooldown", "5.0")
     cvar_leapnemesis = register_cvar("zp_leap_nemesis", "1")
     cvar_leapnemesisforce = register_cvar("zp_leap_nemesis_force", "500")
     cvar_leapnemesisheight = register_cvar("zp_leap_nemesis_height", "300")
     cvar_leapnemesiscooldown = register_cvar("zp_leap_nemesis_cooldown", "5.0")
     cvar_leapsurvivor = register_cvar("zp_leap_survivor", "0")
     cvar_leapsurvivorforce = register_cvar("zp_leap_survivor_force", "500")
     cvar_leapsurvivorheight = register_cvar("zp_leap_survivor_height", "300")
     cvar_leapsurvivorcooldown = register_cvar("zp_leap_survivor_cooldown", "5.0")
     
     // CVARS - Humans
     cvar_humanhp = register_cvar("zp_human_health", "100")
     cvar_humanlasthp = register_cvar("zp_human_last_extrahp", "0")
     cvar_humanspd = register_cvar("zp_human_speed", "240")
     cvar_humangravity = register_cvar("zp_human_gravity", "1.0")
     cvar_humanarmor = register_cvar("zp_human_armor_protect", "1")
     cvar_infammo = register_cvar("zp_human_unlimited_ammo", "0")
     cvar_ammodamage = register_cvar("zp_human_damage_reward", "500")
     cvar_fragskill = register_cvar("zp_human_frags_for_kill", "1")
     
     // CVARS - Custom Grenades
     cvar_firegrenades = register_cvar("zp_fire_grenades", "1")
     cvar_fireduration = register_cvar("zp_fire_duration", "10")
     cvar_firedamage = register_cvar("zp_fire_damage", "5")
     cvar_fireslowdown = register_cvar("zp_fire_slowdown", "0.5")
     cvar_frostgrenades = register_cvar("zp_frost_grenades", "1")
     cvar_freezeduration = register_cvar("zp_frost_duration", "3")
     cvar_flaregrenades = register_cvar("zp_flare_grenades","1")
     cvar_flareduration = register_cvar("zp_flare_duration", "60")
     cvar_flaresize = register_cvar("zp_flare_size", "25")
     cvar_flarecolor = register_cvar("zp_flare_color", "0")
     
     // CVARS - Zombies
     cvar_zombiefirsthp = register_cvar("zp_zombie_first_hp", "2.0")
     cvar_zombiearmor = register_cvar("zp_zombie_armor", "0.75")
     cvar_hitzones = register_cvar("zp_zombie_hitzones", "0")
     cvar_zombiebonushp = register_cvar("zp_zombie_infect_health", "100")
     cvar_zombiefov = register_cvar("zp_zombie_fov", "110")
     cvar_zombiesilent = register_cvar("zp_zombie_silent", "1")
     cvar_zombiepainfree = register_cvar("zp_zombie_painfree", "2")
     cvar_zombiebleeding = register_cvar("zp_zombie_bleeding", "1")
     cvar_ammoinfect = register_cvar("zp_zombie_infect_reward", "1")
     cvar_fragsinfect = register_cvar("zp_zombie_frags_for_infect", "1")
     
     // CVARS - Special Effects
     cvar_infectionscreenfade = register_cvar("zp_infection_screenfade", "1")
     cvar_infectionscreenshake = register_cvar("zp_infection_screenshake", "1")
     cvar_infectionsparkle = register_cvar("zp_infection_sparkle", "1")
     cvar_infectiontracers = register_cvar("zp_infection_tracers", "1")
     cvar_infectionparticles = register_cvar("zp_infection_particles", "1")
     cvar_hudicons = register_cvar("zp_hud_icons", "1")
     
     // CVARS - Nemesis
     cvar_nem = register_cvar("zp_nem_enabled", "1")
     cvar_nemchance = register_cvar("zp_nem_chance", "20")
     cvar_nemminplayers = register_cvar("zp_nem_min_players", "0")
     cvar_nemhp = register_cvar("zp_nem_health", "0")
     cvar_nembasehp = register_cvar("zp_nem_base_health", "0")
     cvar_nemspd = register_cvar("zp_nem_speed", "250")
     cvar_nemgravity = register_cvar("zp_nem_gravity", "0.5")
     cvar_nemdamage = register_cvar("zp_nem_damage", "250")
     cvar_nemglow = register_cvar("zp_nem_glow", "1")
     cvar_nemaura = register_cvar("zp_nem_aura", "1")      
     cvar_nempainfree = register_cvar("zp_nem_painfree", "0")
     cvar_nemignorefrags = register_cvar("zp_nem_ignore_frags", "1")
     cvar_nemignoreammo = register_cvar("zp_nem_ignore_rewards", "1")
     
     // CVARS - Survivor
     cvar_surv = register_cvar("zp_surv_enabled", "1")
     cvar_survchance = register_cvar("zp_surv_chance", "20")
     cvar_survminplayers = register_cvar("zp_surv_min_players", "0")
     cvar_survhp = register_cvar("zp_surv_health", "0")
     cvar_survbasehp = register_cvar("zp_surv_base_health", "0")
     cvar_survspd = register_cvar("zp_surv_speed", "230")
     cvar_survgravity = register_cvar("zp_surv_gravity", "1.25")
     cvar_survglow = register_cvar("zp_surv_glow", "1")
     cvar_survaura = register_cvar("zp_surv_aura", "1")
     cvar_survpainfree = register_cvar("zp_surv_painfree", "1")
     cvar_survignorefrags = register_cvar("zp_surv_ignore_frags", "1")
     cvar_survignoreammo = register_cvar("zp_surv_ignore_rewards", "1")
     cvar_survweapon = register_cvar("zp_surv_weapon", "weapon_m249")
     cvar_survinfammo = register_cvar("zp_surv_unlimited_ammo", "2")
     
     // CVARS - Swarm Mode
     cvar_swarm = register_cvar("zp_swarm_enabled", "1")
     cvar_swarmchance = register_cvar("zp_swarm_chance", "20")
     cvar_swarmminplayers = register_cvar("zp_swarm_min_players", "0")
     
     // CVARS - Multi Infection
     cvar_multi = register_cvar("zp_multi_enabled", "1")
     cvar_multichance = register_cvar("zp_multi_chance", "20")
     cvar_multiminplayers = register_cvar("zp_multi_min_players", "0")
     cvar_multiratio = register_cvar("zp_multi_ratio", "0.15")
     
     // CVARS - Plague Mode
     cvar_plague = register_cvar("zp_plague_enabled", "1")
     cvar_plaguechance = register_cvar("zp_plague_chance", "30")
     cvar_plagueminplayers = register_cvar("zp_plague_min_players", "0")
     cvar_plagueratio = register_cvar("zp_plague_ratio", "0.5")
     cvar_plaguenemnum = register_cvar("zp_plague_nem_number", "1")
     cvar_plaguenemhpmulti = register_cvar("zp_plague_nem_hp_multi", "0.5")
     cvar_plaguesurvnum = register_cvar("zp_plague_surv_number", "1")
     cvar_plaguesurvhpmulti = register_cvar("zp_plague_surv_hp_multi", "0.5")
     
     // CVARS - Others
     cvar_logcommands = register_cvar("zp_logcommands", "1")
     cvar_showactivity = get_cvar_pointer("amx_show_activity")
     cvar_botquota = get_cvar_pointer("bot_quota")
     register_cvar("zp_version", PLUGIN_VERSION, FCVAR_SERVER|FCVAR_SPONLY)
     set_cvar_string("zp_version", PLUGIN_VERSION)
     
     // Custom Forwards
     g_fwRoundStart = CreateMultiForward("zp_round_started", ET_IGNORE, FP_CELL, FP_CELL)
     g_fwRoundEnd = CreateMultiForward("zp_round_ended", ET_IGNORE, FP_CELL)
     g_fwUserInfected_pre = CreateMultiForward("zp_user_infected_pre", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL)
     g_fwUserInfected_post = CreateMultiForward("zp_user_infected_post", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL)
     g_fwUserHumanized_pre = CreateMultiForward("zp_user_humanized_pre", ET_IGNORE, FP_CELL, FP_CELL)
     g_fwUserHumanized_post = CreateMultiForward("zp_user_humanized_post", ET_IGNORE, FP_CELL, FP_CELL)
     g_fwUserInfect_attempt = CreateMultiForward("zp_user_infect_attempt", ET_CONTINUE, FP_CELL, FP_CELL, FP_CELL)
     g_fwUserHumanize_attempt = CreateMultiForward("zp_user_humanize_attempt", ET_CONTINUE, FP_CELL, FP_CELL)
     g_fwExtraItemSelected = CreateMultiForward("zp_extra_item_selected", ET_CONTINUE, FP_CELL, FP_CELL)
     g_fwUserUnfrozen = CreateMultiForward("zp_user_unfrozen", ET_IGNORE, FP_CELL)
     g_fwUserLastZombie = CreateMultiForward("zp_user_last_zombie", ET_IGNORE, FP_CELL)
     g_fwUserLastHuman = CreateMultiForward("zp_user_last_human", ET_IGNORE, FP_CELL)
     
     // Collect random spawn points
     load_spawns()
     
     // Set a random skybox?
     if (g_sky_enable)
     {
           new sky[32]
           ArrayGetString(g_sky_names, random_num(0, ArraySize(g_sky_names) - 1), sky, charsmax(sky))
           set_cvar_string("sv_skyname", sky)
     }
     
     // Disable sky lighting so it doesn't mess with our custom lighting
     set_cvar_num("sv_skycolor_r", 0)
     set_cvar_num("sv_skycolor_g", 0)
     set_cvar_num("sv_skycolor_b", 0)
     
     // Create the HUD Sync Objects
     g_MsgSync = CreateHudSyncObj()
     g_MsgSync2 = CreateHudSyncObj()
     
     // Format mod name
     formatex(g_modname, charsmax(g_modname), "Zombie Plague %s", PLUGIN_VERSION)
     
     // Get Max Players
     g_maxplayers = get_maxplayers()
     
     // Reserved saving slots starts on maxplayers+1
     db_slot_i = g_maxplayers+1
     
     // Check if it's a CZ server
     new mymod[6]
     get_modname(mymod, charsmax(mymod))
     if (equal(mymod, "czero")) g_czero = 1
}

public plugin_cfg()
{
     // Plugin disabled?
     if (!g_pluginenabled) return;
     
     // Get configs dir
     new cfgdir[32]
     get_configsdir(cfgdir, charsmax(cfgdir))
     
     // Execute config file (zombieplague.cfg)
     server_cmd("exec %s/zombieplague.cfg", cfgdir)
     
     // Prevent any more stuff from registering
     g_arrays_created = false
     
     // Save customization data
     save_customization()
     
     // Lighting task
     set_task(5.0, "lighting_effects", _, _, _, "b")
     
     // Cache CVARs after configs are loaded / call roundstart manually
     set_task(0.5, "cache_cvars")
     set_task(0.5, "event_round_start")
     set_task(0.5, "logevent_round_start")
}

/*================================================================================
[Main Events]
=================================================================================*/

// Event Round Start
public event_round_start()
{
     // Remove doors/lights?
     set_task(0.1, "remove_stuff")
     
     // New round starting
     g_newround = true
     g_endround = false
     g_survround = false
     g_nemround = false
     g_swarmround = false
     g_plagueround = false
     g_modestarted = false
     
     // Reset bought infection bombs counter
     g_infbombcounter = 0
     g_antidotecounter = 0
     g_madnesscounter = 0
     
     // Freezetime begins
     g_freezetime = true
     
     // Show welcome message and T-Virus notice
     remove_task(TASK_WELCOMEMSG)
     set_task(2.0, "welcome_msg", TASK_WELCOMEMSG)
     
     // Set a new "Make Zombie Task"
     g_time_countdown = floatround(get_pcvar_float(cvar_warmup))
     remove_task(TASK_MAKEZOMBIE)
     set_task(6.0, "make_zombie_task", TASK_MAKEZOMBIE)
     
     for (new i = 1; i <= 32; i++)
     {
           g_menu_last_data[0] = -1
           g_menu_last_data[1] = -1
     }
}

// Log Event Round Start
public logevent_round_start()
{
     // Freezetime ends
     g_freezetime = false
}

// Log Event Round End
public logevent_round_end()
{
     // Prevent this from getting called twice when restarting (bugfix)
     static Float:lastendtime, Float:current_time
     current_time = get_gametime()
     if (current_time - lastendtime < 0.5) return;
     lastendtime = current_time
     
     // Temporarily save player stats?
     if (get_pcvar_num(cvar_statssave))
     {
           static id, team
           for (id = 1; id <= g_maxplayers; id++)
           {
                 // Not connected
                 if (!g_isconnected[id])
                       continue;
                 
                 team = fm_cs_get_user_team(id)
                 
                 // Not playing
                 if (team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED)
                       continue;
                 
                 save_stats(id)
           }
     }
     
     // Round ended
     g_endround = true
     
     // Stop old tasks (if any)
     remove_task(TASK_WELCOMEMSG)
     remove_task(TASK_MAKEZOMBIE)
     
     // Stop ambience sounds
     if ((g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && g_nemround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && g_survround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && g_swarmround) || (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && g_plagueround) || (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && !g_nemround && !g_survround && !g_swarmround && !g_plagueround))
     {
           remove_task(TASK_AMBIENCESOUNDS)
           ambience_sound_stop()
     }
     
     // Show HUD notice, play win sound, update team scores...
     static sound[64]
     if (!fnGetZombies())
     {
           // Human team wins
           set_hudmessage(0, 0, 200, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
           client_print(0, print_center, "%L", LANG_PLAYER, "WIN_HUMAN")
           
           // Play win sound and increase score
           ArrayGetString(sound_win_humans, random_num(0, ArraySize(sound_win_humans) - 1), sound, charsmax(sound))
           PlaySound(sound)
           g_scorehumans++
           
           // Round end forward
           ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_HUMAN);
     }
     else if (!fnGetHumans())
     {
           // Zombie team wins
           set_hudmessage(200, 0, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
           client_print(0, print_center, "%L", LANG_PLAYER, "WIN_ZOMBIE")
           
           // Play win sound and increase score
           ArrayGetString(sound_win_zombies, random_num(0, ArraySize(sound_win_zombies) - 1), sound, charsmax(sound))
           PlaySound(sound)
           g_scorezombies++
           
           // Round end forward
           ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_ZOMBIE);
     }
     else
     {
           // No one wins
           set_hudmessage(0, 200, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
           client_print(0, print_center, "%L", LANG_PLAYER, "WIN_NO_ONE")
           
           // Play win sound
           ArrayGetString(sound_win_no_one, random_num(0, ArraySize(sound_win_no_one) - 1), sound, charsmax(sound))
           PlaySound(sound)
           
           // Round end forward
           ExecuteForward(g_fwRoundEnd, g_fwDummyResult, ZP_TEAM_NO_ONE);
     }
     
     // Balance the teams
     balance_teams()
}

// Event Map Ended
public event_intermission()
{
     // Remove ambience sounds task
     remove_task(TASK_AMBIENCESOUNDS)
}

// BP Ammo update
public event_ammo_x(id)
{
     // Humans only
     if (g_zombie[id])
           return;
     
     // Get ammo type
     static type
     type = read_data(1)
     
     // Unknown ammo type
     if (type >= sizeof AMMOWEAPON)
           return;
     
     // Get weapon's id
     static weapon
     weapon = AMMOWEAPON[type]
     
     // Primary and secondary only
     if (MAXBPAMMO[weapon] <= 2)
           return;
     
     // Get ammo amount
     static amount
     amount = read_data(2)
     
     // Unlimited BP Ammo?
     if (g_survivor[id] ? get_pcvar_num(cvar_survinfammo) : get_pcvar_num(cvar_infammo))
     {
           if (amount < MAXBPAMMO[weapon])
           {
                 // The BP Ammo refill code causes the engine to send a message, but we
                 // can't have that in this forward or we risk getting some recursion bugs.
                 // For more info see: https://bugs.alliedmods.net...gi?id=3664
                 static args[1]
                 args[0] = weapon
                 set_task(0.1, "refill_bpammo", id, args, sizeof args)
           }
     }
     // Bots automatically buy ammo when needed
     else if (g_isbot[id] && amount <= BUYAMMO[weapon])
     {
           // Task needed for the same reason as above
           set_task(0.1, "clcmd_buyammo", id)
     }
}

/*================================================================================
[Main Forwards]
=================================================================================*/

// Entity Spawn Forward
public fw_Spawn(entity)
{
     // Invalid entity
     if (!pev_valid(entity)) return FMRES_IGNORED;
     
     // Get classname
     new classname[32], objective[32], size = ArraySize(g_objective_ents)
     pev(entity, pev_classname, classname, charsmax(classname))
     
     // Check whether it needs to be removed
     for (new i = 0; i < size; i++)
     {
           ArrayGetString(g_objective_ents, i, objective, charsmax(objective))
           
           if (equal(classname, objective))
           {
                 engfunc(EngFunc_RemoveEntity, entity)
                 return FMRES_SUPERCEDE;
           }
     }
     
     return FMRES_IGNORED;
}

// Sound Precache Forward
public fw_PrecacheSound(const sound[])
{
     // Block all those unneeeded hostage sounds
     if (equal(sound, "hostage", 7))
           return FMRES_SUPERCEDE;
     
     return FMRES_IGNORED;
}

// Ham Player Spawn Post Forward
public fw_PlayerSpawn_Post(id)
{
     // Not alive or didn't join a team yet
     if (!is_user_alive(id) || !fm_cs_get_user_team(id))
           return;
     
     // Player spawned
     g_isalive[id] = true
     
     // Remove previous tasks
     remove_task(id+TASK_SPAWN)
     remove_task(id+TASK_MODEL)
     remove_task(id+TASK_BLOOD)
     remove_task(id+TASK_AURA)
     remove_task(id+TASK_BURN)
     remove_task(id+TASK_CHARGE)
     remove_task(id+TASK_FLASH)
     remove_task(id+TASK_NVISION)
     
     // Spawn at a random location?
     if (get_pcvar_num(cvar_randspawn)) do_random_spawn(id)
     
     // Hide money?
     if (get_pcvar_num(cvar_removemoney))
           set_task(0.4, "task_hide_money", id+TASK_SPAWN)
     
     // Respawn player if he dies because of a worldspawn kill?
     if (get_pcvar_num(cvar_respawnworldspawnkill))
           set_task(2.0, "respawn_player_task", id+TASK_SPAWN)
     
     // Spawn as zombie?
     if (g_respawn_as_zombie[id] && !g_newround)
     {
           reset_vars(id, 0) // reset player vars
           zombieme(id, 0, 0, 0, 0) // make him zombie right away
           return;
     }
     
     // Reset player vars
     reset_vars(id, 0)
     
     // Show custom buy menu?
     if (get_pcvar_num(cvar_buycustom))
           set_task(0.2, "show_menu_buy1", id+TASK_SPAWN)
     
     // Set health and gravity
     fm_set_user_health(id, get_pcvar_num(cvar_humanhp))
     set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))
     
     // Switch to CT if spawning mid-round
     if (!g_newround && fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
     {
           remove_task(id+TASK_TEAM)
           fm_cs_set_user_team(id, FM_CS_TEAM_CT)
           fm_user_team_update(id)
     }
     
     // Custom models stuff
     static currentmodel[32], tempmodel[32], already_has_model, i, iRand, size
     already_has_model = false
     
     if (g_handle_models_on_separate_ent)
     {
           // Set the right model
           if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
           {
                 iRand = random_num(0, ArraySize(model_admin_human) - 1)
                 ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                 if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
           }
           else
           {
                 iRand = random_num(0, ArraySize(model_human) - 1)
                 ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                 if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
           }
           
           // Set model on player model entity
           fm_set_playermodel_ent(id)
           
           // Remove glow on player model entity
           fm_set_rendering(g_ent_playermodel[id])
     }
     else
     {
           // Get current model for comparing it with the current one
           fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
           
           // Set the right model, after checking that we don't already have it
           if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
           {
                 size = ArraySize(model_admin_human)
                 for (i = 0; i < size; i++)
                 {
                       ArrayGetString(model_admin_human, i, tempmodel, charsmax(tempmodel))
                       if (equal(currentmodel, tempmodel)) already_has_model = true
                 }
                 
                 if (!already_has_model)
                 {
                       iRand = random_num(0, size - 1)
                       ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                       if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
                 }
           }
           else
           {
                 size = ArraySize(model_human)
                 for (i = 0; i < size; i++)
                 {
                       ArrayGetString(model_human, i, tempmodel, charsmax(tempmodel))
                       if (equal(currentmodel, tempmodel)) already_has_model = true
                 }
                 
                 if (!already_has_model)
                 {
                       iRand = random_num(0, size - 1)
                       ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                       if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
                 }
           }
           
           // Need to change the model?
           if (!already_has_model)
           {
                 // An additional delay is offset at round start
                 // since SVC_BAD is more likely to be triggered there
                 if (g_newround)
                       set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
                 else
                       fm_user_model_update(id+TASK_MODEL)
           }
           
           // Remove glow
           fm_set_rendering(id)
     }
     
     // Bots stuff
     if (g_isbot[id])
     {
           // Turn off NVG for bots
           cs_set_user_nvg(id, 0)
           
           // Automatically buy extra items/weapons after first zombie is chosen
           if (get_pcvar_num(cvar_extraitems))
           {
                 if (g_newround) set_task(10.0 + get_pcvar_float(cvar_warmup), "bot_buy_extras", id+TASK_SPAWN)
                 else set_task(10.0, "bot_buy_extras", id+TASK_SPAWN)
           }
     }
     
     // Enable spawn protection for humans spawning mid-round
     if (!g_newround && get_pcvar_float(cvar_spawnprotection) > 0.0)
     {
           // Do not take damage
           g_nodamage[id] = true
           
           // Make temporarily invisible
           set_pev(id, pev_effects, pev(id, pev_effects) | EF_NODRAW)
           
           // Set task to remove it
           set_task(get_pcvar_float(cvar_spawnprotection), "remove_spawn_protection", id+TASK_SPAWN)
     }
     
     // Set the flashlight charge task to update battery status
     if (g_cached_customflash)
           set_task(1.0, "flashlight_charge", id+TASK_CHARGE, _, _, "b")
     
     // Replace weapon models (bugfix)
     static weapon_ent
     weapon_ent = fm_cs_get_current_weapon_ent(id)
     if (pev_valid(weapon_ent)) replace_weapon_models(id, cs_get_weapon_id(weapon_ent))
     
     // Last Zombie Check
     fnCheckLastZombie()
}

// Ham Player Killed Forward
public fw_PlayerKilled(victim, attacker, shouldgib)
{
     // Player killed
     g_isalive[victim] = false
     
     // Enable dead players nightvision
     set_task(0.1, "spec_nvision", victim)
     
     // Disable nightvision when killed (bugfix)
     if (get_pcvar_num(cvar_nvggive) == 0 && g_nvision[victim])
     {
           if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
           else if (g_nvisionenabled[victim]) set_user_gnvision(victim, 0)
           g_nvision[victim] = false
           g_nvisionenabled[victim] = false
     }
     
     // Turn off nightvision when killed (bugfix)
     if (get_pcvar_num(cvar_nvggive) == 2 && g_nvision[victim] && g_nvisionenabled[victim])
     {
           if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
           else set_user_gnvision(victim, 0)
           g_nvisionenabled[victim] = false
     }
     
     // Turn off custom flashlight when killed
     if (g_cached_customflash)
     {
           // Turn it off
           g_flashlight[victim] = false
           g_flashbattery[victim] = 100
           
           // Remove previous tasks
           remove_task(victim+TASK_CHARGE)
           remove_task(victim+TASK_FLASH)
     }
     
     // Stop bleeding/burning/aura when killed
     if (g_zombie[victim])
     {
           remove_task(victim+TASK_BLOOD)
           remove_task(victim+TASK_AURA)
           remove_task(victim+TASK_BURN)
     }
     
     // Nemesis explodes!
     if (g_nemesis[victim])
           SetHamParamInteger(3, 2)
     
     // Get deathmatch mode status and whether the player killed himself
     static selfkill
     selfkill = (victim == attacker || !is_user_valid_connected(attacker)) ? true : false
     
     // Respawn if deathmatch is enabled
     if (get_pcvar_num(cvar_deathmatch))
     {
           // Respawn on suicide?
           if (selfkill && !get_pcvar_num(cvar_respawnonsuicide))
                 return;
           
           // Respawn if only the last human is left?
           if (!get_pcvar_num(cvar_respawnafterlast) && fnGetHumans() <= 1)
                 return;
           
           // Respawn if human/zombie/nemesis/survivor?
           if ((g_zombie[victim] && !g_nemesis[victim] && !get_pcvar_num(cvar_respawnzomb)) || (!g_zombie[victim] && !g_survivor[victim] && !get_pcvar_num(cvar_respawnhum)) || (g_nemesis[victim] && !get_pcvar_num(cvar_respawnnem)) || (g_survivor[victim] && !get_pcvar_num(cvar_respawnsurv)))
                 return;
           
           // Respawn as zombie?
           if (get_pcvar_num(cvar_deathmatch) == 2 || (get_pcvar_num(cvar_deathmatch) == 3 && random_num(0, 1)) || (get_pcvar_num(cvar_deathmatch) == 4 && fnGetZombies() < fnGetAlive()/2))
                 g_respawn_as_zombie[victim] = true
           
           // Set the respawn task
           set_task(get_pcvar_float(cvar_spawndelay), "respawn_player_task", victim+TASK_SPAWN)
     }
     
     // Killed by a non-player entity or self killed
     if (selfkill) return;
     
     // Ignore Nemesis/Survivor Frags?
     if ((g_nemesis[attacker] && get_pcvar_num(cvar_nemignorefrags)) || (g_survivor[attacker] && get_pcvar_num(cvar_survignorefrags)))
           RemoveFrags(attacker, victim)
     
     // Zombie/nemesis killed human, reward ammo packs
     if (g_zombie[attacker] && (!g_nemesis[attacker] || !get_pcvar_num(cvar_nemignoreammo)))
           g_ammopacks[attacker] += get_pcvar_num(cvar_ammoinfect)
     
     // Human killed zombie, add up the extra frags for kill
     if (!g_zombie[attacker] && get_pcvar_num(cvar_fragskill) > 1)
           UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragskill) - 1, 0, 0)
     
     // Zombie killed human, add up the extra frags for kill
     if (g_zombie[attacker] && get_pcvar_num(cvar_fragsinfect) > 1)
           UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragsinfect) - 1, 0, 0)
}

// Ham Player Killed Post Forward
public zp_user_infected_post(id, infector)
{
if (!fnGetHumans())
{ server_cmd("terminate_round timer")
}
}
public fw_PlayerKilled_Post()
{
     // Last Zombie Check
     fnCheckLastZombie()
}

// Ham Take Damage Forward
public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type)
{
     // Non-player damage or self damage
     if (victim == attacker || !is_user_valid_connected(attacker))
           return HAM_IGNORED;
     
     // New round starting or round ended
     if (g_newround || g_endround)
           return HAM_SUPERCEDE;
     
     // Victim shouldn't take damage or victim is frozen
     if (g_nodamage[victim] || g_frozen[victim])
           return HAM_SUPERCEDE;
     
     // Prevent friendly fire
     if (g_zombie[attacker] == g_zombie[victim])
           return HAM_SUPERCEDE;
     
     // Attacker is human...
     if (!g_zombie[attacker])
     {
           // Armor multiplier for the final damage on normal zombies
           if (!g_nemesis[victim])
           {
                 damage *= get_pcvar_float(cvar_zombiearmor)
                 SetHamParamFloat(4, damage)
           }
           
           // Reward ammo packs
           if (!g_survivor[attacker] || !get_pcvar_num(cvar_survignoreammo))
           {
                 // Store damage dealt
                 g_damagedealt[attacker] += floatround(damage)
                 
                 // Reward ammo packs for every [ammo damage] dealt
                 while (g_damagedealt[attacker] > get_pcvar_num(cvar_ammodamage))
                 {
                       g_ammopacks[attacker]++
                       g_damagedealt[attacker] -= get_pcvar_num(cvar_ammodamage)
                 }
           }
           
           return HAM_IGNORED;
     }
     
     // Attacker is zombie...
     
     // Prevent infection/damage by HE grenade (bugfix)
     if (damage_type & DMG_HEGRENADE)
           return HAM_SUPERCEDE;
     
     // Nemesis?
     if (g_nemesis[attacker])
     {
           // Ignore nemesis damage override if damage comes from a 3rd party entity
           // (to prevent this from affecting a sub-plugin's rockets e.g.)
           if (inflictor == attacker)
           {
                 // Set nemesis damage
                 SetHamParamFloat(4, get_pcvar_float(cvar_nemdamage))
           }
           
           return HAM_IGNORED;
     }
     
     // Last human or not an infection round
    if (g_survround || g_nemround || g_swarmround || g_plagueround)
        return HAM_IGNORED; // human is killed
     
     // Does human armor need to be reduced before infecting?
     if (get_pcvar_num(cvar_humanarmor))
     {
           // Get victim armor
           static Float:armor
           pev(victim, pev_armorvalue, armor)
           
           // Block the attack if he has some
           if (armor > 0.0)
           {
                 emit_sound(victim, CHAN_BODY, sound_armorhit, 1.0, ATTN_NORM, 0, PITCH_NORM)
                 set_pev(victim, pev_armorvalue, floatmax(0.0, armor - damage))
                 return HAM_SUPERCEDE;
           }
     }
     
     // Infection allowed
     zombieme(victim, attacker, 0, 0, 1) // turn into zombie
     return HAM_SUPERCEDE;
}

// Ham Take Damage Post Forward
public fw_TakeDamage_Post(victim)
{
     // --- Check if victim should be Pain Shock Free ---
     
     // Check if proper CVARs are enabled
     if (g_zombie[victim])
     {
           if (g_nemesis[victim])
           {
                 if (!get_pcvar_num(cvar_nempainfree)) return;
           }
           else
           {
                 switch (get_pcvar_num(cvar_zombiepainfree))
                 {
                       case 0: return;
                       case 2: if (!g_lastzombie[victim]) return;
                 }
           }
     }
     else
     {
           if (g_survivor[victim])
           {
                 if (!get_pcvar_num(cvar_survpainfree)) return;
           }
           else return;
     }
     
     // Set pain shock free offset
     set_pdata_float(victim, OFFSET_PAINSHOCK, 1.0, OFFSET_LINUX)
}

// Ham Trace Attack Forward
public fw_TraceAttack(victim, attacker, Float:damage, Float:direction[3], tracehandle, damage_type)
{
     // Non-player damage or self damage
     if (victim == attacker || !is_user_valid_connected(attacker))
           return HAM_IGNORED;
     
     // New round starting or round ended
     if (g_newround || g_endround)
           return HAM_SUPERCEDE;
     
     // Victim shouldn't take damage or victim is frozen
     if (g_nodamage[victim] || g_frozen[victim])
           return HAM_SUPERCEDE;
     
     // Prevent friendly fire
     if (g_zombie[attacker] == g_zombie[victim])
           return HAM_SUPERCEDE;
     
     // Victim isn't a zombie or not bullet damage, nothing else to do here
     if (!g_zombie[victim] || !(damage_type & DMG_BULLET))
           return HAM_IGNORED;
     
     // If zombie hitzones are enabled, check whether we hit an allowed one
     if (get_pcvar_num(cvar_hitzones) && !g_nemesis[victim] && !(get_pcvar_num(cvar_hitzones) & (1<<get_tr2(tracehandle, TR_iHitgroup))))
           return HAM_SUPERCEDE;
     
     // Knockback disabled, nothing else to do here
     if (!get_pcvar_num(cvar_knockback))
           return HAM_IGNORED;
     
     // Nemesis knockback disabled, nothing else to do here
     if (g_nemesis[victim] && get_pcvar_float(cvar_nemknockback) == 0.0)
           return HAM_IGNORED;
     
     // Get whether the victim is in a crouch state
     static ducking
     ducking = pev(victim, pev_flags) & (FL_DUCKING | FL_ONGROUND) == (FL_DUCKING | FL_ONGROUND)
     
     // Zombie knockback when ducking disabled
     if (ducking && get_pcvar_float(cvar_knockbackducking) == 0.0)
           return HAM_IGNORED;
     
     // Get distance between players
     static origin1[3], origin2[3]
     get_user_origin(victim, origin1)
     get_user_origin(attacker, origin2)
     
     // Max distance exceeded
     if (get_distance(origin1, origin2) > get_pcvar_num(cvar_knockbackdist))
           return HAM_IGNORED;
     
     // Get victim's velocity
     static Float:velocity[3]
     pev(victim, pev_velocity, velocity)
     
     // Use damage on knockback calculation
     if (get_pcvar_num(cvar_knockbackdamage))
           xs_vec_mul_scalar(direction, damage, direction)
     
     // Use weapon power on knockback calculation
     if (get_pcvar_num(cvar_knockbackpower) && kb_weapon_power[g_currentweapon[attacker]] > 0.0)
           xs_vec_mul_scalar(direction, kb_weapon_power[g_currentweapon[attacker]], direction)
     
     // Apply ducking knockback multiplier
     if (ducking)
           xs_vec_mul_scalar(direction, get_pcvar_float(cvar_knockbackducking), direction)
     
     // Apply zombie class/nemesis knockback multiplier
     if (g_nemesis[victim])
           xs_vec_mul_scalar(direction, get_pcvar_float(cvar_nemknockback), direction)
     else
           xs_vec_mul_scalar(direction, g_zombie_knockback[victim], direction)
     
     // Add up the new vector
     xs_vec_add(velocity, direction, direction)
     
     // Should knockback also affect vertical velocity?
     if (!get_pcvar_num(cvar_knockbackzvel))
           direction[2] = velocity[2]
     
     // Set the knockback'd victim's velocity
     set_pev(victim, pev_velocity, direction)
     
     return HAM_IGNORED;
}

// Ham Use Stationary Gun Forward
public fw_UseStationary(entity, caller, activator, use_type)
{
     // Prevent zombies from using stationary guns
     if (use_type == USE_USING && is_user_valid_connected(caller) && g_zombie[caller])
           return HAM_SUPERCEDE;
     
     return HAM_IGNORED;
}

// Ham Use Stationary Gun Post Forward
public fw_UseStationary_Post(entity, caller, activator, use_type)
{
     // Someone stopped using a stationary gun
     if (use_type == USE_STOPPED && is_user_valid_connected(caller))
           replace_weapon_models(caller, g_currentweapon[caller]) // replace weapon models (bugfix)
}

// Ham Use Pushable Forward
public fw_UsePushable()
{
     // Prevent speed bug with pushables?
     if (get_pcvar_num(cvar_blockpushables))
           return HAM_SUPERCEDE;
     
     return HAM_IGNORED;
}

// Ham Weapon Touch Forward
public fw_TouchWeapon(weapon, id)
{
     // Not a player
     if (!is_user_valid_connected(id))
           return HAM_IGNORED;
     
     // Dont pickup weapons if zombie or survivor (+PODBot MM fix)
     if (g_zombie[id] || (g_survivor[id] && !g_isbot[id]))
           return HAM_SUPERCEDE;
     
     return HAM_IGNORED;
}

// Ham Weapon Pickup Forward
public fw_AddPlayerItem(id, weapon_ent)
{
     // HACK: Retrieve our custom extra ammo from the weapon
     static extra_ammo
     extra_ammo = pev(weapon_ent, PEV_ADDITIONAL_AMMO)
     
     // If present
     if (extra_ammo)
     {
           // Get weapon's id
           static weaponid
           weaponid = cs_get_weapon_id(weapon_ent)
           
           // Add to player's bpammo
           ExecuteHamB(Ham_GiveAmmo, id, extra_ammo, AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
           set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, 0)
     }
}

// Ham Weapon Deploy Forward
public fw_Item_Deploy_Post(weapon_ent)
{
     // Get weapon's owner
     static owner
     owner = fm_cs_get_weapon_ent_owner(weapon_ent)
     
     // Get weapon's id
     static weaponid
     weaponid = cs_get_weapon_id(weapon_ent)
     
     // Store current weapon's id for reference
     g_currentweapon[owner] = weaponid
     
     // Replace weapon models with custom ones
     replace_weapon_models(owner, weaponid)
     
