#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#define PLUGIN "[CSO] Weapon: Compound Bow"
#define VERSION "1.0"
#define AUTHOR "Dias Leon"
// =========== Resources Config
#define V_MODEL "models/v_bow.mdl"
#define P_MODEL "models/p_bow.mdl"
#define P_MODEL_EMPTY "models/p_bow_empty.mdl"
#define W_MODEL "models/w_bow.mdl"
#define ARROW_MODEl "models/arrow.mdl"
new const WeaponSounds[7][] =
{
"weapons/bow_shoot1.wav",
"weapons/bow_charge_shoot1_empty.wav",
"weapons/bow_charge_shoot2.wav",
"weapons/bow_draw.wav",
"weapons/bow_charge_start1.wav",
"weapons/bow_charge_start2.wav",
"weapons/bow_charge_finish1.wav"
}
new const WeaponResources[3][] =
{
"sprites/weapon_bow.txt",
"sprites/640hud12_2.spr",
"sprites/640hud98_2.spr"
}
enum
{
BOW_ANIM_IDLE = 0,
BOW_ANIM_IDLE_EMPTY,
BOW_ANIM_SHOOT1, // 0.45
BOW_ANIM_SHOOT1_EMPTY,
BOW_ANIM_DRAW,
BOW_ANIM_DRAW_EMPTY,
BOW_ANIM_CHARGE_START, // 0.5
BOW_ANIM_CHARGE_FINISH, // 0.35
BOW_ANIM_CHARGE_IDLE1, // 0.35
BOW_ANIM_CHARGE_IDLE2, // 0.35
BOW_ANIM_CHARGE_SHOOT1, // 1.3
BOW_ANIM_CHARGE_SHOOT1_EMPTY, // 0.6
BOW_ANIM_CHARGE_SHOOT2, // 1.3
BOW_ANIM_CHARGE_SHOOT2_EMPTY // 0.6
}
// =========== Main Config
#define CSW_BOW CSW_SCOUT
#define weapon_bow "weapon_scout"
#define BOW_AMMOID 4
#define ARROW_DEFAULT 999
#define ARROW_CLASSNAME "arrow"
#define ARROW_SPEED 2000.0
#define TIME_DRAW 0.75
#define TIME_RELOADA 0.45
#define TIME_RELOADB 1.25
#define TIME_CHARGE 0.5
#define DAMAGE_A 70
#define DAMAGE_B 140
#define WEAPON_SECRETCODE 3102013 // Create Date
#define WEAPON_ANIMEXT "carbine"
#define WEAPON_OLDWMODEL "models/w_scout.mdl"
// =========== WeaponList Config
#define WL_NAME "weapon_bow"
#define WL_PRIAMMOID 4
#define WL_PRIAMMOMAX 60 // 30
#define WL_SECAMMOID -1
#define WL_SECAMMOIDMAX -1
#define WL_SLOTID 0
#define WL_NUMINSLOT 6
#define WL_FLAG 0
// MACROS
#define Get_BitVar(%1,%2) (%1 & (1 << (%2 & 31)))
#define Set_BitVar(%1,%2) %1 |= (1 << (%2 & 31))
#define UnSet_BitVar(%1,%2) %1 &= ~(1 << (%2 & 31))
enum
{
TEAM_T = 1,
TEAM_CT
}
enum
{
WEAPON_NONE = 0,
WEAPON_STARTCHARGING,
WEAPON_WAITCHARGING,
WEAPON_CHARGING,
WEAPON_FINISHCHARGING
}
// Vars
new g_Had_CompoundBow, g_InTempingAttack, g_BowArrow[33], g_WeaponState[33], Float:g_TimeCharge[33]
new g_MsgCurWeapon, g_MsgAmmoX, g_MsgWeaponList
new g_SprId_LaserBeam
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
register_think(ARROW_CLASSNAME, "fw_Think_Arrow")
register_touch(ARROW_CLASSNAME, "*", "fw_Touch_Arrow")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_CmdStart, "fw_CmdStart")
register_forward(FM_SetModel, "fw_SetModel")
register_forward(FM_EmitSound, "fw_EmitSound")
register_forward(FM_TraceLine, "fw_TraceLine")
register_forward(FM_TraceHull, "fw_TraceHull")
RegisterHam(Ham_Item_AddToPlayer, weapon_bow, "fw_Item_AddToPlayer_Post", 1)
RegisterHam(Ham_Item_Deploy, weapon_bow, "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Weapon_WeaponIdle, weapon_bow, "fw_Weapon_WeaponIdle_Post", 1)
g_MsgCurWeapon = get_user_msgid("CurWeapon")
g_MsgAmmoX = get_user_msgid("AmmoX")
g_MsgWeaponList = get_user_msgid("WeaponList")
register_clcmd("admin_get_bow", "Get_CompoundBow")
