- | Afiseaza codul
#include <amxmodx> #include <engine> #include <fakemeta> #include <fakemeta_util> #include <hamsandwich> #include <cstrike> #include <zombieplague> #include <zmvip> #define PLUGIN "[CSO] PlasmaGun" #define VERSION "1.0" #define AUTHOR "Dias Leon" // ================= Config ================= // Level 1 Config #define V_MODEL "models/v_plasmagun2.mdl" #define P_MODEL "models/p_plasmagun.mdl" #define W_MODEL "models/w_plasmagun.mdl" new const WeaponSounds[7][] = { "weapons/plasmagun-1.wav", "weapons/plasmagun_exp.wav", "weapons/plasmagun_idle.wav", "weapons/plasmagun_draw.wav", "weapons/plasmagun_clipin1.wav", "weapons/plasmagun_clipin2.wav", "weapons/plasmagun_clipout.wav" } new const WeaponResources[3][] = { "sprites/weapon_plasmagun.txt", "sprites/640hud3_2.spr", "sprites/640hud91_2.spr" } new const WeaponFiles[2][] = { "sprites/plasmaball.spr", "sprites/plasmabomb.spr" } new const MuzzleFlash[] = "sprites/muzzleflash27.spr" // Level 2 Config #define DAMAGE 33 #define CLIP 45 #define BPAMMO 200 #define SPEED 1.5 #define RECOIL 0.75 #define PLASMA_SPEED 1000.0 #define PLASMA_RADIUS 88.0 // Level 3 Config #define CSW_PLASMA CSW_AK47 #define weapon_plasma "weapon_ak47" #define WEAPON_EVENT "events/ak47.sc" #define WEAPON_ANIMEXT "carbine" #define WEAPON_OLD_WMODEL "models/w_ak47.mdl" #define WEAPON_SECRETCODE 1946 #define WEAPONANIM_SHOOT random_num(3, 5) #define WEAPONANIM_RELOAD 1 #define WEAPONTIME_DRAW 0.75 #define WEAPONTIME_RELOAD 3.5 // Level 4 Config #define PLASMABALL_CLASSNAME "plasmaball" // ============== End of Config ============== // 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 } // Vars new g_Had_Plasma, g_WeaponClip[33], Float:g_WeaponRecoil[33][3] new g_Msg_WeaponList, g_Msg_CurWeapon, g_Msg_AmmoX, g_itemid_plasma new g_MuzzleFlash_SprId, g_PlasmaExp_SprId, g_weapon_event, g_HamBot, g_MaxPlayers public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0") register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1) register_forward(FM_PlaybackEvent, "fw_PlaybackEvent") register_forward(FM_SetModel, "fw_SetModel") register_think(PLASMABALL_CLASSNAME, "fw_Think_Plasma") register_touch(PLASMABALL_CLASSNAME, "*", "fw_Touch_Plasma") RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World") RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player") RegisterHam(Ham_Weapon_PrimaryAttack, weapon_plasma, "fw_Weapon_PrimaryAttack") RegisterHam(Ham_Weapon_PrimaryAttack, weapon_plasma, "fw_Weapon_PrimaryAttack_Post", 1) RegisterHam(Ham_Item_Deploy, weapon_plasma, "fw_Item_Deploy_Post", 1) RegisterHam(Ham_Item_PostFrame, weapon_plasma, "fw_Item_PostFrame") RegisterHam(Ham_Weapon_Reload, weapon_plasma, "fw_Weapon_Reload") RegisterHam(Ham_Weapon_Reload, weapon_plasma, "fw_Weapon_Reload_Post", 1) RegisterHam(Ham_Item_AddToPlayer, weapon_plasma, "fw_Item_AddToPlayer_Post", 1) g_Msg_WeaponList = get_user_msgid("WeaponList") g_Msg_CurWeapon = get_user_msgid("CurWeapon") g_Msg_AmmoX = get_user_msgid("AmmoX") g_MaxPlayers = get_maxplayers() g_itemid_plasma = zv_register_extra_item("Plasma Gun", "(L: 10)",6000, ZV_TEAM_HUMAN) register_clcmd("admin_get_plasmagun", "Get_Plasma", ADMIN_KICK) register_clcmd("weapon_plasmagun", "Hook_WeaponHud") } public