     // Zombie not holding an allowed weapon for some reason
     if (g_zombie[owner] && !((1<<weaponid) & ZOMBIE_ALLOWED_WEAPONS_BITSUM))
     {
           // Switch to knife
           g_currentweapon[owner] = CSW_KNIFE
           engclient_cmd(owner, "weapon_knife")
     }
}

// WeaponMod bugfix
//forward wpn_gi_reset_weapon(id);
public wpn_gi_reset_weapon(id)
{
     // Replace knife model
     replace_weapon_models(id, CSW_KNIFE)
}

// Client joins the game
public client_putinserver(id)
{
     // Plugin disabled?
     if (!g_pluginenabled) return;
     
     // Player joined
     g_isconnected[id] = true
     
     // Cache player's name
     get_user_name(id, g_playername[id], charsmax(g_playername[]))
     
     // Initialize player vars
     reset_vars(id, 1)
     
     // Load player stats?
     if (get_pcvar_num(cvar_statssave)) load_stats(id)
     
     // Set some tasks for humans only
     if (!is_user_bot(id))
     {
           // Set the custom HUD display task
           set_task(1.0, "ShowHUD", id+TASK_SHOWHUD, _, _, "b")
           
           // Disable minmodels for clients to see zombies properly
           set_task(5.0, "disable_minmodels", id)
     }
     else
     {
           // Set bot flag
           g_isbot[id] = true
           
           // CZ bots seem to use a different "classtype" for player entities
           // (or something like that) which needs to be hooked separately
           if (!g_hamczbots && cvar_botquota)
           {
                 // Set a task to let the private data initialize
                 set_task(0.1, "register_ham_czbots", id)
           }
     }
}

// Client leaving
public fw_ClientDisconnect(id)
{
     // Check that we still have both humans and zombies to keep the round going
     if (g_isalive[id]) check_round(id)
     
     // Temporarily save player stats?
     if (get_pcvar_num(cvar_statssave)) save_stats(id)
     
     // Remove previous tasks
     remove_task(id+TASK_TEAM)
     remove_task(id+TASK_MODEL)
     remove_task(id+TASK_FLASH)
     remove_task(id+TASK_CHARGE)
     remove_task(id+TASK_SPAWN)
     remove_task(id+TASK_BLOOD)
     remove_task(id+TASK_AURA)
     remove_task(id+TASK_BURN)
     remove_task(id+TASK_NVISION)
     remove_task(id+TASK_SHOWHUD)
     
     if (g_handle_models_on_separate_ent)
     {
           // Remove custom model entities
           fm_remove_model_ents(id)
     }
     
     // Player left, clear cached flags
     g_isconnected[id] = false
     g_isbot[id] = false
     g_isalive[id] = false
}

// Client left
public fw_ClientDisconnect_Post()
{
     // Last Zombie Check
     fnCheckLastZombie()
}

// Client Kill Forward
public fw_ClientKill()
{
     // Prevent players from killing themselves?
     if (get_pcvar_num(cvar_blocksuicide))
           return FMRES_SUPERCEDE;
     
     return FMRES_IGNORED;
}

// Emit Sound Forward
public fw_EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
{
     // Block all those unneeeded hostage sounds
     if (sample[0] == 'h' && sample[1] == 'o' && sample[2] == 's' && sample[3] == 't' && sample[4] == 'a' && sample[5] == 'g' && sample[6] == 'e')
           return FMRES_SUPERCEDE;
     
     // Replace these next sounds for zombies only
     if (!is_user_valid_connected(id) || !g_zombie[id])
           return FMRES_IGNORED;
     
     static sound[64]
     
     // Zombie being hit
     if (sample[7] == 'b' && sample[8] == 'h' && sample[9] == 'i' && sample[10] == 't')
     {
           if (g_nemesis[id])
           {
                 ArrayGetString(nemesis_pain, random_num(0, ArraySize(nemesis_pain) - 1), sound, charsmax(sound))
                 emit_sound(id, channel, sound, volume, attn, flags, pitch)
           }
           else
           {
                 ArrayGetString(zombie_pain, random_num(0, ArraySize(zombie_pain) - 1), sound, charsmax(sound))
                 emit_sound(id, channel, sound, volume, attn, flags, pitch)
           }
           return FMRES_SUPERCEDE;
     }
     
     // Zombie attacks with knife
     if (sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i')
     {
           if (sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a') // slash
           {
                 ArrayGetString(zombie_miss_slash, random_num(0, ArraySize(zombie_miss_slash) - 1), sound, charsmax(sound))
                 emit_sound(id, channel, sound, volume, attn, flags, pitch)
                 return FMRES_SUPERCEDE;
           }
           if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't') // hit
           {
                 if (sample[17] == 'w') // wall
                 {
                       ArrayGetString(zombie_miss_wall, random_num(0, ArraySize(zombie_miss_wall) - 1), sound, charsmax(sound))
                       emit_sound(id, channel, sound, volume, attn, flags, pitch)
                       return FMRES_SUPERCEDE;
                 }
                 else
                 {
                       ArrayGetString(zombie_hit_normal, random_num(0, ArraySize(zombie_hit_normal) - 1), sound, charsmax(sound))
                       emit_sound(id, channel, sound, volume, attn, flags, pitch)
                       return FMRES_SUPERCEDE;
                 }
           }
           if (sample[14] == 's' && sample[15] == 't' && sample[16] == 'a') // stab
           {
                 ArrayGetString(zombie_hit_stab, random_num(0, ArraySize(zombie_hit_stab) - 1), sound, charsmax(sound))
                 emit_sound(id, channel, sound, volume, attn, flags, pitch)
                 return FMRES_SUPERCEDE;
           }
     }
     
     // Zombie dies
     if (sample[7] == 'd' && ((sample[8] == 'i' && sample[9] == 'e') || (sample[8] == 'e' && sample[9] == 'a')))
     {
           ArrayGetString(zombie_die, random_num(0, ArraySize(zombie_die) - 1), sound, charsmax(sound))
           emit_sound(id, channel, sound, volume, attn, flags, pitch)
           return FMRES_SUPERCEDE;
     }
     
     // Zombie falls off
     if (sample[10] == 'f' && sample[11] == 'a' && sample[12] == 'l' && sample[13] == 'l')
     {
           ArrayGetString(zombie_fall, random_num(0, ArraySize(zombie_fall) - 1), sound, charsmax(sound))
           emit_sound(id, channel, sound, volume, attn, flags, pitch)
           return FMRES_SUPERCEDE;
     }
     
     return FMRES_IGNORED;
}

// Forward Set ClientKey Value -prevent CS from changing player models-
public fw_SetClientKeyValue(id, const infobuffer[], const key[])
{
     // Block CS model changes
     if (key[0] == 'm' && key[1] == 'o' && key[2] == 'd' && key[3] == 'e' && key[4] == 'l')
           return FMRES_SUPERCEDE;
     
     return FMRES_IGNORED;
}

// Forward Client User Info Changed -prevent players from changing models-
public fw_ClientUserInfoChanged(id)
{
     // Cache player's name
     get_user_name(id, g_playername[id], charsmax(g_playername[]))
     
     if (!g_handle_models_on_separate_ent)
     {
           // Get current model
           static currentmodel[32]
           fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
           
           // If they're different, set model again
           if (!equal(currentmodel, g_playermodel[id]) && !task_exists(id+TASK_MODEL))
                 fm_cs_set_user_model(id+TASK_MODEL)
     }
}

// Forward Get Game Description
public fw_GetGameDescription()
{
     // Return the mod name so it can be easily identified
     forward_return(FMV_STRING, g_modname)
     
     return FMRES_SUPERCEDE;
}

// Forward Set Model
public fw_SetModel(entity, const model[])
{
     // We don't care
     if (strlen(model) < 8)
           return;
     
     // Remove weapons?
     if (get_pcvar_float(cvar_removedropped) > 0.0)
     {
           // Get entity's classname
           static classname[10]
           pev(entity, pev_classname, classname, charsmax(classname))
           
           // Check if it's a weapon box
           if (equal(classname, "weaponbox"))
           {
                 // They get automatically removed when thinking
                 set_pev(entity, pev_nextthink, get_gametime() + get_pcvar_float(cvar_removedropped))
                 return;
           }
     }
     
     // Narrow down our matches a bit
     if (model[7] != 'w' || model[8] != '_')
           return;
     
     // Get damage time of grenade
     static Float:dmgtime
     pev(entity, pev_dmgtime, dmgtime)
     
     // Grenade not yet thrown
     if (dmgtime == 0.0)
           return;
     
     // Get whether grenade's owner is a zombie
     if (g_zombie[pev(entity, pev_owner)])
     {
           if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_extrainfbomb)) // Infection Bomb
           {
                 // Give it a glow
                 fm_set_rendering(entity, kRenderFxGlowShell, 0, 200, 0, kRenderNormal, 16);
                 
                 // And a colored trail
                 message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
                 write_byte(TE_BEAMFOLLOW) // TE id
                 write_short(entity) // entity
                 write_short(g_trailSpr) // sprite
                 write_byte(10) // life
                 write_byte(10) // width
                 write_byte(0) // r
                 write_byte(200) // g
                 write_byte(0) // b
                 write_byte(200) // brightness
                 message_end()
                 
                 // Set grenade type on the thrown grenade entity
                 set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_INFECTION)
           }
     }
     else if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade
     {
           // Give it a glow
           fm_set_rendering(entity, kRenderFxGlowShell, 200, 0, 0, kRenderNormal, 16);
           
           // And a colored trail
           message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
           write_byte(TE_BEAMFOLLOW) // TE id
           write_short(entity) // entity
           write_short(g_trailSpr) // sprite
           write_byte(10) // life
           write_byte(10) // width
           write_byte(200) // r
           write_byte(0) // g
           write_byte(0) // b
           write_byte(200) // brightness
           message_end()
           
           // Set grenade type on the thrown grenade entity
           set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
     }
     else if (model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
     {
           // Give it a glow
           fm_set_rendering(entity, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 16);
           
           // And a colored trail
           message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
           write_byte(TE_BEAMFOLLOW) // TE id
           write_short(entity) // entity
           write_short(g_trailSpr) // sprite
           write_byte(10) // life
           write_byte(10) // width
           write_byte(0) // r
           write_byte(100) // g
           write_byte(200) // b
           write_byte(200) // brightness
           message_end()
           
           // Set grenade type on the thrown grenade entity
           set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FROST)
     }
     else if (model[9] == 's' && model[10] == 'm' && get_pcvar_num(cvar_flaregrenades)) // Flare
     {
           // Build flare's color
           static rgb[3]
           switch (get_pcvar_num(cvar_flarecolor))
           {
                 case 0: // white
                 {
                       rgb[0] = 255 // r
                       rgb[1] = 255 // g
                       rgb[2] = 255 // b
                 }
                 case 1: // red
                 {
                       rgb[0] = random_num(50,255) // r
                       rgb[1] = 0 // g
                       rgb[2] = 0 // b
                 }
                 case 2: // green
                 {
                       rgb[0] = 0 // r
                       rgb[1] = random_num(50,255) // g
                       rgb[2] = 0 // b
                 }
                 case 3: // blue
                 {
                       rgb[0] = 0 // r
                       rgb[1] = 0 // g
                       rgb[2] = random_num(50,255) // b
                 }
                 case 4: // random (all colors)
                 {
                       rgb[0] = random_num(50,200) // r
                       rgb[1] = random_num(50,200) // g
                       rgb[2] = random_num(50,200) // b
                 }
                 case 5: // random (r,g,b)
                 {
                       switch (random_num(1, 3))
                       {
                             case 1: // red
                             {
                                   rgb[0] = random_num(50,255) // r
                                   rgb[1] = 0 // g
                                   rgb[2] = 0 // b
                             }
                             case 2: // green
                             {
                                   rgb[0] = 0 // r
                                   rgb[1] = random_num(50,255) // g
                                   rgb[2] = 0 // b
                             }
                             case 3: // blue
                             {
                                   rgb[0] = 0 // r
                                   rgb[1] = 0 // g
                                   rgb[2] = random_num(50,255) // b
                             }
                       }
                 }
           }
           
           // Give it a glow
           fm_set_rendering(entity, kRenderFxGlowShell, rgb[0], rgb[1], rgb[2], kRenderNormal, 16);
           
           // And a colored trail
           message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
           write_byte(TE_BEAMFOLLOW) // TE id
           write_short(entity) // entity
           write_short(g_trailSpr) // sprite
           write_byte(10) // life
           write_byte(10) // width
           write_byte(rgb[0]) // r
           write_byte(rgb[1]) // g
           write_byte(rgb[2]) // b
           write_byte(200) // brightness
           message_end()
           
           // Set grenade type on the thrown grenade entity
           set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FLARE)
           
           // Set flare color on the thrown grenade entity
           set_pev(entity, PEV_FLARE_COLOR, rgb)
     }
}

// Ham Grenade Think Forward
public fw_ThinkGrenade(entity)
{
     // Invalid entity
     if (!pev_valid(entity)) return HAM_IGNORED;
     
     // Get damage time of grenade
     static Float:dmgtime, Float:current_time
     pev(entity, pev_dmgtime, dmgtime)
     current_time = get_gametime()
     
     // Check if it's time to go off
     if (dmgtime > current_time)
           return HAM_IGNORED;
     
     // Check if it's one of our custom nades
     switch (pev(entity, PEV_NADE_TYPE))
     {
           case NADE_TYPE_INFECTION: // Infection Bomb
           {
                 infection_explode(entity)
                 return HAM_SUPERCEDE;
           }
           case NADE_TYPE_NAPALM: // Napalm Grenade
           {
                 fire_explode(entity)
                 return HAM_SUPERCEDE;
           }
           case NADE_TYPE_FROST: // Frost Grenade
           {
                 frost_explode(entity)
                 return HAM_SUPERCEDE;
           }
           case NADE_TYPE_FLARE: // Flare
           {
                 // Get its duration
                 static duration
                 duration = pev(entity, PEV_FLARE_DURATION)
                 
                 // Already went off, do lighting loop for the duration of PEV_FLARE_DURATION
                 if (duration > 0)
                 {
                       // Check whether this is the last loop
                       if (duration == 1)
                       {
                             // Get rid of the flare entity
                             engfunc(EngFunc_RemoveEntity, entity)
                             return HAM_SUPERCEDE;
                       }
                       
                       // Light it up!
                       flare_lighting(entity, duration)
                       
                       // Set time for next loop
                       set_pev(entity, PEV_FLARE_DURATION, --duration)
                       set_pev(entity, pev_dmgtime, current_time + 5.0)
                 }
                 // Light up when it's stopped on ground
                 else if ((pev(entity, pev_flags) & FL_ONGROUND) && fm_get_speed(entity) < 10)
                 {
                       // Flare sound
                       static sound[64]
                       ArrayGetString(grenade_flare, random_num(0, ArraySize(grenade_flare) - 1), sound, charsmax(sound))
                       emit_sound(entity, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
                       
                       // Set duration and start lightning loop on next think
                       set_pev(entity, PEV_FLARE_DURATION, 1 + get_pcvar_num(cvar_flareduration)/5)
                       set_pev(entity, pev_dmgtime, current_time + 0.1)
                 }
                 else
                 {
                       // Delay explosion until we hit ground
                       set_pev(entity, pev_dmgtime, current_time + 0.5)
                 }
           }
     }
     
     return HAM_IGNORED;
}

// Forward CmdStart
public fw_CmdStart(id, handle)
{
     // Not alive
     if (!g_isalive[id])
           return;
     
     // This logic looks kinda weird, but it should work in theory...
     // p = g_zombie[id], q = g_survivor[id], r = g_cached_customflash
     // ?p v q v (殆 ^ r)) <==> 殆 ^ 段 ^ (p v 毒)
     if (!g_zombie[id] && !g_survivor[id] && (g_zombie[id] || !g_cached_customflash))
           return;
     
     // Check if it's a flashlight impulse
     if (get_uc(handle, UC_Impulse) != IMPULSE_FLASHLIGHT)
           return;
     
     // Block it I say!
     set_uc(handle, UC_Impulse, 0)
     
     // Should human's custom flashlight be turned on?
     if (!g_zombie[id] && !g_survivor[id] && g_flashbattery[id] > 2 && get_gametime() - g_lastflashtime[id] > 1.2)
     {
           // Prevent calling flashlight too quickly (bugfix)
           g_lastflashtime[id] = get_gametime()
           
           // Toggle custom flashlight
           g_flashlight[id] = !(g_flashlight[id])
           
           // Play flashlight toggle sound
           emit_sound(id, CHAN_ITEM, sound_flashlight, 1.0, ATTN_NORM, 0, PITCH_NORM)
           
           // Update flashlight status on the HUD
           message_begin(MSG_ONE, g_msgFlashlight, _, id)
           write_byte(g_flashlight[id]) // toggle
           write_byte(g_flashbattery[id]) // battery
           message_end()
           
           // Remove previous tasks
           remove_task(id+TASK_CHARGE)
           remove_task(id+TASK_FLASH)
           
           // Set the flashlight charge task
           set_task(1.0, "flashlight_charge", id+TASK_CHARGE, _, _, "b")
           
           // Call our custom flashlight task if enabled
           if (g_flashlight[id]) set_task(0.1, "set_user_flashlight", id+TASK_FLASH, _, _, "b")
     }
}

// Forward Player PreThink
public fw_PlayerPreThink(id)
{
     // Not alive
     if (!g_isalive[id])
           return;
     
     // If player view any menu then store it
     static view, menu, newmenu, menupage
     view = player_menu_info(id, menu, newmenu, menupage)
     if (view)
     {
           if (g_menu_last_data[id][0] == 8)
                 g_menu_last_data[id][1] = menupage
     }
     
     // Silent footsteps for zombies?
     if (g_cached_zombiesilent && g_zombie[id] && !g_nemesis[id])
           set_pev(id, pev_flTimeStepSound, STEPTIME_SILENT)
     
     // Set Player MaxSpeed
     if (g_frozen[id])
     {
           set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion
           set_pev(id, pev_maxspeed, 1.0) // prevent from moving
           return; // shouldn't leap while frozen
     }
     else if (g_freezetime)
     {
           return; // shouldn't leap while in freezetime
     }
     else
     {
           if (g_zombie[id])
           {
                 if (g_nemesis[id])
                       set_pev(id, pev_maxspeed, g_cached_nemspd)
                 else
                       set_pev(id, pev_maxspeed, g_zombie_spd[id])
           }
           else
           {
                 if (g_survivor[id])
                       set_pev(id, pev_maxspeed, g_cached_survspd)
                 else
                       set_pev(id, pev_maxspeed, g_cached_humanspd)
           }
     }
     
     // --- Check if player should leap ---
     
     // Check if proper CVARs are enabled and retrieve leap settings
     static Float:cooldown, Float:current_time
     if (g_zombie[id])
     {
           if (g_nemesis[id])
           {
                 if (!g_cached_leapnemesis) return;
                 cooldown = g_cached_leapnemesiscooldown
           }
           else
           {
                 switch (g_cached_leapzombies)
                 {
                       case 0: return;
                       case 2: if (!g_firstzombie[id]) return;
                       case 3: if (!g_lastzombie[id]) return;
                 }
                 cooldown = g_cached_leapzombiescooldown
           }
     }
     else
     {
           if (g_survivor[id])
           {
                 if (!g_cached_leapsurvivor) return;
                 cooldown = g_cached_leapsurvivorcooldown
           }
           else return;
     }
     
     current_time = get_gametime()
     
     // Cooldown not over yet
     if (current_time - g_lastleaptime[id] < cooldown)
           return;
     
     // Not doing a longjump (don't perform check for bots, they leap automatically)
     if (!g_isbot[id] && !(pev(id, pev_button) & (IN_JUMP | IN_DUCK) == (IN_JUMP | IN_DUCK)))
           return;
     
     // Not on ground or not enough speed
     if (!(pev(id, pev_flags) & FL_ONGROUND) || fm_get_speed(id) < 80)
           return;
     
     static Float:velocity[3]
     
     // Make velocity vector
     velocity_by_aim(id, g_survivor[id] ? get_pcvar_num(cvar_leapsurvivorforce) : g_nemesis[id] ? get_pcvar_num(cvar_leapnemesisforce) : get_pcvar_num(cvar_leapzombiesforce), velocity)
     
     // Set custom height
     velocity[2] = g_survivor[id] ? get_pcvar_float(cvar_leapsurvivorheight) : g_nemesis[id] ? get_pcvar_float(cvar_leapnemesisheight) : get_pcvar_float(cvar_leapzombiesheight)
     
     // Apply the new velocity
     set_pev(id, pev_velocity, velocity)
     
     // Update last leap time
     g_lastleaptime[id] = current_time
}

/*================================================================================
[Client Commands]
=================================================================================*/

// Say "/zpmenu"
public clcmd_saymenu(id)
{
     show_menu_game(id) // show game menu
}

// Say "/unstuck"
public clcmd_sayunstuck(id)
{
     menu_game(id, 3) // try to get unstuck
}

// Nightvision toggle
public clcmd_nightvision(id)
{
     if (g_nvision[id])
     {
           // Enable-disable
           g_nvisionenabled[id] = !(g_nvisionenabled[id])
           
           // Custom nvg?
           if (get_pcvar_num(cvar_customnvg))
           {
                 remove_task(id+TASK_NVISION)
                 if (g_nvisionenabled[id]) set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
           }
           else
                 set_user_gnvision(id, g_nvisionenabled[id])
     }
     
     return PLUGIN_HANDLED;
}

// Weapon Drop
public clcmd_drop(id)
{
     // Survivor should stick with its weapon
     if (g_survivor[id])
           return PLUGIN_HANDLED;
     
     return PLUGIN_CONTINUE;
}

// Buy BP Ammo
public clcmd_buyammo(id)
{
     // Not alive or infinite ammo setting enabled
     if (!g_isalive[id] || get_pcvar_num(cvar_infammo))
           return PLUGIN_HANDLED;
     
     // Not human
     if (g_zombie[id])
     {
           zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_HUMAN_ONLY")
           return PLUGIN_HANDLED;
     }
     
     // Not enough ammo packs
     if (g_ammopacks[id] < 1)
     {
           zp_colored_print(id, "^x04[ZP]^x01 %L", id, "NOT_ENOUGH_AMMO")
           return PLUGIN_HANDLED;
     }
     
     // Get user weapons
     static weapons[32], num, i, currentammo, weaponid, refilled
     num = 0 // reset passed weapons count (bugfix)
     refilled = false
     get_user_weapons(id, weapons, num)
     
     // Loop through them and give the right ammo type
     for (i = 0; i < num; i++)
     {
           // Prevents re-indexing the array
           weaponid = weapons
           
           // Primary and secondary only
           if (MAXBPAMMO[weaponid] > 2)
           {
                 // Get current ammo of the weapon
                 currentammo = cs_get_user_bpammo(id, weaponid)
                 
                 // Give additional ammo
                 ExecuteHamB(Ham_GiveAmmo, id, BUYAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
                 
                 // Check whether we actually refilled the weapon's ammo
                 if (cs_get_user_bpammo(id, weaponid) - currentammo > 0) refilled = true
           }
     }
     
     // Weapons already have full ammo
     if (!refilled) return PLUGIN_HANDLED;
     
     // Deduce ammo packs, play clip purchase sound, and notify player
     g_ammopacks[id]--
     emit_sound(id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)
     zp_colored_print(id, "^x04[ZP]^x01 %L", id, "AMMO_BOUGHT")
     
     return PLUGIN_HANDLED;
}

// Block Team Change
public clcmd_changeteam(id)
{
     static team
     team = fm_cs_get_user_team(id)
     
     // Unless it's a spectator joining the game
     if (team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED)
           return PLUGIN_CONTINUE;
     
     // Pressing 'M' (chooseteam) ingame should show the main menu instead
     show_menu_game(id)
     return PLUGIN_HANDLED;
}

/*================================================================================
[Menus]
=================================================================================*/

// Game Menu
show_menu_game(id)
{
     static menu[250], len, userflags
     len = 0
     userflags = get_user_flags(id)
     
     // Title
     len += formatex(menu[len], charsmax(menu) - len, "\y%s^n^n", g_modname)
     
     // 1. Buy weapons
     if (get_pcvar_num(cvar_buycustom) && !(WPN_MAXIDS == 0 && ArraySize(g_secondary_items) == 0))
           len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU_BUY")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d1. %L^n", id, "MENU_BUY")
     
     // 2. Extra items
     if (get_pcvar_num(cvar_extraitems) && g_isalive[id])
           len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU_EXTRABUY")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d2. %L^n", id, "MENU_EXTRABUY")
     
     // 3. Zombie class
     if (get_pcvar_num(cvar_zclasses))
           len += formatex(menu[len], charsmax(menu) - len, "\r3.\w %L^n", id,"MENU_ZCLASS")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d3. %L^n", id,"MENU_ZCLASS")
     
     // 4. Unstuck
     if (g_isalive[id])
           len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU_UNSTUCK")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU_UNSTUCK")
     
     // 5. Help
     len += formatex(menu[len], charsmax(menu) - len, "\r5.\w %L^n^n", id, "MENU_INFO")
     
     // 6. Join spec
     if (!g_isalive[id] || !get_pcvar_num(cvar_blocksuicide) || (userflags & g_access_flag[ACCESS_ADMIN_MENU]))
           len += formatex(menu[len], charsmax(menu) - len, "\r6.\w %L^n^n", id, "MENU_SPECTATOR")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d6. %L^n^n", id, "MENU_SPECTATOR")
     
     // 9. Admin menu
     if (userflags & g_access_flag[ACCESS_ADMIN_MENU])
           len += formatex(menu[len], charsmax(menu) - len, "\r9.\w %L", id, "MENU_ADMIN")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d9. %L", id, "MENU_ADMIN")
     
     // 0. Exit
     len += formatex(menu[len], charsmax(menu) - len, "^n^n\r0.\w %L", id, "MENU_EXIT")
     
     show_menu(id, KEYSMENU, menu, -1, "Game Menu")
     
     g_menu_last_data[id][0] = 1
}

// Buy Menu 1
public show_menu_buy1(taskid)
{
     // Get player's id
     static id
     (taskid > g_maxplayers) ? (id = ID_SPAWN) : (id = taskid);
     
     // Zombies or survivors get no guns
     if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
           return;
     
     // Bots pick their weapons randomly / Random weapons setting enabled
     if (get_pcvar_num(cvar_randweapons) || g_isbot[id])
     {
           // Check primary weapon items not empty
           if (WPN_MAXIDS > 0)
                 buy_primary_weapon(id, random_num(0, ArraySize(g_primary_items) - 1))
           
           if (ArraySize(g_secondary_items) > 0)
                 menu_buy2(id, random_num(0, ArraySize(g_secondary_items) - 1))
           
           return;
     }
     
     // Automatic selection enabled for player and menu called on spawn event
     if (WPN_AUTO_ON && taskid > g_maxplayers)
     {
           // Check primary weapon items not empty
           if (WPN_MAXIDS > 0)
                 buy_primary_weapon(id, WPN_AUTO_PRI)
           
           if (ArraySize(g_secondary_items) > 0)
                 menu_buy2(id, WPN_AUTO_SEC)
           
           return;
     }
     
     // If primary weapon items has nothing then show secondary weapon menu
     if (WPN_MAXIDS == 0)
     {
           show_menu_buy2(id)
           return;
     }
     
     static menu[300], len, weap, maxloops
     len = 0
     maxloops = min(WPN_STARTID+7, WPN_MAXIDS)
     
     // Title
     len += formatex(menu[len], charsmax(menu) - len, "\y%L \r[%d-%d]^n^n", id, "MENU_BUY1_TITLE", WPN_STARTID+1, min(WPN_STARTID+7, WPN_MAXIDS))
     
     // 1-7. Weapon List
     for (weap = WPN_STARTID; weap < maxloops; weap++)
           len += formatex(menu[len], charsmax(menu) - len, "\r%d.\w %s^n", weap-WPN_STARTID+1, WEAPONNAMES[ArrayGetCell(g_primary_weaponids, weap)])
     
     // 8. Auto Select
     len += formatex(menu[len], charsmax(menu) - len, "^n\r8.\w %L \y[%L]", id, "MENU_AUTOSELECT", id, (WPN_AUTO_ON) ? "MOTD_ENABLED" : "MOTD_DISABLED")
     
     // 9. Next/Back - 0. Exit
     len += formatex(menu[len], charsmax(menu) - len, "^n^n\r9.\w %L/%L^n^n\r0.\w %L", id, "MENU_NEXT", id, "MENU_BACK", id, "MENU_EXIT")
     
     show_menu(id, KEYSMENU, menu, -1, "Buy Menu 1")
     
     g_menu_last_data[id][0] = 2
}

// Buy Menu 2
show_menu_buy2(id)
{
     if (ArraySize(g_secondary_items) == 0)
           return;
     
     static menu[250], len, weap, maxloops
     len = 0
     maxloops = ArraySize(g_secondary_items)
     
     // Title
     len += formatex(menu[len], charsmax(menu) - len, "\y%L^n", id, "MENU_BUY2_TITLE")
     
     // 1-6. Weapon List
     for (weap = 0; weap < maxloops; weap++)
           len += formatex(menu[len], charsmax(menu) - len, "^n\r%d.\w %s", weap+1, WEAPONNAMES[ArrayGetCell(g_secondary_weaponids, weap)])
     
     // 8. Auto Select
     len += formatex(menu[len], charsmax(menu) - len, "^n^n\r8.\w %L \y[%L]", id, "MENU_AUTOSELECT", id, (WPN_AUTO_ON) ? "MOTD_ENABLED" : "MOTD_DISABLED")
     
     // 0. Exit
     len += formatex(menu[len], charsmax(menu) - len, "^n^n\r0.\w %L", id, "MENU_EXIT")
     
     show_menu(id, KEYSMENU, menu, -1, "Buy Menu 2")
     
     g_menu_last_data[id][0] = 3
}

// Extra Items Menu
show_menu_extras(id)
{
     static menuid, menu[128], item, team, buffer[32]
     
     // Title
     formatex(menu, charsmax(menu), "%L [%L]\r", id, "MENU_EXTRA_TITLE", id, g_zombie[id] ? g_nemesis[id] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE" : g_survivor[id] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
     menuid = menu_create(menu, "menu_extras")
     
     // Item List
     for (item = 0; item < g_extraitem_i; item++)
     {
           // Retrieve item's team
           team = ArrayGetCell(g_extraitem_team, item)
           
           // Item not available to player's team/class
           if ((g_zombie[id] && !g_nemesis[id] && !(team & ZP_TEAM_ZOMBIE)) || (!g_zombie[id] && !g_survivor[id] && !(team & ZP_TEAM_HUMAN)) || (g_nemesis[id] && !(team & ZP_TEAM_NEMESIS)) || (g_survivor[id] && !(team & ZP_TEAM_SURVIVOR)))
                 continue;
           
           // Check if it's one of the hardcoded items, check availability, set translated caption
           switch (item)
           {
                 case EXTRA_NVISION:
                 {
                       if (!get_pcvar_num(cvar_extranvision)) continue;
                       formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA1")
                 }
                 case EXTRA_ANTIDOTE:
                 {
                       if (!get_pcvar_num(cvar_extraantidote) || g_antidotecounter >= get_pcvar_num(cvar_antidotelimit)) continue;
                       formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA2")
                 }
                 case EXTRA_MADNESS:
                 {
                       if (!get_pcvar_num(cvar_extramadness) || g_madnesscounter >= get_pcvar_num(cvar_madnesslimit)) continue;
                       formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA3")
                 }
                 case EXTRA_INFBOMB:
                 {
                       if (!get_pcvar_num(cvar_extrainfbomb) || g_infbombcounter >= get_pcvar_num(cvar_infbomblimit)) continue;
                       formatex(buffer, charsmax(buffer), "%L", id, "MENU_EXTRA4")
                 }
                 default:
                 {
                       if (item >= EXTRA_WEAPONS_STARTID && item <= EXTRAS_CUSTOM_STARTID-1 && !get_pcvar_num(cvar_extraweapons)) continue;
                       ArrayGetString(g_extraitem_name, item, buffer, charsmax(buffer))
                 }
           }
           
           // Add Item Name and Cost
           formatex(menu, charsmax(menu), "%s \y%d %L", buffer, ArrayGetCell(g_extraitem_cost, item), id, "AMMO_PACKS2")
           buffer[0] = item
           buffer[1] = 0
           menu_additem(menuid, menu, buffer)
     }
     
     // No items to display?
     if (menu_items(menuid) <= 0)
     {
           zp_colored_print(id, "^x04[ZP]^x01 %L", id ,"CMD_NOT_EXTRAS")
           menu_destroy(menuid)
           return;
     }
     
     // Back - Next - Exit
     formatex(menu, charsmax(menu), "%L", id, "MENU_BACK")
     menu_setprop(menuid, MPROP_BACKNAME, menu)
     formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT")
     menu_setprop(menuid, MPROP_NEXTNAME, menu)
     formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT")
     menu_setprop(menuid, MPROP_EXITNAME, menu)
     
     menu_display(id, menuid)
     
     g_menu_last_data[id][0] = 4
}

// Zombie Class Menu
public show_menu_zclass(id)
{
     // Player disconnected
     if (!g_isconnected[id])
           return;
     
     // Bots pick their zombie class randomly
     if (g_isbot[id])
     {
           g_zombieclassnext[id] = random_num(0, g_zclass_i - 1)
           return;
     }
     
     static menuid, menu[128], class, buffer[32], buffer2[32]
     
     // Title
     formatex(menu, charsmax(menu), "%L\r", id, "MENU_ZCLASS_TITLE")
     menuid = menu_create(menu, "menu_zclass")
     
     // Class List
     for (class = 0; class < g_zclass_i; class++)
     {
           // Retrieve name and info
           ArrayGetString(g_zclass_name, class, buffer, charsmax(buffer))
           ArrayGetString(g_zclass_info, class, buffer2, charsmax(buffer2))
           
           // Add to menu
           if (class == g_zombieclassnext[id])
                 formatex(menu, charsmax(menu), "\d%s %s", buffer, buffer2)
           else
                 formatex(menu, charsmax(menu), "%s \y%s", buffer, buffer2)
           
           buffer[0] = class
           buffer[1] = 0
           menu_additem(menuid, menu, buffer)
     }
     
     // Back - Next - Exit
     formatex(menu, charsmax(menu), "%L", id, "MENU_BACK")
     menu_setprop(menuid, MPROP_BACKNAME, menu)
     formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT")
     menu_setprop(menuid, MPROP_NEXTNAME, menu)
     formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT")
     menu_setprop(menuid, MPROP_EXITNAME, menu)
     
     menu_display(id, menuid)
     
     g_menu_last_data[id][0] = 5
}

// Help Menu
show_menu_info(id)
{
     static menu[150]
     
     formatex(menu, charsmax(menu), "\y%L^n^n\r1.\w %L^n\r2.\w %L^n\r3.\w %L^n\r4.\w %L^n^n\r0.\w %L", id, "MENU_INFO_TITLE", id, "MENU_INFO1", id,"MENU_INFO2", id,"MENU_INFO3", id,"MENU_INFO4", id, "MENU_EXIT")
     show_menu(id, KEYSMENU, menu, -1, "Mod Info")
     
     g_menu_last_data[id][0] = 6
}

// Admin Menu
show_menu_admin(id)
{
     static menu[250], len, userflags
     len = 0
     userflags = get_user_flags(id)
     
     // Title
     len += formatex(menu[len], charsmax(menu) - len, "\y%L^n^n", id, "MENU_ADMIN_TITLE")
     
     // 1. Zombiefy/Humanize command
     if (userflags & (g_access_flag[ACCESS_MODE_INFECTION] | g_access_flag[ACCESS_MAKE_ZOMBIE] | g_access_flag[ACCESS_MAKE_HUMAN]))
           len += formatex(menu[len], charsmax(menu) - len, "\r1.\w %L^n", id, "MENU_ADMIN1")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d1. %L^n", id, "MENU_ADMIN1")
     
     // 2. Nemesis command
     if (userflags & (g_access_flag[ACCESS_MODE_NEMESIS] | g_access_flag[ACCESS_MAKE_NEMESIS]))
           len += formatex(menu[len], charsmax(menu) - len, "\r2.\w %L^n", id, "MENU_ADMIN2")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d2. %L^n", id, "MENU_ADMIN2")
     