register_clcmd(WL_NAME, "WeaponList_Hook")
}
public plugin_precache()
{
engfunc(EngFunc_PrecacheModel, V_MODEL)
engfunc(EngFunc_PrecacheModel, P_MODEL)
engfunc(EngFunc_PrecacheModel, P_MODEL_EMPTY)
engfunc(EngFunc_PrecacheModel, W_MODEL)
engfunc(EngFunc_PrecacheModel, ARROW_MODEl)
new i
for(i = 0; i < sizeof(WeaponSounds); i++)
engfunc(EngFunc_PrecacheSound, WeaponSounds)
for(i = 0; i < sizeof(WeaponResources); i++)
{
if(i == 0) engfunc(EngFunc_PrecacheGeneric, WeaponResources)
else engfunc(EngFunc_PrecacheModel, WeaponResources)
}
g_SprId_LaserBeam = engfunc(EngFunc_PrecacheModel, "sprites/laserbeam.spr")
}
public plugin_natives ()
{
register_native("give_bow", "native_give_weapon_add", 1)
}
public native_give_weapon_add(id)
{
Get_CompoundBow(id)
}
public Get_CompoundBow(id)
{
if(!is_user_alive(id))
return
Set_BitVar(g_Had_CompoundBow, id)
g_BowArrow[id] = ARROW_DEFAULT
g_WeaponState[id] = WEAPON_NONE
fm_give_item(id, weapon_bow)
UpdateAmmo(id, CSW_BOW, BOW_AMMOID, -1, g_BowArrow[id])
}
public Remove_CompoundBow(id)
{
UnSet_BitVar(g_Had_CompoundBow, id)
g_BowArrow[id] = 0
}
public WeaponList_Hook(id)
{
engclient_cmd(id, weapon_bow)
return PLUGIN_HANDLED
}
public UpdateAmmo(id, CSWID, AmmoID, Ammo, BpAmmo)
{
message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, _, id)
write_byte(1)
write_byte(CSWID)
write_byte(Ammo)
message_end()
message_begin(MSG_ONE_UNRELIABLE, g_MsgAmmoX, _, id)
write_byte(AmmoID)
write_byte(BpAmmo)
message_end()
cs_set_user_bpammo(id, CSWID, BpAmmo)
}
public Event_CurWeapon(id)
{
static CSWID; CSWID = read_data(2)
if(CSWID != CSW_BOW) return
if(!Get_BitVar(g_Had_CompoundBow, id)) return
UpdateAmmo(id, CSW_BOW, BOW_AMMOID, -1, g_BowArrow[id])
}
public fw_Think_Arrow(Ent)
{
if(!pev_valid(Ent))
return
if(pev(Ent, pev_iuser4))
{
engfunc(EngFunc_RemoveEntity, Ent)
return
}
static Id; Id = pev(Ent, pev_iuser1)
if(!is_user_connected(Id))
return
if(!pev(Ent, pev_iuser3))
{
if(entity_range(Ent, Id) < 250.0)
{
set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
return
}
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW)
write_short(Ent)
write_short(g_SprId_LaserBeam)
write_byte(10)
write_byte(2)
write_byte(255)
write_byte(127)
write_byte(127)
write_byte(127)
message_end()
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW)
write_short(Ent)
write_short(g_SprId_LaserBeam)
write_byte(10)
write_byte(2)
write_byte(255)
write_byte(255)
write_byte(255)
write_byte(127)
message_end()
set_pev(Ent, pev_iuser3, 1)
}
set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
}
public fw_Touch_Arrow(Ent, Id)
{
if(!pev_valid(Ent))
return
if(pev(Ent, pev_movetype) == MOVETYPE_NONE)
return
// Remove Ent
set_pev(Ent, pev_movetype, MOVETYPE_NONE)
set_pev(Ent, pev_solid, SOLID_NOT)
if(!is_user_alive(Id)) // Wall
{
set_pev(Ent, pev_iuser4, 1)
set_pev(Ent, pev_nextthink, get_gametime() + 3.0)
static Float:Origin[3]; pev(Ent, pev_origin, Origin)
MakeBulletDecal(Origin)
} else { // Player
static Attacker; Attacker = pev(Ent, pev_iuser1)
if(!is_user_connected(Attacker) || Attacker == Id)
{
engfunc(EngFunc_RemoveEntity, Ent)
return
}
do_attack(Attacker, Id, 0, float(DAMAGE_A) * 1.5)
