Using fakemeta you can remove fun & cstrike requirement.
in your for(). It's better to retrieve the value one time.
Code:
#include <amxmodx>
#include <fakemeta>
#define PLUGIN "Round Survival Money"
#define VERSION "1.0"
#define AUTHOR "X-Script"
#define GLOW_OFF_TIME 8.0
new
p_roundsurvival,
p_roundreward;
#define OFFSET_CSMONEY 115
#define LINUX_EXTRAOFFSET 5
#define _cs_get_user_money(%1) get_pdata_int( %1, OFFSET_CSMONEY, LINUX_EXTRAOFFSET )
#define _cs_set_user_money(%1,%2) set_pdata_int( %1, OFFSET_CSMONEY, %2, LINUX_EXTRAOFFSET )
public plugin_init()
{
register_plugin( PLUGIN, VERSION, AUTHOR );
register_logevent( "round_end", 2, "0=World triggered", "1=Round_End" );
register_logevent( "new_round", 2, "0=World triggered", "1=Round_Start" );
p_roundsurvival = register_cvar( "amx_survivemode", "1" );
p_roundreward = register_cvar( "amx_survivecash", "3000" );
}
public new_round()
{
if( !get_pcvar_num( p_roundsurvival ) )
return;
client_print( 0, print_chat, "[AMXX] ROUND STARTED: Survive this round and win an additional $%i!", get_pcvar_num( p_roundreward ) );
}
public round_end()
{
if( !get_pcvar_num( p_roundsurvival ) )
return;
new
iPlayers[32], iNum, iPid,
money_to_give = get_pcvar_num( p_roundreward );
get_players( iPlayers, iNum );
for( new i = 0; i < iNum; i++ )
{
iPid = iPlayers[i];
if( is_user_alive( iPid ) )
{
_cs_set_user_money( iPid, _cs_get_user_money( iPid ) + money_to_give );
client_print( iPid, print_chat, "[AMXX] ROUND ENDED: You survived and have been awarded $%i!", money_to_give );
fm_set_rendering( iPid, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 0 );
set_task( GLOW_OFF_TIME, "glow_off", iPid );
}
else
client_print( iPid, print_chat, "[AMXX] ROUND ENDED: You did not survive this round. No award for you. Better luck next time!" );
}
}
public glow_off( id )
{
fm_set_rendering( id );
}
fm_set_rendering( entity, fx = kRenderFxNone, r = 0, g = 0, b = 0, render = kRenderNormal, amount = 0 )
{
new Float:RenderColor[3];
RenderColor[0] = float( r );
RenderColor[1] = float( g );
RenderColor[2] = float( b );
set_pev( entity, pev_renderfx , fx );
set_pev( entity, pev_rendercolor, RenderColor );
set_pev( entity, pev_rendermode , render );
set_pev( entity, pev_renderamt , float( amount ) );
}