     // 3. Survivor command
     if (userflags & (g_access_flag[ACCESS_MODE_SURVIVOR] | g_access_flag[ACCESS_MAKE_SURVIVOR]))
           len += formatex(menu[len], charsmax(menu) - len, "\r3.\w %L^n", id, "MENU_ADMIN3")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d3. %L^n", id, "MENU_ADMIN3")
     
     // 4. Respawn command
     if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
           len += formatex(menu[len], charsmax(menu) - len, "\r4.\w %L^n", id, "MENU_ADMIN4")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d4. %L^n", id, "MENU_ADMIN4")
     
     // 5. Swarm mode command
     if ((userflags & g_access_flag[ACCESS_MODE_SWARM]) && allowed_swarm())
           len += formatex(menu[len], charsmax(menu) - len, "\r5.\w %L^n", id, "MENU_ADMIN5")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d5. %L^n", id, "MENU_ADMIN5")
     
     // 6. Multi infection command
     if ((userflags & g_access_flag[ACCESS_MODE_MULTI]) && allowed_multi())
           len += formatex(menu[len], charsmax(menu) - len, "\r6.\w %L^n", id, "MENU_ADMIN6")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d6. %L^n", id, "MENU_ADMIN6")
     
     // 7. Plague mode command
     if ((userflags & g_access_flag[ACCESS_MODE_PLAGUE]) && allowed_plague())
           len += formatex(menu[len], charsmax(menu) - len, "\r7.\w %L^n", id, "MENU_ADMIN7")
     else
           len += formatex(menu[len], charsmax(menu) - len, "\d7. %L^n", id, "MENU_ADMIN7")
     
     // 0. Exit
     len += formatex(menu[len], charsmax(menu) - len, "^n\r0.\w %L", id, "MENU_EXIT")
     
     show_menu(id, KEYSMENU, menu, -1, "Admin Menu")
     
     g_menu_last_data[id][0] = 7
}

// Player List Menu
show_menu_player_list(id)
{
     static menuid, menu[128], player, userflags, buffer[2]
     userflags = get_user_flags(id)
     
     // Title
     switch (PL_ACTION)
     {
           case ACTION_ZOMBIEFY_HUMANIZE: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN1")
           case ACTION_MAKE_NEMESIS: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN2")
           case ACTION_MAKE_SURVIVOR: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN3")
           case ACTION_RESPAWN_PLAYER: formatex(menu, charsmax(menu), "%L\r", id, "MENU_ADMIN4")
     }
     menuid = menu_create(menu, "menu_player_list")
     
     // Player List
     for (player = 0; player <= g_maxplayers; player++)
     {
           // Skip if not connected
           if (!g_isconnected[player])
                 continue;
           
           // Format text depending on the action to take
           switch (PL_ACTION)
           {
                 case ACTION_ZOMBIEFY_HUMANIZE: // Zombiefy/Humanize command
                 {
                       if (g_zombie[player])
                       {
                             if (allowed_human(player) && (userflags & g_access_flag[ACCESS_MAKE_HUMAN]))
                                   formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, g_nemesis[player] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
                             else
                                   formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, g_nemesis[player] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
                       }
                       else
                       {
                             if (allowed_zombie(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_INFECTION]) : (userflags & g_access_flag[ACCESS_MAKE_ZOMBIE])))
                                   formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, g_survivor[player] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
                             else
                                   formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, g_survivor[player] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
                       }
                 }
                 case ACTION_MAKE_NEMESIS: // Nemesis command
                 {
                       if (allowed_nemesis(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_NEMESIS]) : (userflags & g_access_flag[ACCESS_MAKE_NEMESIS])))
                       {
                             if (g_zombie[player])
                                   formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, g_nemesis[player] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
                             else
                                   formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, g_survivor[player] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
                       }
                       else
                             formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, g_zombie[player] ? g_nemesis[player] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE" : g_survivor[player] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
                 }
                 case ACTION_MAKE_SURVIVOR: // Survivor command
                 {
                       if (allowed_survivor(player) && (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SURVIVOR]) : (userflags & g_access_flag[ACCESS_MAKE_SURVIVOR])))
                       {
                             if (g_zombie[player])
                                   formatex(menu, charsmax(menu), "%s \r[%L]", g_playername[player], id, g_nemesis[player] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE")
                             else
                                   formatex(menu, charsmax(menu), "%s \y[%L]", g_playername[player], id, g_survivor[player] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
                       }
                       else
                             formatex(menu, charsmax(menu), "\d%s [%L]", g_playername[player], id, g_zombie[player] ? g_nemesis[player] ? "CLASS_NEMESIS" : "CLASS_ZOMBIE" : g_survivor[player] ? "CLASS_SURVIVOR" : "CLASS_HUMAN")
                 }
                 case ACTION_RESPAWN_PLAYER: // Respawn command
                 {
                       if (allowed_respawn(player) && (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS]))
                             formatex(menu, charsmax(menu), "%s", g_playername[player])
                       else
                             formatex(menu, charsmax(menu), "\d%s", g_playername[player])
                 }
           }
           
           // Add player
           buffer[0] = player
           buffer[1] = 0
           menu_additem(menuid, menu, buffer)
     }
     
     // Back - Next - Exit
     formatex(menu, charsmax(menu), "%L", id, "MENU_BACK")
     menu_setprop(menuid, MPROP_BACKNAME, menu)
     formatex(menu, charsmax(menu), "%L", id, "MENU_NEXT")
     menu_setprop(menuid, MPROP_NEXTNAME, menu)
     formatex(menu, charsmax(menu), "%L", id, "MENU_EXIT")
     menu_setprop(menuid, MPROP_EXITNAME, menu)
     
     if (g_menu_last_data[id][0] == 8)
           menu_display(id, menuid, g_menu_last_data[id][1])
     else
           menu_display(id, menuid)
     
     g_menu_last_data[id][0] = 8
}

/*================================================================================
[Menu Handlers]
=================================================================================*/

// Game Menu
public menu_game(id, key)
{
     switch (key)
     {
           case 0: // Buy Weapons
           {
                 // Custom buy menus enabled?
                 if (get_pcvar_num(cvar_buycustom))
                 {
                       // Check primary and secondary weapons are not all empty
                       if (WPN_MAXIDS > 0 || ArraySize(g_secondary_items) > 0)
                       {
                             // Disable the remember selection setting
                             WPN_AUTO_ON = 0
                             zp_colored_print(id, "^x04[ZP]^x01 %L", id, "BUY_ENABLED")
                             
                             // Show menu if player hasn't yet bought anything
                             if (g_canbuy[id]) show_menu_buy1(id)
                       }
                       else
                             zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOTHING_CAN_CHOOSE")
                 }
                 else
                       zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
           }
           case 1: // Extra Items
           {
                 // Extra items enabled?
                 if (get_pcvar_num(cvar_extraitems))
                 {
                       // Check whether the player is able to buy anything
                       if (g_isalive[id])
                             show_menu_extras(id)
                       else
                             zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                 }
                 else
                       zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_EXTRAS")
           }
           case 2: // Zombie Classes
           {
                 // Zombie classes enabled?
                 if (get_pcvar_num(cvar_zclasses))
                       show_menu_zclass(id)
                 else
                       zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ZCLASSES")
           }
           case 3: // Unstuck
           {
                 // Check if player is stuck
                 if (g_isalive[id])
                 {
                       if (is_player_stuck(id))
                       {
                             // Move to an initial spawn
                             if (get_pcvar_num(cvar_randspawn))
                                   do_random_spawn(id) // random spawn (including CSDM)
                             else
                                   do_random_spawn(id, 1) // regular spawn
                       }
                       else
                             zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_STUCK")
                 }
                 else
                       zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
           }
           case 4: // Help Menu
           {
                 show_menu_info(id)
           }
           case 5: // Join Spectator
           {
                 // Player alive?
                 if (g_isalive[id])
                 {
                       // Prevent abuse by non-admins if block suicide setting is enabled
                       if (get_pcvar_num(cvar_blocksuicide) && !(get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU]))
                       {
                             zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                             return PLUGIN_HANDLED;
                       }
                       
                       // Check that we still have both humans and zombies to keep the round going
                       check_round(id)
                       
                       // Kill him before he switches team
                       dllfunc(DLLFunc_ClientKill, id)
                 }
                 
                 // Temporarily save player stats?
                 if (get_pcvar_num(cvar_statssave)) save_stats(id)
                 
                 // Remove previous tasks
                 remove_task(id+TASK_TEAM)
                 remove_task(id+TASK_MODEL)
                 remove_task(id+TASK_FLASH)
                 remove_task(id+TASK_CHARGE)
                 remove_task(id+TASK_SPAWN)
                 remove_task(id+TASK_BLOOD)
                 remove_task(id+TASK_AURA)
                 remove_task(id+TASK_BURN)
                 
                 // Then move him to the spectator team
                 fm_cs_set_user_team(id, FM_CS_TEAM_SPECTATOR)
                 fm_user_team_update(id)
           }
           case 8: // Admin Menu
           {
                 // Check if player has the required access
                 if (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MENU])
                       show_menu_admin(id)
                 else
                       zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
           }
     }
     
     return PLUGIN_HANDLED;
}

// Buy Menu 1
public menu_buy1(id, key)
{
     // Zombies or survivors get no guns
     if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
           return PLUGIN_HANDLED;
     
     // Special keys / weapon list exceeded
     if (key >= MENU_KEY_AUTOSELECT || WPN_SELECTION >= WPN_MAXIDS)
     {
           switch (key)
           {
                 case MENU_KEY_AUTOSELECT: // toggle auto select
                 {
                       WPN_AUTO_ON = 1 - WPN_AUTO_ON
                 }
                 case MENU_KEY_NEXT: // next/back
                 {
                       if (WPN_STARTID+7 < WPN_MAXIDS)
                             WPN_STARTID += 7
                       else
                             WPN_STARTID = 0
                 }
                 case MENU_KEY_EXIT: // exit
                 {
                       return PLUGIN_HANDLED;
                 }
           }
           
           // Show buy menu again
           show_menu_buy1(id)
           return PLUGIN_HANDLED;
     }
     
     // Store selected weapon id
     WPN_AUTO_PRI = WPN_SELECTION
     
     // Buy primary weapon
     buy_primary_weapon(id, WPN_AUTO_PRI)
     
     // Show pistols menu
     show_menu_buy2(id)
     
     return PLUGIN_HANDLED;
}

// Buy Primary Weapon
buy_primary_weapon(id, selection)
{
     // Drop previous weapons
     drop_weapons(id, 1)
     drop_weapons(id, 2)
     
     // Strip off from weapons
     fm_strip_user_weapons(id)
     fm_give_item(id, "weapon_knife")
     
     // Get weapon's id and name
     static weaponid, wname[32]
     weaponid = ArrayGetCell(g_primary_weaponids, selection)
     ArrayGetString(g_primary_items, selection, wname, charsmax(wname))
     
     // Give the new weapon and full ammo
     fm_give_item(id, wname)
     ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
     
     // Weapons bought
     g_canbuy[id] = false
     
     // Give additional items
     static i
     for (i = 0; i < ArraySize(g_additional_items); i++)
     {
           ArrayGetString(g_additional_items, i, wname, charsmax(wname))
           fm_give_item(id, wname)
     }
}

// Buy Menu 2
public menu_buy2(id, key)
{      
     // Zombies or survivors get no guns
     if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
           return PLUGIN_HANDLED;
     
     // Special keys / weapon list exceeded
     if (key >= ArraySize(g_secondary_items))
     {
           // Toggle autoselect
           if (key == MENU_KEY_AUTOSELECT)
                 WPN_AUTO_ON = 1 - WPN_AUTO_ON
           
           // Reshow menu unless user exited
           if (key != MENU_KEY_EXIT)
                 show_menu_buy2(id)
           
           return PLUGIN_HANDLED;
     }
     
     // Store selected weapon
     WPN_AUTO_SEC = key
     
     // Drop secondary gun again, in case we picked another (bugfix)
     drop_weapons(id, 2)
     
     // Get weapon's id
     static weaponid, wname[32]
     weaponid = ArrayGetCell(g_secondary_weaponids, key)
     ArrayGetString(g_secondary_items, key, wname, charsmax(wname))
     
     // Give the new weapon and full ammo
     fm_give_item(id, wname)
     ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
     
     if (WPN_MAXIDS == 0)
     {
           // Weapons bought
           g_canbuy[id] = false
           
           // Give additional items
           static i
           for (i = 0; i < ArraySize(g_additional_items); i++)
           {
                 ArrayGetString(g_additional_items, i, wname, charsmax(wname))
                 fm_give_item(id, wname)
           }
     }
     
     return PLUGIN_HANDLED;
}

// Extra Items Menu
public menu_extras(id, menuid, item)
{
     // Menu was closed
     if (item == MENU_EXIT)
     {
           menu_destroy(menuid)
           return PLUGIN_HANDLED;
     }
     
     // Dead players are not allowed to buy items
     if (!g_isalive[id])
     {
           zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
           menu_destroy(menuid)
           return PLUGIN_HANDLED;
     }
     
     // Retrieve extra item id
     static buffer[2], dummy, itemid
     menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
     itemid = buffer[0]
     
     // Attempt to buy the item
     buy_extra_item(id, itemid)
     menu_destroy(menuid)
     return PLUGIN_HANDLED;
}

// Buy Extra Item
buy_extra_item(id, itemid, ignorecost = 0)
{
     // Retrieve item's team
     static team
     team = ArrayGetCell(g_extraitem_team, itemid)
     
     // Check for team/class specific items
     if ((g_zombie[id] && !g_nemesis[id] && !(team & ZP_TEAM_ZOMBIE)) || (!g_zombie[id] && !g_survivor[id] && !(team & ZP_TEAM_HUMAN)) || (g_nemesis[id] && !(team & ZP_TEAM_NEMESIS)) || (g_survivor[id] && !(team & ZP_TEAM_SURVIVOR)))
     {
           zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
           return;
     }
     
     // Check for unavailable items
     if ((itemid == EXTRA_NVISION && !get_pcvar_num(cvar_extranvision))
     || (itemid == EXTRA_ANTIDOTE && (!get_pcvar_num(cvar_extraantidote) || g_antidotecounter >= get_pcvar_num(cvar_antidotelimit)))
     || (itemid == EXTRA_MADNESS && (!get_pcvar_num(cvar_extramadness) || g_madnesscounter >= get_pcvar_num(cvar_madnesslimit)))
     || (itemid == EXTRA_INFBOMB && (!get_pcvar_num(cvar_extrainfbomb) || g_infbombcounter >= get_pcvar_num(cvar_infbomblimit)))
     || (itemid >= EXTRA_WEAPONS_STARTID && itemid <= EXTRAS_CUSTOM_STARTID-1 && !get_pcvar_num(cvar_extraweapons)))
     {
           zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
           return;
     }
     
     // Check for hard coded items with special conditions
     if ((itemid == EXTRA_ANTIDOTE && (g_endround || g_swarmround || g_nemround || g_survround || g_plagueround || fnGetZombies() <= 1 || (get_pcvar_num(cvar_deathmatch) && !get_pcvar_num(cvar_respawnafterlast) && fnGetHumans() == 1)))
     || (itemid == EXTRA_MADNESS && g_nodamage[id]) || (itemid == EXTRA_INFBOMB && (g_endround || g_swarmround || g_nemround || g_survround || g_plagueround)))
     {
           zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_CANTUSE")
           return;
     }
     
     // Ignore item's cost?
     if (!ignorecost)
     {
           // Check that we have enough ammo packs
//*****
           new temp = ArrayGetCell(g_extraitem_cost, itemid)
           
           //if (g_ammopacks[id] < ArrayGetCell(g_extraitem_cost, itemid))
           if (g_ammopacks[id] < temp)
           {
                 zp_colored_print(id, "^x04[ZP]^x01 %L", id, "NOT_ENOUGH_AMMO")
                 return;
           }
           
           // Deduce item cost
//*****
           //g_ammopacks[id] -= ArrayGetCell(g_extraitem_cost, itemid)
           g_ammopacks[id] -= temp
     }
     
     // Check which kind of item we're buying
     switch (itemid)
     {
           case EXTRA_NVISION: // Night Vision
           {
                 g_nvision[id] = true
                 
                 if (!g_isbot[id])
                 {
                       g_nvisionenabled[id] = true
                       
                       // Custom nvg?
                       if (get_pcvar_num(cvar_customnvg))
                       {
                             remove_task(id+TASK_NVISION)
                             set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
                       }
                       else
                             set_user_gnvision(id, 1)
                 }
                 else
                       cs_set_user_nvg(id, 1)
           }
           case EXTRA_ANTIDOTE: // Antidote
           {
                 // Increase antidote purchase count for this round
                 g_antidotecounter++
                 
                 humanme(id, 0, 0)
           }
           case EXTRA_MADNESS: // Zombie Madness
           {
                 // Increase madness purchase count for this round
                 g_madnesscounter++
                 
                 g_nodamage[id] = true
                 set_task(0.1, "zombie_aura", id+TASK_AURA, _, _, "b")
                 set_task(get_pcvar_float(cvar_madnessduration), "madness_over", id+TASK_BLOOD)
                 
                 static sound[64]
                 ArrayGetString(zombie_madness, random_num(0, ArraySize(zombie_madness) - 1), sound, charsmax(sound))
                 emit_sound(id, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
           }
           case EXTRA_INFBOMB: // Infection Bomb
           {
                 // Increase infection bomb purchase count for this round
                 g_infbombcounter++
                 
                 // Already own one
                 if (user_has_weapon(id, CSW_HEGRENADE))
                 {
                       // Increase BP ammo on it instead
                       cs_set_user_bpammo(id, CSW_HEGRENADE, cs_get_user_bpammo(id, CSW_HEGRENADE) + 1)
                       
                       // Flash ammo in hud
                       message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
                       write_byte(AMMOID[CSW_HEGRENADE]) // ammo id
                       write_byte(1) // ammo amount
                       message_end()
                       
                       // Play clip purchase sound
                       emit_sound(id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)
                       
                       return; // stop here
                 }
                 
                 // Give weapon to the player
                 fm_give_item(id, "weapon_hegrenade")
           }
           default:
           {
                 if (itemid >= EXTRA_WEAPONS_STARTID && itemid <= EXTRAS_CUSTOM_STARTID-1) // Weapons
                 {
                       // Get weapon's id and name
                       static weaponid, wname[32]
                       ArrayGetString(g_extraweapon_items, itemid - EXTRA_WEAPONS_STARTID, wname, charsmax(wname))
                       weaponid = cs_weapon_name_to_id(wname)
                       
                       // If we are giving a primary/secondary weapon
                       if (MAXBPAMMO[weaponid] > 2)
                       {
                             // Make user drop the previous one
                             if ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)
                                   drop_weapons(id, 1)
                             else
                                   drop_weapons(id, 2)
                             
                             // Give full BP ammo for the new one
                             ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weaponid], AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
                       }
                       // If we are giving a grenade which the user already owns
                       else if (user_has_weapon(id, weaponid))
                       {
                             // Increase BP ammo on it instead
                             cs_set_user_bpammo(id, weaponid, cs_get_user_bpammo(id, weaponid) + 1)
                             
                             // Flash ammo in hud
                             message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
                             write_byte(AMMOID[weaponid]) // ammo id
                             write_byte(1) // ammo amount
                             message_end()
                             
                             // Play clip purchase sound
                             emit_sound(id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)
                             
                             return; // stop here
                       }
                       
                       // Give weapon to the player
                       fm_give_item(id, wname)
                 }
                 else // Custom additions
                 {
                       // Item selected forward
                       ExecuteForward(g_fwExtraItemSelected, g_fwDummyResult, id, itemid);
                       
                       // Item purchase blocked, restore buyer's ammo packs
//*****
                       new temp = ArrayGetCell(g_extraitem_cost, itemid)
                       
                       if (g_fwDummyResult >= ZP_PLUGIN_HANDLED && !ignorecost)
                             //g_ammopacks[id] += ArrayGetCell(g_extraitem_cost, itemid)
                             g_ammopacks[id] += temp
                 }
           }
     }
}

// Zombie Class Menu
public menu_zclass(id, menuid, item)
{
     // Menu was closed
     if (item == MENU_EXIT)
     {
           menu_destroy(menuid)
           return PLUGIN_HANDLED;
     }
     
     // Retrieve zombie class id
     static buffer[2], dummy, classid
     menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
     classid = buffer[0]
     
     // Store selection for the next infection
     g_zombieclassnext[id] = classid
     
     static name[32]
     ArrayGetString(g_zclass_name, g_zombieclassnext[id], name, charsmax(name))
     
     // Show selected zombie class info and stats
     zp_colored_print(id, "^x04[ZP]^x01 %L: %s", id, "ZOMBIE_SELECT", name)
     zp_colored_print(id, "^x04[ZP]^x01 %L: %d %L: %d %L: %d %L: %d%%", id, "ZOMBIE_ATTRIB1", ArrayGetCell(g_zclass_hp, g_zombieclassnext[id]), id, "ZOMBIE_ATTRIB2", ArrayGetCell(g_zclass_spd, g_zombieclassnext[id]),
     id, "ZOMBIE_ATTRIB3", floatround(Float:ArrayGetCell(g_zclass_grav, g_zombieclassnext[id]) * 800.0), id, "ZOMBIE_ATTRIB4", floatround(Float:ArrayGetCell(g_zclass_kb, g_zombieclassnext[id]) * 100.0))
     
     menu_destroy(menuid)
     return PLUGIN_HANDLED;
}

// Info Menu
public menu_info(id, key)
{
     static motd[1500], len
     len = 0
     
     switch (key)
     {
           case 0: // General
           {
                 static weather, lighting[2]
                 weather = 0
                 get_pcvar_string(cvar_lighting, lighting, charsmax(lighting))
                 strtolower(lighting)
                 
                 len += formatex(motd[len], charsmax(motd) - len, "%L ", id, "MOTD_INFO11", "Zombie Plague", PLUGIN_VERSION, "MeRcyLeZZ")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO12")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_A")
                 
                 if (g_ambience_fog)
                 {
                       len += formatex(motd[len], charsmax(motd) - len, (weather < 1) ? " %L" : ". %L", id, "MOTD_FOG")
                       weather++
                 }
                 if (g_ambience_rain)
                 {
                       len += formatex(motd[len], charsmax(motd) - len, (weather < 1) ? " %L" : ". %L", id, "MOTD_RAIN")
                       weather++
                 }
                 if (g_ambience_snow)
                 {
                       len += formatex(motd[len], charsmax(motd) - len, (weather < 1) ? " %L" : ". %L", id, "MOTD_SNOW")
                       weather++
                 }
                 if (weather < 1) len += formatex(motd[len], charsmax(motd) - len, " %L", id, "MOTD_DISABLED")
                 
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_B", lighting)
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_C", id, get_pcvar_num(cvar_triggered) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 if (lighting[0] >= 'a' && lighting[0] <= 'd' && get_pcvar_float(cvar_thunder) > 0.0) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_D", floatround(get_pcvar_float(cvar_thunder)))
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_E", id, get_pcvar_num(cvar_removedoors) > 0 ? get_pcvar_num(cvar_removedoors) > 1 ? "MOTD_DOORS" : "MOTD_ROTATING" : "MOTD_ENABLED")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_F", id, get_pcvar_num(cvar_deathmatch) > 0 ? get_pcvar_num(cvar_deathmatch) > 1 ? get_pcvar_num(cvar_deathmatch) > 2 ? "MOTD_ENABLED" : "MOTD_DM_ZOMBIE" : "MOTD_DM_HUMAN" : "MOTD_DISABLED")
                 if (get_pcvar_num(cvar_deathmatch)) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_G", floatround(get_pcvar_float(cvar_spawnprotection)))
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_H", id, get_pcvar_num(cvar_randspawn) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_I", id, get_pcvar_num(cvar_extraitems) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_J", id, get_pcvar_num(cvar_zclasses) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_K", id, get_pcvar_num(cvar_customnvg) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO1_L", id, g_cached_customflash ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 
                 show_motd(id, motd)
           }
           case 1: // Humans
           {
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_A", get_pcvar_num(cvar_humanhp))
                 if (get_pcvar_num(cvar_humanlasthp) > 0) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_B", get_pcvar_num(cvar_humanlasthp))
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_C", floatround(g_cached_humanspd))
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_D", floatround(get_pcvar_float(cvar_humangravity) * 800.0))
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_E", id, get_pcvar_num(cvar_infammo) > 0 ? get_pcvar_num(cvar_infammo) > 1 ? "MOTD_AMMO_CLIP" : "MOTD_AMMO_BP" : "MOTD_LIMITED")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_F", get_pcvar_num(cvar_ammodamage))
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_G", id, get_pcvar_num(cvar_firegrenades) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_H", id, get_pcvar_num(cvar_frostgrenades) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_I", id, get_pcvar_num(cvar_flaregrenades) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO2_J", id, get_pcvar_num(cvar_knockback) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 
                 show_motd(id, motd)
           }
           case 2: // Zombies
           {
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_A", ArrayGetCell(g_zclass_hp, 0))
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_B", floatround(float(ArrayGetCell(g_zclass_hp, 0)) * get_pcvar_float(cvar_zombiefirsthp)))
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_C", floatround(get_pcvar_float(cvar_zombiearmor) * 100.0))
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_D", ArrayGetCell(g_zclass_spd, 0))
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_E", floatround(Float:ArrayGetCell(g_zclass_grav, 0) * 800.0))
                 if (get_pcvar_num(cvar_zombiebonushp)) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_F", get_pcvar_num(cvar_zombiebonushp))
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_G", id, get_pcvar_num(cvar_zombiepainfree) > 0 ? get_pcvar_num(cvar_zombiepainfree) > 1 ? "MOTD_LASTZOMBIE" : "MOTD_ENABLED" : "MOTD_DISABLED")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_H", id, get_pcvar_num(cvar_zombiebleeding) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO3_I", get_pcvar_num(cvar_ammoinfect))
                 
                 show_motd(id, motd)
           }
           case 3: // Gameplay Modes
           {
                 static nemhp[5], survhp[5]
                 
                 // Get nemesis and survivor health
                 num_to_str(get_pcvar_num(cvar_nemhp), nemhp, charsmax(nemhp))
                 num_to_str(get_pcvar_num(cvar_survhp), survhp, charsmax(survhp))
                 
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4")
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_A", id, get_pcvar_num(cvar_nem) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 if (get_pcvar_num(cvar_nem))
                 {
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_B", get_pcvar_num(cvar_nemchance))
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_C", get_pcvar_num(cvar_nemhp) > 0 ? nemhp : "[Auto]")
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_D", floatround(g_cached_nemspd))
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_E", floatround(get_pcvar_float(cvar_nemgravity) * 800.0))
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_F", id, g_cached_leapnemesis ? "MOTD_ENABLED" : "MOTD_DISABLED")
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_G", id, get_pcvar_num(cvar_nempainfree) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 }
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_H", id, get_pcvar_num(cvar_surv) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 if (get_pcvar_num(cvar_surv))
                 {
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_I", get_pcvar_num(cvar_survchance))
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_J", get_pcvar_num(cvar_survhp) > 0 ? survhp : "[Auto]")
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_K", floatround(g_cached_survspd))
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_L", floatround(get_pcvar_float(cvar_survgravity) * 800.0))
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_M", id, g_cached_leapsurvivor ? "MOTD_ENABLED" : "MOTD_DISABLED")
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_N", id, get_pcvar_num(cvar_survpainfree) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 }
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_O", id, get_pcvar_num(cvar_swarm) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 if (get_pcvar_num(cvar_swarm)) len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_P", get_pcvar_num(cvar_swarmchance))
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_Q", id, get_pcvar_num(cvar_multi) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 if (get_pcvar_num(cvar_multi))
                 {
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_R", get_pcvar_num(cvar_multichance))
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_S", floatround(get_pcvar_float(cvar_multiratio) * 100.0))
                 }
                 len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_T", id, get_pcvar_num(cvar_plague) ? "MOTD_ENABLED" : "MOTD_DISABLED")
                 if (get_pcvar_num(cvar_plague))
                 {
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_U", get_pcvar_num(cvar_plaguechance))
                       len += formatex(motd[len], charsmax(motd) - len, "%L", id, "MOTD_INFO4_V", floatround(get_pcvar_float(cvar_plagueratio) * 100.0))
                 }
                 
                 show_motd(id, motd)
           }
           default: return PLUGIN_HANDLED;
     }
     
     // Show help menu again if user wishes to read another topic
     show_menu_info(id)
     
     return PLUGIN_HANDLED;
}

// Admin Menu
public menu_admin(id, key)
{
     static userflags
     userflags = get_user_flags(id)
     
     switch (key)
     {
           case ACTION_ZOMBIEFY_HUMANIZE: // Zombiefy/Humanize command
           {
                 if (userflags & (g_access_flag[ACCESS_MODE_INFECTION] | g_access_flag[ACCESS_MAKE_ZOMBIE] | g_access_flag[ACCESS_MAKE_HUMAN]))
                 {
                       // Show player list for admin to pick a target
                       PL_ACTION = ACTION_ZOMBIEFY_HUMANIZE
                       show_menu_player_list(id)
                 }
                 else
                 {
                       zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                       show_menu_admin(id)
                 }
           }
           case ACTION_MAKE_NEMESIS: // Nemesis command
           {
                 if (userflags & (g_access_flag[ACCESS_MODE_NEMESIS] | g_access_flag[ACCESS_MAKE_NEMESIS]))
                 {
                       // Show player list for admin to pick a target
                       PL_ACTION = ACTION_MAKE_NEMESIS
                       show_menu_player_list(id)
                 }
                 else
                 {
                       zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                       show_menu_admin(id)
                 }
           }
           case ACTION_MAKE_SURVIVOR: // Survivor command
           {
                 if (userflags & (g_access_flag[ACCESS_MODE_SURVIVOR] | g_access_flag[ACCESS_MAKE_SURVIVOR]))
                 {
                       // Show player list for admin to pick a target
                       PL_ACTION = ACTION_MAKE_SURVIVOR
                       show_menu_player_list(id)
                 }
                 else
                 {
                       zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                       show_menu_admin(id)
                 }
           }
           case ACTION_RESPAWN_PLAYER: // Respawn command
           {
                 if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
                 {
                       // Show player list for admin to pick a target
                       PL_ACTION = ACTION_RESPAWN_PLAYER
                       show_menu_player_list(id)
                 }
                 else
                 {
                       zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                       show_menu_admin(id)
                 }
           }
           case ACTION_MODE_SWARM: // Swarm Mode command
           {
                 if (userflags & g_access_flag[ACCESS_MODE_SWARM])
                 {
                       if (allowed_swarm())
                             command_swarm(id)
                       else
                             zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                 }
                 else
                       zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                 
                 show_menu_admin(id)
           }
           case ACTION_MODE_MULTI: // Multiple Infection command
           {
                 if (userflags & g_access_flag[ACCESS_MODE_MULTI])
                 {
                       if (allowed_multi())
                             command_multi(id)
                       else
                             zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                 }
                 else
                       zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                 
                 show_menu_admin(id)
           }
           case ACTION_MODE_PLAGUE: // Plague Mode command
           {
                 if (userflags & g_access_flag[ACCESS_MODE_PLAGUE])
                 {
                       if (allowed_plague())
                             command_plague(id)
                       else
                             zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                 }
                 else
                       zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                 
                 show_menu_admin(id)
           }
     }
     
     return PLUGIN_HANDLED;
}

// Player List Menu
public menu_player_list(id, menuid, item)
{
     // Menu was closed
     if (item == MENU_EXIT)
     {
           menu_destroy(menuid)
           show_menu_admin(id)
           return PLUGIN_HANDLED;
     }
     
     // Retrieve player id
     static buffer[2], dummy, playerid
     menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
     playerid = buffer[0]
     
     // Perform action on player
     
     // Get admin flags
     static userflags
     userflags = get_user_flags(id)
     
     // Make sure it's still connected
     if (g_isconnected[playerid])
     {
           // Perform the right action if allowed
           switch (PL_ACTION)
           {
                 case ACTION_ZOMBIEFY_HUMANIZE: // Zombiefy/Humanize command
                 {
                       if (g_zombie[playerid])
                       {
                             if (userflags & g_access_flag[ACCESS_MAKE_HUMAN])
                             {
                                   if (allowed_human(playerid))
                                         command_human(id, playerid)
                                   else
                                         zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                             }
                             else
                                   zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                       }
                       else
                       {
                             if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_INFECTION]) : (userflags & g_access_flag[ACCESS_MAKE_ZOMBIE]))
                             {
                                   if (allowed_zombie(playerid))
                                         command_zombie(id, playerid)
                                   else
                                         zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                             }
                             else
                                   zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                       }
                 }
                 case ACTION_MAKE_NEMESIS: // Nemesis command
                 {
                       if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_NEMESIS]) : (userflags & g_access_flag[ACCESS_MAKE_NEMESIS]))
                       {
                             if (allowed_nemesis(playerid))
                                   command_nemesis(id, playerid)
                             else
                                   zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                       }
                       else
                             zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                 }
                 case ACTION_MAKE_SURVIVOR: // Survivor command
                 {
                       if (g_newround ? (userflags & g_access_flag[ACCESS_MODE_SURVIVOR]) : (userflags & g_access_flag[ACCESS_MAKE_SURVIVOR]))
                       {
                             if (allowed_survivor(playerid))
                                   command_survivor(id, playerid)
                             else
                                   zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                       }
                       else
                             zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                 }
                 case ACTION_RESPAWN_PLAYER: // Respawn command
                 {
                       if (userflags & g_access_flag[ACCESS_RESPAWN_PLAYERS])
                       {
                             if (allowed_respawn(playerid))
                                   command_respawn(id, playerid)
                             else
                                   zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
                       }
                       else
                             zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_ACCESS")
                 }
           }
     }
     else
           zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
     
     menu_destroy(menuid)
     show_menu_player_list(id)
     return PLUGIN_HANDLED;
}

/*================================================================================
[Admin Commands]
=================================================================================*/

// zp_toggle [1/0]
public cmd_toggle(id, level, cid)
{
     // Check for access flag - Enable/Disable Mod
     if (!cmd_access(id, g_access_flag[ACCESS_ENABLE_MOD], cid, 2))
           return PLUGIN_HANDLED;
     
     // Retrieve arguments
     new arg[2]
     read_argv(1, arg, charsmax(arg))
     
     // Mod already enabled/disabled
     if (str_to_num(arg) == g_pluginenabled)
           return PLUGIN_HANDLED;
     
     // Set toggle cvar
     set_pcvar_num(cvar_toggle, str_to_num(arg))
     client_print(id, print_console, "Zombie Plague %L.", id, str_to_num(arg) ? "MOTD_ENABLED" : "MOTD_DISABLED")
     
     // Retrieve map name
     new mapname[32]
     get_mapname(mapname, charsmax(mapname))
     
     // Restart current map
     server_cmd("changelevel %s", mapname)
     
     return PLUGIN_HANDLED;
}

// zp_zombie [target]
public cmd_zombie(id, level, cid)
{
     // Check for access flag depending on the resulting action
     if (g_newround)
     {
           // Start Mode Infection
           if (!cmd_access(id, g_access_flag[ACCESS_MODE_INFECTION], cid, 2))
                 return PLUGIN_HANDLED;
     }
     else
     {
           // Make Zombie
           if (!cmd_access(id, g_access_flag[ACCESS_MAKE_ZOMBIE], cid, 2))
                 return PLUGIN_HANDLED;
     }
     
     // Retrieve arguments
     static arg[32], player
     read_argv(1, arg, charsmax(arg))
     player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
     
     // Invalid target
     if (!player) return PLUGIN_HANDLED;
     
     // Target not allowed to be zombie
     if (!allowed_zombie(player))
     {
           client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
           return PLUGIN_HANDLED
     }
     
     command_zombie(id, player)
     
     return PLUGIN_HANDLED;
}

// zp_human [target]
public cmd_human(id, level, cid)
{
     // Check for access flag - Make Human
     if (!cmd_access(id, g_access_flag[ACCESS_MAKE_HUMAN], cid, 2))
           return PLUGIN_HANDLED;
     
     // Retrieve arguments
     static arg[32], player
     read_argv(1, arg, charsmax(arg))
     player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
     
     // Invalid target
     if (!player) return PLUGIN_HANDLED;
     