engfunc(EngFunc_RemoveEntity, Ent)
}
}
public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
if(get_user_weapon(id) != CSW_BOW || !Get_BitVar(g_Had_CompoundBow, id))
return FMRES_IGNORED
set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
return FMRES_HANDLED
}
public fw_CmdStart(id, uc_handle, seed)
{
if(get_user_weapon(id) != CSW_BOW || !Get_BitVar(g_Had_CompoundBow, id))
return
static CurButton; CurButton = get_uc(uc_handle, UC_Buttons)
if(CurButton & IN_ATTACK)
{
CurButton &= ~IN_ATTACK
set_uc(uc_handle, UC_Buttons, CurButton)
Bow_NormalAttackHandle(id, 0)
}
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BOW)
if(!pev_valid(Ent)) return
if(CurButton & IN_ATTACK2)
{
CurButton &= ~IN_ATTACK2
set_uc(uc_handle, UC_Buttons, CurButton)
if(get_pdata_float(Ent, 46, 4) > 0.0 || get_pdata_float(Ent, 47, 4) > 0.0)
return
if(!g_BowArrow[id])
return
switch(g_WeaponState[id])
{
case WEAPON_NONE:
{
Set_Weapon_Anim(id, BOW_ANIM_CHARGE_START)
Set_Weapon_TimeIdle(id, CSW_BOW, 0.5)
Set_Player_NextAttack(id, 0.5)
g_WeaponState[id] = WEAPON_STARTCHARGING
}
case WEAPON_STARTCHARGING:
{
Set_Weapon_Anim(id, BOW_ANIM_CHARGE_IDLE1)
Set_Weapon_TimeIdle(id, CSW_BOW, 0.35)
Set_Player_NextAttack(id, 0.35)
g_TimeCharge[id] = get_gametime()
g_WeaponState[id] = WEAPON_WAITCHARGING
}
case WEAPON_WAITCHARGING:
{
Set_Weapon_Anim(id, BOW_ANIM_CHARGE_IDLE1)
Set_Weapon_TimeIdle(id, CSW_BOW, 0.35)
Set_Player_NextAttack(id, 0.35)
g_WeaponState[id] = WEAPON_WAITCHARGING
if(get_gametime() >= (g_TimeCharge[id] + TIME_CHARGE))
{
Set_Weapon_Anim(id, BOW_ANIM_CHARGE_FINISH)
Set_Weapon_TimeIdle(id, CSW_BOW, 0.35)
Set_Player_NextAttack(id, 0.35)
g_WeaponState[id] = WEAPON_FINISHCHARGING
}
}
case WEAPON_FINISHCHARGING:
{
Set_Weapon_Anim(id, BOW_ANIM_CHARGE_IDLE2)
Set_Weapon_TimeIdle(id, CSW_BOW, 0.35)
Set_Player_NextAttack(id, 0.35)
g_WeaponState[id] = WEAPON_FINISHCHARGING
}
}
} else {
static OldButton; OldButton = pev(id, pev_oldbuttons)
if(OldButton & IN_ATTACK2)
{
if(g_WeaponState[id] == WEAPON_WAITCHARGING)
{
set_pdata_float(id, 83, 0.0, 5)
Bow_NormalAttackHandle(id, 1)
} else if(g_WeaponState[id] == WEAPON_FINISHCHARGING) {
Bow_ChargeAttackHandle(id)
}
} else {
if(get_pdata_float(Ent, 46, 4) > 0.0 || get_pdata_float(Ent, 47, 4) > 0.0)
return
if(g_WeaponState[id] == WEAPON_STARTCHARGING)
{
set_pdata_float(id, 83, 0.0, 5)
Bow_NormalAttackHandle(id, 1)
}
g_WeaponState[id] = WEAPON_NONE
}
}
return
}
public fw_SetModel(entity, model[])
{
if(!pev_valid(entity))
return FMRES_IGNORED
static szClassName[33]
pev(entity, pev_classname, szClassName, charsmax(szClassName))
if(!equal(szClassName, "weaponbox"))
return FMRES_IGNORED
static id; id = pev(entity, pev_owner)
if(equal(model, WEAPON_OLDWMODEL))
{
static weapon
weapon = fm_find_ent_by_owner(-1, weapon_bow, entity)
if(!pev_valid(weapon))
return FMRES_IGNORED
if(Get_BitVar(g_Had_CompoundBow, id))
{
set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
set_pev(weapon, pev_iuser1, g_BowArrow[id])
engfunc(EngFunc_SetModel, entity, W_MODEL)
Remove_CompoundBow(id)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED
}
public fw_EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
{
