CSO : Compound Bow

Pluginuri pentru modul AmxModX.

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blackgate
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30 Mar 2014, 10:23

Descriere: E arma compound bow din cso.

Descarcare:
sma | Afiseaza codul
[code=php]#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_M4A1
#define weapon_bow "weapon_m4a1"
#define BOW_AMMOID 4

#define ARROW_DEFAULT 60
#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_m4a1.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 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
}
[/code]

Si resurse: http://www.girlshare.ro/33424628.6 / http://www.2shared.com/file/oV-gl6bI/gi ... d_Bow.html

Nume: CSO : Compound bow
Versiune: habar n-am
Link oficial: la Dias pe site

Instalare:
1. Fisierul nume_plugin.sma il puneti in addons/amxmodx/scripting
2. Fisierul nume_plugin.amxx il puneti in addons/amxmodx/plugins
3. Intrati in fisierul addons/amxmodx/configs/plugins.ini si adaugati la urma:

Code: Select all

nume_plugin.amxx

Cvar-uri (se adauga in fisierul amxmodx\configs\amxx.cfg):
n'avem d'astea

Comenzi administrative (se tasteaza in consola si trebuie sa fiti administrator):

Code: Select all

admin_get_bow
Comenzi publice (se tasteaza in joc prin apasarea tastei Y):
n'avem

Module necesare (se sterge ; din fata modulului de mai jos; acestea le gasiti in fisierul amxmodx\configs\modules.ini):

#include <engine>
#include <fakemeta>
#include <hamsandwich>
#include <cstrike

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n-avem.
RoyalServer
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Adventx
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30 Mar 2014, 10:56

Sa traiesti boos! :D>-
Last edited by Adventx on 20 May 2014, 19:03, edited 1 time in total.
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30 Mar 2014, 15:00

Nu inteleg de ce faceti asta doar pentru un multumesc !
Cred ca sti ca altii l-au platit, nu ? :-?
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30 Mar 2014, 16:22

Bravo pentru postare,daca au platit sa fie sanatosi,numai idiotii baga bani intr-un joc si aici nu ma refer la dropuri ci la pluginuri,inveti si iti faci singur.
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30 Mar 2014, 16:40

scosmynnnn wrote:Bravo pentru postare,daca au platit sa fie sanatosi,numai idiotii baga bani intr-un joc si aici nu ma refer la dropuri ci la pluginuri,inveti si iti faci singur.
asa e frate, noi stam sa ne pierdem viata ca sa facem un plugin cand altul il face in 10 minute.
Atunci de ce nu ne-am face propia paine si sa nu mai cumpara paine de la magazin?
Nu mai vorbi aiurea.
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30 Mar 2014, 17:43

DaNNe. wrote:Nu inteleg de ce faceti asta doar pentru un multumesc !
Cred ca sti ca altii l-au platit, nu ? :-?
de ce as face-o pentru asa ceva? am vazut ca lumea vrea sa-l vanda si l-am pus aici.
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30 Mar 2014, 17:50

Mane pune si Janus 1 [-o< ^:)^ :> :>
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30 Mar 2014, 21:32

De unde le scoti wa :)) ?
„Peste douăzeci de ani vei fi dezamăgit din cauza lucrurilor pe care nu le-ai făcut, nu din cauza celor pe care le-ai făcut.” - Mark Twain
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30 Mar 2014, 23:34

Multumim ..
Intermediez tranzactii cand am chef si timp ! :)

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31 Mar 2014, 15:18

Adventx wrote:Mane pune si Janus 1 [-o< ^:)^ :> :>
Mai usor cu CERSITUL !!!
Blackgate nu stiu de unde a pus mana pe el, dar aceste plugine se vand. Deci nu cred ca face rost si de Janus 1 decat daca il cumpara !
@Blackgate: Daca ai vazut ca multi incearca sa-l vanda ... De ce l-ai postat ? Cand sti ca ei nu l-au gasit pe vreun forum gratis, ci l-au platit la randul lor.
Oricum, bravo ca l-ai postat ca erau multi care aveau nevoie de el ! :P
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31 Mar 2014, 16:44

Adventx wrote:Mane pune si Janus 1 [-o< ^:)^ :> :>
vă ajunge m79 cu model de janus1.
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31 Mar 2014, 18:16

DaNNe. wrote:
Adventx wrote:Mane pune si Janus 1 [-o< ^:)^ :> :>
Mai usor cu CERSITUL !!!
Blackgate nu stiu de unde a pus mana pe el, dar aceste plugine se vand. Deci nu cred ca face rost si de Janus 1 decat daca il cumpara !
@Blackgate: Daca ai vazut ca multi incearca sa-l vanda ... De ce l-ai postat ? Cand sti ca ei nu l-au gasit pe vreun forum gratis, ci l-au platit la randul lor.
Oricum, bravo ca l-ai postat ca erau multi care aveau nevoie de el ! :P
Exista AMXX la Janus 1 si Janus 7 !
Le gasesti pe net daca stii sa cauti :)) !
„Peste douăzeci de ani vei fi dezamăgit din cauza lucrurilor pe care nu le-ai făcut, nu din cauza celor pe care le-ai făcut.” - Mark Twain
„Asa e si in viata, hotii castiga, prostii care invata pierd.” - Mihai Nemeș


Bio.LeagueCs.Ro - Biohazard v4.4 Xmas Edition
discord: IonutC#5114

Experinta in: Java/Spring boot/Angular/C/C++/C#/Javascript/Python/HTML/CSS/Pawn/SQL
Ai nevoie de ajutorul meu? Ma poti gasi doar la adresa de discord de mai sus.
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