     // Target not allowed to be human
     if (!allowed_human(player))
     {
           client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
           return PLUGIN_HANDLED;
     }
     
     command_human(id, player)
     
     return PLUGIN_HANDLED;
}

// zp_survivor [target]
public cmd_survivor(id, level, cid)
{
     // Check for access flag depending on the resulting action
     if (g_newround)
     {
           // Start Mode Survivor
           if (!cmd_access(id, g_access_flag[ACCESS_MODE_SURVIVOR], cid, 2))
                 return PLUGIN_HANDLED;
     }
     else
     {
           // Make Survivor
           if (!cmd_access(id, g_access_flag[ACCESS_MAKE_SURVIVOR], cid, 2))
                 return PLUGIN_HANDLED;
     }
     
     // Retrieve arguments
     static arg[32], player
     read_argv(1, arg, charsmax(arg))
     player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
     
     // Invalid target
     if (!player) return PLUGIN_HANDLED;
     
     // Target not allowed to be survivor
     if (!allowed_survivor(player))
     {
           client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
           return PLUGIN_HANDLED;
     }
     
     command_survivor(id, player)
     
     return PLUGIN_HANDLED;
}

// zp_nemesis [target]
public cmd_nemesis(id, level, cid)
{
     // Check for access flag depending on the resulting action
     if (g_newround)
     {
           // Start Mode Nemesis
           if (!cmd_access(id, g_access_flag[ACCESS_MODE_NEMESIS], cid, 2))
                 return PLUGIN_HANDLED;
     }
     else
     {
           // Make Nemesis
           if (!cmd_access(id, g_access_flag[ACCESS_MAKE_NEMESIS], cid, 2))
                 return PLUGIN_HANDLED;
     }
     
     // Retrieve arguments
     static arg[32], player
     read_argv(1, arg, charsmax(arg))
     player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
     
     // Invalid target
     if (!player) return PLUGIN_HANDLED;
     
     // Target not allowed to be nemesis
     if (!allowed_nemesis(player))
     {
           client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
           return PLUGIN_HANDLED;
     }
     
     command_nemesis(id, player)
     
     return PLUGIN_HANDLED;
}

// zp_respawn [target]
public cmd_respawn(id, level, cid)
{
     // Check for access flag - Respawn
     if (!cmd_access(id, g_access_flag[ACCESS_RESPAWN_PLAYERS], cid, 2))
           return PLUGIN_HANDLED;
     
     // Retrieve arguments
     static arg[32], player
     read_argv(1, arg, charsmax(arg))
     player = cmd_target(id, arg, CMDTARGET_ALLOW_SELF)
     
     // Invalid target
     if (!player) return PLUGIN_HANDLED;
     
     // Target not allowed to be respawned
     if (!allowed_respawn(player))
     {
           client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
           return PLUGIN_HANDLED;
     }
     
     command_respawn(id, player)
     
     return PLUGIN_HANDLED;
}

// zp_swarm
public cmd_swarm(id, level, cid)
{
     // Check for access flag - Mode Swarm
     if (!cmd_access(id, g_access_flag[ACCESS_MODE_SWARM], cid, 2))
           return PLUGIN_HANDLED;
     
     // Swarm mode not allowed
     if (!allowed_swarm())
     {
           client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
           return PLUGIN_HANDLED;
     }
     
     command_swarm(id)
     
     return PLUGIN_HANDLED;
}

// zp_multi
public cmd_multi(id, level, cid)
{
     // Check for access flag - Mode Multi
     if (!cmd_access(id, g_access_flag[ACCESS_MODE_MULTI], cid, 2))
           return PLUGIN_HANDLED;
     
     // Multi infection mode not allowed
     if (!allowed_multi())
     {
           client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
           return PLUGIN_HANDLED;
     }
     
     command_multi(id)
     
     return PLUGIN_HANDLED;
}

// zp_plague
public cmd_plague(id, level, cid)
{
     // Check for access flag - Mode Plague
     if (!cmd_access(id, g_access_flag[ACCESS_MODE_PLAGUE], cid, 2))
           return PLUGIN_HANDLED;
     
     // Plague mode not allowed
     if (!allowed_plague())
     {
           client_print(id, print_console, "[ZP] %L", id, "CMD_NOT")
           return PLUGIN_HANDLED;
     }
     
     command_plague(id)
     
     return PLUGIN_HANDLED;
}

/*================================================================================
[Message Hooks]
=================================================================================*/

// Current Weapon info
public message_cur_weapon(msg_id, msg_dest, msg_entity)
{
     // Not alive or zombie
     if (!g_isalive[msg_entity] || g_zombie[msg_entity])
           return;
     
     // Not an active weapon
     if (get_msg_arg_int(1) != 1)
           return;
     
     // Unlimited clip disabled for class
     if (g_survivor[msg_entity] ? get_pcvar_num(cvar_survinfammo) <= 1 : get_pcvar_num(cvar_infammo) <= 1)
           return;
     
     // Get weapon's id
     static weapon
     weapon = get_msg_arg_int(2)
     
     // Unlimited Clip Ammo for this weapon?
     if (MAXBPAMMO[weapon] > 2)
     {
           // Max out clip ammo
           cs_set_weapon_ammo(fm_cs_get_current_weapon_ent(msg_entity), MAXCLIP[weapon])
           
           // HUD should show full clip all the time
           set_msg_arg_int(3, get_msg_argtype(3), MAXCLIP[weapon])
     }
}

// Take off player's money
public message_money(msg_id, msg_dest, msg_entity)
{
     // Remove money setting enabled?
     if (!get_pcvar_num(cvar_removemoney))
           return PLUGIN_CONTINUE;
     
     fm_cs_set_user_money(msg_entity, 0)
     return PLUGIN_HANDLED;
}

// Fix for the HL engine bug when HP is multiples of 256
public message_health(msg_id, msg_dest, msg_entity)
{
     // Get player's health
     static health
     health = get_msg_arg_int(1)
     
     // Don't bother
     if (health < 256) return;
     
     // Check if we need to fix it
     if (health % 256 == 0)
           fm_set_user_health(msg_entity, pev(msg_entity, pev_health) + 1)
     
     // HUD can only show as much as 255 hp
     set_msg_arg_int(1, get_msg_argtype(1), 255)
}

// Block flashlight battery messages if custom flashlight is enabled instead
public message_flashbat()
{
     if (g_cached_customflash)
           return PLUGIN_HANDLED;
     
     return PLUGIN_CONTINUE;
}

// Flashbangs should only affect zombies
public message_screenfade(msg_id, msg_dest, msg_entity)
{
     if (get_msg_arg_int(4) != 255 || get_msg_arg_int(5) != 255 || get_msg_arg_int(6) != 255 || get_msg_arg_int(7) < 200)
           return PLUGIN_CONTINUE;
     
     // Nemesis shouldn't be FBed
     if (g_zombie[msg_entity] && !g_nemesis[msg_entity])
     {
           // Set flash color to nighvision's
           set_msg_arg_int(4, get_msg_argtype(4), get_pcvar_num(cvar_nvgcolor[0]))
           set_msg_arg_int(5, get_msg_argtype(5), get_pcvar_num(cvar_nvgcolor[1]))
           set_msg_arg_int(6, get_msg_argtype(6), get_pcvar_num(cvar_nvgcolor[2]))
           return PLUGIN_CONTINUE;
     }
     
     return PLUGIN_HANDLED;
}

// Prevent spectators' nightvision from being turned off when switching targets, etc.
public message_nvgtoggle()
{
     return PLUGIN_HANDLED;
}

// Set correct model on player corpses
public message_clcorpse()
{
     set_msg_arg_string(1, g_playermodel[get_msg_arg_int(12)])
}

// Prevent zombies from seeing any weapon pickup icon
public message_weappickup(msg_id, msg_dest, msg_entity)
{
     if (g_zombie[msg_entity])
           return PLUGIN_HANDLED;
     
     return PLUGIN_CONTINUE;
}

// Prevent zombies from seeing any ammo pickup icon
public message_ammopickup(msg_id, msg_dest, msg_entity)
{
     if (g_zombie[msg_entity])
           return PLUGIN_HANDLED;
     
     return PLUGIN_CONTINUE;
}

// Block hostage HUD display
public message_scenario()
{
     if (get_msg_args() > 1)
     {
           static sprite[8]
           get_msg_arg_string(2, sprite, charsmax(sprite))
           
           if (equal(sprite, "hostage"))
                 return PLUGIN_HANDLED;
     }
     
     return PLUGIN_CONTINUE;
}

// Block hostages from appearing on radar
public message_hostagepos()
{
     return PLUGIN_HANDLED;
}

// Block some text messages
public message_textmsg()
{
     static textmsg[22]
     get_msg_arg_string(2, textmsg, charsmax(textmsg))
     
     // Game restarting, reset scores and call round end to balance the teams
     if (equal(textmsg, "#Game_will_restart_in"))
     {
           g_scorehumans = 0
           g_scorezombies = 0
           logevent_round_end()
     }
     // Block round end related messages
     else if (equal(textmsg, "#Hostages_Not_Rescued") || equal(textmsg, "#Round_Draw") || equal(textmsg, "#Terrorists_Win") || equal(textmsg, "#CTs_Win"))
     {
           return PLUGIN_HANDLED;
     }
     
     return PLUGIN_CONTINUE;
}

// Block CS round win audio messages, since we're playing our own instead
public message_sendaudio()
{
     static audio[17]
     get_msg_arg_string(2, audio, charsmax(audio))
     
     if(equal(audio[7], "terwin") || equal(audio[7], "ctwin") || equal(audio[7], "rounddraw"))
           return PLUGIN_HANDLED;
     
     return PLUGIN_CONTINUE;
}

// Send actual team scores (T = zombies // CT = humans)
public message_teamscore()
{
     static team[2]
     get_msg_arg_string(1, team, charsmax(team))
     
     switch (team[0])
     {
           // CT
           case 'C': set_msg_arg_int(2, get_msg_argtype(2), g_scorehumans)
           // Terrorist
           case 'T': set_msg_arg_int(2, get_msg_argtype(2), g_scorezombies)
     }
}

// Team Switch (or player joining a team for first time)
public message_teaminfo(msg_id, msg_dest)
{
     // Only hook global messages
     if (msg_dest != MSG_ALL && msg_dest != MSG_BROADCAST) return;
     
     // Don't pick up our own TeamInfo messages for this player (bugfix)
     if (g_switchingteam) return;
     
     // Get player's id
     static id
     id = get_msg_arg_int(1)
     
     // Enable spectators' nightvision if not spawning right away
     set_task(0.2, "spec_nvision", id)
     
     // Round didn't start yet, nothing to worry about
     if (g_newround) return;
     
     // Get his new team
     static team[2]
     get_msg_arg_string(2, team, charsmax(team))
     
     // Perform some checks to see if they should join a different team instead
     switch (team[0])
     {
           case 'C': // CT
           {
                 if (g_survround && fnGetHumans()) // survivor alive --> switch to T and spawn as zombie
                 {
                       g_respawn_as_zombie[id] = true;
                       remove_task(id+TASK_TEAM)
                       fm_cs_set_user_team(id, FM_CS_TEAM_T)
                       set_msg_arg_string(2, "TERRORIST")
                 }
                 else if (!fnGetZombies()) // no zombies alive --> switch to T and spawn as zombie
                 {
                       g_respawn_as_zombie[id] = true;
                       remove_task(id+TASK_TEAM)
                       fm_cs_set_user_team(id, FM_CS_TEAM_T)
                       set_msg_arg_string(2, "TERRORIST")
                 }
           }
           case 'T': // Terrorist
           {
                 if ((g_swarmround || g_survround) && fnGetHumans()) // survivor alive or swarm round w/ humans --> spawn as zombie
                 {
                       g_respawn_as_zombie[id] = true;
                 }
                 else if (fnGetZombies()) // zombies alive --> switch to CT
                 {
                       remove_task(id+TASK_TEAM)
                       fm_cs_set_user_team(id, FM_CS_TEAM_CT)
                       set_msg_arg_string(2, "CT")
                 }
           }
     }
}

/*================================================================================
[Main Functions]
=================================================================================*/

// Make Zombie Task
public make_zombie_task()
{
     // Get alive players count
     static iPlayersnum
     iPlayersnum = fnGetAlive()
     // Not enough players, come back later!
     if (iPlayersnum < 1)
     {
           g_time_countdown = 10
           remove_task(TASK_MAKEZOMBIE)
           set_task(1.0, "make_zombie_task", TASK_MAKEZOMBIE)
           return;
     }
     
     if (g_time_countdown >= 1)
     {
           if (g_time_countdown <= 10)
           {
                 set_hudmessage(255, 255, 255, HUD_EVENT_X, HUD_EVENT_Y + 0.2, 0, 0.0, 3.0, 2.0, 1.0, -1)
                 client_print(0, print_center, "%L", LANG_PLAYER, "NOTICE_TIME_COUNTDOWN", g_time_countdown)
                 PlaySound(sound_countdown[g_time_countdown - 1])
           }
           
           g_time_countdown -= 1
           remove_task(TASK_MAKEZOMBIE)
           set_task(1.0, "make_zombie_task", TASK_MAKEZOMBIE)
     }
     else
     {
           // Call make a zombie with no specific mode
           make_a_zombie(MODE_NONE, 0)
     }
}

// Make a Zombie Function
make_a_zombie(mode, id)
{
     // Get alive players count
     static iPlayersnum
     iPlayersnum = fnGetAlive()
     
     // Not enough players, come back later!
     if (iPlayersnum < 1)
     {
           set_task(1.0, "make_zombie_task", TASK_MAKEZOMBIE)
           return;
     }
     
     // Round started!
     g_newround = false
     
     // Set up some common vars
     static forward_id, sound[64], iZombies, iMaxZombies
     
     if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SURVIVOR) && random_num(1, get_pcvar_num(cvar_survchance)) == get_pcvar_num(cvar_surv) && iPlayersnum >= get_pcvar_num(cvar_survminplayers)) || mode == MODE_SURVIVOR)
     {
           // Survivor Mode
           g_survround = true
           g_lastmode = MODE_SURVIVOR
           
           // Choose player randomly?
           if (mode == MODE_NONE)
                 id = fnGetRandomAlive(random_num(1, iPlayersnum))
           
           // Remember id for calling our forward later
           forward_id = id
           
           // Turn player into a survivor
           humanme(id, 1, 0)
           
           // Turn the remaining players into zombies
           for (id = 1; id <= g_maxplayers; id++)
           {
                 // Not alive
                 if (!g_isalive[id])
                       continue;
                 
                 // Survivor or already a zombie
                 if (g_survivor[id] || g_zombie[id])
                       continue;
                 
                 // Turn into a zombie
                 zombieme(id, 0, 0, 1, 0)
           }
           
           // Play survivor sound
           ArrayGetString(sound_survivor, random_num(0, ArraySize(sound_survivor) - 1), sound, charsmax(sound))
           PlaySound(sound);
           
           // Show Survivor HUD notice
           set_hudmessage(20, 20, 255, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
           ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SURVIVOR", g_playername[forward_id])
           
           // Mode fully started!
           g_modestarted = true
           
           // Round start forward
           ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SURVIVOR, forward_id);
     }
     else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SWARM) && random_num(1, get_pcvar_num(cvar_swarmchance)) == get_pcvar_num(cvar_swarm) && iPlayersnum >= get_pcvar_num(cvar_swarmminplayers)) || mode == MODE_SWARM)
     {            
           // Swarm Mode
           g_swarmround = true
           g_lastmode = MODE_SWARM
           
           // Make sure there are alive players on both teams (BUGFIX)
           if (!fnGetAliveTs())
           {
                 // Move random player to T team
                 id = fnGetRandomAlive(random_num(1, iPlayersnum))
                 remove_task(id+TASK_TEAM)
                 fm_cs_set_user_team(id, FM_CS_TEAM_T)
                 fm_user_team_update(id)
           }
           else if (!fnGetAliveCTs())
           {
                 // Move random player to CT team
                 id = fnGetRandomAlive(random_num(1, iPlayersnum))
                 remove_task(id+TASK_TEAM)
                 fm_cs_set_user_team(id, FM_CS_TEAM_CT)
                 fm_user_team_update(id)
           }
           
           // Turn every T into a zombie
           for (id = 1; id <= g_maxplayers; id++)
           {
                 // Not alive
                 if (!g_isalive[id])
                       continue;
                 
                 // Not a Terrorist
                 if (fm_cs_get_user_team(id) != FM_CS_TEAM_T)
                       continue;
                 
                 // Turn into a zombie
                 zombieme(id, 0, 0, 1, 0)
           }
           
           // Play swarm sound
           ArrayGetString(sound_swarm, random_num(0, ArraySize(sound_swarm) - 1), sound, charsmax(sound))
           PlaySound(sound);
           
           // Show Swarm HUD notice
           set_hudmessage(20, 255, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
           ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SWARM")
           
           // Mode fully started!
           g_modestarted = true
           
           // Round start forward
           ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SWARM, 0);
     }
     else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_MULTI) && random_num(1, get_pcvar_num(cvar_multichance)) == get_pcvar_num(cvar_multi) && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) >= 2 && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) < iPlayersnum && iPlayersnum >= get_pcvar_num(cvar_multiminplayers)) || mode == MODE_MULTI)
     {
           // Multi Infection Mode
           g_lastmode = MODE_MULTI
           
           // iMaxZombies is rounded up, in case there aren't enough players
           iMaxZombies = floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil)
           iZombies = 0
           
           // Randomly turn iMaxZombies players into zombies
           while (iZombies < iMaxZombies)
           {
                 // Keep looping through all players
                 if (++id > g_maxplayers) id = 1
                 
                 // Dead or already a zombie
                 if (!g_isalive[id] || g_zombie[id])
                       continue;
                 
                 // Random chance
                 if (random_num(0, 1))
                 {
                       // Turn into a zombie
                       zombieme(id, 0, 0, 1, 0)
                       iZombies++
                 }
           }
           
           // Turn the remaining players into humans
           for (id = 1; id <= g_maxplayers; id++)
           {
                 // Only those of them who aren't zombies
                 if (!g_isalive[id] || g_zombie[id])
                       continue;
                 
                 // Switch to CT
                 if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
                 {
                       remove_task(id+TASK_TEAM)
                       fm_cs_set_user_team(id, FM_CS_TEAM_CT)
                       fm_user_team_update(id)
                 }
           }
           
           // Play multi infection sound
           ArrayGetString(sound_multi, random_num(0, ArraySize(sound_multi) - 1), sound, charsmax(sound))
           PlaySound(sound);
           
           // Show Multi Infection HUD notice
           set_hudmessage(200, 50, 0, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
           ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_MULTI")
           
           // Mode fully started!
           g_modestarted = true
           
           // Round start forward
           ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_MULTI, 0);
     }
     else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_PLAGUE) && random_num(1, get_pcvar_num(cvar_plaguechance)) == get_pcvar_num(cvar_plague) && floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil) >= 1
     && iPlayersnum-(get_pcvar_num(cvar_plaguesurvnum)+get_pcvar_num(cvar_plaguenemnum)+floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)) >= 1 && iPlayersnum >= get_pcvar_num(cvar_plagueminplayers)) || mode == MODE_PLAGUE)
     {
           // Plague Mode
           g_plagueround = true
           g_lastmode = MODE_PLAGUE
           
           // Turn specified amount of players into Survivors
           static iSurvivors, iMaxSurvivors
           iMaxSurvivors = get_pcvar_num(cvar_plaguesurvnum)
           iSurvivors = 0
           
           while (iSurvivors < iMaxSurvivors)
           {
                 // Choose random guy
                 id = fnGetRandomAlive(random_num(1, iPlayersnum))
                 
                 // Already a survivor?
                 if (g_survivor[id])
                       continue;
                 
                 // If not, turn him into one
                 humanme(id, 1, 0)
                 iSurvivors++
                 
                 // Apply survivor health multiplier
                 fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_plaguesurvhpmulti)))
           }
           
           // Turn specified amount of players into Nemesis
           static iNemesis, iMaxNemesis
           iMaxNemesis = get_pcvar_num(cvar_plaguenemnum)
           iNemesis = 0
           
           while (iNemesis < iMaxNemesis)
           {
                 // Choose random guy
                 id = fnGetRandomAlive(random_num(1, iPlayersnum))
                 
                 // Already a survivor or nemesis?
                 if (g_survivor[id] || g_nemesis[id])
                       continue;
                 
                 // If not, turn him into one
                 zombieme(id, 0, 1, 0, 0)
                 iNemesis++
                 
                 // Apply nemesis health multiplier
                 fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_plaguenemhpmulti)))
           }
           
           // iMaxZombies is rounded up, in case there aren't enough players
           iMaxZombies = floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)
           iZombies = 0
           
           // Randomly turn iMaxZombies players into zombies
           while (iZombies < iMaxZombies)
           {
                 // Keep looping through all players
                 if (++id > g_maxplayers) id = 1
                 
                 // Dead or already a zombie or survivor
                 if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
                       continue;
                 
                 // Random chance
                 if (random_num(0, 1))
                 {
                       // Turn into a zombie
                       zombieme(id, 0, 0, 1, 0)
                       iZombies++
                 }
           }
           
           // Turn the remaining players into humans
           for (id = 1; id <= g_maxplayers; id++)
           {
                 // Only those of them who arent zombies or survivor
                 if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
                       continue;
                 
                 // Switch to CT
                 if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
                 {
                       remove_task(id+TASK_TEAM)
                       fm_cs_set_user_team(id, FM_CS_TEAM_CT)
                       fm_user_team_update(id)
                 }
           }
           
           // Play plague sound
           ArrayGetString(sound_plague, random_num(0, ArraySize(sound_plague) - 1), sound, charsmax(sound))
           PlaySound(sound);
           
           // Show Plague HUD notice
           set_hudmessage(0, 50, 200, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
           ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_PLAGUE")
           
           // Mode fully started!
           g_modestarted = true
           
           // Round start forward
           ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_PLAGUE, 0);
     }
     else
     {
           // Single Infection Mode or Nemesis Mode
           
           // Choose player randomly?
           if (mode == MODE_NONE)
                 id = fnGetRandomAlive(random_num(1, iPlayersnum))
           
           // Remember id for calling our forward later
           forward_id = id
           
           if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_NEMESIS) && random_num(1, get_pcvar_num(cvar_nemchance)) == get_pcvar_num(cvar_nem) && iPlayersnum >= get_pcvar_num(cvar_nemminplayers)) || mode == MODE_NEMESIS)
           {
                 // Nemesis Mode
                 g_nemround = true
                 g_lastmode = MODE_NEMESIS
                 
                 // Turn player into nemesis
                 zombieme(id, 0, 1, 0, 0)
           }
           else
           {
                 // Single Infection Mode
                 g_lastmode = MODE_INFECTION
                 
                 // Turn player into the first zombie
                 zombieme(id, 0, 0, 0, 0)
           }
           
           // Remaining players should be humans (CTs)
           for (id = 1; id <= g_maxplayers; id++)
           {
                 // Not alive
                 if (!g_isalive[id])
                       continue;
                 
                 // First zombie/nemesis
                 if (g_zombie[id])
                       continue;
                 
                 // Switch to CT
                 if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
                 {
                       remove_task(id+TASK_TEAM)
                       fm_cs_set_user_team(id, FM_CS_TEAM_CT)
                       fm_user_team_update(id)
                 }
           }
           
           if (g_nemround)
           {
                 // Play Nemesis sound
                 ArrayGetString(sound_nemesis, random_num(0, ArraySize(sound_nemesis) - 1), sound, charsmax(sound))
                 PlaySound(sound);
                 
                 // Show Nemesis HUD notice
                 set_hudmessage(255, 20, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
                 ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_NEMESIS", g_playername[forward_id])
                 
                 // Mode fully started!
                 g_modestarted = true
                 
                 // Round start forward
                 ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_NEMESIS, forward_id);
           }
           else
           {
                 // 播放第一隻喪屍出現時的聲音
                 PlaySound(sound_first_zombie[random_num(0, sizeof sound_first_zombie -1)]);
                 
                 // Show First Zombie HUD notice
                 set_hudmessage(255, 0, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 5.0, 1.0, 1.0, -1)
                 ShowSyncHudMsg(0, g_MsgSync, "%L",LANG_PLAYER, "NOTICE_FIRST", g_playername[forward_id])
                 
                 // Mode fully started!
                 g_modestarted = true
                 
                 // Round start forward
                 ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_INFECTION, forward_id);
           }
     }
     
     // Start ambience sounds after a mode begins
     if ((g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && g_nemround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && g_survround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && g_swarmround) || (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && g_plagueround) || (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && !g_nemround && !g_survround && !g_swarmround && !g_plagueround))
     {
           remove_task(TASK_AMBIENCESOUNDS)
           set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
     }
}

// Zombie Me Function (player id, infector, turn into a nemesis, silent mode, deathmsg and rewards)
zombieme(id, infector, nemesis, silentmode, rewards)
{
     // User infect attempt forward
     ExecuteForward(g_fwUserInfect_attempt, g_fwDummyResult, id, infector, nemesis)
     
     // One or more plugins blocked the infection. Only allow this after making sure it's
     // not going to leave us with no zombies. Take into account a last player leaving case.
     // BUGFIX: only allow after a mode has started, to prevent blocking first zombie e.g.
     if (g_fwDummyResult >= ZP_PLUGIN_HANDLED && g_modestarted && fnGetZombies() > g_lastplayerleaving)
           return;
     
     // Pre user infect forward
     ExecuteForward(g_fwUserInfected_pre, g_fwDummyResult, id, infector, nemesis)
     
     // Show zombie class menu if they haven't chosen any (e.g. just connected)
     if (g_zombieclassnext[id] == ZCLASS_NONE && get_pcvar_num(cvar_zclasses))
           set_task(0.2, "show_menu_zclass", id)
     
     // Set selected zombie class
     g_zombieclass[id] = g_zombieclassnext[id]
     // If no class selected yet, use the first (default) one
     if (g_zombieclass[id] == ZCLASS_NONE) g_zombieclass[id] = 0
     
     // Way to go...
     g_zombie[id] = true
     g_nemesis[id] = false
     g_survivor[id] = false
     g_firstzombie[id] = false
     
     // Remove survivor's aura (bugfix)
     set_pev(id, pev_effects, pev(id, pev_effects) &~ EF_BRIGHTLIGHT)
     
     // Remove spawn protection (bugfix)
     g_nodamage[id] = false
     set_pev(id, pev_effects, pev(id, pev_effects) &~ EF_NODRAW)
     
     // Reset burning duration counter (bugfix)
     g_burning_duration[id] = 0
     
     // Show deathmsg and reward infector?
     if (rewards && infector)
     {
           // Send death notice and fix the "dead" attrib on scoreboard
           SendDeathMsg(infector, id)
           FixDeadAttrib(id)
           
           // Reward frags, deaths, health, and ammo packs
           UpdateFrags(infector, id, get_pcvar_num(cvar_fragsinfect), 1, 1)
           g_ammopacks[infector] += get_pcvar_num(cvar_ammoinfect)
           fm_set_user_health(infector, pev(infector, pev_health) + get_pcvar_num(cvar_zombiebonushp))
     }
     
     // Cache speed, knockback, and name for player's class
     g_zombie_spd[id] = float(ArrayGetCell(g_zclass_spd, g_zombieclass[id]))
     g_zombie_knockback[id] = Float:ArrayGetCell(g_zclass_kb, g_zombieclass[id])
     ArrayGetString(g_zclass_name, g_zombieclass[id], g_zombie_classname[id], charsmax(g_zombie_classname[]))
     
     // Set zombie attributes based on the mode
     static sound[64]
     if (!silentmode)
     {
           if (nemesis)
           {
                 // Nemesis
                 g_nemesis[id] = true
                 
                 // Set health [0 = auto]
                 if (get_pcvar_num(cvar_nemhp) == 0)
                 {
                       if (get_pcvar_num(cvar_nembasehp) == 0)
                             fm_set_user_health(id, ArrayGetCell(g_zclass_hp, 0) * fnGetAlive())
                       else
                             fm_set_user_health(id, get_pcvar_num(cvar_nembasehp) * fnGetAlive())
                 }
                 else
                       fm_set_user_health(id, get_pcvar_num(cvar_nemhp))
                 
                 // Set gravity, unless frozen
                 if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_nemgravity))
           }
           else if (fnGetZombies() == 1)
           {
                 // First zombie
                 g_firstzombie[id] = true
                 
                 // Set health and gravity, unless frozen
                 fm_set_user_health(id, floatround(float(ArrayGetCell(g_zclass_hp, g_zombieclass[id])) * get_pcvar_float(cvar_zombiefirsthp)))
                 if (!g_frozen[id]) set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
                 
                 // Infection sound
                 ArrayGetString(zombie_infect, random_num(0, ArraySize(zombie_infect) - 1), sound, charsmax(sound))
                 emit_sound(id, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
           }
           else
           {
                 // Infected by someone
                 
                 // Set health and gravity, unless frozen
                 fm_set_user_health(id, ArrayGetCell(g_zclass_hp, g_zombieclass[id]))
                 if (!g_frozen[id]) set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
                 
                 // Infection sound
                 ArrayGetString(zombie_infect, random_num(0, ArraySize(zombie_infect) - 1), sound, charsmax(sound))
                 emit_sound(id, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
                 
                 // Show Infection HUD notice
                 set_hudmessage(255, 0, 0, HUD_INFECT_X, HUD_INFECT_Y, 0, 0.0, 5.0, 1.0, 1.0, -1)
                 
                 if (infector) // infected by someone?
                       ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_INFECT2", g_playername[id], g_playername[infector])
                 else
                       ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_INFECT", g_playername[id])
           }
     }
     else
     {
           // Silent mode, no HUD messages, no infection sounds
           
           // Set health and gravity, unless frozen
           fm_set_user_health(id, ArrayGetCell(g_zclass_hp, g_zombieclass[id]))
           if (!g_frozen[id]) set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
     }
     
     // Remove previous tasks
     remove_task(id+TASK_MODEL)
     remove_task(id+TASK_BLOOD)
     remove_task(id+TASK_AURA)
     remove_task(id+TASK_BURN)
     
     // Switch to T
     if (fm_cs_get_user_team(id) != FM_CS_TEAM_T) // need to change team?
     {
           remove_task(id+TASK_TEAM)
           fm_cs_set_user_team(id, FM_CS_TEAM_T)
           fm_user_team_update(id)
     }
     
     // Custom models stuff
     static currentmodel[32], tempmodel[32], already_has_model, i, iRand, size
     already_has_model = false
     
     if (g_handle_models_on_separate_ent)
     {
           // Set the right model
           if (g_nemesis[id])
           {
                 iRand = random_num(0, ArraySize(model_nemesis) - 1)
                 ArrayGetString(model_nemesis, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                 if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_nemesis, iRand))
           }
           else
           {
                 if (get_pcvar_num(cvar_adminmodelszombie) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
                 {
                       iRand = random_num(0, ArraySize(model_admin_zombie) - 1)
                       ArrayGetString(model_admin_zombie, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                       if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_zombie, iRand))
                 }
                 else
                 {
                       iRand = random_num(ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id]), ArrayGetCell(g_zclass_modelsend, g_zombieclass[id]) - 1)
                       ArrayGetString(g_zclass_playermodel, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                       if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_zclass_modelindex, iRand))
                 }
           }
           
           // Set model on player model entity
           fm_set_playermodel_ent(id)
           
           // Nemesis glow / remove glow on player model entity, unless frozen
           if (!g_frozen[id])
           {
                 if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
                       fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
                 else
                       fm_set_rendering(g_ent_playermodel[id])
           }
     }
     else
     {
           // Get current model for comparing it with the current one
           fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
           
           // Set the right model, after checking that we don't already have it
           if (g_nemesis[id])
           {
                 size = ArraySize(model_nemesis)
                 for (i = 0; i < size; i++)
                 {
                       ArrayGetString(model_nemesis, i, tempmodel, charsmax(tempmodel))
                       if (equal(currentmodel, tempmodel)) already_has_model = true
                 }
                 
                 if (!already_has_model)
                 {
                       iRand = random_num(0, size - 1)
                       ArrayGetString(model_nemesis, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                       if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_nemesis, iRand))
                 }
           }
           else
           {
                 if (get_pcvar_num(cvar_adminmodelszombie) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
                 {
                       size = ArraySize(model_admin_zombie)
                       for (i = 0; i < size; i++)
                       {
                             ArrayGetString(model_admin_zombie, i, tempmodel, charsmax(tempmodel))
                             if (equal(currentmodel, tempmodel)) already_has_model = true
                       }
                       
                       if (!already_has_model)
                       {
                             iRand = random_num(0, size - 1)
                             ArrayGetString(model_admin_zombie, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                             if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_zombie, iRand))
                       }
                 }
                 else
                 {
//*****
                       new temp1 = ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id])
                       new temp2 = ArrayGetCell(g_zclass_modelsend, g_zombieclass[id])
                       
                       //for (i = ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id]); i < ArrayGetCell(g_zclass_modelsend, g_zombieclass[id]); i++)
                       for (i = temp1; i < temp2; i++)
                       {
                             ArrayGetString(g_zclass_playermodel, i, tempmodel, charsmax(tempmodel))
                             if (equal(currentmodel, tempmodel)) already_has_model = true
                       }
                       
                       if (!already_has_model)
                       {
                             iRand = random_num(ArrayGetCell(g_zclass_modelsstart, g_zombieclass[id]), ArrayGetCell(g_zclass_modelsend, g_zombieclass[id]) - 1)
                             ArrayGetString(g_zclass_playermodel, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                             if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_zclass_modelindex, iRand))
                       }
                 }
           }
           
           // Need to change the model?
           if (!already_has_model)
           {
                 // An additional delay is offset at round start
                 // since SVC_BAD is more likely to be triggered there
                 if (g_newround)
                       set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
                 else
                       fm_user_model_update(id+TASK_MODEL)
           }
           
           // Nemesis glow / remove glow, unless frozen
           if (!g_frozen[id])
           {
                 if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
                       fm_set_rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
                 else
                       fm_set_rendering(id)
           }
     }
     
     // Remove any zoom (bugfix)
     cs_set_user_zoom(id, CS_RESET_ZOOM, 1)
     
     // Remove armor
     set_pev(id, pev_armorvalue, 0.0)
     
     // Drop weapons when infected
     drop_weapons(id, 1)
     drop_weapons(id, 2)
     
     // Strip zombies from guns and give them a knife
     fm_strip_user_weapons(id)
     fm_give_item(id, "weapon_knife")
     
     // Fancy effects
     infection_effects(id)
     
     // Nemesis aura task
     if (g_nemesis[id] && get_pcvar_num(cvar_nemaura))
           set_task(0.1, "zombie_aura", id+TASK_AURA, _, _, "b")
     
     // Give Zombies Night Vision?
     if (get_pcvar_num(cvar_nvggive))
     {
           g_nvision[id] = true
           
           if (!g_isbot[id])
           {
                 // Turn on Night Vision automatically?
                 if (get_pcvar_num(cvar_nvggive) == 1)
                 {
                       g_nvisionenabled[id] = true
                       
                       // Custom nvg?
                       if (get_pcvar_num(cvar_customnvg))
                       {
                             remove_task(id+TASK_NVISION)
                             set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
                       }
                       else
                             set_user_gnvision(id, 1)
                 }
                 // Turn off nightvision when infected (bugfix)
                 else if (g_nvisionenabled[id])
                 {
                       if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
                       else set_user_gnvision(id, 0)
                       g_nvisionenabled[id] = false
                 }
           }
           else
                 cs_set_user_nvg(id, 1); // turn on NVG for bots
     }
     // Disable nightvision when infected (bugfix)
     else if (g_nvision[id])
     {
           if (g_isbot[id]) cs_set_user_nvg(id, 0) // Turn off NVG for bots
           if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
           else if (g_nvisionenabled[id]) set_user_gnvision(id, 0)
           g_nvision[id] = false
           g_nvisionenabled[id] = false
     }
     
     // Set custom FOV?
     if (get_pcvar_num(cvar_zombiefov) != 90 && get_pcvar_num(cvar_zombiefov) != 0)
     {
           message_begin(MSG_ONE, g_msgSetFOV, _, id)
           write_byte(get_pcvar_num(cvar_zombiefov)) // fov angle
           message_end()
     }
     
     // Call the bloody task
     if (!g_nemesis[id] && get_pcvar_num(cvar_zombiebleeding))
           set_task(0.7, "make_blood", id+TASK_BLOOD, _, _, "b")
     