if(!is_user_connected(id))
return FMRES_IGNORED
if(!Get_BitVar(g_InTempingAttack, id))
return FMRES_IGNORED
if(sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i')
{
if(sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a')
return FMRES_SUPERCEDE
if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't')
{
if (sample[17] == 'w') return FMRES_SUPERCEDE
else return FMRES_SUPERCEDE
}
if (sample[14] == 's' && sample[15] == 't' && sample[16] == 'a')
return FMRES_SUPERCEDE;
}
return FMRES_IGNORED
}
public fw_TraceLine(Float:vector_start[3], Float:vector_end[3], ignored_monster, id, handle)
{
if(!is_user_alive(id))
return FMRES_IGNORED
if(!Get_BitVar(g_InTempingAttack, id))
return FMRES_IGNORED
static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
pev(id, pev_origin, fOrigin)
pev(id, pev_view_ofs, view_ofs)
xs_vec_add(fOrigin, view_ofs, vecStart)
pev(id, pev_v_angle, v_angle)
engfunc(EngFunc_MakeVectors, v_angle)
get_global_vector(GL_v_forward, v_forward)
xs_vec_mul_scalar(v_forward, 0.0, v_forward)
xs_vec_add(vecStart, v_forward, vecEnd)
engfunc(EngFunc_TraceLine, vecStart, vecEnd, ignored_monster, id, handle)
return FMRES_SUPERCEDE
}
public fw_TraceHull(Float:vector_start[3], Float:vector_end[3], ignored_monster, hull, id, handle)
{
if(!is_user_alive(id))
return FMRES_IGNORED
if(!Get_BitVar(g_InTempingAttack, id))
return FMRES_IGNORED
static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
pev(id, pev_origin, fOrigin)
pev(id, pev_view_ofs, view_ofs)
xs_vec_add(fOrigin, view_ofs, vecStart)
pev(id, pev_v_angle, v_angle)
engfunc(EngFunc_MakeVectors, v_angle)
get_global_vector(GL_v_forward, v_forward)
xs_vec_mul_scalar(v_forward, 0.0, v_forward)
xs_vec_add(vecStart, v_forward, vecEnd)
engfunc(EngFunc_TraceHull, vecStart, vecEnd, ignored_monster, hull, id, handle)
return FMRES_SUPERCEDE
}
public Bow_NormalAttackHandle(id, UnCharge)
{
if(get_pdata_float(id, 83, 5) > 0.0)
return
if(!g_BowArrow[id])
{
set_pdata_float(id, 83, 1.0, 5)
Set_Weapon_Anim(id, BOW_ANIM_IDLE_EMPTY)
return
}
g_BowArrow[id]--
UpdateAmmo(id, CSW_BOW, BOW_AMMOID, -1, g_BowArrow[id])
Create_FakeAttack(id)
Set_Weapon_Anim(id, UnCharge ? BOW_ANIM_CHARGE_SHOOT1 : BOW_ANIM_SHOOT1)
emit_sound(id, CHAN_WEAPON, WeaponSounds[UnCharge ? 1 : 0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
Create_ArrowA(id)
Make_Push(id)
Set_Player_NextAttack(id, UnCharge ? TIME_RELOADB : TIME_RELOADA)
Set_Weapon_TimeIdle(id, CSW_BOW, UnCharge ? TIME_RELOADB : TIME_RELOADA)
g_WeaponState[id] = WEAPON_NONE
}
public Bow_ChargeAttackHandle(id)
{
if(!g_BowArrow[id])
{
set_pdata_float(id, 83, 1.0, 5)
Set_Weapon_Anim(id, BOW_ANIM_IDLE_EMPTY)
return
}
g_BowArrow[id]--
UpdateAmmo(id, CSW_BOW, BOW_AMMOID, -1, g_BowArrow[id])
Create_FakeAttack(id)
Set_Weapon_Anim(id, BOW_ANIM_CHARGE_SHOOT2)
emit_sound(id, CHAN_WEAPON, WeaponSounds[2], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
ChargedShoot(id)
Make_Push(id)
Set_Player_NextAttack(id, TIME_RELOADB)
Set_Weapon_TimeIdle(id, CSW_BOW, TIME_RELOADB)
g_WeaponState[id] = WEAPON_NONE
}
public ChargedShoot(id)
{
static Float:StartOrigin[3], Float:EndOrigin[3], Float:EndOrigin2[3]
