Cs 1.6 Level System Plugin Apr 2026

public CmdTopPlayers(id)

public FwdTakeDamage(victim, inflictor, attacker, Float:damage, damagebits) attacker == victim) return HAM_IGNORED if(!get_pcvar_num(g_pCvarEnable)) return HAM_IGNORED

// ===== COMMANDS ===== public CmdShowLevel(id)

new lvl = g_iLevel[id] if(lvl > MAX_LEVEL) lvl = MAX_LEVEL cs 1.6 level system plugin

for(new i = 1; i <= MAX_PLAYERS; i++) if(is_user_alive(i)) ApplyLevelBonuses(i)

g_iVault = nvault_open("level_system")

new Float:newDamage = damage * DAMAGE_MULT[lvl] SetHamParamFloat(4, newDamage) public CmdTopPlayers(id) public FwdTakeDamage(victim

g_iLevel[id] = 0 g_iXP[id] = 0 g_iKills[id] = 0 g_iDeaths[id] = 0

public plugin_end()

new level, xp, kills, deaths parse(szData, level, xp, kills, deaths) g_iLevel[id] = level g_iXP[id] = xp g_iKills[id] = kills g_iDeaths[id] = deaths i++) for(new j = i+1

// Simple bubble sort for(new i = 0; i < count-1; i++) for(new j = i+1; j < count; j++) if(values[j] > values[i]) swap(keys[i], keys[j]) swap(values[i], values[j])

g_iLevel[id]++ client_print(id, print_chat, "[Level System] You advanced to Level %d!", g_iLevel[id]) // Full HP on level up set_user_health(id, 100) cs_set_user_armor(id, 0, CS_ARMOR_NONE) ApplyLevelBonuses(id) CheckLevelUp(id) // recursive for multi-level jumps

new c = a a = b b = c

// ===== GLOBALS ===== new g_iLevel[33], g_iXP[33], g_iKills[33], g_iDeaths[33] new g_iVault new g_MsgHUD new g_pCvarEnable

show_motd(id, szList, "Level Top")