     // Idle sounds task
     if (!g_nemesis[id])
           set_task(random_float(50.0, 70.0), "zombie_play_idle", id+TASK_BLOOD, _, _, "b")
     
     // Turn off zombie's flashlight
     turn_off_flashlight(id)
     
     // Post user infect forward
     ExecuteForward(g_fwUserInfected_post, g_fwDummyResult, id, infector, nemesis)
     
     // Last Zombie Check
     fnCheckLastZombie()
}

// Function Human Me (player id, turn into a survivor, silent mode)
humanme(id, survivor, silentmode)
{
     // User humanize attempt forward
     ExecuteForward(g_fwUserHumanize_attempt, g_fwDummyResult, id, survivor)
     
     // One or more plugins blocked the "humanization". Only allow this after making sure it's
     // not going to leave us with no humans. Take into account a last player leaving case.
     // BUGFIX: only allow after a mode has started, to prevent blocking first survivor e.g.
     if (g_fwDummyResult >= ZP_PLUGIN_HANDLED && g_modestarted && fnGetHumans() > g_lastplayerleaving)
           return;
     
     // Pre user humanize forward
     ExecuteForward(g_fwUserHumanized_pre, g_fwDummyResult, id, survivor)
     
     // Remove previous tasks
     remove_task(id+TASK_MODEL)
     remove_task(id+TASK_BLOOD)
     remove_task(id+TASK_AURA)
     remove_task(id+TASK_BURN)
     remove_task(id+TASK_NVISION)
     
     // Reset some vars
     g_zombie[id] = false
     g_nemesis[id] = false
     g_survivor[id] = false
     g_firstzombie[id] = false
     g_canbuy[id] = true
     g_nvision[id] = false
     g_nvisionenabled[id] = false
     
     // Remove survivor's aura (bugfix)
     set_pev(id, pev_effects, pev(id, pev_effects) &~ EF_BRIGHTLIGHT)
     
     // Remove spawn protection (bugfix)
     g_nodamage[id] = false
     set_pev(id, pev_effects, pev(id, pev_effects) &~ EF_NODRAW)
     
     // Reset burning duration counter (bugfix)
     g_burning_duration[id] = 0
     
     // Drop previous weapons
     drop_weapons(id, 1)
     drop_weapons(id, 2)
     
     // Strip off from weapons
     fm_strip_user_weapons(id)
     fm_give_item(id, "weapon_knife")
     
     // Set human attributes based on the mode
     if (survivor)
     {
           // Survivor
           g_survivor[id] = true
           
           // Set Health [0 = auto]
           if (get_pcvar_num(cvar_survhp) == 0)
           {
                 if (get_pcvar_num(cvar_survbasehp) == 0)
                       fm_set_user_health(id, get_pcvar_num(cvar_humanhp) * fnGetAlive())
                 else
                       fm_set_user_health(id, get_pcvar_num(cvar_survbasehp) * fnGetAlive())
           }
           else
                 fm_set_user_health(id, get_pcvar_num(cvar_survhp))
           
           // Set gravity, unless frozen
           if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_survgravity))
           
           // Give survivor his own weapon
           static survweapon[32]
           get_pcvar_string(cvar_survweapon, survweapon, charsmax(survweapon))
           fm_give_item(id, survweapon)
           ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[cs_weapon_name_to_id(survweapon)], AMMOTYPE[cs_weapon_name_to_id(survweapon)], MAXBPAMMO[cs_weapon_name_to_id(survweapon)])
           
           // Turn off his flashlight
           turn_off_flashlight(id)
           
           // Give the survivor a bright light
           if (get_pcvar_num(cvar_survaura)) set_pev(id, pev_effects, pev(id, pev_effects) | EF_BRIGHTLIGHT)
           
           // Survivor bots will also need nightvision to see in the dark
           if (g_isbot[id])
           {
                 g_nvision[id] = true
                 cs_set_user_nvg(id, 1)
           }
     }
     else
     {
           // Human taking an antidote
           
           // Set health
           fm_set_user_health(id, get_pcvar_num(cvar_humanhp))
           
           // Set gravity, unless frozen
           if (!g_frozen[id]) set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))
           
           // Show custom buy menu?
           if (get_pcvar_num(cvar_buycustom))
                 set_task(0.2, "show_menu_buy1", id+TASK_SPAWN)
           
           // Silent mode = no HUD messages, no antidote sound
           if (!silentmode)
           {
                 // Antidote sound
                 static sound[64]
                 ArrayGetString(sound_antidote, random_num(0, ArraySize(sound_antidote) - 1), sound, charsmax(sound))
                 emit_sound(id, CHAN_ITEM, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
                 
                 // Show Antidote HUD notice
                 set_hudmessage(0, 0, 255, HUD_INFECT_X, HUD_INFECT_Y, 0, 0.0, 5.0, 1.0, 1.0, -1)
                 ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_ANTIDOTE", g_playername[id])
           }
     }
     
     // Switch to CT
     if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
     {
           remove_task(id+TASK_TEAM)
           fm_cs_set_user_team(id, FM_CS_TEAM_CT)
           fm_user_team_update(id)
     }
     
     // Custom models stuff
     static currentmodel[32], tempmodel[32], already_has_model, i, iRand, size
     already_has_model = false
     
     if (g_handle_models_on_separate_ent)
     {
           // Set the right model
           if (g_survivor[id])
           {
                 iRand = random_num(0, ArraySize(model_survivor) - 1)
                 ArrayGetString(model_survivor, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                 if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_survivor, iRand))
           }
           else
           {
                 if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
                 {
                       iRand = random_num(0, ArraySize(model_admin_human) - 1)
                       ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                       if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
                 }
                 else
                 {
                       iRand = random_num(0, ArraySize(model_human) - 1)
                       ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                       if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
                 }
           }
           
           // Set model on player model entity
           fm_set_playermodel_ent(id)
           
           // Set survivor glow / remove glow on player model entity, unless frozen
           if (!g_frozen[id])
           {
                 if (g_survivor[id] && get_pcvar_num(cvar_survglow))
                       fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 25)
                 else
                       fm_set_rendering(g_ent_playermodel[id])
           }
     }
     else
     {
           // Get current model for comparing it with the current one
           fm_cs_get_user_model(id, currentmodel, charsmax(currentmodel))
           
           // Set the right model, after checking that we don't already have it
           if (g_survivor[id])
           {
                 size = ArraySize(model_survivor)
                 for (i = 0; i < size; i++)
                 {
                       ArrayGetString(model_survivor, i, tempmodel, charsmax(tempmodel))
                       if (equal(currentmodel, tempmodel)) already_has_model = true
                 }
                 
                 if (!already_has_model)
                 {
                       iRand = random_num(0, size - 1)
                       ArrayGetString(model_survivor, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                       if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_survivor, iRand))
                 }
           }
           else
           {
                 if (get_pcvar_num(cvar_adminmodelshuman) && (get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]))
                 {
                       size = ArraySize(model_admin_human)
                       for (i = 0; i < size; i++)
                       {
                             ArrayGetString(model_admin_human, i, tempmodel, charsmax(tempmodel))
                             if (equal(currentmodel, tempmodel)) already_has_model = true
                       }
                       
                       if (!already_has_model)
                       {
                             iRand = random_num(0, size - 1)
                             ArrayGetString(model_admin_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                             if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_admin_human, iRand))
                       }
                 }
                 else
                 {
                       size = ArraySize(model_human)
                       for (i = 0; i < size; i++)
                       {
                             ArrayGetString(model_human, i, tempmodel, charsmax(tempmodel))
                             if (equal(currentmodel, tempmodel)) already_has_model = true
                       }
                       
                       if (!already_has_model)
                       {
                             iRand = random_num(0, size - 1)
                             ArrayGetString(model_human, iRand, g_playermodel[id], charsmax(g_playermodel[]))
                             if (g_set_modelindex_offset) fm_cs_set_user_model_index(id, ArrayGetCell(g_modelindex_human, iRand))
                       }
                 }
           }
           
           // Need to change the model?
           if (!already_has_model)
           {
                 // An additional delay is offset at round start
                 // since SVC_BAD is more likely to be triggered there
                 if (g_newround)
                       set_task(5.0 * g_modelchange_delay, "fm_user_model_update", id+TASK_MODEL)
                 else
                       fm_user_model_update(id+TASK_MODEL)
           }
           
           // Set survivor glow / remove glow, unless frozen
           if (!g_frozen[id])
           {
                 if (g_survivor[id] && get_pcvar_num(cvar_survglow))
                       fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 25)
                 else
                       fm_set_rendering(id)
           }
     }
     
     // Restore FOV?
     if (get_pcvar_num(cvar_zombiefov) != 90 && get_pcvar_num(cvar_zombiefov) != 0)
     {
           message_begin(MSG_ONE, g_msgSetFOV, _, id)
           write_byte(90) // angle
           message_end()
     }
     
     // Disable nightvision
     if (g_isbot[id]) cs_set_user_nvg(id, 0)
     else if (!get_pcvar_num(cvar_customnvg) && g_nvisionenabled[id]) set_user_gnvision(id, 0)
     
     // Post user humanize forward
     ExecuteForward(g_fwUserHumanized_post, g_fwDummyResult, id, survivor)
     
     // Last Zombie Check
     fnCheckLastZombie()
}

/*================================================================================
[Other Functions and Tasks]
=================================================================================*/

public cache_cvars()
{
     g_cached_zombiesilent = get_pcvar_num(cvar_zombiesilent)
     g_cached_customflash = get_pcvar_num(cvar_customflash)
     g_cached_humanspd = get_pcvar_float(cvar_humanspd)
     g_cached_nemspd = get_pcvar_float(cvar_nemspd)
     g_cached_survspd = get_pcvar_float(cvar_survspd)
     g_cached_leapzombies = get_pcvar_num(cvar_leapzombies)
     g_cached_leapzombiescooldown = get_pcvar_float(cvar_leapzombiescooldown)
     g_cached_leapnemesis = get_pcvar_num(cvar_leapnemesis)
     g_cached_leapnemesiscooldown = get_pcvar_float(cvar_leapnemesiscooldown)
     g_cached_leapsurvivor = get_pcvar_num(cvar_leapsurvivor)
     g_cached_leapsurvivorcooldown = get_pcvar_float(cvar_leapsurvivorcooldown)
}

load_customization_from_files()
{
     // Build customization file path
     new path[64]
     get_configsdir(path, charsmax(path))
     format(path, charsmax(path), "%s/%s", path, ZP_CUSTOMIZATION_FILE)
     
     // File not present
     if (!file_exists(path))
     {
           new error[100]
           formatex(error, charsmax(error), "Cannot load customization file %s!", path)
           set_fail_state(error)
           return;
     }
     
     // Set up some vars to hold parsing info
     new linedata[1024], key[64], value[960], section, teams
     
     // Open customization file for reading
     new file = fopen(path, "rt")
     
     while (file && !feof(file))
     {
           // Read one line at a time
           fgets(file, linedata, charsmax(linedata))
           
           // Replace newlines with a null character to prevent headaches
           replace(linedata, charsmax(linedata), "^n", "")
           
           // Blank line or comment
           if (!linedata[0] || linedata[0] == ';') continue;
           
           // New section starting
           if (linedata[0] == '[')
           {
                 section++
                 continue;
           }
           
           // Get key and value(s)
           strtok(linedata, key, charsmax(key), value, charsmax(value), '=')
           
           // Trim spaces
           trim(key)
           trim(value)
           
           switch (section)
           {
                 case SECTION_ACCESS_FLAGS:
                 {
                       if (equal(key, "ENABLE/DISABLE MOD"))
                             g_access_flag[ACCESS_ENABLE_MOD] = read_flags(value)
                       else if (equal(key, "ADMIN MENU"))
                             g_access_flag[ACCESS_ADMIN_MENU] = read_flags(value)
                       else if (equal(key, "START MODE INFECTION"))
                             g_access_flag[ACCESS_MODE_INFECTION] = read_flags(value)
                       else if (equal(key, "START MODE NEMESIS"))
                             g_access_flag[ACCESS_MODE_NEMESIS] = read_flags(value)
                       else if (equal(key, "START MODE SURVIVOR"))
                             g_access_flag[ACCESS_MODE_SURVIVOR] = read_flags(value)
                       else if (equal(key, "START MODE SWARM"))
                             g_access_flag[ACCESS_MODE_SWARM] = read_flags(value)
                       else if (equal(key, "START MODE MULTI"))
                             g_access_flag[ACCESS_MODE_MULTI] = read_flags(value)
                       else if (equal(key, "START MODE PLAGUE"))
                             g_access_flag[ACCESS_MODE_PLAGUE] = read_flags(value)
                       else if (equal(key, "MAKE ZOMBIE"))
                             g_access_flag[ACCESS_MAKE_ZOMBIE] = read_flags(value)
                       else if (equal(key, "MAKE HUMAN"))
                             g_access_flag[ACCESS_MAKE_HUMAN] = read_flags(value)
                       else if (equal(key, "MAKE NEMESIS"))
                             g_access_flag[ACCESS_MAKE_NEMESIS] = read_flags(value)
                       else if (equal(key, "MAKE SURVIVOR"))
                             g_access_flag[ACCESS_MAKE_SURVIVOR] = read_flags(value)
                       else if (equal(key, "RESPAWN PLAYERS"))
                             g_access_flag[ACCESS_RESPAWN_PLAYERS] = read_flags(value)
                       else if (equal(key, "ADMIN MODELS"))
                             g_access_flag[ACCESS_ADMIN_MODELS] = read_flags(value)
                 }
                 case SECTION_PLAYER_MODELS:
                 {
                       if (equal(key, "HUMAN"))
                       {
                             // Parse models
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to models array
                                   ArrayPushString(model_human, key)
                             }
                       }
                       else if (equal(key, "NEMESIS"))
                       {
                             // Parse models
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to models array
                                   ArrayPushString(model_nemesis, key)
                             }
                       }
                       else if (equal(key, "SURVIVOR"))
                       {
                             // Parse models
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to models array
                                   ArrayPushString(model_survivor, key)
                             }
                       }
                       else if (equal(key, "ADMIN ZOMBIE"))
                       {
                             // Parse models
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to models array
                                   ArrayPushString(model_admin_zombie, key)
                             }
                       }
                       else if (equal(key, "ADMIN HUMAN"))
                       {
                             // Parse models
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to models array
                                   ArrayPushString(model_admin_human, key)
                             }
                       }
                       else if (equal(key, "FORCE CONSISTENCY"))
                             g_force_consistency = str_to_num(value)
                       else if (equal(key, "SAME MODELS FOR ALL"))
                             g_same_models_for_all = str_to_num(value)
                       else if (g_same_models_for_all && equal(key, "ZOMBIE"))
                       {
                             // Parse models
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to models array
                                   ArrayPushString(g_zclass_playermodel, key)
                                   
                                   // Precache model and retrieve its modelindex
                                   formatex(linedata, charsmax(linedata), "models/player/%s/%s.mdl", key, key)
                                   ArrayPushCell(g_zclass_modelindex, engfunc(EngFunc_PrecacheModel, linedata))
                                   if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, linedata)
                                   if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, linedata)
                             }
                       }
                 }
                 case SECTION_WEAPON_MODELS:
                 {
                       if (equal(key, "V_KNIFE HUMAN"))
                             copy(model_vknife_human, charsmax(model_vknife_human), value)
                       else if (equal(key, "V_KNIFE NEMESIS"))
                             copy(model_vknife_nemesis, charsmax(model_vknife_nemesis), value)
                       else if (equal(key, "V_M249 SURVIVOR"))
                             copy(model_vm249_survivor, charsmax(model_vm249_survivor), value)
                       else if (equal(key, "GRENADE INFECT"))
                             copy(model_grenade_infect, charsmax(model_grenade_infect), value)
                       else if (equal(key, "GRENADE FIRE"))
                             copy(model_grenade_fire, charsmax(model_grenade_fire), value)
                       else if (equal(key, "GRENADE FROST"))
                             copy(model_grenade_frost, charsmax(model_grenade_frost), value)
                       else if (equal(key, "GRENADE FLARE"))
                             copy(model_grenade_flare, charsmax(model_grenade_flare), value)
                       else if (equal(key, "V_KNIFE ADMIN HUMAN"))
                             copy(model_vknife_admin_human, charsmax(model_vknife_admin_human), value)
                       else if (equal(key, "V_KNIFE ADMIN ZOMBIE"))
                             copy(model_vknife_admin_zombie, charsmax(model_vknife_admin_zombie), value)
                 }
                 case SECTION_GRENADE_SPRITES:
                 {
                       if (equal(key, "TRAIL"))
                             copy(sprite_grenade_trail, charsmax(sprite_grenade_trail), value)
                       else if (equal(key, "RING"))
                             copy(sprite_grenade_ring, charsmax(sprite_grenade_ring), value)
                       else if (equal(key, "FIRE"))
                             copy(sprite_grenade_fire, charsmax(sprite_grenade_fire), value)
                       else if (equal(key, "SMOKE"))
                             copy(sprite_grenade_smoke, charsmax(sprite_grenade_smoke), value)
                       else if (equal(key, "GLASS"))
                             copy(sprite_grenade_glass, charsmax(sprite_grenade_glass), value)
                 }
                 case SECTION_SOUNDS:
                 {
                       if (equal(key, "WIN ZOMBIES"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_win_zombies, key)
                             }
                       }
                       else if (equal(key, "WIN HUMANS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_win_humans, key)
                             }
                       }
                       else if (equal(key, "WIN NO ONE"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_win_no_one, key)
                             }
                       }
                       else if (equal(key, "ZOMBIE INFECT"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(zombie_infect, key)
                             }
                       }
                       else if (equal(key, "ZOMBIE PAIN"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(zombie_pain, key)
                             }
                       }
                       else if (equal(key, "NEMESIS PAIN"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(nemesis_pain, key)
                             }
                       }
                       else if (equal(key, "ZOMBIE DIE"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(zombie_die, key)
                             }
                       }
                       else if (equal(key, "ZOMBIE FALL"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(zombie_fall, key)
                             }
                       }
                       else if (equal(key, "ZOMBIE MISS SLASH"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(zombie_miss_slash, key)
                             }
                       }
                       else if (equal(key, "ZOMBIE MISS WALL"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(zombie_miss_wall, key)
                             }
                       }
                       else if (equal(key, "ZOMBIE HIT NORMAL"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(zombie_hit_normal, key)
                             }
                       }
                       else if (equal(key, "ZOMBIE HIT STAB"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(zombie_hit_stab, key)
                             }
                       }
                       else if (equal(key, "ZOMBIE IDLE"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(zombie_idle, key)
                             }
                       }
                       else if (equal(key, "ZOMBIE IDLE LAST"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(zombie_idle_last, key)
                             }
                       }
                       else if (equal(key, "ZOMBIE MADNESS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(zombie_madness, key)
                             }
                       }
                       else if (equal(key, "ROUND NEMESIS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_nemesis, key)
                             }
                       }
                       else if (equal(key, "ROUND SURVIVOR"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_survivor, key)
                             }
                       }
                       else if (equal(key, "ROUND SWARM"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_swarm, key)
                             }
                       }
                       else if (equal(key, "ROUND MULTI"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_multi, key)
                             }
                       }
                       else if (equal(key, "ROUND PLAGUE"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_plague, key)
                             }
                       }
                       else if (equal(key, "GRENADE INFECT EXPLODE"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(grenade_infect, key)
                             }
                       }
                       else if (equal(key, "GRENADE INFECT PLAYER"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(grenade_infect_player, key)
                             }
                       }
                       else if (equal(key, "GRENADE FIRE EXPLODE"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(grenade_fire, key)
                             }
                       }
                       else if (equal(key, "GRENADE FIRE PLAYER"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(grenade_fire_player, key)
                             }
                       }
                       else if (equal(key, "GRENADE FROST EXPLODE"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(grenade_frost, key)
                             }
                       }
                       else if (equal(key, "GRENADE FROST PLAYER"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(grenade_frost_player, key)
                             }
                       }
                       else if (equal(key, "GRENADE FROST BREAK"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(grenade_frost_break, key)
                             }
                       }
                       else if (equal(key, "GRENADE FLARE"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(grenade_flare, key)
                             }
                       }
                       else if (equal(key, "ANTIDOTE"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_antidote, key)
                             }
                       }
                       else if (equal(key, "THUNDER"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_thunder, key)
                             }
                       }
                 }
                 case SECTION_AMBIENCE_SOUNDS:
                 {
                       if (equal(key, "INFECTION ENABLE"))
                             g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] = str_to_num(value)
                       else if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && equal(key, "INFECTION SOUNDS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_ambience1, key)
                                   ArrayPushCell(sound_ambience1_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                             }
                       }
                       else if (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && equal(key, "INFECTION DURATIONS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushCell(sound_ambience1_duration, str_to_num(key))
                             }
                       }
                       else if (equal(key, "NEMESIS ENABLE"))
                             g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] = str_to_num(value)
                       else if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && equal(key, "NEMESIS SOUNDS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_ambience2, key)
                                   ArrayPushCell(sound_ambience2_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                             }
                       }
                       else if (g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && equal(key, "NEMESIS DURATIONS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushCell(sound_ambience2_duration, str_to_num(key))
                             }
                       }
                       else if (equal(key, "SURVIVOR ENABLE"))
                             g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] = str_to_num(value)
                       else if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && equal(key, "SURVIVOR SOUNDS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_ambience3, key)
                                   ArrayPushCell(sound_ambience3_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                             }
                       }
                       else if (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && equal(key, "SURVIVOR DURATIONS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushCell(sound_ambience3_duration, str_to_num(key))
                             }
                       }
                       else if (equal(key, "SWARM ENABLE"))
                             g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] = str_to_num(value)
                       else if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && equal(key, "SWARM SOUNDS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_ambience4, key)
                                   ArrayPushCell(sound_ambience4_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                             }
                       }
                       else if (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && equal(key, "SWARM DURATIONS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushCell(sound_ambience4_duration, str_to_num(key))
                             }
                       }
                       else if (equal(key, "PLAGUE ENABLE"))
                             g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] = str_to_num(value)
                       else if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && equal(key, "PLAGUE SOUNDS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushString(sound_ambience5, key)
                                   ArrayPushCell(sound_ambience5_ismp3, equal(key[strlen(key)-4], ".mp3") ? 1 : 0)
                             }
                       }
                       else if (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && equal(key, "PLAGUE DURATIONS"))
                       {
                             // Parse sounds
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to sounds array
                                   ArrayPushCell(sound_ambience5_duration, str_to_num(key))
                             }
                       }
                 }
                 case SECTION_BUY_MENU_WEAPONS:
                 {
                       if (equal(key, "PRIMARY"))
                       {
                             // Parse weapons
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to weapons array
                                   ArrayPushString(g_primary_items, key)
                                   ArrayPushCell(g_primary_weaponids, cs_weapon_name_to_id(key))
                             }
                       }
                       else if (equal(key, "SECONDARY"))
                       {
                             // Parse weapons
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to weapons array
                                   ArrayPushString(g_secondary_items, key)
                                   ArrayPushCell(g_secondary_weaponids, cs_weapon_name_to_id(key))
                             }
                       }
                       else if (equal(key, "ADDITIONAL ITEMS"))
                       {
                             // Parse weapons
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to weapons array
                                   ArrayPushString(g_additional_items, key)
                             }
                       }
                 }
                 case SECTION_EXTRA_ITEMS_WEAPONS:
                 {
                       if (equal(key, "NAMES"))
                       {
                             // Parse weapon items
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to weapons array
                                   ArrayPushString(g_extraweapon_names, key)
                             }
                       }
                       else if (equal(key, "ITEMS"))
                       {
                             // Parse weapon items
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to weapons array
                                   ArrayPushString(g_extraweapon_items, key)
                             }
                       }
                       else if (equal(key, "COSTS"))
                       {
                             // Parse weapon items
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to weapons array
                                   ArrayPushCell(g_extraweapon_costs, str_to_num(key))
                             }
                       }
                 }
                 case SECTION_HARD_CODED_ITEMS_COSTS:
                 {
                       if (equal(key, "NIGHT VISION"))
                             g_extra_costs2[EXTRA_NVISION] = str_to_num(value)
                       else if (equal(key, "ANTIDOTE"))
                             g_extra_costs2[EXTRA_ANTIDOTE] = str_to_num(value)
                       else if (equal(key, "ZOMBIE MADNESS"))
                             g_extra_costs2[EXTRA_MADNESS] = str_to_num(value)
                       else if (equal(key, "INFECTION BOMB"))
                             g_extra_costs2[EXTRA_INFBOMB] = str_to_num(value)
                 }
                 case SECTION_WEATHER_EFFECTS:
                 {
                       if (equal(key, "RAIN"))
                             g_ambience_rain = str_to_num(value)
                       else if (equal(key, "SNOW"))
                             g_ambience_snow = str_to_num(value)
                       else if (equal(key, "FOG"))
                             g_ambience_fog = str_to_num(value)
                       else if (equal(key, "FOG DENSITY"))
                             copy(g_fog_density, charsmax(g_fog_density), value)
                       else if (equal(key, "FOG COLOR"))
                             copy(g_fog_color, charsmax(g_fog_color), value)
                 }
                 case SECTION_SKY:
                 {
                       if (equal(key, "ENABLE"))
                             g_sky_enable = str_to_num(value)
                       else if (equal(key, "SKY NAMES"))
                       {
                             // Parse sky names
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to skies array
                                   ArrayPushString(g_sky_names, key)
                                   
                                   // Preache custom sky files
                                   formatex(linedata, charsmax(linedata), "gfx/env/%sbk.tga", key)
                                   engfunc(EngFunc_PrecacheGeneric, linedata)
                                   formatex(linedata, charsmax(linedata), "gfx/env/%sdn.tga", key)
                                   engfunc(EngFunc_PrecacheGeneric, linedata)
                                   formatex(linedata, charsmax(linedata), "gfx/env/%sft.tga", key)
                                   engfunc(EngFunc_PrecacheGeneric, linedata)
                                   formatex(linedata, charsmax(linedata), "gfx/env/%slf.tga", key)
                                   engfunc(EngFunc_PrecacheGeneric, linedata)
                                   formatex(linedata, charsmax(linedata), "gfx/env/%srt.tga", key)
                                   engfunc(EngFunc_PrecacheGeneric, linedata)
                                   formatex(linedata, charsmax(linedata), "gfx/env/%sup.tga", key)
                                   engfunc(EngFunc_PrecacheGeneric, linedata)
                             }
                       }
                 }
                 case SECTION_LIGHTNING:
                 {
                       if (equal(key, "LIGHTS"))
                       {
                             // Parse lights
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to lightning array
                                   ArrayPushString(lights_thunder, key)
                             }
                       }
                 }
                 case SECTION_ZOMBIE_DECALS:
                 {
                       if (equal(key, "DECALS"))
                       {
                             // Parse decals
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to zombie decals array
                                   ArrayPushCell(zombie_decals, str_to_num(key))
                             }
                       }
                 }
                 case SECTION_KNOCKBACK:
                 {
                       // Format weapon entity name
                       strtolower(key)
                       format(key, charsmax(key), "weapon_%s", key)
                       
                       // Add value to knockback power array
                       kb_weapon_power[cs_weapon_name_to_id(key)] = str_to_float(value)
                 }
                 case SECTION_OBJECTIVE_ENTS:
                 {
                       if (equal(key, "CLASSNAMES"))
                       {
                             // Parse classnames
                             while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                             {
                                   // Trim spaces
                                   trim(key)
                                   trim(value)
                                   
                                   // Add to objective ents array
                                   ArrayPushString(g_objective_ents, key)
                             }
                       }
                 }
                 case SECTION_SVC_BAD:
                 {
                       if (equal(key, "MODELCHANGE DELAY"))
                             g_modelchange_delay = str_to_float(value)
                       else if (equal(key, "HANDLE MODELS ON SEPARATE ENT"))
                             g_handle_models_on_separate_ent = str_to_num(value)
                       else if (equal(key, "SET MODELINDEX OFFSET"))
                             g_set_modelindex_offset = str_to_num(value)
                 }
           }
     }
     if (file) fclose(file)
     
     // Build zombie classes file path
     get_configsdir(path, charsmax(path))
     format(path, charsmax(path), "%s/%s", path, ZP_ZOMBIECLASSES_FILE)
     
     // Parse if present
     if (file_exists(path))
     {
           // Open zombie classes file for reading
           file = fopen(path, "rt")
           
           while (file && !feof(file))
           {
                 // Read one line at a time
                 fgets(file, linedata, charsmax(linedata))
                 
                 // Replace newlines with a null character to prevent headaches
                 replace(linedata, charsmax(linedata), "^n", "")
                 
                 // Blank line or comment
                 if (!linedata[0] || linedata[0] == ';') continue;
                 
                 // New class starting
                 if (linedata[0] == '[')
                 {
                       // Remove first and last characters (braces)
                       linedata[strlen(linedata) - 1] = 0
                       copy(linedata, charsmax(linedata), linedata[1])
                       
                       // Store its real name for future reference
                       ArrayPushString(g_zclass2_realname, linedata)
                       continue;
                 }
                 
                 // Get key and value(s)
                 strtok(linedata, key, charsmax(key), value, charsmax(value), '=')
                 
                 // Trim spaces
                 trim(key)
                 trim(value)
                 
                 if (equal(key, "NAME"))
                       ArrayPushString(g_zclass2_name, value)
                 else if (equal(key, "INFO"))
                       ArrayPushString(g_zclass2_info, value)
                 else if (equal(key, "MODELS"))
                 {
                       // Set models start index
                       ArrayPushCell(g_zclass2_modelsstart, ArraySize(g_zclass2_playermodel))
                       
                       // Parse class models
                       while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                       {
                             // Trim spaces
                             trim(key)
                             trim(value)
                             
                             // Add to class models array
                             ArrayPushString(g_zclass2_playermodel, key)
                             ArrayPushCell(g_zclass2_modelindex, -1)
                       }
                       
                       // Set models end index
                       ArrayPushCell(g_zclass2_modelsend, ArraySize(g_zclass2_playermodel))
                 }
                 else if (equal(key, "CLAWMODEL"))
                       ArrayPushString(g_zclass2_clawmodel, value)
                 else if (equal(key, "HEALTH"))
                       ArrayPushCell(g_zclass2_hp, str_to_num(value))
                 else if (equal(key, "SPEED"))
                       ArrayPushCell(g_zclass2_spd, str_to_num(value))
                 else if (equal(key, "GRAVITY"))
                       ArrayPushCell(g_zclass2_grav, str_to_float(value))
                 else if (equal(key, "KNOCKBACK"))
                       ArrayPushCell(g_zclass2_kb, str_to_float(value))
           }
           if (file) fclose(file)
     }
     
     // Build extra items file path
     get_configsdir(path, charsmax(path))
     format(path, charsmax(path), "%s/%s", path, ZP_EXTRAITEMS_FILE)
     
     // Parse if present
     if (file_exists(path))
     {
           // Open extra items file for reading
           file = fopen(path, "rt")
           
           while (file && !feof(file))
           {
                 // Read one line at a time
                 fgets(file, linedata, charsmax(linedata))
                 
                 // Replace newlines with a null character to prevent headaches
                 replace(linedata, charsmax(linedata), "^n", "")
                 
                 // Blank line or comment
                 if (!linedata[0] || linedata[0] == ';') continue;
                 
                 // New item starting
                 if (linedata[0] == '[')
                 {
                       // Remove first and last characters (braces)
                       linedata[strlen(linedata) - 1] = 0
                       copy(linedata, charsmax(linedata), linedata[1])
                       
                       // Store its real name for future reference
                       ArrayPushString(g_extraitem2_realname, linedata)
                       continue;
                 }
                 
                 // Get key and value(s)
                 strtok(linedata, key, charsmax(key), value, charsmax(value), '=')
                 
                 // Trim spaces
                 trim(key)
                 trim(value)
                 
                 if (equal(key, "NAME"))
                       ArrayPushString(g_extraitem2_name, value)
                 else if (equal(key, "COST"))
                       ArrayPushCell(g_extraitem2_cost, str_to_num(value))
                 else if (equal(key, "TEAMS"))
                 {
                       // Clear teams bitsum
                       teams = 0
                       
                       // Parse teams
                       while (value[0] != 0 && strtok(value, key, charsmax(key), value, charsmax(value), ','))
                       {
                             // Trim spaces
                             trim(key)
                             trim(value)
                             
                             if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_ZOMBIE]))
                                   teams |= ZP_TEAM_ZOMBIE
                             else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_HUMAN]))
                                   teams |= ZP_TEAM_HUMAN
                             else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_NEMESIS]))
                                   teams |= ZP_TEAM_NEMESIS
                             else if (equal(key, ZP_TEAM_NAMES[ZP_TEAM_SURVIVOR]))
                                   teams |= ZP_TEAM_SURVIVOR
                       }
                       
                       // Add to teams array
                       ArrayPushCell(g_extraitem2_team, teams)
                 }
           }
           if (file) fclose(file)
     }
}

save_customization()
{
     new i, k, buffer[512]
     
     // Build zombie classes file path
     new path[64]
     get_configsdir(path, charsmax(path))
     format(path, charsmax(path), "%s/%s", path, ZP_ZOMBIECLASSES_FILE)
     
     // Open zombie classes file for appending data
     new file = fopen(path, "at"), size = ArraySize(g_zclass_name)
     
     // Add any new zombie classes data at the end if needed
     for (i = 0; i < size; i++)
     {
           if (ArrayGetCell(g_zclass_new, i))
           {
                 // Add real name
                 ArrayGetString(g_zclass_name, i, buffer, charsmax(buffer))
                 format(buffer, charsmax(buffer), "^n[%s]", buffer)
                 fputs(file, buffer)
                 
                 // Add caption
                 ArrayGetString(g_zclass_name, i, buffer, charsmax(buffer))
                 format(buffer, charsmax(buffer), "^nNAME = %s", buffer)
                 fputs(file, buffer)
                 
                 // Add info
                 ArrayGetString(g_zclass_info, i, buffer, charsmax(buffer))
                 format(buffer, charsmax(buffer), "^nINFO = %s", buffer)
                 fputs(file, buffer)
                 
//*****
                 new temp1 = ArrayGetCell(g_zclass_modelsstart, i)
                 new temp2 = ArrayGetCell(g_zclass_modelsend, i)
                 
                 // Add models
                 //for (k = ArrayGetCell(g_zclass_modelsstart, i); k < ArrayGetCell(g_zclass_modelsend, i); k++)
                 for (k = temp1; k < temp2; k++)
                 {
//*****
                       new temp3 = ArrayGetCell(g_zclass_modelsstart, i)
                       
                       //if (k == ArrayGetCell(g_zclass_modelsstart, i))
                       if (k == temp3)
                       {
                             // First model, overwrite buffer
                             ArrayGetString(g_zclass_playermodel, k, buffer, charsmax(buffer))
                       }
                       else
                       {
                             // Successive models, append to buffer
                             ArrayGetString(g_zclass_playermodel, k, path, charsmax(path))
                             format(buffer, charsmax(buffer), "%s , %s", buffer, path)
                       }
                 }
                 format(buffer, charsmax(buffer), "^nMODELS = %s", buffer)
                 fputs(file, buffer)
                 
                 // Add clawmodel
                 ArrayGetString(g_zclass_clawmodel, i, buffer, charsmax(buffer))
                 format(buffer, charsmax(buffer), "^nCLAWMODEL = %s", buffer)
                 fputs(file, buffer)
                 
                 // Add health
                 formatex(buffer, charsmax(buffer), "^nHEALTH = %d", ArrayGetCell(g_zclass_hp, i))
                 fputs(file, buffer)
                 
                 // Add speed
                 formatex(buffer, charsmax(buffer), "^nSPEED = %d", ArrayGetCell(g_zclass_spd, i))
                 fputs(file, buffer)
                 
                 // Add gravity
                 formatex(buffer, charsmax(buffer), "^nGRAVITY = %.2f", Float:ArrayGetCell(g_zclass_grav, i))
                 fputs(file, buffer)
                 
                 // Add knockback
                 formatex(buffer, charsmax(buffer), "^nKNOCKBACK = %.2f^n", Float:ArrayGetCell(g_zclass_kb, i))
                 fputs(file, buffer)
           }
     }
     fclose(file)
     