Get_Position(id, 40.0, 0.0, 0.0, StartOrigin)
Get_Position(id, 4096.0, 0.0, 0.0, EndOrigin)
static TrResult; TrResult = create_tr2()
engfunc(EngFunc_TraceLine, StartOrigin, EndOrigin, IGNORE_MONSTERS, id, TrResult)
get_tr2(TrResult, TR_vecEndPos, EndOrigin2)
free_tr2(TrResult)
message_begin(MSG_BROADCAST ,SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
engfunc(EngFunc_WriteCoord, StartOrigin[0])
engfunc(EngFunc_WriteCoord, StartOrigin[1])
engfunc(EngFunc_WriteCoord, StartOrigin[2])
engfunc(EngFunc_WriteCoord, EndOrigin2[0])
engfunc(EngFunc_WriteCoord, EndOrigin2[1])
engfunc(EngFunc_WriteCoord, EndOrigin2[2])
write_short(g_SprId_LaserBeam) // sprite index
write_byte(0) // starting frame
write_byte(0) // frame rate in 0.1's
write_byte(20) // life in 0.1's
write_byte(10) // line width in 0.1's
write_byte(0) // noise amplitude in 0.01's
write_byte(255) // Red
write_byte(127) // Green
write_byte(127) // Blue
write_byte(127) // brightness
write_byte(0) // scroll speed in 0.1's
message_end()
message_begin(MSG_BROADCAST ,SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
engfunc(EngFunc_WriteCoord, StartOrigin[0])
engfunc(EngFunc_WriteCoord, StartOrigin[1])
engfunc(EngFunc_WriteCoord, StartOrigin[2])
engfunc(EngFunc_WriteCoord, EndOrigin2[0])
engfunc(EngFunc_WriteCoord, EndOrigin2[1])
engfunc(EngFunc_WriteCoord, EndOrigin2[2])
write_short(g_SprId_LaserBeam) // sprite index
write_byte(0) // starting frame
write_byte(0) // frame rate in 0.1's
write_byte(20) // life in 0.1's
write_byte(10) // line width in 0.1's
write_byte(0) // noise amplitude in 0.01's
write_byte(255) // Red
write_byte(255) // Green
write_byte(255) // Blue
write_byte(127) // brightness
write_byte(0) // scroll speed in 0.1's
message_end()
ChargedDamage(id, StartOrigin, EndOrigin2)
}
public ChargedDamage(id, Float:Start[3], Float:End[3])
{
static TrResult; TrResult = create_tr2()
// Trace First Time
engfunc(EngFunc_TraceLine, Start, End, DONT_IGNORE_MONSTERS, id, TrResult)
static pHit1; pHit1 = get_tr2(TrResult, TR_pHit)
static Float:End1[3]; get_tr2(TrResult, TR_vecEndPos, End1)
if(is_user_alive(pHit1))
{
do_attack(id, pHit1, 0, float(DAMAGE_B) * 1.5)
engfunc(EngFunc_TraceLine, End1, End, DONT_IGNORE_MONSTERS, pHit1, TrResult)
} else engfunc(EngFunc_TraceLine, End1, End, DONT_IGNORE_MONSTERS, -1, TrResult)
// Trace Second Time
static pHit2; pHit2 = get_tr2(TrResult, TR_pHit)
static Float:End2[3]; get_tr2(TrResult, TR_vecEndPos, End2)
if(is_user_alive(pHit2))
{
do_attack(id, pHit2, 0, float(DAMAGE_B) * 1.5)
engfunc(EngFunc_TraceLine, End2, End, DONT_IGNORE_MONSTERS, pHit2, TrResult)
} else engfunc(EngFunc_TraceLine, End2, End, DONT_IGNORE_MONSTERS, -1, TrResult)
// Trace Third Time
static pHit3; pHit3 = get_tr2(TrResult, TR_pHit)
static Float:End3[3]; get_tr2(TrResult, TR_vecEndPos, End3)
if(is_user_alive(pHit3))
{
do_attack(id, pHit3, 0, float(DAMAGE_B) * 1.5)
engfunc(EngFunc_TraceLine, End3, End, DONT_IGNORE_MONSTERS, pHit3, TrResult)
} else engfunc(EngFunc_TraceLine, End3, End, DONT_IGNORE_MONSTERS, -1, TrResult)
// Trace Fourth Time
static pHit4; pHit4 = get_tr2(TrResult, TR_pHit)
if(is_user_alive(pHit4)) do_attack(id, pHit4, 0, float(DAMAGE_B) * 1.5)
free_tr2(TrResult)
}
public Create_ArrowA(id)
{
static Float:StartOrigin[3], Float:EndOrigin[3], Float:Angles[3]
Get_Position(id, 40.0, 0.0, 0.0, StartOrigin)
Get_Position(id, 4096.0, 0.0, 0.0, EndOrigin)
pev(id, pev_v_angle, Angles)
Angles[0] *= -1
static Arrow; Arrow = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite"))
if(!pev_valid(Arrow)) return
set_pev(Arrow, pev_movetype, MOVETYPE_FLY)
set_pev(Arrow, pev_iuser1, id) // Better than pev_owner
set_pev(Arrow, pev_iuser2, Get_SpecialTeam(id, cs_get_user_team(id)))
set_pev(Arrow, pev_iuser3, 0)
set_pev(Arrow, pev_iuser4, 0)
entity_set_string(Arrow, EV_SZ_classname, ARROW_CLASSNAME)
engfunc(EngFunc_SetModel, Arrow, ARROW_MODEl)
set_pev(Arrow, pev_mins, Float:{-1.0, -1.0, -1.0})
set_pev(Arrow, pev_maxs, Float:{1.0, 1.0, 1.0})
set_pev(Arrow, pev_origin, StartOrigin)
set_pev(Arrow, pev_angles, Angles)
set_pev(Arrow, pev_gravity, 0.01)
set_pev(Arrow, pev_solid, SOLID_BBOX)
set_pev(Arrow, pev_nextthink, get_gametime() + 0.1)
static Float:Velocity[3]
get_speed_vector(StartOrigin, EndOrigin, ARROW_SPEED, Velocity)
set_pev(Arrow, pev_velocity, Velocity)
}
public Create_FakeAttack(id)
{
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_KNIFE)
if(!pev_valid(Ent)) return
Set_BitVar(g_InTempingAttack, id)
ExecuteHamB(Ham_Weapon_PrimaryAttack, Ent)
// Set Real Attack Anim
static iAnimDesired, szAnimation[64]
formatex(szAnimation, charsmax(szAnimation), (pev(id, pev_flags) & FL_DUCKING) ? "crouch_shoot_%s" : "ref_shoot_%s", WEAPON_ANIMEXT)
if((iAnimDesired = lookup_sequence(id, szAnimation)) == -1)
iAnimDesired = 0
set_pev(id, pev_sequence, iAnimDesired)
UnSet_BitVar(g_InTempingAttack, id)
}
public Make_Push(id)
{
static Float:VirtualVec[3]
VirtualVec[0] = random_float(-1.0, -2.0)
VirtualVec[1] = random_float(1.0, -1.0)
VirtualVec[2] = 0.0
set_pev(id, pev_punchangle, VirtualVec)
}
public fw_Item_AddToPlayer_Post(Ent, Id)
{
if(pev(Ent, pev_impulse) == WEAPON_SECRETCODE)
{
Set_BitVar(g_Had_CompoundBow, Id)
g_BowArrow[Id] = pev(Ent, pev_iuser1)
UpdateAmmo(Id, CSW_BOW, BOW_AMMOID, -1, g_BowArrow[Id])
set_pev(Ent, pev_impulse, 0)
}
g_WeaponState[Id] = WEAPON_NONE
message_begin(MSG_ONE_UNRELIABLE, g_MsgWeaponList, _, Id)
write_string((Get_BitVar(g_Had_CompoundBow, Id) ? WL_NAME : weapon_bow))
write_byte(WL_PRIAMMOID)
write_byte(WL_PRIAMMOMAX)
write_byte(WL_SECAMMOID)
write_byte(WL_SECAMMOIDMAX)
write_byte(WL_SLOTID)
write_byte(WL_NUMINSLOT)
write_byte(CSW_BOW)
write_byte(WL_FLAG)
message_end()
}
public fw_Item_Deploy_Post(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = get_pdata_cbase(Ent, 41, 4)
if(!Get_BitVar(g_Had_CompoundBow, Id))
return
set_pev(Id, pev_viewmodel2, V_MODEL)
set_pev(Id, pev_weaponmodel2, g_BowArrow[Id] ? P_MODEL : P_MODEL_EMPTY)
set_pdata_string(Id, (492) * 4, WEAPON_ANIMEXT, -1 , 20)
Set_Weapon_TimeIdle(Id, CSW_BOW, TIME_DRAW)
Set_Player_NextAttack(Id, TIME_DRAW)
Set_Weapon_Anim(Id, g_BowArrow[Id] ? BOW_ANIM_DRAW : BOW_ANIM_DRAW_EMPTY)
}
public fw_Weapon_WeaponIdle_Post(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = get_pdata_cbase(Ent, 41, 4)
if(!Get_BitVar(g_Had_CompoundBow, Id))
return