     // Build extra items file path
     get_configsdir(path, charsmax(path))
     format(path, charsmax(path), "%s/%s", path, ZP_EXTRAITEMS_FILE)
     
     // Open extra items file for appending data
     file = fopen(path, "at")
     size = ArraySize(g_extraitem_name)
     
     // Add any new extra items data at the end if needed
     for (i = EXTRAS_CUSTOM_STARTID; i < size; i++)
     {
           if (ArrayGetCell(g_extraitem_new, i))
           {
                 // Add real name
                 ArrayGetString(g_extraitem_name, i, buffer, charsmax(buffer))
                 format(buffer, charsmax(buffer), "^n[%s]", buffer)
                 fputs(file, buffer)
                 
                 // Add caption
                 ArrayGetString(g_extraitem_name, i, buffer, charsmax(buffer))
                 format(buffer, charsmax(buffer), "^nNAME = %s", buffer)
                 fputs(file, buffer)
                 
                 // Add cost
                 formatex(buffer, charsmax(buffer), "^nCOST = %d", ArrayGetCell(g_extraitem_cost, i))
                 fputs(file, buffer)
                 
                 // Add team
                 formatex(buffer, charsmax(buffer), "^nTEAMS = %s^n", ZP_TEAM_NAMES[ArrayGetCell(g_extraitem_team, i)])
                 fputs(file, buffer)
           }
     }
     fclose(file)
     
     // Free arrays containing class/item overrides
     ArrayDestroy(g_zclass2_realname)
     ArrayDestroy(g_zclass2_name)
     ArrayDestroy(g_zclass2_info)
     ArrayDestroy(g_zclass2_modelsstart)
     ArrayDestroy(g_zclass2_modelsend)
     ArrayDestroy(g_zclass2_playermodel)
     ArrayDestroy(g_zclass2_modelindex)
     ArrayDestroy(g_zclass2_clawmodel)
     ArrayDestroy(g_zclass2_hp)
     ArrayDestroy(g_zclass2_spd)
     ArrayDestroy(g_zclass2_grav)
     ArrayDestroy(g_zclass2_kb)
     ArrayDestroy(g_zclass_new)
     ArrayDestroy(g_extraitem2_realname)
     ArrayDestroy(g_extraitem2_name)
     ArrayDestroy(g_extraitem2_cost)
     ArrayDestroy(g_extraitem2_team)
     ArrayDestroy(g_extraitem_new)
}

// Register Ham Forwards for CZ bots
public register_ham_czbots(id)
{
     // Make sure it's a CZ bot and it's still connected
     if (g_hamczbots || !g_isconnected[id] || !get_pcvar_num(cvar_botquota))
           return;
     
     RegisterHamFromEntity(Ham_Spawn, id, "fw_PlayerSpawn_Post", 1)
     RegisterHamFromEntity(Ham_Killed, id, "fw_PlayerKilled")
     RegisterHamFromEntity(Ham_Killed, id, "fw_PlayerKilled_Post", 1)
     RegisterHamFromEntity(Ham_TakeDamage, id, "fw_TakeDamage")
     RegisterHamFromEntity(Ham_TakeDamage, id, "fw_TakeDamage_Post", 1)
     RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack")
     
     // Ham forwards for CZ bots succesfully registered
     g_hamczbots = true
     
     // If the bot has already spawned, call the forward manually for him
     if (is_user_alive(id)) fw_PlayerSpawn_Post(id)
}

// Disable minmodels task
public disable_minmodels(id)
{
     if (!g_isconnected[id]) return;
     client_cmd(id, "cl_minmodels 0")
}

// Bots automatically buy extra items
public bot_buy_extras(taskid)
{
     // Nemesis or Survivor bots have nothing to buy by default
     if (!g_isalive[ID_SPAWN] || g_survivor[ID_SPAWN] || g_nemesis[ID_SPAWN])
           return;
     
     if (!g_zombie[ID_SPAWN]) // human bots
     {
           // Attempt to buy Night Vision
           buy_extra_item(ID_SPAWN, EXTRA_NVISION)
           
           // Attempt to buy a weapon
           buy_extra_item(ID_SPAWN, random_num(EXTRA_WEAPONS_STARTID, EXTRAS_CUSTOM_STARTID-1))
     }
     else // zombie bots
     {
           // Attempt to buy an Antidote
           buy_extra_item(ID_SPAWN, EXTRA_ANTIDOTE)
     }
}

// Refill BP Ammo Task
public refill_bpammo(const args[], id)
{
     // Player died or turned into a zombie
     if (!g_isalive[id] || g_zombie[id])
           return;
     
     set_msg_block(g_msgAmmoPickup, BLOCK_ONCE)
     ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[REFILL_WEAPONID], AMMOTYPE[REFILL_WEAPONID], MAXBPAMMO[REFILL_WEAPONID])
}

// Balance Teams Task
balance_teams()
{
     // Get amount of users playing
     static iPlayersnum
     iPlayersnum = fnGetPlaying()
     
     // No players, don't bother
     if (iPlayersnum < 1) return;
     
     // Split players evenly
     static iTerrors, iMaxTerrors, id, team[33]
     iMaxTerrors = iPlayersnum/2
     iTerrors = 0
     
     // First, set everyone to CT
     for (id = 1; id <= g_maxplayers; id++)
     {
           // Skip if not connected
           if (!g_isconnected[id])
                 continue;
           
           team[id] = fm_cs_get_user_team(id)
           
           // Skip if not playing
           if (team[id] == FM_CS_TEAM_SPECTATOR || team[id] == FM_CS_TEAM_UNASSIGNED)
                 continue;
           
           // Set team
           remove_task(id+TASK_TEAM)
           fm_cs_set_user_team(id, FM_CS_TEAM_CT)
           team[id] = FM_CS_TEAM_CT
     }
     
     // Then randomly set half of the players to Terrorists
     while (iTerrors < iMaxTerrors)
     {
           // Keep looping through all players
           if (++id > g_maxplayers) id = 1
           
           // Skip if not connected
           if (!g_isconnected[id])
                 continue;
           
           // Skip if not playing or already a Terrorist
           if (team[id] != FM_CS_TEAM_CT)
                 continue;
           
           // Random chance
           if (random_num(0, 1))
           {
                 fm_cs_set_user_team(id, FM_CS_TEAM_T)
                 team[id] = FM_CS_TEAM_T
                 iTerrors++
           }
     }
}

// Welcome Message Task
public welcome_msg()
{
     // Show mod info
     zp_colored_print(0, "^x01**** ^x04%s^x01 ****", g_modname)
     zp_colored_print(0, "^x04[ZP]^x01 %L", LANG_PLAYER, "NOTICE_INFO1")
     if (!get_pcvar_num(cvar_infammo)) zp_colored_print(0, "^x04[ZP]^x01 %L", LANG_PLAYER, "NOTICE_INFO2")
     
     // Show T-virus HUD notice
     set_hudmessage(0, 125, 200, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1)
     ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_VIRUS_FREE")
}

// Respawn Player Task
public respawn_player_task(taskid)
{
     // Get player's team
     static team
     team = fm_cs_get_user_team(ID_SPAWN)
     
     // Respawn player automatically if allowed on current round
     if (!g_endround && team != FM_CS_TEAM_SPECTATOR && team != FM_CS_TEAM_UNASSIGNED && !g_isalive[ID_SPAWN] && (!g_survround || get_pcvar_num(cvar_allowrespawnsurv)) && (!g_swarmround || get_pcvar_num(cvar_allowrespawnswarm)) && (!g_nemround || get_pcvar_num(cvar_allowrespawnnem)) && (!g_plagueround || get_pcvar_num(cvar_allowrespawnplague)))
     {
           // Infection rounds = none of the above
           if (!get_pcvar_num(cvar_allowrespawninfection) && !g_survround && !g_nemround && !g_swarmround && !g_plagueround)
                 return;
           
           // Override respawn as zombie setting on nemesis and survivor rounds
           if (g_survround) g_respawn_as_zombie[ID_SPAWN] = true
           else if (g_nemround) g_respawn_as_zombie[ID_SPAWN] = false
           
           respawn_player_manually(ID_SPAWN)
     }
}

// Respawn Player Manually (called after respawn checks are done)
respawn_player_manually(id)
{
     // Set proper team before respawning, so that the TeamInfo message that's sent doesn't confuse PODBots
     if (g_respawn_as_zombie[id])
           fm_cs_set_user_team(id, FM_CS_TEAM_T)
     else
           fm_cs_set_user_team(id, FM_CS_TEAM_CT)
     
     // Respawning a player has never been so easy
     ExecuteHamB(Ham_CS_RoundRespawn, id)
}

// Check Round Task -check that we still have both zombies and humans on a round-
check_round(leaving_player)
{
     // Round ended or make_a_zombie task still active
     if (g_endround || task_exists(TASK_MAKEZOMBIE))
           return;
     
     // Get alive players count
     static iPlayersnum, id
     iPlayersnum = fnGetAlive()
     
     // Last alive player, don't bother
     if (iPlayersnum < 2)
           return;
     
     // Last zombie disconnecting
     if (g_zombie[leaving_player] && fnGetZombies() == 1)
     {
           // Only one CT left, don't bother
           if (fnGetHumans() == 1 && fnGetCTs() == 1)
                 return;
           
           // Pick a random one to take his place
           while ((id = fnGetRandomAlive(random_num(1, iPlayersnum))) == leaving_player ) { /* keep looping */ }
           
           // Show last zombie left notice
           zp_colored_print(0, "^x04[ZP]^x01 %L", LANG_PLAYER, "LAST_ZOMBIE_LEFT", g_playername[id])
           
           // Set player leaving flag
           g_lastplayerleaving = true
           
           // Turn into a Nemesis or just a zombie?
           if (g_nemesis[leaving_player])
                 zombieme(id, 0, 1, 0, 0)
           else
                 zombieme(id, 0, 0, 0, 0)
           
           // Remove player leaving flag
           g_lastplayerleaving = false
           
           // If Nemesis, set chosen player's health to that of the one who's leaving
           if (get_pcvar_num(cvar_keephealthondisconnect) && g_nemesis[leaving_player])
                 fm_set_user_health(id, pev(leaving_player, pev_health))
     }
     
     // Last human disconnecting
     else if (!g_zombie[leaving_player] && fnGetHumans() == 1)
     {
           // Only one T left, don't bother
           if (fnGetZombies() == 1 && fnGetTs() == 1)
                 return;
           
           // Pick a random one to take his place
           while ((id = fnGetRandomAlive(random_num(1, iPlayersnum))) == leaving_player ) { /* keep looping */ }
           
           // Show last human left notice
           zp_colored_print(0, "^x04[ZP]^x01 %L", LANG_PLAYER, "LAST_HUMAN_LEFT", g_playername[id])
           
           // Set player leaving flag
           g_lastplayerleaving = true
           
           // Turn into a Survivor or just a human?
           if (g_survivor[leaving_player])
                 humanme(id, 1, 0)
           else
                 humanme(id, 0, 0)
           
           // Remove player leaving flag
           g_lastplayerleaving = false
           
           // If Survivor, set chosen player's health to that of the one who's leaving
           if (get_pcvar_num(cvar_keephealthondisconnect) && g_survivor[leaving_player])
                 fm_set_user_health(id, pev(leaving_player, pev_health))
     }
}

// Lighting Effects Task
public lighting_effects()
{
     // Cache some CVAR values at every 5 secs
     cache_cvars()
     
     // Get lighting style
     static lighting[2]
     get_pcvar_string(cvar_lighting, lighting, charsmax(lighting))
     strtolower(lighting)
     
     // Lighting disabled? ["0"]
     if (lighting[0] == '0')
           return;
     
     // Darkest light settings?
     if (lighting[0] >= 'a' && lighting[0] <= 'd')
     {
           static thunderclap_in_progress, Float:thunder
           thunderclap_in_progress = task_exists(TASK_THUNDER)
           thunder = get_pcvar_float(cvar_thunder)
           
           // Set thunderclap tasks if not existant
           if (thunder > 0.0 && !task_exists(TASK_THUNDER_PRE) && !thunderclap_in_progress)
           {
                 g_lights_i = 0
                 ArrayGetString(lights_thunder, random_num(0, ArraySize(lights_thunder) - 1), g_lights_cycle, charsmax(g_lights_cycle))
                 g_lights_cycle_len = strlen(g_lights_cycle)
                 set_task(thunder, "thunderclap", TASK_THUNDER_PRE)
           }
           
           // Set lighting only when no thunderclaps are going on
           if (!thunderclap_in_progress) engfunc(EngFunc_LightStyle, 0, lighting)
     }
     else
     {
           // Remove thunderclap tasks
           remove_task(TASK_THUNDER_PRE)
           remove_task(TASK_THUNDER)
           
           // Set lighting
           engfunc(EngFunc_LightStyle, 0, lighting)
     }
}

// Thunderclap task
public thunderclap()
{
     // Play thunder sound
     if (g_lights_i == 0)
     {
           static sound[64]
           ArrayGetString(sound_thunder, random_num(0, ArraySize(sound_thunder) - 1), sound, charsmax(sound))
           PlaySound(sound)
     }
     
     // Set lighting
     static light[2]
     light[0] = g_lights_cycle[g_lights_i]
     engfunc(EngFunc_LightStyle, 0, light)
     
     g_lights_i++
     
     // Lighting cycle end?
     if (g_lights_i >= g_lights_cycle_len)
     {
           remove_task(TASK_THUNDER)
           lighting_effects()
     }
     // Lighting cycle start?
     else if (!task_exists(TASK_THUNDER))
           set_task(0.1, "thunderclap", TASK_THUNDER, _, _, "b")
}

// Ambience Sound Effects Task
public ambience_sound_effects(taskid)
{
     // Play a random sound depending on the round
     static sound[64], iRand, duration, ismp3
     
     if (g_nemround) // Nemesis Mode
     {
           iRand = random_num(0, ArraySize(sound_ambience2) - 1)
           ArrayGetString(sound_ambience2, iRand, sound, charsmax(sound))
           duration = ArrayGetCell(sound_ambience2_duration, iRand)
           ismp3 = ArrayGetCell(sound_ambience2_ismp3, iRand)
     }
     else if (g_survround) // Survivor Mode
     {
           iRand = random_num(0, ArraySize(sound_ambience3) - 1)
           ArrayGetString(sound_ambience3, iRand, sound, charsmax(sound))
           duration = ArrayGetCell(sound_ambience3_duration, iRand)
           ismp3 = ArrayGetCell(sound_ambience3_ismp3, iRand)
     }
     else if (g_swarmround) // Swarm Mode
     {
           iRand = random_num(0, ArraySize(sound_ambience4) - 1)
           ArrayGetString(sound_ambience4, iRand, sound, charsmax(sound))
           duration = ArrayGetCell(sound_ambience4_duration, iRand)
           ismp3 = ArrayGetCell(sound_ambience4_ismp3, iRand)
     }
     else if (g_plagueround) // Plague Mode
     {
           iRand = random_num(0, ArraySize(sound_ambience5) - 1)
           ArrayGetString(sound_ambience5, iRand, sound, charsmax(sound))
           duration = ArrayGetCell(sound_ambience5_duration, iRand)
           ismp3 = ArrayGetCell(sound_ambience5_ismp3, iRand)
     }
     else // Infection Mode
     {
           iRand = random_num(0, ArraySize(sound_ambience1) - 1)
           ArrayGetString(sound_ambience1, iRand, sound, charsmax(sound))
           duration = ArrayGetCell(sound_ambience1_duration, iRand)
           ismp3 = ArrayGetCell(sound_ambience1_ismp3, iRand)
     }
     
     // Play it on clients
     if (ismp3)
           client_cmd(0, "mp3 play ^"sound/%s^"", sound)
     else
           PlaySound(sound)
     
     // Set the task for when the sound is done playing
     set_task(float(duration), "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}

// Ambience Sounds Stop Task
ambience_sound_stop()
{
     client_cmd(0, "mp3 stop; stopsound")
}

// Flashlight Charge Task
public flashlight_charge(taskid)
{
     // Drain or charge?
     if (g_flashlight[ID_CHARGE])
           g_flashbattery[ID_CHARGE] -= get_pcvar_num(cvar_flashdrain)
     else
           g_flashbattery[ID_CHARGE] += get_pcvar_num(cvar_flashcharge)
     
     // Battery fully charged
     if (g_flashbattery[ID_CHARGE] >= 100)
     {
           // Don't exceed 100%
           g_flashbattery[ID_CHARGE] = 100
           
           // Update flashlight battery on HUD
           message_begin(MSG_ONE, g_msgFlashBat, _, ID_CHARGE)
           write_byte(100) // battery
           message_end()
           
           // Task not needed anymore
           remove_task(taskid);
           return;
     }
     
     // Battery depleted
     if (g_flashbattery[ID_CHARGE] <= 0)
     {
           // Turn it off
           g_flashlight[ID_CHARGE] = false
           g_flashbattery[ID_CHARGE] = 0
           
           // Play flashlight toggle sound
           emit_sound(ID_CHARGE, CHAN_ITEM, sound_flashlight, 1.0, ATTN_NORM, 0, PITCH_NORM)
           
           // Update flashlight status on HUD
           message_begin(MSG_ONE, g_msgFlashlight, _, ID_CHARGE)
           write_byte(0) // toggle
           write_byte(0) // battery
           message_end()
           
           // Remove flashlight task for this player
           remove_task(ID_CHARGE+TASK_FLASH)
     }
     else
     {
           // Update flashlight battery on HUD
           message_begin(MSG_ONE_UNRELIABLE, g_msgFlashBat, _, ID_CHARGE)
           write_byte(g_flashbattery[ID_CHARGE]) // battery
           message_end()
     }
}

// Remove Spawn Protection Task
public remove_spawn_protection(taskid)
{
     // Not alive
     if (!g_isalive[ID_SPAWN])
           return;
     
     // Remove spawn protection
     g_nodamage[ID_SPAWN] = false
     set_pev(ID_SPAWN, pev_effects, pev(ID_SPAWN, pev_effects) & ~EF_NODRAW)
}

// Hide Player's Money Task
public task_hide_money(taskid)
{
     // Not alive
     if (!g_isalive[ID_SPAWN])
           return;
     
     // Hide money
     message_begin(MSG_ONE, g_msgHideWeapon, _, ID_SPAWN)
     write_byte(HIDE_MONEY) // what to hide bitsum
     message_end()
     
     // Hide the HL crosshair that's drawn
     message_begin(MSG_ONE, g_msgCrosshair, _, ID_SPAWN)
     write_byte(0) // toggle
     message_end()
}

// Turn Off Flashlight and Restore Batteries
turn_off_flashlight(id)
{
     // Restore batteries for the next use
     fm_cs_set_user_batteries(id, 100)
     
     // Check if flashlight is on
     if (pev(id, pev_effects) & EF_DIMLIGHT)
     {
           // Turn it off
           set_pev(id, pev_impulse, IMPULSE_FLASHLIGHT)
     }
     else
     {
           // Clear any stored flashlight impulse (bugfix)
           set_pev(id, pev_impulse, 0)
     }
     
     // Turn off custom flashlight
     if (g_cached_customflash)
     {
           // Turn it off
           g_flashlight[id] = false
           g_flashbattery[id] = 100
           
           // Update flashlight HUD
           message_begin(MSG_ONE, g_msgFlashlight, _, id)
           write_byte(0) // toggle
           write_byte(100) // battery
           message_end()
           
           // Remove previous tasks
           remove_task(id+TASK_CHARGE)
           remove_task(id+TASK_FLASH)
     }
}

// Infection Bomb Explosion
infection_explode(ent)
{
     // Round ended (bugfix)
     if (g_endround) return;
     
     // Get origin
     static Float:originF[3]
     pev(ent, pev_origin, originF)
     
     // Make the explosion
     create_blast(originF)
     
     // Infection nade explode sound
     static sound[64]
     ArrayGetString(grenade_infect, random_num(0, ArraySize(grenade_infect) - 1), sound, charsmax(sound))
     emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
     
     // Get attacker
     static attacker
     attacker = pev(ent, pev_owner)
     
     // Collisions
     static victim
     victim = -1
     
     while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
     {
           // Only effect alive non-spawnprotected humans
           if (!is_user_valid_alive(victim) || g_zombie[victim] || g_nodamage[victim])
                 continue;
           
           // Last human is killed
           if (fnGetHumans() == 1)
           {
                 ExecuteHamB(Ham_Killed, victim, attacker, 0)
                 continue;
           }
           
           // Infected victim's sound
           ArrayGetString(grenade_infect_player, random_num(0, ArraySize(grenade_infect_player) - 1), sound, charsmax(sound))
           emit_sound(victim, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
           
           // Turn into zombie
           zombieme(victim, attacker, 0, 1, 1)
     }
     
     // Get rid of the grenade
     engfunc(EngFunc_RemoveEntity, ent)
}

// Fire Grenade Explosion
fire_explode(ent)
{
     // Get origin
     static Float:originF[3]
     pev(ent, pev_origin, originF)
     
     // Make the explosion
     create_blast2(originF)
     
     // Fire nade explode sound
     static sound[64]
     ArrayGetString(grenade_fire, random_num(0, ArraySize(grenade_fire) - 1), sound, charsmax(sound))
     emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
     
     // Collisions
     static victim
     victim = -1
     
     while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
     {
           // Only effect alive zombies
           if (!is_user_valid_alive(victim) || !g_zombie[victim] || g_nodamage[victim])
                 continue;
           
           // Heat icon?
           if (get_pcvar_num(cvar_hudicons))
           {
                 message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim)
                 write_byte(0) // damage save
                 write_byte(0) // damage take
                 write_long(DMG_BURN) // damage type
                 write_coord(0) // x
                 write_coord(0) // y
                 write_coord(0) // z
                 message_end()
           }
           
           if (g_nemesis[victim]) // fire duration (nemesis is fire resistant)
                 g_burning_duration[victim] += get_pcvar_num(cvar_fireduration)
           else
                 g_burning_duration[victim] += get_pcvar_num(cvar_fireduration) * 5
           
           // Set burning task on victim if not present
           if (!task_exists(victim+TASK_BURN))
                 set_task(0.2, "burning_flame", victim+TASK_BURN, _, _, "b")
     }
     
     // Get rid of the grenade
     engfunc(EngFunc_RemoveEntity, ent)
}

// Frost Grenade Explosion
frost_explode(ent)
{
     // Get origin
     static Float:originF[3]
     pev(ent, pev_origin, originF)
     
     // Make the explosion
     create_blast3(originF)
     
     // Frost nade explode sound
     static sound[64]
     ArrayGetString(grenade_frost, random_num(0, ArraySize(grenade_frost) - 1), sound, charsmax(sound))
     emit_sound(ent, CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
     
     // Collisions
     static victim
     victim = -1
     
     while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, NADE_EXPLOSION_RADIUS)) != 0)
     {
           // Only effect alive unfrozen zombies
           if (!is_user_valid_alive(victim) || !g_zombie[victim] || g_frozen[victim] || g_nodamage[victim])
                 continue;
           
           // Nemesis shouldn't be frozen
           if (g_nemesis[victim])
           {
                 // Get player's origin
                 static origin2[3]
                 get_user_origin(victim, origin2)
                 
                 // Broken glass sound
                 ArrayGetString(grenade_frost_break, random_num(0, ArraySize(grenade_frost_break) - 1), sound, charsmax(sound))
                 emit_sound(victim, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
                 
                 // Glass shatter
                 message_begin(MSG_PVS, SVC_TEMPENTITY, origin2)
                 write_byte(TE_BREAKMODEL) // TE id
                 write_coord(origin2[0]) // x
                 write_coord(origin2[1]) // y
                 write_coord(origin2[2]+24) // z
                 write_coord(16) // size x
                 write_coord(16) // size y
                 write_coord(16) // size z
                 write_coord(random_num(-50, 50)) // velocity x
                 write_coord(random_num(-50, 50)) // velocity y
                 write_coord(25) // velocity z
                 write_byte(10) // random velocity
                 write_short(g_glassSpr) // model
                 write_byte(10) // count
                 write_byte(25) // life
                 write_byte(BREAK_GLASS) // flags
                 message_end()
                 
                 continue;
           }
           
           // Freeze icon?
           if (get_pcvar_num(cvar_hudicons))
           {
                 message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim)
                 write_byte(0) // damage save
                 write_byte(0) // damage take
                 write_long(DMG_DROWN) // damage type - DMG_FREEZE
                 write_coord(0) // x
                 write_coord(0) // y
                 write_coord(0) // z
                 message_end()
           }
           
           // Light blue glow while frozen
           if (g_handle_models_on_separate_ent)
                 fm_set_rendering(g_ent_playermodel[victim], kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
           else
                 fm_set_rendering(victim, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
           
           // Freeze sound
           ArrayGetString(grenade_frost_player, random_num(0, ArraySize(grenade_frost_player) - 1), sound, charsmax(sound))
           emit_sound(victim, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
           
           // Add a blue tint to their screen
           message_begin(MSG_ONE, g_msgScreenFade, _, victim)
           write_short(0) // duration
           write_short(0) // hold time
           write_short(FFADE_STAYOUT) // fade type
           write_byte(0) // red
           write_byte(50) // green
           write_byte(200) // blue
           write_byte(100) // alpha
           message_end()
           
           // Prevent from jumping
           if (pev(victim, pev_flags) & FL_ONGROUND)
                 set_pev(victim, pev_gravity, 999999.9) // set really high
           else
                 set_pev(victim, pev_gravity, 0.000001) // no gravity
           
           // Set a task to remove the freeze
           g_frozen[victim] = true;
           set_task(get_pcvar_float(cvar_freezeduration), "remove_freeze", victim)
     }
     
     // Get rid of the grenade
     engfunc(EngFunc_RemoveEntity, ent)
}

// Remove freeze task
public remove_freeze(id)
{
     // Not alive or not frozen anymore
     if (!g_isalive[id] || !g_frozen[id])
           return;
     
     // Unfreeze
     g_frozen[id] = false;
     
     // Restore gravity
     if (g_zombie[id])
     {
           if (g_nemesis[id])
                 set_pev(id, pev_gravity, get_pcvar_float(cvar_nemgravity))
           else
                 set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
     }
     else
     {
           if (g_survivor[id])
                 set_pev(id, pev_gravity, get_pcvar_float(cvar_survgravity))
           else
                 set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))
     }
     
     // Restore rendering
     if (g_handle_models_on_separate_ent)
     {
           // Nemesis or Survivor glow / remove glow on player model entity
           if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
                 fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
           else if (g_survivor[id] && get_pcvar_num(cvar_survglow))
                 fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 25)
           else
                 fm_set_rendering(g_ent_playermodel[id])
     }
     else
     {
           // Nemesis or Survivor glow / remove glow
           if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
                 fm_set_rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
           else if (g_survivor[id] && get_pcvar_num(cvar_survglow))
                 fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 25)
           else
                 fm_set_rendering(id)
     }
     
     // Gradually remove screen's blue tint
     message_begin(MSG_ONE, g_msgScreenFade, _, id)
     write_short(UNIT_SECOND) // duration
     write_short(0) // hold time
     write_short(FFADE_IN) // fade type
     write_byte(0) // red
     write_byte(50) // green
     write_byte(200) // blue
     write_byte(100) // alpha
     message_end()
     
     // Broken glass sound
     static sound[64]
     ArrayGetString(grenade_frost_break, random_num(0, ArraySize(grenade_frost_break) - 1), sound, charsmax(sound))
     emit_sound(id, CHAN_BODY, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
     
     // Get player's origin
     static origin2[3]
     get_user_origin(id, origin2)
     
     // Glass shatter
     message_begin(MSG_PVS, SVC_TEMPENTITY, origin2)
     write_byte(TE_BREAKMODEL) // TE id
     write_coord(origin2[0]) // x
     write_coord(origin2[1]) // y
     write_coord(origin2[2]+24) // z
     write_coord(16) // size x
     write_coord(16) // size y
     write_coord(16) // size z
     write_coord(random_num(-50, 50)) // velocity x
     write_coord(random_num(-50, 50)) // velocity y
     write_coord(25) // velocity z
     write_byte(10) // random velocity
     write_short(g_glassSpr) // model
     write_byte(10) // count
     write_byte(25) // life
     write_byte(BREAK_GLASS) // flags
     message_end()
     
     ExecuteForward(g_fwUserUnfrozen, g_fwDummyResult, id);
}

// Remove Stuff Task
public remove_stuff()
{
     static ent
     
     // Remove rotating doors
     if (get_pcvar_num(cvar_removedoors) > 0)
     {
           ent = -1;
           while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "func_door_rotating")) != 0)
                 engfunc(EngFunc_SetOrigin, ent, Float:{8192.0 ,8192.0 ,8192.0})
     }
     
     // Remove all doors
     if (get_pcvar_num(cvar_removedoors) > 1)
     {
           ent = -1;
           while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "func_door")) != 0)
                 engfunc(EngFunc_SetOrigin, ent, Float:{8192.0 ,8192.0 ,8192.0})
     }
     
     // Triggered lights
     if (!get_pcvar_num(cvar_triggered))
     {
           ent = -1
           while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", "light")) != 0)
           {
                 dllfunc(DLLFunc_Use, ent, 0); // turn off the light
                 set_pev(ent, pev_targetname, 0) // prevent it from being triggered
           }
     }
}

// Set Custom Weapon Models
replace_weapon_models(id, weaponid)
{
     switch (weaponid)
     {
           case CSW_KNIFE: // Custom knife models
           {
                 if (g_zombie[id])
                 {
                       if (g_nemesis[id]) // Nemesis
                       {
                             set_pev(id, pev_viewmodel2, model_vknife_nemesis)
                             set_pev(id, pev_weaponmodel2, "")
                       }
                       else // Zombies
                       {
                             // Admin knife models?
                             if (get_pcvar_num(cvar_adminknifemodelszombie) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS])
                             {
                                   set_pev(id, pev_viewmodel2, model_vknife_admin_zombie)
                                   set_pev(id, pev_weaponmodel2, "")
                             }
                             else
                             {
                                   static clawmodel[100]
                                   ArrayGetString(g_zclass_clawmodel, g_zombieclass[id], clawmodel, charsmax(clawmodel))
                                   format(clawmodel, charsmax(clawmodel), "models/zombie_plague/%s", clawmodel)
                                   set_pev(id, pev_viewmodel2, clawmodel)
                                   set_pev(id, pev_weaponmodel2, "")
                             }
                       }
                 }
                 else // Humans
                 {
                       // Admin knife models?
                       if (get_pcvar_num(cvar_adminknifemodelshuman) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS])
                       {
                             set_pev(id, pev_viewmodel2, model_vknife_admin_human)
                             set_pev(id, pev_weaponmodel2, "")
                       }
                       else
                       {
                             set_pev(id, pev_viewmodel2, model_vknife_human)
                             set_pev(id, pev_weaponmodel2, "models/p_knife.mdl")
                       }
                 }
           }
           case CSW_M249: // Survivor's M249
           {
                 if (g_survivor[id])
                       set_pev(id, pev_viewmodel2, model_vm249_survivor)
           }
           case CSW_HEGRENADE: // Infection bomb or fire grenade
           {
                 if (g_zombie[id])
                       set_pev(id, pev_viewmodel2, model_grenade_infect)
                 else
                       set_pev(id, pev_viewmodel2, model_grenade_fire)
           }
           case CSW_FLASHBANG: // Frost grenade
           {
                 set_pev(id, pev_viewmodel2, model_grenade_frost)
           }
           case CSW_SMOKEGRENADE: // Flare grenade
           {
                 set_pev(id, pev_viewmodel2, model_grenade_flare)
           }
     }
     
     // Update model on weaponmodel ent
     if (g_handle_models_on_separate_ent) fm_set_weaponmodel_ent(id)
}

// Reset Player Vars
reset_vars(id, resetall)
{
     g_zombie[id] = false
     g_nemesis[id] = false
     g_survivor[id] = false
     g_firstzombie[id] = false
     g_lastzombie[id] = false
     g_lasthuman[id] = false
     g_frozen[id] = false
     g_nodamage[id] = false
     g_respawn_as_zombie[id] = false
     g_nvision[id] = false
     g_nvisionenabled[id] = false
     g_flashlight[id] = false
     g_flashbattery[id] = 100
     g_canbuy[id] = true
     g_burning_duration[id] = 0
     
     if (resetall)
     {
           g_ammopacks[id] = get_pcvar_num(cvar_startammopacks)
           g_zombieclass[id] = ZCLASS_NONE
           g_zombieclassnext[id] = ZCLASS_NONE
           g_damagedealt[id] = 0
           WPN_AUTO_ON = 0
     }
}

// Set spectators nightvision
public spec_nvision(id)
{
     // Not connected, alive, or bot
     if (!g_isconnected[id] || g_isalive[id] || g_isbot[id])
           return;
     
     // Give Night Vision?
     if (get_pcvar_num(cvar_nvggive))
     {
           g_nvision[id] = true
           
           // Turn on Night Vision automatically?
           if (get_pcvar_num(cvar_nvggive) == 1)
           {
                 g_nvisionenabled[id] = true
                 
                 // Custom nvg?
                 if (get_pcvar_num(cvar_customnvg))
                 {
                       remove_task(id+TASK_NVISION)
                       set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
                 }
                 else
                       set_user_gnvision(id, 1)
           }
     }
}

// Show HUD Task
public ShowHUD(taskid)
{
     static id
     id = ID_SHOWHUD;
     
     // Player died?
     if (!g_isalive[id])
     {
           // Get spectating target
           id = pev(id, PEV_SPEC_TARGET)
           
           // Target not alive
           if (!g_isalive[id]) return;
     }
     
     // Format classname
     static class[32], red, green, blue
     
     if (g_zombie[id]) // zombies
     {
           red = 200
           green = 250
           blue = 0
           
           if (g_nemesis[id])
                 formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_NEMESIS")
           else
                 copy(class, charsmax(class), g_zombie_classname[id])
     }
     else // humans
     {
           red = 0
           green = 0
           blue = 255
           
           if (g_survivor[id])
                 formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_SURVIVOR")
           else
                 formatex(class, charsmax(class), "%L", ID_SHOWHUD, "CLASS_HUMAN")
     }
     
     // Spectating someone else?
     if (id != ID_SHOWHUD)
     {
           // Show name, health, class, and ammo packs
           set_hudmessage(255, 255, 255, HUD_SPECT_X, HUD_SPECT_Y, 0, 6.0, 1.1, 0.0, 0.0, -1)
           ShowSyncHudMsg(ID_SHOWHUD, g_MsgSync2, "%L %s^nHP: %d - %L %s - %L %d", ID_SHOWHUD, "SPECTATING", g_playername[id], pev(id, pev_health), ID_SHOWHUD, "CLASS_CLASS", class, ID_SHOWHUD, "AMMO_PACKS1", g_ammopacks[id])
     }
     else
     {
           // Show health, class and ammo packs
           set_hudmessage(red, green, blue, HUD_STATS_X, HUD_STATS_Y, 0, 6.0, 1.1, 0.0, 0.0, -1)
           ShowSyncHudMsg(ID_SHOWHUD, g_MsgSync2, "%L: %d - %L %s - %L %d", id, "ZOMBIE_ATTRIB1", pev(ID_SHOWHUD, pev_health), ID_SHOWHUD, "CLASS_CLASS", class, ID_SHOWHUD, "AMMO_PACKS1", g_ammopacks[ID_SHOWHUD])
     }
}

// Play idle zombie sounds
public zombie_play_idle(taskid)
{
     // Round ended/new one starting
     if (g_endround || g_newround)
           return;
     
     static sound[64]
     
     // Last zombie?
     if (g_lastzombie[ID_BLOOD])
     {
           ArrayGetString(zombie_idle_last, random_num(0, ArraySize(zombie_idle_last) - 1), sound, charsmax(sound))
           emit_sound(ID_BLOOD, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
     }
     else
     {
           ArrayGetString(zombie_idle, random_num(0, ArraySize(zombie_idle) - 1), sound, charsmax(sound))
           emit_sound(ID_BLOOD, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
     }
}

// Madness Over Task
public madness_over(taskid)
{
     g_nodamage[ID_BLOOD] = false
}

// Place user at a random spawn
do_random_spawn(id, regularspawns = 0)
{
     static hull, sp_index, i
     
     // Get whether the player is crouching
     hull = (pev(id, pev_flags) & FL_DUCKING) ? HULL_HEAD : HULL_HUMAN
     