if(get_pdata_float(Ent, 48, 4) <= 0.1)
{
Set_Weapon_Anim(Id, g_BowArrow[Id] ? BOW_ANIM_IDLE : BOW_ANIM_IDLE_EMPTY)
set_pdata_float(Ent, 48, 20.0, 4)
}
return
}
public Get_SpecialTeam(Ent, CsTeams:Team)
{
if(Team == CS_TEAM_T) return TEAM_T
else if(Team == CS_TEAM_CT) return TEAM_CT
return 0
}
public CsTeams:Get_ArrowTeam(Ent)
{
if(pev(Ent, pev_iuser2) == TEAM_T) return CS_TEAM_T
else if(pev(Ent, pev_iuser2) == TEAM_CT) return CS_TEAM_CT
return CS_TEAM_UNASSIGNED
}
stock MakeBulletDecal(Float:Origin[3])
{
// Find target
static decal; decal = random_num(41, 45)
// Put decal on "world" (a wall)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_byte(decal)
message_end()
}
stock Set_Weapon_Anim(id, WeaponAnim)
{
set_pev(id, pev_weaponanim, WeaponAnim)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
write_byte(WeaponAnim)
write_byte(pev(id, pev_body))
message_end()
}
stock Set_Weapon_TimeIdle(id, WeaponId ,Float:TimeIdle)
{
static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)
if(!pev_valid(entwpn))
return
set_pdata_float(entwpn, 46, TimeIdle, 4)
set_pdata_float(entwpn, 47, TimeIdle, 4)
set_pdata_float(entwpn, 48, TimeIdle + 0.5, 4)
}
stock Set_Player_NextAttack(id, Float:nexttime)
{
set_pdata_float(id, 83, nexttime, 5)
}
stock Get_Position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_origin, vOrigin)
pev(id, pev_view_ofs,vUp) //for player
xs_vec_add(vOrigin,vUp,vOrigin)
pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}
stock get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3])
{
new_velocity[0] = origin2[0] - origin1[0]
new_velocity[1] = origin2[1] - origin1[1]
new_velocity[2] = origin2[2] - origin1[2]
static Float:num; num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
new_velocity[0] *= num
new_velocity[1] *= num
new_velocity[2] *= num
return 1;
}
do_attack(Attacker, Victim, Inflictor, Float:fDamage)
{
fake_player_trace_attack(Attacker, Victim, fDamage)
fake_take_damage(Attacker, Victim, fDamage, Inflictor)
}
fake_player_trace_attack(iAttacker, iVictim, &Float:fDamage)
{
// get fDirection
static Float:fAngles[3], Float:fDirection[3]
pev(iAttacker, pev_angles, fAngles)
angle_vector(fAngles, ANGLEVECTOR_FORWARD, fDirection)
// get fStart
static Float:fStart[3], Float:fViewOfs[3]
pev(iAttacker, pev_origin, fStart)
pev(iAttacker, pev_view_ofs, fViewOfs)
xs_vec_add(fViewOfs, fStart, fStart)
// get aimOrigin
static iAimOrigin[3], Float:fAimOrigin[3]
get_user_origin(iAttacker, iAimOrigin, 3)
IVecFVec(iAimOrigin, fAimOrigin)
// TraceLine from fStart to AimOrigin
static pentru; pentru = create_tr2()
engfunc(EngFunc_TraceLine, fStart, fAimOrigin, DONT_IGNORE_MONSTERS, iAttacker, pentru)
static pHit; pHit = get_tr2(pentru, TR_pHit)
static iHitgroup; iHitgroup = get_tr2(pentru, TR_iHitgroup)
static Float:fEndPos[3]
get_tr2(pentru, TR_vecEndPos, fEndPos)
// get target & body at aiming
static iTarget, iBody
get_user_aiming(iAttacker, iTarget, iBody)
// if aiming find target is iVictim then update iHitgroup
if (iTarget == iVictim)
{
iHitgroup = iBody
}
// if pentru find target not is iVictim
else if (pHit != iVictim)
{
// get AimOrigin in iVictim
static Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3]