     // Use regular spawns?
     if (!regularspawns)
     {
           // No spawns?
           if (!g_spawnCount)
                 return;
           
           // Choose random spawn to start looping at
           sp_index = random_num(0, g_spawnCount - 1)
           
           // Try to find a clear spawn
           for (i = sp_index + 1; /*no condition*/; i++)
           {
                 // Start over when we reach the end
                 if (i >= g_spawnCount) i = 0
                 
                 // Free spawn space?
                 if (is_hull_vacant(g_spawns, hull))
                 {
                       // Engfunc_SetOrigin is used so ent's mins and maxs get updated instantly
                       engfunc(EngFunc_SetOrigin, id, g_spawns)
                       break;
                 }
                 
                 // Loop completed, no free space found
                 if (i == sp_index) break;
           }
     }
     else
     {
           // No spawns?
           if (!g_spawnCount2)
                 return;
           
           // Choose random spawn to start looping at
           sp_index = random_num(0, g_spawnCount2 - 1)
           
           // Try to find a clear spawn
           for (i = sp_index + 1; /*no condition*/; i++)
           {
                 // Start over when we reach the end
                 if (i >= g_spawnCount2) i = 0
                 
                 // Free spawn space?
                 if (is_hull_vacant(g_spawns2, hull))
                 {
                       // Engfunc_SetOrigin is used so ent's mins and maxs get updated instantly
                       engfunc(EngFunc_SetOrigin, id, g_spawns2)
                       break;
                 }
                 
                 // Loop completed, no free space found
                 if (i == sp_index) break;
           }
     }
}

// Get Zombies -returns alive zombies number-
fnGetZombies()
{
     static iZombies, id
     iZombies = 0
     
     for (id = 1; id <= g_maxplayers; id++)
     {
           if (g_isalive[id] && g_zombie[id])
                 iZombies++
     }
     
     return iZombies;
}

// Get Humans -returns alive humans number-
fnGetHumans()
{
     static iHumans, id
     iHumans = 0
     
     for (id = 1; id <= g_maxplayers; id++)
     {
           if (g_isalive[id] && !g_zombie[id])
                 iHumans++
     }
     
     return iHumans;
}

// Get Nemesis -returns alive nemesis number-
fnGetNemesis()
{
     static iNemesis, id
     iNemesis = 0
     
     for (id = 1; id <= g_maxplayers; id++)
     {
           if (g_isalive[id] && g_nemesis[id])
                 iNemesis++
     }
     
     return iNemesis;
}

// Get Survivors -returns alive survivors number-
fnGetSurvivors()
{
     static iSurvivors, id
     iSurvivors = 0
     
     for (id = 1; id <= g_maxplayers; id++)
     {
           if (g_isalive[id] && g_survivor[id])
                 iSurvivors++
     }
     
     return iSurvivors;
}

// Get Alive -returns alive players number-
fnGetAlive()
{
     static iAlive, id
     iAlive = 0
     
     for (id = 1; id <= g_maxplayers; id++)
     {
           if (g_isalive[id])
                 iAlive++
     }
     
     return iAlive;
}

// Get Random Alive -returns index of alive player number n -
fnGetRandomAlive(n)
{
     static iAlive, id
     iAlive = 0
     
     for (id = 1; id <= g_maxplayers; id++)
     {
           if (g_isalive[id])
                 iAlive++
           
           if (iAlive == n)
                 return id;
     }
     
     return -1;
}

// Get Playing -returns number of users playing-
fnGetPlaying()
{
     static iPlaying, id, team
     iPlaying = 0
     
     for (id = 1; id <= g_maxplayers; id++)
     {
           if (g_isconnected[id])
           {
                 team = fm_cs_get_user_team(id)
                 
                 if (team != FM_CS_TEAM_SPECTATOR && team != FM_CS_TEAM_UNASSIGNED)
                       iPlaying++
           }
     }
     
     return iPlaying;
}

// Get CTs -returns number of CTs connected-
fnGetCTs()
{
     static iCTs, id
     iCTs = 0
     
     for (id = 1; id <= g_maxplayers; id++)
     {
           if (g_isconnected[id])
           {                  
                 if (fm_cs_get_user_team(id) == FM_CS_TEAM_CT)
                       iCTs++
           }
     }
     
     return iCTs;
}

// Get Ts -returns number of Ts connected-
fnGetTs()
{
     static iTs, id
     iTs = 0
     
     for (id = 1; id <= g_maxplayers; id++)
     {
           if (g_isconnected[id])
           {                  
                 if (fm_cs_get_user_team(id) == FM_CS_TEAM_T)
                       iTs++
           }
     }
     
     return iTs;
}

// Get Alive CTs -returns number of CTs alive-
fnGetAliveCTs()
{
     static iCTs, id
     iCTs = 0
     
     for (id = 1; id <= g_maxplayers; id++)
     {
           if (g_isalive[id])
           {                  
                 if (fm_cs_get_user_team(id) == FM_CS_TEAM_CT)
                       iCTs++
           }
     }
     
     return iCTs;
}

// Get Alive Ts -returns number of Ts alive-
fnGetAliveTs()
{
     static iTs, id
     iTs = 0
     
     for (id = 1; id <= g_maxplayers; id++)
     {
           if (g_isalive[id])
           {                  
                 if (fm_cs_get_user_team(id) == FM_CS_TEAM_T)
                       iTs++
           }
     }
     
     return iTs;
}

// Last Zombie Check -check for last zombie and set its flag-
fnCheckLastZombie()
{
     static id
     for (id = 1; id <= g_maxplayers; id++)
     {
           // Last zombie
           if (g_isalive[id] && g_zombie[id] && !g_nemesis[id] && fnGetZombies() == 1)
           {
                 if (!g_lastzombie[id])
                 {
                       // Last zombie forward
                       ExecuteForward(g_fwUserLastZombie, g_fwDummyResult, id);
                 }
                 g_lastzombie[id] = true
           }
           else
                 g_lastzombie[id] = false
           
           // Last human
           if (g_isalive[id] && !g_zombie[id] && !g_survivor[id] && fnGetHumans() == 1)
           {
                 if (!g_lasthuman[id])
                 {
                       // Last human forward
                       ExecuteForward(g_fwUserLastHuman, g_fwDummyResult, id);
                       
                       // Reward extra hp
                       fm_set_user_health(id, pev(id, pev_health) + get_pcvar_num(cvar_humanlasthp))
                 }
                 g_lasthuman[id] = true
           }
           else
                 g_lasthuman[id] = false
     }
}

// Save player's stats to database
save_stats(id)
{
     // Check whether there is another record already in that slot
     if (db_name[id][0] && !equal(g_playername[id], db_name[id]))
     {
           // If DB size is exceeded, write over old records
           if (db_slot_i >= sizeof db_name)
                 db_slot_i = g_maxplayers+1
           
           // Move previous record onto an additional save slot
           copy(db_name[db_slot_i], charsmax(db_name[]), db_name[id])
           db_ammopacks[db_slot_i] = db_ammopacks[id]
           db_zombieclass[db_slot_i] = db_zombieclass[id]
           db_slot_i++
     }
     
     // Now save the current player stats
     copy(db_name[id], charsmax(db_name[]), g_playername[id]) // name
     db_ammopacks[id] = g_ammopacks[id] // ammo packs
     db_zombieclass[id] = g_zombieclassnext[id] // zombie class
}

// Load player's stats from database (if a record is found)
load_stats(id)
{
     // Look for a matching record
     static i
     for (i = 0; i < sizeof db_name; i++)
     {
           if (equal(g_playername[id], db_name))
           {
                 // Bingo!
                 g_ammopacks[id] = db_ammopacks
                 g_zombieclass[id] = db_zombieclass
                 g_zombieclassnext[id] = db_zombieclass
                 return;
           }
     }
}

// Checks if a player is allowed to be zombie
allowed_zombie(id)
{
     if ((g_zombie[id] && !g_nemesis[id]) || g_endround || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && !g_zombie[id] && fnGetHumans() == 1))
           return false;
     
     return true;
}

// Checks if a player is allowed to be human
allowed_human(id)
{
     if ((!g_zombie[id] && !g_survivor[id]) || g_endround || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && g_zombie[id] && fnGetZombies() == 1))
           return false;
     
     return true;
}

// Checks if a player is allowed to be survivor
allowed_survivor(id)
{
     if (g_endround || g_survivor[id] || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && g_zombie[id] && fnGetZombies() == 1))
           return false;
     
     return true;
}

// Checks if a player is allowed to be nemesis
allowed_nemesis(id)
{
     if (g_endround || g_nemesis[id] || !g_isalive[id] || task_exists(TASK_WELCOMEMSG) || (!g_newround && !g_zombie[id] && fnGetHumans() == 1))
           return false;
     
     return true;
}

// Checks if a player is allowed to respawn
allowed_respawn(id)
{
     static team
     team = fm_cs_get_user_team(id)
     
     if (g_endround || team == FM_CS_TEAM_SPECTATOR || team == FM_CS_TEAM_UNASSIGNED || g_isalive[id])
           return false;
     
     return true;
}

// Checks if swarm mode is allowed
allowed_swarm()
{
     if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG))
           return false;
     
     return true;
}

// Checks if multi infection mode is allowed
allowed_multi()
{
     if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG) || floatround(fnGetAlive()*get_pcvar_float(cvar_multiratio), floatround_ceil) < 2 || floatround(fnGetAlive()*get_pcvar_float(cvar_multiratio), floatround_ceil) >= fnGetAlive())
           return false;
     
     return true;
}

// Checks if plague mode is allowed
allowed_plague()
{
     if (g_endround || !g_newround || task_exists(TASK_WELCOMEMSG) || floatround((fnGetAlive()-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil) < 1
     || fnGetAlive()-(get_pcvar_num(cvar_plaguesurvnum)+get_pcvar_num(cvar_plaguenemnum)+floatround((fnGetAlive()-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)) < 1)
           return false;
     
     return true;
}

// Admin Command. zp_zombie
command_zombie(id, player)
{
     // Show activity?
     switch (get_pcvar_num(cvar_showactivity))
     {
           case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_INFECT")
           case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_INFECT")
     }
     
     // Log to Zombie Plague log file?
     if (get_pcvar_num(cvar_logcommands))
     {
           static logdata[100], authid[32], ip[16]
           get_user_authid(id, authid, charsmax(authid))
           get_user_ip(id, ip, charsmax(ip), 1)
           formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER, "CMD_INFECT", fnGetPlaying(), g_maxplayers)
           log_to_file("zombieplague.log", logdata)
     }
     
     // New round?
     if (g_newround)
     {
           // Set as first zombie
           remove_task(TASK_MAKEZOMBIE)
           make_a_zombie(MODE_INFECTION, player)
     }
     else
     {
           // Just infect
           zombieme(player, 0, 0, 0, 0)
     }
}

// Admin Command. zp_human
command_human(id, player)
{
     // Show activity?
     switch (get_pcvar_num(cvar_showactivity))
     {
           case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_DISINFECT")
           case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_DISINFECT")
     }
     
     // Log to Zombie Plague log file?
     if (get_pcvar_num(cvar_logcommands))
     {
           static logdata[100], authid[32], ip[16]
           get_user_authid(id, authid, charsmax(authid))
           get_user_ip(id, ip, charsmax(ip), 1)
           formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_DISINFECT", fnGetPlaying(), g_maxplayers)
           log_to_file("zombieplague.log", logdata)
     }
     
     // Turn to human
     humanme(player, 0, 0)
}

// Admin Command. zp_survivor
command_survivor(id, player)
{
     // Show activity?
     switch (get_pcvar_num(cvar_showactivity))
     {
           case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_SURVIVAL")
           case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_SURVIVAL")
     }
     
      // Log to Zombie Plague log file?
     if (get_pcvar_num(cvar_logcommands))
     {
           static logdata[100], authid[32], ip[16]
           get_user_authid(id, authid, charsmax(authid))
           get_user_ip(id, ip, charsmax(ip), 1)
           formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_SURVIVAL", fnGetPlaying(), g_maxplayers)
           log_to_file("zombieplague.log", logdata)
     }
     
     // New round?
     if (g_newround)
     {
           // Set as first survivor
           remove_task(TASK_MAKEZOMBIE)
           make_a_zombie(MODE_SURVIVOR, player)
     }
     else
     {
           // Turn player into a Survivor
           humanme(player, 1, 0)
     }
}

// Admin Command. zp_nemesis
command_nemesis(id, player)
{
     // Show activity?
     switch (get_pcvar_num(cvar_showactivity))
     {
           case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_NEMESIS")
           case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_NEMESIS")
     }
     
     // Log to Zombie Plague log file?
     if (get_pcvar_num(cvar_logcommands))
     {
           static logdata[100], authid[32], ip[16]
           get_user_authid(id, authid, charsmax(authid))
           get_user_ip(id, ip, charsmax(ip), 1)
           formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER,"CMD_NEMESIS", fnGetPlaying(), g_maxplayers)
           log_to_file("zombieplague.log", logdata)
     }
     
     // New round?
     if (g_newround)
     {
           // Set as first nemesis
           remove_task(TASK_MAKEZOMBIE)
           make_a_zombie(MODE_NEMESIS, player)
     }
     else
     {
           // Turn player into a Nemesis
           zombieme(player, 0, 1, 0, 0)
     }
}

// Admin Command. zp_respawn
command_respawn(id, player)
{
     // Show activity?
     switch (get_pcvar_num(cvar_showactivity))
     {
           case 1: client_print(0, print_chat, "ADMIN - %s %L", g_playername[player], LANG_PLAYER, "CMD_RESPAWN")
           case 2: client_print(0, print_chat, "ADMIN %s - %s %L", g_playername[id], g_playername[player], LANG_PLAYER, "CMD_RESPAWN")
     }
     
     // Log to Zombie Plague log file?
     if (get_pcvar_num(cvar_logcommands))
     {
           static logdata[100], authid[32], ip[16]
           get_user_authid(id, authid, charsmax(authid))
           get_user_ip(id, ip, charsmax(ip), 1)
           formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", g_playername[id], authid, ip, g_playername[player], LANG_SERVER, "CMD_RESPAWN", fnGetPlaying(), g_maxplayers)
           log_to_file("zombieplague.log", logdata)
     }
     
     // Respawn as zombie?
     if (get_pcvar_num(cvar_deathmatch) == 2 || (get_pcvar_num(cvar_deathmatch) == 3 && random_num(0, 1)) || (get_pcvar_num(cvar_deathmatch) == 4 && fnGetZombies() < fnGetAlive()/2))
           g_respawn_as_zombie[player] = true
     
     // Override respawn as zombie setting on nemesis and survivor rounds
     if (g_survround) g_respawn_as_zombie[player] = true
     else if (g_nemround) g_respawn_as_zombie[player] = false
     
     respawn_player_manually(player);
}

// Admin Command. zp_swarm
command_swarm(id)
{
     // Show activity?
     switch (get_pcvar_num(cvar_showactivity))
     {
           case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_SWARM")
           case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_SWARM")
     }
     
     // Log to Zombie Plague log file?
     if (get_pcvar_num(cvar_logcommands))
     {
           static logdata[100], authid[32], ip[16]
           get_user_authid(id, authid, charsmax(authid))
           get_user_ip(id, ip, charsmax(ip), 1)
           formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER, "CMD_SWARM", fnGetPlaying(), g_maxplayers)
           log_to_file("zombieplague.log", logdata)
     }
     
     // Call Swarm Mode
     remove_task(TASK_MAKEZOMBIE)
     make_a_zombie(MODE_SWARM, 0)
}

// Admin Command. zp_multi
command_multi(id)
{
     // Show activity?
     switch (get_pcvar_num(cvar_showactivity))
     {
           case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_MULTI")
           case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_MULTI")
     }
     
     // Log to Zombie Plague log file?
     if (get_pcvar_num(cvar_logcommands))
     {
           static logdata[100], authid[32], ip[16]
           get_user_authid(id, authid, charsmax(authid))
           get_user_ip(id, ip, charsmax(ip), 1)
           formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER,"CMD_MULTI", fnGetPlaying(), g_maxplayers)
           log_to_file("zombieplague.log", logdata)
     }
     
     // Call Multi Infection
     remove_task(TASK_MAKEZOMBIE)
     make_a_zombie(MODE_MULTI, 0)
}

// Admin Command. zp_plague
command_plague(id)
{
     // Show activity?
     switch (get_pcvar_num(cvar_showactivity))
     {
           case 1: client_print(0, print_chat, "ADMIN - %L", LANG_PLAYER, "CMD_PLAGUE")
           case 2: client_print(0, print_chat, "ADMIN %s - %L", g_playername[id], LANG_PLAYER, "CMD_PLAGUE")
     }
     
     // Log to Zombie Plague log file?
     if (get_pcvar_num(cvar_logcommands))
     {
           static logdata[100], authid[32], ip[16]
           get_user_authid(id, authid, charsmax(authid))
           get_user_ip(id, ip, charsmax(ip), 1)
           formatex(logdata, charsmax(logdata), "ADMIN %s <%s><%s> - %L (Players: %d/%d)", g_playername[id], authid, ip, LANG_SERVER,"CMD_PLAGUE", fnGetPlaying(), g_maxplayers)
           log_to_file("zombieplague.log", logdata)
     }
     
     // Call Plague Mode
     remove_task(TASK_MAKEZOMBIE)
     make_a_zombie(MODE_PLAGUE, 0)
}

/*================================================================================
[Custom Natives]
=================================================================================*/

// Native: zp_get_user_zombie
public native_get_user_zombie(id)
{
     return g_zombie[id];
}

// Native: zp_get_user_nemesis
public native_get_user_nemesis(id)
{
     return g_nemesis[id];
}

// Native: zp_get_user_survivor
public native_get_user_survivor(id)
{
     return g_survivor[id];
}

public native_get_user_first_zombie(id)
{
     return g_firstzombie[id];
}

// Native: zp_get_user_last_zombie
public native_get_user_last_zombie(id)
{
     return g_lastzombie[id];
}

// Native: zp_get_user_last_human
public native_get_user_last_human(id)
{
     return g_lasthuman[id];
}

// Native: zp_get_user_zombie_class
public native_get_user_zombie_class(id)
{
     return g_zombieclass[id];
}

// Native: zp_get_user_next_class
public native_get_user_next_class(id)
{
     return g_zombieclassnext[id];
}

// Native: zp_set_user_zombie_class
public native_set_user_zombie_class(id, classid)
{
     if (classid < 0 || classid >= g_zclass_i)
           return 0;
     
     g_zombieclassnext[id] = classid
     return 1;
}

// Native: zp_get_user_ammo_packs
public native_get_user_ammo_packs(id)
{
     return g_ammopacks[id];
}

// Native: zp_set_user_ammo_packs
public native_set_user_ammo_packs(id, amount)
{
     g_ammopacks[id] = amount;
}

// Native: zp_get_zombie_maxhealth
public native_get_zombie_maxhealth(id)
{
     // ZP disabled
     if (!g_pluginenabled)
           return -1;
     
     if (g_zombie[id] && !g_nemesis[id])
     {
           if (g_firstzombie[id])
                 return floatround(float(ArrayGetCell(g_zclass_hp, g_zombieclass[id])) * get_pcvar_float(cvar_zombiefirsthp));
           else
                 return ArrayGetCell(g_zclass_hp, g_zombieclass[id]);
     }
     return -1;
}

// Native: zp_get_user_batteries
public native_get_user_batteries(id)
{
     return g_flashbattery[id];
}

// Native: zp_set_user_batteries
public native_set_user_batteries(id, value)
{
     // ZP disabled
     if (!g_pluginenabled)
           return;
     
     g_flashbattery[id] = clamp(value, 0, 100);
     
     if (g_cached_customflash)
     {
           // Set the flashlight charge task to update battery status
           remove_task(id+TASK_CHARGE)
           set_task(1.0, "flashlight_charge", id+TASK_CHARGE, _, _, "b")
     }
}

// Native: zp_get_user_nightvision
public native_get_user_nightvision(id)
{
     return g_nvision[id];
}

// Native: zp_set_user_nightvision
public native_set_user_nightvision(id, set)
{
     // ZP disabled
     if (!g_pluginenabled)
           return;
     
     if (set)
     {
           g_nvision[id] = true
           
           if (!g_isbot[id])
           {
                 g_nvisionenabled[id] = true
                 
                 // Custom nvg?
                 if (get_pcvar_num(cvar_customnvg))
                 {
                       remove_task(id+TASK_NVISION)
                       set_task(0.1, "set_user_nvision", id+TASK_NVISION, _, _, "b")
                 }
                 else
                       set_user_gnvision(id, 1)
           }
           else
                 cs_set_user_nvg(id, 1)
     }
     else
     {
           // Turn off NVG for bots
           if (g_isbot[id]) cs_set_user_nvg(id, 0);
           if (get_pcvar_num(cvar_customnvg)) remove_task(id+TASK_NVISION)
           else if (g_nvisionenabled[id]) set_user_gnvision(id, 0)
           g_nvision[id] = false
           g_nvisionenabled[id] = false
     }
}

// Native: zp_infect_user
public native_infect_user(id, infector, silent, rewards)
{
     // ZP disabled
     if (!g_pluginenabled)
           return -1;
     
     // Not allowed to be zombie
     if (!allowed_zombie(id))
           return 0;
     
     // New round?
     if (g_newround)
     {
           // Set as first zombie
           remove_task(TASK_MAKEZOMBIE)
           make_a_zombie(MODE_INFECTION, id)
     }
     else
     {
           // Just infect (plus some checks)
           zombieme(id, is_user_valid_alive(infector) ? infector : 0, 0, (silent == 1) ? 1 : 0, (rewards == 1) ? 1 : 0)
     }
     
     return 1;
}

// Native: zp_disinfect_user
public native_disinfect_user(id, silent)
{
     // ZP disabled
     if (!g_pluginenabled)
           return -1;
     
     // Not allowed to be human
     if (!allowed_human(id))
           return 0;
     
     // Turn to human
     humanme(id, 0, (silent == 1) ? 1 : 0)
     return 1;
}

// Native: zp_make_user_nemesis
public native_make_user_nemesis(id)
{
     // ZP disabled
     if (!g_pluginenabled)
           return -1;
     
     // Not allowed to be nemesis
     if (!allowed_nemesis(id))
           return 0;
     
     // New round?
     if (g_newround)
     {
           // Set as first nemesis
           remove_task(TASK_MAKEZOMBIE)
           make_a_zombie(MODE_NEMESIS, id)
     }
     else
     {
           // Turn player into a Nemesis
           zombieme(id, 0, 1, 0, 0)
     }
     
     return 1;
}

// Native: zp_make_user_survivor
public native_make_user_survivor(id)
{
     // ZP disabled
     if (!g_pluginenabled)
           return -1;
     
     // Not allowed to be survivor
     if (!allowed_survivor(id))
           return 0;
     
     // New round?
     if (g_newround)
     {
           // Set as first survivor
           remove_task(TASK_MAKEZOMBIE)
           make_a_zombie(MODE_SURVIVOR, id)
     }
     else
     {
           // Turn player into a Survivor
           humanme(id, 1, 0)
     }
     
     return 1;
}

// Native: zp_respawn_user
public native_respawn_user(id, team)
{
     // ZP disabled
     if (!g_pluginenabled)
           return -1;
     
     // Invalid player
     if (!is_user_valid_connected(id))
           return 0;
     
     // Respawn not allowed
     if (!allowed_respawn(id))
           return 0;
     
     // Respawn as zombie?
     g_respawn_as_zombie[id] = (team == ZP_TEAM_ZOMBIE) ? true : false
     
     // Respawnish!
     respawn_player_manually(id)
     return 1;
}

// Native: zp_force_buy_extra_item
public native_force_buy_extra_item(id, itemid, ignorecost)
{
     // ZP disabled
     if (!g_pluginenabled)
           return -1;
     
     if (itemid < 0 || itemid >= g_extraitem_i)
           return 0;
     
     buy_extra_item(id, itemid, ignorecost)
     return 1;
}

// Native: zp_has_round_started
public native_has_round_started()
{
     if (g_newround) return 0; // not started
     if (g_modestarted) return 1; // started
     return 2; // starting
}

// Native: zp_is_nemesis_round
public native_is_nemesis_round()
{
     return g_nemround;
}

// Native: zp_is_survivor_round
public native_is_survivor_round()
{
     return g_survround;
}

// Native: zp_is_swarm_round
public native_is_swarm_round()
{
     return g_swarmround;
}

// Native: zp_is_plague_round
public native_is_plague_round()
{
     return g_plagueround;
}

// Native: zp_get_zombie_count
public native_get_zombie_count()
{
     return fnGetZombies();
}

// Native: zp_get_human_count
public native_get_human_count()
{
     return fnGetHumans();
}

// Native: zp_get_nemesis_count
public native_get_nemesis_count()
{
     return fnGetNemesis();
}

// Native: zp_get_survivor_count
public native_get_survivor_count()
{
     return fnGetSurvivors();
}

// Native: zp_register_extra_item
public native_register_extra_item(const name[], cost, team)
{
     // ZP disabled
     if (!g_pluginenabled)
           return -1;
     
     // Arrays not yet initialized
     if (!g_arrays_created)
           return -1;
     
     // For backwards compatibility
     if (team == ZP_TEAM_ANY)
           team = ZP_TEAM_ZOMBIE|ZP_TEAM_HUMAN
     
     // Strings passed byref
     param_convert(1)
     
     // Add the item
     ArrayPushString(g_extraitem_name, name)
     ArrayPushCell(g_extraitem_cost, cost)
     ArrayPushCell(g_extraitem_team, team)
     
     // Set temporary new item flag
     ArrayPushCell(g_extraitem_new, 1)
     
     // Override extra items data with our customizations
     new i, buffer[32], size = ArraySize(g_extraitem2_realname)
     for (i = 0; i < size; i++)
     {
           ArrayGetString(g_extraitem2_realname, i, buffer, charsmax(buffer))
           
           // Check if this is the intended item to override
           if (!equal(name, buffer))
                 continue;
           
           // Remove new item flag
           ArraySetCell(g_extraitem_new, g_extraitem_i, 0)
           
           // Replace caption
           ArrayGetString(g_extraitem2_name, i, buffer, charsmax(buffer))
           ArraySetString(g_extraitem_name, g_extraitem_i, buffer)
           
           // Replace cost
           buffer[0] = ArrayGetCell(g_extraitem2_cost, i)
           ArraySetCell(g_extraitem_cost, g_extraitem_i, buffer[0])
           
           // Replace team
           buffer[0] = ArrayGetCell(g_extraitem2_team, i)
           ArraySetCell(g_extraitem_team, g_extraitem_i, buffer[0])
     }
     
     // Increase registered items counter
     g_extraitem_i++
     
     // Return id under which we registered the item
     return g_extraitem_i-1;
}

// Function: zp_register_extra_item (to be used within this plugin only)
native_register_extra_item2(const name[], cost, team)
{
     // Add the item
     ArrayPushString(g_extraitem_name, name)
     ArrayPushCell(g_extraitem_cost, cost)
     ArrayPushCell(g_extraitem_team, team)
     
     // Set temporary new item flag
     ArrayPushCell(g_extraitem_new, 1)
     
     // Increase registered items counter
     g_extraitem_i++
}

// Native: zp_register_zombie_class
public native_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback)
{
     // ZP disabled
     if (!g_pluginenabled)
           return -1;
     
     // Arrays not yet initialized
     if (!g_arrays_created)
           return -1;
     
     // Strings passed byref
     param_convert(1)
     param_convert(2)
     param_convert(3)
     param_convert(4)
     
     // Add the class
     ArrayPushString(g_zclass_name, name)
     ArrayPushString(g_zclass_info, info)
     
     // Using same zombie models for all classes?
     if (g_same_models_for_all)
     {
           ArrayPushCell(g_zclass_modelsstart, 0)
           ArrayPushCell(g_zclass_modelsend, ArraySize(g_zclass_playermodel))
     }
     else
     {
           ArrayPushCell(g_zclass_modelsstart, ArraySize(g_zclass_playermodel))
           ArrayPushString(g_zclass_playermodel, model)
           ArrayPushCell(g_zclass_modelsend, ArraySize(g_zclass_playermodel))
           ArrayPushCell(g_zclass_modelindex, -1)
     }
     
     ArrayPushString(g_zclass_clawmodel, clawmodel)
     ArrayPushCell(g_zclass_hp, hp)
     ArrayPushCell(g_zclass_spd, speed)
     ArrayPushCell(g_zclass_grav, gravity)
     ArrayPushCell(g_zclass_kb, knockback)
     
     // Set temporary new class flag
     ArrayPushCell(g_zclass_new, 1)
     
     // Override zombie classes data with our customizations
     new i, k, buffer[32], Float:buffer2, nummodels_custom, nummodels_default, prec_mdl[100], size = ArraySize(g_zclass2_realname)
     for (i = 0; i < size; i++)
     {
           ArrayGetString(g_zclass2_realname, i, buffer, charsmax(buffer))
           
           // Check if this is the intended class to override
           if (!equal(name, buffer))
                 continue;
           
           // Remove new class flag
           ArraySetCell(g_zclass_new, g_zclass_i, 0)
           
           // Replace caption
           ArrayGetString(g_zclass2_name, i, buffer, charsmax(buffer))
           ArraySetString(g_zclass_name, g_zclass_i, buffer)
           
           // Replace info
           ArrayGetString(g_zclass2_info, i, buffer, charsmax(buffer))
           ArraySetString(g_zclass_info, g_zclass_i, buffer)
           
           // Replace models, unless using same models for all classes
           if (!g_same_models_for_all)
           {
                 nummodels_custom = ArrayGetCell(g_zclass2_modelsend, i) - ArrayGetCell(g_zclass2_modelsstart, i)
                 nummodels_default = ArrayGetCell(g_zclass_modelsend, g_zclass_i) - ArrayGetCell(g_zclass_modelsstart, g_zclass_i)
                 
                 // Replace each player model and model index
                 for (k = 0; k < min(nummodels_custom, nummodels_default); k++)
                 {
                       ArrayGetString(g_zclass2_playermodel, ArrayGetCell(g_zclass2_modelsstart, i) + k, buffer, charsmax(buffer))
                       ArraySetString(g_zclass_playermodel, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k, buffer)
                       
                       // Precache player model and replace its modelindex with the real one
                       formatex(prec_mdl, charsmax(prec_mdl), "models/player/%s/%s.mdl", buffer, buffer)
                       ArraySetCell(g_zclass_modelindex, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k, engfunc(EngFunc_PrecacheModel, prec_mdl))
                       if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, prec_mdl)
                       if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, prec_mdl)
                 }
                 
                 // We have more custom models than what we can accommodate,
                 // Let's make some space...
                 if (nummodels_custom > nummodels_default)
                 {
                       for (k = nummodels_default; k < nummodels_custom; k++)
                       {
                             ArrayGetString(g_zclass2_playermodel, ArrayGetCell(g_zclass2_modelsstart, i) + k, buffer, charsmax(buffer))
                             ArrayInsertStringAfter(g_zclass_playermodel, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k - 1, buffer)
                             
                             // Precache player model and retrieve its modelindex
                             formatex(prec_mdl, charsmax(prec_mdl), "models/player/%s/%s.mdl", buffer, buffer)
                             ArrayInsertCellAfter(g_zclass_modelindex, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + k - 1, engfunc(EngFunc_PrecacheModel, prec_mdl))
                             if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, prec_mdl)
                             if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, prec_mdl)
                       }
                       
                       // Fix models end index for this class
                       ArraySetCell(g_zclass_modelsend, g_zclass_i, ArrayGetCell(g_zclass_modelsend, g_zclass_i) + (nummodels_custom - nummodels_default))
                 }
                 
                 /* --- Not needed since classes can't have more than 1 default model for now ---
                 // We have less custom models than what this class has by default,
                 // Get rid of those extra entries...
                 if (nummodels_custom < nummodels_default)
                 {
                       for (k = nummodels_custom; k < nummodels_default; k++)
                       {
                             ArrayDeleteItem(g_zclass_playermodel, ArrayGetCell(g_zclass_modelsstart, g_zclass_i) + nummodels_custom)
                       }
                       
                       // Fix models end index for this class
                       ArraySetCell(g_zclass_modelsend, g_zclass_i, ArrayGetCell(g_zclass_modelsend, g_zclass_i) - (nummodels_default - nummodels_custom))
                 }
                 */
           }
           
           // Replace clawmodel
           ArrayGetString(g_zclass2_clawmodel, i, buffer, charsmax(buffer))
           ArraySetString(g_zclass_clawmodel, g_zclass_i, buffer)
           
           // Precache clawmodel
           formatex(prec_mdl, charsmax(prec_mdl), "models/zombie_plague/%s", buffer)
           engfunc(EngFunc_PrecacheModel, prec_mdl)
           
           // Replace health
           buffer[0] = ArrayGetCell(g_zclass2_hp, i)
           ArraySetCell(g_zclass_hp, g_zclass_i, buffer[0])
           
           // Replace speed
           buffer[0] = ArrayGetCell(g_zclass2_spd, i)
           ArraySetCell(g_zclass_spd, g_zclass_i, buffer[0])
           
           // Replace gravity
           buffer2 = Float:ArrayGetCell(g_zclass2_grav, i)
           ArraySetCell(g_zclass_grav, g_zclass_i, buffer2)
           
           // Replace knockback
           buffer2 = Float:ArrayGetCell(g_zclass2_kb, i)
           ArraySetCell(g_zclass_kb, g_zclass_i, buffer2)
     }
     
     // If class was not overriden with customization data
     if (ArrayGetCell(g_zclass_new, g_zclass_i))
     {
           // If not using same models for all classes
           if (!g_same_models_for_all)
           {
                 // Precache default class model and replace modelindex with the real one
                 formatex(prec_mdl, charsmax(prec_mdl), "models/player/%s/%s.mdl", model, model)
                 ArraySetCell(g_zclass_modelindex, ArrayGetCell(g_zclass_modelsstart, g_zclass_i), engfunc(EngFunc_PrecacheModel, prec_mdl))
                 if (g_force_consistency == 1) force_unmodified(force_model_samebounds, {0,0,0}, {0,0,0}, prec_mdl)
                 if (g_force_consistency == 2) force_unmodified(force_exactfile, {0,0,0}, {0,0,0}, prec_mdl)
           }
           
           // Precache default clawmodel
           formatex(prec_mdl, charsmax(prec_mdl), "models/zombie_plague/%s", clawmodel)
           engfunc(EngFunc_PrecacheModel, prec_mdl)
     }
     
     // Increase registered classes counter
     g_zclass_i++
     
     // Return id under which we registered the class
     return g_zclass_i-1;
}

// Native: zp_get_extra_item_id
public native_get_extra_item_id(const name[])
{
     // ZP disabled
     if (!g_pluginenabled)
           return -1;
     
     // Strings passed byref
     param_convert(1)
     
     // Loop through every item
     static i, item_name[32]
     for (i = 0; i < g_extraitem_i; i++)
     {
           ArrayGetString(g_extraitem_name, i, item_name, charsmax(item_name))
           
           // Check if this is the item to retrieve
           if (equali(name, item_name))
                 return i;
     }
     
     return -1;
}

// Native: zp_get_zombie_class_id
public native_get_zombie_class_id(const name[])
{
     // ZP disabled
     if (!g_pluginenabled)
           return -1;
     
     // Strings passed byref
     param_convert(1)
     
     // Loop through every class
     static i, class_name[32]
     for (i = 0; i < g_zclass_i; i++)
     {
           ArrayGetString(g_zclass_name, i, class_name, charsmax(class_name))
           
           // Check if this is the class to retrieve
           if (equali(name, class_name))
                 return i;
     }
     
     return -1;
}

/*================================================================================
[Custom Messages]
=================================================================================*/

// Custom Night Vision
public set_user_nvision(taskid)
{
     // Get player's origin
     static origin[3]
     get_user_origin(ID_NVISION, origin)
     
     // Nightvision message
     message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, ID_NVISION)
     write_byte(TE_DLIGHT) // TE id
     write_coord(origin[0]) // x
     write_coord(origin[1]) // y
     write_coord(origin[2]) // z
     write_byte(get_pcvar_num(cvar_nvgsize)) // radius
     
     // Nemesis / Madness / Spectator in nemesis round
     if (g_nemesis[ID_NVISION] || (g_zombie[ID_NVISION] && g_nodamage[ID_NVISION]) || (!g_isalive[ID_NVISION] && g_nemround))
     {
           write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
           write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
           write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
     }
     // Human / Spectator in normal round
     else if (!g_zombie[ID_NVISION] || !g_isalive[ID_NVISION])
     {
           write_byte(get_pcvar_num(cvar_humnvgcolor[0])) // r
           write_byte(get_pcvar_num(cvar_humnvgcolor[1])) // g
           write_byte(get_pcvar_num(cvar_humnvgcolor[2])) // b
     }
     // Zombie
     else
     {
           write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
           write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
           write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
     }
     
     write_byte(2) // life
     write_byte(0) // decay rate
     message_end()
}

// Game Nightvision
set_user_gnvision(id, toggle)
{
     // Toggle NVG message
     message_begin(MSG_ONE, g_msgNVGToggle, _, id)
     write_byte(toggle) // toggle
     message_end()
}

// Custom Flashlight
public set_user_flashlight(taskid)
{
     // Get player and aiming origins
     static Float:originF[3], Float:destoriginF[3]
     pev(ID_FLASH, pev_origin, originF)
     fm_get_aim_origin(ID_FLASH, destoriginF)
     
     // Max distance check
     if (get_distance_f(originF, destoriginF) > get_pcvar_float(cvar_flashdist))
           return;
     
     // Send to all players?
     if (get_pcvar_num(cvar_flashshowall))
           engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, destoriginF, 0)
     else
           message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, ID_FLASH)
     
     // Flashlight
     write_byte(TE_DLIGHT) // TE id
     engfunc(EngFunc_WriteCoord, destoriginF[0]) // x
     engfunc(EngFunc_WriteCoord, destoriginF[1]) // y
     engfunc(EngFunc_WriteCoord, destoriginF[2]) // z
     write_byte(get_pcvar_num(cvar_flashsize)) // radius
     write_byte(get_pcvar_num(cvar_flashcolor[0])) // r
     write_byte(get_pcvar_num(cvar_flashcolor[1])) // g
     write_byte(get_pcvar_num(cvar_flashcolor[2])) // b
     write_byte(3) // life
     write_byte(0) // decay rate
     message_end()
}

// Infection special effects
infection_effects(id)
{
     // Screen fade? (unless frozen)
     if (!g_frozen[id] && get_pcvar_num(cvar_infectionscreenfade))
     {
           message_begin(MSG_ONE_UNRELIABLE, g_msgScreenFade, _, id)
           write_short(UNIT_SECOND) // duration
           write_short(0) // hold time
           write_short(FFADE_IN) // fade type
           if (g_nemesis[id])
           {
                 write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
                 write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
                 write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
           }
           else
           {
                 write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
                 write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
                 write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
           }
           write_byte (255) // alpha
           message_end()
     }
     
     // Screen shake?
     if (get_pcvar_num(cvar_infectionscreenshake))
     {
           message_begin(MSG_ONE_UNRELIABLE, g_msgScreenShake, _, id)
           write_short(UNIT_SECOND*4) // amplitude
           write_short(UNIT_SECOND*2) // duration
           write_short(UNIT_SECOND*10) // frequency
           message_end()
     }
     
     // Infection icon?
     if (get_pcvar_num(cvar_hudicons))
     {
           message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, id)
           write_byte(0) // damage save
           write_byte(0) // damage take
           write_long(DMG_NERVEGAS) // damage type - DMG_RADIATION
           write_coord(0) // x
           write_coord(0) // y
           write_coord(0) // z
           message_end()
     }
     
     // Get player's origin
     static origin[3]
     get_user_origin(id, origin)
     
     // Tracers?
     if (get_pcvar_num(cvar_infectiontracers))
     {
           message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
           write_byte(TE_IMPLOSION) // TE id
           write_coord(origin[0]) // x
           write_coord(origin[1]) // y
           write_coord(origin[2]) // z
           write_byte(128) // radius
           write_byte(20) // count
           write_byte(3) // duration
           message_end()
     }
     
     // Particle burst?
     if (get_pcvar_num(cvar_infectionparticles))
     {
           message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
           write_byte(TE_PARTICLEBURST) // TE id
           write_coord(origin[0]) // x
           write_coord(origin[1]) // y
           write_coord(origin[2]) // z
           write_short(50) // radius
           write_byte(70) // color
           write_byte(3) // duration (will be randomized a bit)
           message_end()
     }
     
     // Light sparkle?
     if (get_pcvar_num(cvar_infectionsparkle))
     {
           message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
           write_byte(TE_DLIGHT) // TE id
           write_coord(origin[0]) // x
           write_coord(origin[1]) // y
           write_coord(origin[2]) // z
           write_byte(20) // radius
           write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
           write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
           write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
           write_byte(2) // life
           write_byte(0) // decay rate
           message_end()
     }
}

// Nemesis/madness aura task
public zombie_aura(taskid)
{
     // Not nemesis, not in zombie madness
     if (!g_nemesis[ID_AURA] && !g_nodamage[ID_AURA])
     {
           // Task not needed anymore
           remove_task(taskid);
           return;
     }
     
     // Get player's origin
     static origin[3]
     get_user_origin(ID_AURA, origin)
     
     // Colored Aura
     message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
     write_byte(TE_DLIGHT) // TE id
     write_coord(origin[0]) // x
     write_coord(origin[1]) // y
     write_coord(origin[2]) // z
     write_byte(20) // radius
     write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
     write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
     write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
     write_byte(2) // life
     write_byte(0) // decay rate
     message_end()
}

// Make zombies leave footsteps and bloodstains on the floor
public make_blood(taskid)
{
     // Only bleed when moving on ground
     if (!(pev(ID_BLOOD, pev_flags) & FL_ONGROUND) || fm_get_speed(ID_BLOOD) < 80)
           return;
     
     // Get user origin
     static Float:originF[3]
     pev(ID_BLOOD, pev_origin, originF)
     
     // If ducking set a little lower
     if (pev(ID_BLOOD, pev_bInDuck))
           originF[2] -= 18.0
     else
           originF[2] -= 36.0
     
     // Send the decal message
     engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, originF, 0)
     write_byte(TE_WORLDDECAL) // TE id
     engfunc(EngFunc_WriteCoord, originF[0]) // x
     engfunc(EngFunc_WriteCoord, originF[1]) // y
     engfunc(EngFunc_WriteCoord, originF[2]) // z
     write_byte(ArrayGetCell(zombie_decals, random_num(0, ArraySize(zombie_decals) - 1)) + (g_czero * 12)) // random decal number (offsets +12 for CZ)
     message_end()
}

// Flare Lighting Effects
flare_lighting(entity, duration)
{
     // Get origin and color
     static Float:originF[3], color[3]
     pev(entity, pev_origin, originF)
     pev(entity, PEV_FLARE_COLOR, color)
     
     // Lighting
     engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, originF, 0)
     write_byte(TE_DLIGHT) // TE id
     engfunc(EngFunc_WriteCoord, originF[0]) // x
     engfunc(EngFunc_WriteCoord, originF[1]) // y
     engfunc(EngFunc_WriteCoord, originF[2]) // z
     write_byte(get_pcvar_num(cvar_flaresize)) // radius
     write_byte(color[0]) // r
     write_byte(color[1]) // g
     write_byte(color[2]) // b
     write_byte(51) //life
     write_byte((duration < 2) ? 3 : 0) //decay rate
     message_end()
     
     // Sparks
     engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
     write_byte(TE_SPARKS) // TE id
     engfunc(EngFunc_WriteCoord, originF[0]) // x
     engfunc(EngFunc_WriteCoord, originF[1]) // y
     engfunc(EngFunc_WriteCoord, originF[2]) // z
     message_end()
}

// Burning Flames
public burning_flame(taskid)
{
     // Get player origin and flags
     static origin[3], flags
     get_user_origin(ID_BURN, origin)
     flags = pev(ID_BURN, pev_flags)
     
     // Madness mode - in water - burning stopped
     if (g_nodamage[ID_BURN] || (flags & FL_INWATER) || g_burning_duration[ID_BURN] < 1)
     {
           // Smoke sprite
           message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
           write_byte(TE_SMOKE) // TE id
           write_coord(origin[0]) // x
           write_coord(origin[1]) // y
           write_coord(origin[2]-50) // z
           write_short(g_smokeSpr) // sprite
           write_byte(random_num(15, 20)) // scale
           write_byte(random_num(10, 20)) // framerate
           message_end()
           
           // Task not needed anymore
           remove_task(taskid);
           return;
     }
     
     // Randomly play burning zombie scream sounds (not for nemesis)
     if (!g_nemesis[ID_BURN] && !random_num(0, 20))
     {
           static sound[64]
           ArrayGetString(grenade_fire_player, random_num(0, ArraySize(grenade_fire_player) - 1), sound, charsmax(sound))
           emit_sound(ID_BURN, CHAN_VOICE, sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
     }
     
     // Fire slow down, unless nemesis
     if (!g_nemesis[ID_BURN] && (flags & FL_ONGROUND) && get_pcvar_float(cvar_fireslowdown) > 0.0)
     {
           static Float:velocity[3]
           pev(ID_BURN, pev_velocity, velocity)
           xs_vec_mul_scalar(velocity, get_pcvar_float(cvar_fireslowdown), velocity)
           set_pev(ID_BURN, pev_velocity, velocity)
     }
     
     // Get player's health
     static health
     health = pev(ID_BURN, pev_health)
     
     // Take damage from the fire
     if (health - floatround(get_pcvar_float(cvar_firedamage), floatround_ceil) > 0)
           fm_set_user_health(ID_BURN, health - floatround(get_pcvar_float(cvar_firedamage), floatround_ceil))
     
     // Flame sprite
     message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
     write_byte(TE_SPRITE) // TE id
     write_coord(origin[0]+random_num(-5, 5)) // x
     write_coord(origin[1]+random_num(-5, 5)) // y
     write_coord(origin[2]+random_num(-10, 10)) // z
     write_short(g_flameSpr) // sprite
     write_byte(random_num(5, 10)) // scale
     write_byte(200) // brightness
     message_end()
     
     // Decrease burning duration counter
     g_burning_duration[ID_BURN]--
}

// Infection Bomb: Green Blast
create_blast(const Float:originF[3])
{
     // Smallest ring
     engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
     write_byte(TE_BEAMCYLINDER) // TE id
     engfunc(EngFunc_WriteCoord, originF[0]) // x
     engfunc(EngFunc_WriteCoord, originF[1]) // y
     engfunc(EngFunc_WriteCoord, originF[2]) // z
     engfunc(EngFunc_WriteCoord, originF[0]) // x axis
     engfunc(EngFunc_WriteCoord, originF[1]) // y axis
     engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
     write_short(g_exploSpr) // sprite
     write_byte(0) // startframe
     write_byte(0) // framerate
     write_byte(4) // life
     write_byte(60) // width
     write_byte(0) // noise
     write_byte(0) // red
     write_byte(200) // green
     write_byte(0) // blue
     write_byte(200) // brightness
     write_byte(0) // speed
     message_end()
     
     // Medium ring
     engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
     write_byte(TE_BEAMCYLINDER) // TE id
     engfunc(EngFunc_WriteCoord, originF[0]) // x
     engfunc(EngFunc_WriteCoord, originF[1]) // y
     engfunc(EngFunc_WriteCoord, originF[2]) // z
     engfunc(EngFunc_WriteCoord, originF[0]) // x axis
     engfunc(EngFunc_WriteCoord, originF[1]) // y axis
     engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
     write_short(g_exploSpr) // sprite
     write_byte(0) // startframe
     write_byte(0) // framerate
     write_byte(4) // life
     write_byte(60) // width
     write_byte(0) // noise
     write_byte(0) // red
     write_byte(200) // green
     write_byte(0) // blue
     write_byte(200) // brightness
     write_byte(0) // speed
     message_end()
     
     // Largest ring
     engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
     write_byte(TE_BEAMCYLINDER) // TE id
     engfunc(EngFunc_WriteCoord, originF[0]) // x
     engfunc(EngFunc_WriteCoord, originF[1]) // y
     engfunc(EngFunc_WriteCoord, originF[2]) // z
     engfunc(EngFunc_WriteCoord, originF[0]) // x axis
     engfunc(EngFunc_WriteCoord, originF[1]) // y axis
     engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
     write_short(g_exploSpr) // sprite
     write_byte(0) // startframe
     write_byte(0) // framerate
     write_byte(4) // life
     write_byte(60) // width
     write_byte(0) // noise
     write_byte(0) // red
     write_byte(200) // green
     write_byte(0) // blue
     write_byte(200) // brightness
     write_byte(0) // speed
     message_end()
}

// Fire Grenade: Fire Blast
create_blast2(const Float:originF[3])
{
     // Smallest ring
     engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
     write_byte(TE_BEAMCYLINDER) // TE id
     engfunc(EngFunc_WriteCoord, originF[0]) // x
     engfunc(EngFunc_WriteCoord, originF[1]) // y
     engfunc(EngFunc_WriteCoord, originF[2]) // z
     engfunc(EngFunc_WriteCoord, originF[0]) // x axis
     engfunc(EngFunc_WriteCoord, originF[1]) // y axis
     engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
     write_short(g_exploSpr) // sprite
     write_byte(0) // startframe
     write_byte(0) // framerate
     write_byte(4) // life
     write_byte(60) // width
     write_byte(0) // noise
     write_byte(200) // red
     write_byte(100) // green
     write_byte(0) // blue
     write_byte(200) // brightness
     write_byte(0) // speed
     message_end()
     
     // Medium ring
     engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
     write_byte(TE_BEAMCYLINDER) // TE id
     engfunc(EngFunc_WriteCoord, originF[0]) // x
     engfunc(EngFunc_WriteCoord, originF[1]) // y
     engfunc(EngFunc_WriteCoord, originF[2]) // z
     engfunc(EngFunc_WriteCoord, originF[0]) // x axis
     engfunc(EngFunc_WriteCoord, originF[1]) // y axis
     engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
     write_short(g_exploSpr) // sprite
     write_byte(0) // startframe
     write_byte(0) // framerate
     write_byte(4) // life
     write_byte(60) // width
     write_byte(0) // noise
     write_byte(200) // red
     write_byte(50) // green
     write_byte(0) // blue
     write_byte(200) // brightness
     write_byte(0) // speed
     message_end()
     
     // Largest ring
     engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
     write_byte(TE_BEAMCYLINDER) // TE id
     engfunc(EngFunc_WriteCoord, originF[0]) // x
     engfunc(EngFunc_WriteCoord, originF[1]) // y
     engfunc(EngFunc_WriteCoord, originF[2]) // z
     engfunc(EngFunc_WriteCoord, originF[0]) // x axis
     engfunc(EngFunc_WriteCoord, originF[1]) // y axis
     engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
     write_short(g_exploSpr) // sprite
     write_byte(0) // startframe
     write_byte(0) // framerate
     write_byte(4) // life
     write_byte(60) // width
     write_byte(0) // noise
     write_byte(200) // red
     write_byte(0) // green
     write_byte(0) // blue
     write_byte(200) // brightness
     write_byte(0) // speed
     message_end()
}

// Frost Grenade: Freeze Blast
create_blast3(const Float:originF[3])
{
     // Smallest ring
     engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
     write_byte(TE_BEAMCYLINDER) // TE id
     engfunc(EngFunc_WriteCoord, originF[0]) // x
     engfunc(EngFunc_WriteCoord, originF[1]) // y
     engfunc(EngFunc_WriteCoord, originF[2]) // z
     engfunc(EngFunc_WriteCoord, originF[0]) // x axis
     engfunc(EngFunc_WriteCoord, originF[1]) // y axis
     engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
     write_short(g_exploSpr) // sprite
     write_byte(0) // startframe
     write_byte(0) // framerate
     write_byte(4) // life
     write_byte(60) // width
     write_byte(0) // noise
     write_byte(0) // red
     write_byte(100) // green
     write_byte(200) // blue
     write_byte(200) // brightness
     write_byte(0) // speed
     message_end()
     
     // Medium ring
     engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
     write_byte(TE_BEAMCYLINDER) // TE id
     engfunc(EngFunc_WriteCoord, originF[0]) // x
     engfunc(EngFunc_WriteCoord, originF[1]) // y
     engfunc(EngFunc_WriteCoord, originF[2]) // z
     engfunc(EngFunc_WriteCoord, originF[0]) // x axis
     engfunc(EngFunc_WriteCoord, originF[1]) // y axis
     engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
     write_short(g_exploSpr) // sprite
     write_byte(0) // startframe
     write_byte(0) // framerate
     write_byte(4) // life
     write_byte(60) // width
     write_byte(0) // noise
     write_byte(0) // red
     write_byte(100) // green
     write_byte(200) // blue
     write_byte(200) // brightness
     write_byte(0) // speed
     message_end()
     
     // Largest ring
     engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
     write_byte(TE_BEAMCYLINDER) // TE id
     engfunc(EngFunc_WriteCoord, originF[0]) // x
     engfunc(EngFunc_WriteCoord, originF[1]) // y
     engfunc(EngFunc_WriteCoord, originF[2]) // z
     engfunc(EngFunc_WriteCoord, originF[0]) // x axis
     engfunc(EngFunc_WriteCoord, originF[1]) // y axis
     engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
     write_short(g_exploSpr) // sprite
     write_byte(0) // startframe
     write_byte(0) // framerate
     write_byte(4) // life
     write_byte(60) // width
     write_byte(0) // noise
     write_byte(0) // red
     write_byte(100) // green
     write_byte(200) // blue
     write_byte(200) // brightness
     write_byte(0) // speed
     message_end()
}

// Fix Dead Attrib on scoreboard
FixDeadAttrib(id)
{
     message_begin(MSG_BROADCAST, g_msgScoreAttrib)
     write_byte(id) // id
     write_byte(0) // attrib
     message_end()
}

// Send Death Message for infections
SendDeathMsg(attacker, victim)
{
     message_begin(MSG_BROADCAST, g_msgDeathMsg)
     write_byte(attacker) // killer
     write_byte(victim) // victim
     write_byte(0) // headshot flag
     write_string("knife") // killer's weapon
     message_end()
}

// Update Player Frags and Deaths
UpdateFrags(attacker, victim, frags, deaths, scoreboard)
{
     // Set attacker frags
     set_pev(attacker, pev_frags, float(pev(attacker, pev_frags) + frags))
     
     // Set victim deaths
     fm_cs_set_user_deaths(victim, cs_get_user_deaths(victim) + deaths)
     
     // Update scoreboard with attacker and victim info
     if (scoreboard)
     {
           message_begin(MSG_BROADCAST, g_msgScoreInfo)
           write_byte(attacker) // id
           write_short(pev(attacker, pev_frags)) // frags
           write_short(cs_get_user_deaths(attacker)) // deaths
           write_short(0) // class?
           write_short(fm_cs_get_user_team(attacker)) // team
           message_end()
           
           message_begin(MSG_BROADCAST, g_msgScoreInfo)
           write_byte(victim) // id
           write_short(pev(victim, pev_frags)) // frags
           write_short(cs_get_user_deaths(victim)) // deaths
           write_short(0) // class?
           write_short(fm_cs_get_user_team(victim)) // team
           message_end()
     }
}

// Remove Player Frags (when Nemesis/Survivor ignore_frags cvar is enabled)
RemoveFrags(attacker, victim)
{
     // Remove attacker frags
     set_pev(attacker, pev_frags, float(pev(attacker, pev_frags) - 1))
     
     // Remove victim deaths
     fm_cs_set_user_deaths(victim, cs_get_user_deaths(victim) - 1)
}

// Plays a sound on clients
PlaySound(const sound[])
{
     client_cmd(0, "spk ^"%s^"", sound)
}

// Prints a colored message to target (use 0 for everyone), supports ML formatting.
// Note: I still need to make something like gungame's LANG_PLAYER_C to avoid unintended
// argument replacement when a function passes -1 (it will be considered a LANG_PLAYER)
zp_colored_print(target, const message[], any:...)
{
     static buffer[512], i, argscount
     argscount = numargs()
     
     // Send to everyone
     if (!target)
     {
           static player
           for (player = 1; player <= g_maxplayers; player++)
           {
                 // Not connected
                 if (!g_isconnected[player])
                       continue;
                 
                 // Remember changed arguments
                 static changed[5], changedcount // [5] = max LANG_PLAYER occurencies
                 changedcount = 0
                 
                 // Replace LANG_PLAYER with player id
                 for (i = 2; i < argscount; i++)
                 {
                       if (getarg(i) == LANG_PLAYER)
                       {
                             setarg(i, 0, player)
                             changed[changedcount] = i
                             changedcount++
                       }
                 }
                 
                 // Format message for player
                 vformat(buffer, charsmax(buffer), message, 3)
                 
                 // Send it
                 message_begin(MSG_ONE_UNRELIABLE, g_msgSayText, _, player)
                 write_byte(player)
                 write_string(buffer)
                 message_end()
                 
                 // Replace back player id's with LANG_PLAYER
                 for (i = 0; i < changedcount; i++)
                       setarg(changed, 0, LANG_PLAYER)
           }
     }
     // Send to specific target
     else
     {
           /*
           // Not needed since you should set the ML argument
           // to the player's id for a targeted print message
           
           // Replace LANG_PLAYER with player id
           for (i = 2; i < argscount; i++)
           {
                 if (getarg(i) == LANG_PLAYER)
                       setarg(i, 0, target)
           }
           */
           
           // Format message for player
           vformat(buffer, charsmax(buffer), message, 3)
           
           // Send it
           message_begin(MSG_ONE, g_msgSayText, _, target)
           write_byte(target)
           write_string(buffer)
           message_end()
     }
}

/*================================================================================
[Stocks]
=================================================================================*/

// Set an entity's key value (from fakemeta_util)
stock fm_set_kvd(entity, const key[], const value[], const classname[])
{
     set_kvd(0, KV_ClassName, classname)
     set_kvd(0, KV_KeyName, key)
     set_kvd(0, KV_Value, value)
     set_kvd(0, KV_fHandled, 0)

     dllfunc(DLLFunc_KeyValue, entity, 0)
}

// Set entity's rendering type (from fakemeta_util)
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
     static Float:color[3]
     color[0] = float(r)
     color[1] = float(g)
     color[2] = float(b)
     
     set_pev(entity, pev_renderfx, fx)
     set_pev(entity, pev_rendercolor, color)
     set_pev(entity, pev_rendermode, render)
     set_pev(entity, pev_renderamt, float(amount))
}

// Get entity's speed (from fakemeta_util)
stock fm_get_speed(entity)
{
     static Float:velocity[3]
     pev(entity, pev_velocity, velocity)
     
     return floatround(vector_length(velocity));
}

// Get entity's aim origins (from fakemeta_util)
stock fm_get_aim_origin(id, Float:origin[3])
{
     static Float:origin1F[3], Float:origin2F[3]
     pev(id, pev_origin, origin1F)
     pev(id, pev_view_ofs, origin2F)
     xs_vec_add(origin1F, origin2F, origin1F)

     pev(id, pev_v_angle, origin2F);
     engfunc(EngFunc_MakeVectors, origin2F)
     global_get(glb_v_forward, origin2F)
     xs_vec_mul_scalar(origin2F, 9999.0, origin2F)
     xs_vec_add(origin1F, origin2F, origin2F)

     engfunc(EngFunc_TraceLine, origin1F, origin2F, 0, id, 0)
     get_tr2(0, TR_vecEndPos, origin)
}

// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
     while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) { /* keep looping */ }
     return entity;
}

// Set player's health (from fakemeta_util)
stock fm_set_user_health(id, health)
{
     (health > 0) ? set_pev(id, pev_health, float(health)) : dllfunc(DLLFunc_ClientKill, id);
}

// Give an item to a player (from fakemeta_util)
stock fm_give_item(id, const item[])
{
     static ent
     ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item))
     if (!pev_valid(ent)) return;
     
     static Float:originF[3]
     pev(id, pev_origin, originF)
     set_pev(ent, pev_origin, originF)
     set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN)
     dllfunc(DLLFunc_Spawn, ent)
     
     static save
     save = pev(ent, pev_solid)
     dllfunc(DLLFunc_Touch, ent, id)
     if (pev(ent, pev_solid) != save)
           return;
     
     engfunc(EngFunc_RemoveEntity, ent)
}

// Strip user weapons (from fakemeta_util)
stock fm_strip_user_weapons(id)
{
     static ent
     ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "player_weaponstrip"))
     if (!pev_valid(ent)) return;
     
     dllfunc(DLLFunc_Spawn, ent)
     dllfunc(DLLFunc_Use, ent, id)
     engfunc(EngFunc_RemoveEntity, ent)
}

// Collect random spawn points
stock load_spawns()
{
     // Check for CSDM spawns of the current map
     new cfgdir[32], mapname[32], filepath[100], linedata[64]
     get_configsdir(cfgdir, charsmax(cfgdir))
     get_mapname(mapname, charsmax(mapname))
     formatex(filepath, charsmax(filepath), "%s/csdm/%s.spawns.cfg", cfgdir, mapname)
     
     // Load CSDM spawns if present
     if (file_exists(filepath))
     {
           new csdmdata[10][6], file = fopen(filepath,"rt")
           
           while (file && !feof(file))
           {
                 fgets(file, linedata, charsmax(linedata))
                 
                 // invalid spawn
                 if(!linedata[0] || str_count(linedata,' ') < 2) continue;
                 
                 // get spawn point data
                 parse(linedata,csdmdata[0],5,csdmdata[1],5,csdmdata[2],5,csdmdata[3],5,csdmdata[4],5,csdmdata[5],5,csdmdata[6],5,csdmdata[7],5,csdmdata[8],5,csdmdata[9],5)
                 
                 // origin
                 g_spawns[g_spawnCount][0] = floatstr(csdmdata[0])
                 g_spawns[g_spawnCount][1] = floatstr(csdmdata[1])
                 g_spawns[g_spawnCount][2] = floatstr(csdmdata[2])
                 
                 // increase spawn count
                 g_spawnCount++
                 if (g_spawnCount >= sizeof g_spawns) break;
           }
           if (file) fclose(file)
     }
     else
     {
           // Collect regular spawns
           collect_spawns_ent("info_player_start")
           collect_spawns_ent("info_player_deathmatch")
     }
     
     // Collect regular spawns for non-random spawning unstuck
     collect_spawns_ent2("info_player_start")
     collect_spawns_ent2("info_player_deathmatch")
}

// Collect spawn points from entity origins
stock collect_spawns_ent(const classname[])
{
     new ent = -1
     while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", classname)) != 0)
     {
           // get origin
           new Float:originF[3]
           pev(ent, pev_origin, originF)
           g_spawns[g_spawnCount][0] = originF[0]
           g_spawns[g_spawnCount][1] = originF[1]
           g_spawns[g_spawnCount][2] = originF[2]
           
           // increase spawn count
           g_spawnCount++
           if (g_spawnCount >= sizeof g_spawns) break;
     }
}

// Collect spawn points from entity origins
stock collect_spawns_ent2(const classname[])
{
     new ent = -1
     while ((ent = engfunc(EngFunc_FindEntityByString, ent, "classname", classname)) != 0)
     {
           // get origin
           new Float:originF[3]
           pev(ent, pev_origin, originF)
           g_spawns2[g_spawnCount2][0] = originF[0]
           g_spawns2[g_spawnCount2][1] = originF[1]
           g_spawns2[g_spawnCount2][2] = originF[2]
           
           // increase spawn count
           g_spawnCount2++
           if (g_spawnCount2 >= sizeof g_spawns2) break;
     }
}

// Drop primary/secondary weapons
stock drop_weapons(id, dropwhat)
{
     // Get user weapons
     static weapons[32], num, i, weaponid
     num = 0 // reset passed weapons count (bugfix)
     get_user_weapons(id, weapons, num)
     
     // Loop through them and drop primaries or secondaries
     for (i = 0; i < num; i++)
     {
           // Prevent re-indexing the array
           weaponid = weapons
           
           if ((dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)) || (dropwhat == 2 && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM)))
           {
                 // Get weapon entity
                 static wname[32], weapon_ent
                 get_weaponname(weaponid, wname, charsmax(wname))
                 weapon_ent = fm_find_ent_by_owner(-1, wname, id)
                 
                 // Hack: store weapon bpammo on PEV_ADDITIONAL_AMMO
                 set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, cs_get_user_bpammo(id, weaponid))
                 
                 // Player drops the weapon and looses his bpammo
                 engclient_cmd(id, "drop", wname)
                 cs_set_user_bpammo(id, weaponid, 0)
           }
     }
}

// Stock by (probably) Twilight Suzuka -counts number of chars in a string
stock str_count(const str[], searchchar)
{
     new count, i, len = strlen(str)
     
     for (i = 0; i <= len; i++)
     {
           if(str == searchchar)
                 count++
     }
     
     return count;
}

// Checks if a space is vacant (credits to VEN)
stock is_hull_vacant(Float:origin[3], hull)
{
     engfunc(EngFunc_TraceHull, origin, origin, 0, hull, 0, 0)
     
     if (!get_tr2(0, TR_StartSolid) && !get_tr2(0, TR_AllSolid) && get_tr2(0, TR_InOpen))
           return true;
     
     return false;
}

// Check if a player is stuck (credits to VEN)
stock is_player_stuck(id)
{
     static Float:originF[3]
     pev(id, pev_origin, originF)
     
     engfunc(EngFunc_TraceHull, originF, originF, 0, (pev(id, pev_flags) & FL_DUCKING) ? HULL_HEAD : HULL_HUMAN, id, 0)
     
     if (get_tr2(0, TR_StartSolid) || get_tr2(0, TR_AllSolid) || !get_tr2(0, TR_InOpen))
           return true;
     
     return false;
}

// Simplified get_weaponid (CS only)
stock cs_weapon_name_to_id(const weapon[])
{
     static i
     for (i = 0; i < sizeof WEAPONENTNAMES; i++)
     {
           if (equal(weapon, WEAPONENTNAMES))
                 return i;
     }
     
     return 0;
}

// Get User Current Weapon Entity
stock fm_cs_get_current_weapon_ent(id)
{
     return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX);
}

// Get Weapon Entity's Owner
stock fm_cs_get_weapon_ent_owner(ent)
{
     return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS);
}

// Set User Deaths
stock fm_cs_set_user_deaths(id, value)
{
     set_pdata_int(id, OFFSET_CSDEATHS, value, OFFSET_LINUX)
}

// Get User Team
stock fm_cs_get_user_team(id)
{
     return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX);
}

// Set a Player's Team
stock fm_cs_set_user_team(id, team)
{
     set_pdata_int(id, OFFSET_CSTEAMS, team, OFFSET_LINUX)
}

// Set User Money
stock fm_cs_set_user_money(id, value)
{
     set_pdata_int(id, OFFSET_CSMONEY, value, OFFSET_LINUX)
}

// Set User Flashlight Batteries
stock fm_cs_set_user_batteries(id, value)
{
     set_pdata_int(id, OFFSET_FLASHLIGHT_BATTERY, value, OFFSET_LINUX)
}

// Update Player's Team on all clients (adding needed delays)
stock fm_user_team_update(id)
{
     static Float:current_time
     current_time = get_gametime()
     
     if (current_time - g_teams_targettime >= 0.1)
     {
           set_task(0.1, "fm_cs_set_user_team_msg", id+TASK_TEAM)
           g_teams_targettime = current_time + 0.1
     }
     else
     {
           set_task((g_teams_targettime + 0.1) - current_time, "fm_cs_set_user_team_msg", id+TASK_TEAM)
           g_teams_targettime = g_teams_targettime + 0.1
     }
}

// Send User Team Message
public fm_cs_set_user_team_msg(taskid)
{
     // Note to self: this next message can now be received by other plugins
     
     // Set the switching team flag
     g_switchingteam = true
     
     // Tell everyone my new team
     emessage_begin(MSG_ALL, g_msgTeamInfo)
     ewrite_byte(ID_TEAM) // player
     ewrite_string(CS_TEAM_NAMES[fm_cs_get_user_team(ID_TEAM)]) // team
     emessage_end()
     
     // Done switching team
     g_switchingteam = false
}

// Set the precached model index (updates hitboxes server side)
stock fm_cs_set_user_model_index(id, value)
{
     set_pdata_int(id, OFFSET_MODELINDEX, value, OFFSET_LINUX)
}

// Set Player Model on Entity
stock fm_set_playermodel_ent(id)
{
     // Make original player entity invisible without hiding shadows or firing effects
     fm_set_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
     
     // Format model string
     static model[100]
     formatex(model, charsmax(model), "models/player/%s/%s.mdl", g_playermodel[id], g_playermodel[id])
     
     // Set model on entity or make a new one if unexistant
     if (!pev_valid(g_ent_playermodel[id]))
     {
           g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
           if (!pev_valid(g_ent_playermodel[id])) return;
           
           set_pev(g_ent_playermodel[id], pev_classname, MODEL_ENT_CLASSNAME)
           set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
           set_pev(g_ent_playermodel[id], pev_aiment, id)
           set_pev(g_ent_playermodel[id], pev_owner, id)
     }
     
     engfunc(EngFunc_SetModel, g_ent_playermodel[id], model)
}

// Set Weapon Model on Entity
stock fm_set_weaponmodel_ent(id)
{
     // Get player's p_ weapon model
     static model[100]
     pev(id, pev_weaponmodel2, model, charsmax(model))
     
     // Set model on entity or make a new one if unexistant
     if (!pev_valid(g_ent_weaponmodel[id]))
     {
           g_ent_weaponmodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
           if (!pev_valid(g_ent_weaponmodel[id])) return;
           
           set_pev(g_ent_weaponmodel[id], pev_classname, WEAPON_ENT_CLASSNAME)
           set_pev(g_ent_weaponmodel[id], pev_movetype, MOVETYPE_FOLLOW)
           set_pev(g_ent_weaponmodel[id], pev_aiment, id)
           set_pev(g_ent_weaponmodel[id], pev_owner, id)
     }
     
     engfunc(EngFunc_SetModel, g_ent_weaponmodel[id], model)
}

// Remove Custom Model Entities
stock fm_remove_model_ents(id)
{
     // Remove "playermodel" ent if present
     if (pev_valid(g_ent_playermodel[id]))
     {
           engfunc(EngFunc_RemoveEntity, g_ent_playermodel[id])
           g_ent_playermodel[id] = 0
     }
     // Remove "weaponmodel" ent if present
     if (pev_valid(g_ent_weaponmodel[id]))
     {
           engfunc(EngFunc_RemoveEntity, g_ent_weaponmodel[id])
           g_ent_weaponmodel[id] = 0
     }
}

// Set User Model
public fm_cs_set_user_model(taskid)
{
     set_user_info(ID_MODEL, "model", g_playermodel[ID_MODEL])
}

// Get User Model -model passed byref-
stock fm_cs_get_user_model(player, model[], len)
{
     get_user_info(player, "model", model, len)
}

// Update Player's Model on all clients (adding needed delays)
public fm_user_model_update(taskid)
{
     static Float:current_time
     current_time = get_gametime()
     
     if (current_time - g_models_targettime >= g_modelchange_delay)
     {
           fm_cs_set_user_model(taskid)
           g_models_targettime = current_time
     }
     else
     {
           set_task((g_models_targettime + g_modelchange_delay) - current_time, "fm_cs_set_user_model", taskid)
           g_models_targettime = g_models_targettime + g_modelchange_delay
     }
}


獻花 x0 回到頂端 [7 樓] From:臺灣中華電信股份有限公司 | Posted:2013-12-31 22:49 |
a7811311622 手機
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Re:給你看吧! a7811311622大大
下面是引用 陳維亨 於 2013-12-31 22:49 發表的 給你看吧! a7811311622大大: 到引言文
/*================================================================================
     
           *****************************************************
           ************** [Zombie Plague Mod 4.3] **************
           *****************************************************
.......
你還是用附件上傳吧…
只要把SMA檔用RAR裝起來就能上傳了…


尚無簽名,歡迎 [新增個性化簽名]
獻花 x0 回到頂端 [8 樓] From:臺灣中華電信股份有限公司 | Posted:2013-12-31 23:38 |
陳維亨
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抱歉! ! |抱歉! ! 請過目吧! 大大!



獻花 x0 回到頂端 [9 樓] From:臺灣中華電信股份有限公司 | Posted:2013-12-31 23:52 |

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