pev(iVictim, pev_origin, fVicOrigin)
pev(iVictim, pev_view_ofs, fVicViewOfs)
xs_vec_add(fVicViewOfs, fVicOrigin, fAimInVictim)
fAimInVictim[2] = fStart[2]
fAimInVictim[2] += get_distance_f(fStart, fAimInVictim) * floattan( fAngles[0] * 2.0, degrees )
// check aim in size of iVictim
static iAngleToVictim; iAngleToVictim = get_angle_to_target(iAttacker, fVicOrigin)
iAngleToVictim = abs(iAngleToVictim)
static Float:fDis; fDis = 2.0 * get_distance_f(fStart, fAimInVictim) * floatsin( float(iAngleToVictim) * 0.5, degrees )
static Float:fVicSize[3]
pev(iVictim, pev_size , fVicSize)
if ( fDis <= fVicSize[0] * 0.5 )
{
// TraceLine from fStart to aimOrigin in iVictim
static ptr2; ptr2 = create_tr2()
engfunc(EngFunc_TraceLine, fStart, fAimInVictim, DONT_IGNORE_MONSTERS, iAttacker, ptr2)
static pHit2; pHit2 = get_tr2(ptr2, TR_pHit)
static iHitgroup2; iHitgroup2 = get_tr2(ptr2, TR_iHitgroup)
// if ptr2 find target is iVictim
if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) )
{
pHit = iVictim
iHitgroup = iHitgroup2
get_tr2(ptr2, TR_vecEndPos, fEndPos)
}
free_tr2(ptr2)
}
// if pHit still not is iVictim then set default HitGroup
if (pHit != iVictim)
{
// set default iHitgroup
iHitgroup = HIT_GENERIC
static ptr3; ptr3 = create_tr2()
engfunc(EngFunc_TraceLine, fStart, fVicOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr3)
get_tr2(ptr3, TR_vecEndPos, fEndPos)
// free ptr3
free_tr2(ptr3)
}
}
// set new Hit & Hitgroup & EndPos
set_tr2(pentru, TR_pHit, iVictim)
set_tr2(pentru, TR_iHitgroup, iHitgroup)
set_tr2(pentru, TR_vecEndPos, fEndPos)
// ExecuteHam
fake_trake_attack(iAttacker, iVictim, fDamage, fDirection, pentru)
// free pentru
free_tr2(pentru)
}
stock fake_trake_attack(iAttacker, iVictim, Float:fDamage, Float:fDirection[3], iTraceHandle, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
ExecuteHamB(Ham_TraceAttack, iVictim, iAttacker, fDamage, fDirection, iTraceHandle, iDamageBit)
}
stock fake_take_damage(iAttacker, iVictim, Float:fDamage, iInflictor, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
ExecuteHamB(Ham_TakeDamage, iVictim, iInflictor, iAttacker, fDamage, iDamageBit)
}
stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize = 0.0)
{
static Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3]
pev(id, pev_origin, fOrigin)
get_user_origin(id, iAimOrigin, 3) // end position from eyes
IVecFVec(iAimOrigin, fAimOrigin)
xs_vec_sub(fAimOrigin, fOrigin, fV1)
static Float:fV2[3]
xs_vec_sub(fTarget, fOrigin, fV2)
static iResult; iResult = get_angle_between_vectors(fV1, fV2)
if (TargetSize > 0.0)
{
static Float:fTan; fTan = TargetSize / get_distance_f(fOrigin, fTarget)
static fAngleToTargetSize; fAngleToTargetSize = floatround( floatatan(fTan, degrees) )
iResult -= (iResult > 0) ? fAngleToTargetSize : -fAngleToTargetSize
}
return iResult
}
stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3])
{
static Float:fA1[3], Float:fA2[3]
engfunc(EngFunc_VecToAngles, fV1, fA1)
engfunc(EngFunc_VecToAngles, fV2, fA2)
static iResult; iResult = floatround(fA1[1] - fA2[1])
iResult = iResult % 360
iResult = (iResult > 180) ? (iResult - 360) : iResult
return iResult
}