plugin_precache() { engfunc(EngFunc_PrecacheModel, V_MODEL) engfunc(EngFunc_PrecacheModel, P_MODEL) engfunc(EngFunc_PrecacheModel, W_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) } for(i = 0; i < sizeof(WeaponFiles); i++) { if(i == 1) g_PlasmaExp_SprId = engfunc(EngFunc_PrecacheModel, WeaponFiles) else engfunc(EngFunc_PrecacheModel, WeaponFiles) } g_MuzzleFlash_SprId = engfunc(EngFunc_PrecacheModel, MuzzleFlash) register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1) } public fw_PrecacheEvent_Post(type, const name[]) { if(equal(WEAPON_EVENT, name)) g_weapon_event = get_orig_retval() } public client_putinserver(id) { if(!g_HamBot && is_user_bot(id)) { g_HamBot = 1 set_task(0.1, "Do_RegisterHam", id) } } public zv_extra_item_selected(id, itemid) { if(itemid == g_itemid_plasma) { Get_Plasma(id) } } public Do_RegisterHam(id) { RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack_Player") } public plugin_natives () { register_native("give_weapon_plasma", "native_give_weapons_add", 1) } public native_give_weapons_add(id) { Get_Plasma(id) } public Get_Plasma(id) { if(!is_user_alive(id)) return Set_BitVar(g_Had_Plasma, id) fm_give_item(id, weapon_plasma) // Set Weapon engclient_cmd(id, weapon_plasma) set_pev(id, pev_viewmodel2, V_MODEL) set_pev(id, pev_weaponmodel2, P_MODEL) set_pdata_string(id, (492) * 4, WEAPON_ANIMEXT, -1 , 20) // Set Weapon Base static Ent; Ent = fm_get_user_weapon_entity(id, CSW_PLASMA) if(!pev_valid(Ent)) return cs_set_weapon_ammo(Ent, CLIP) cs_set_user_bpammo(id, CSW_PLASMA, BPAMMO) Update_AmmoHud(id, CSW_PLASMA, CLIP, BPAMMO) } public Remove_Plasma(id) { UnSet_BitVar(g_Had_Plasma, id) } public Hook_WeaponHud(id) { engclient_cmd(id, weapon_plasma) return PLUGIN_HANDLED } public Event_NewRound() remove_entity_name(PLASMABALL_CLASSNAME) public fw_Think_Plasma(Ent) { if(!pev_valid(Ent)) return static Float:RenderAmt; pev(Ent, pev_renderamt, RenderAmt) RenderAmt += 50.0 RenderAmt = float(clamp(floatround(RenderAmt), 0, 255)) set_pev(Ent, pev_renderamt, RenderAmt) set_pev(Ent, pev_nextthink, halflife_time() + 0.1) } public fw_Touch_Plasma(Ent, Id) { if(!pev_valid(Ent)) return if(pev(Ent, pev_movetype) == MOVETYPE_NONE) return // Exp Sprite static Float:Origin[3], TE_FLAG pev(Ent, pev_origin, Origin) TE_FLAG |= TE_EXPLFLAG_NODLIGHTS TE_FLAG |= TE_EXPLFLAG_NOSOUND TE_FLAG |= TE_EXPLFLAG_NOPARTICLES message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_EXPLOSION) engfunc(EngFunc_WriteCoord, Origin[0]) engfunc(EngFunc_WriteCoord, Origin[1]) engfunc(EngFunc_WriteCoord, Origin[2]) write_short(g_PlasmaExp_SprId) write_byte(7) write_byte(30) write_byte(TE_FLAG) message_end() // Exp Sound emit_sound(Ent, CHAN_BODY, WeaponSounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM) // Damage Damage_Plasma(Ent, Id) // Remove Ent set_pev(Ent, pev_movetype, MOVETYPE_NONE) set_task(0.1, "Remove_PlasmaBall", Ent) } public Damage_Plasma(Ent, Id) { static Owner; Owner = pev(Ent, pev_iuser1) static Attacker; if(!is_user_alive(Owner)) { Attacker = 0 return } else Attacker = Owner if(is_user_alive(Id) && cs_get_user_team(Id) != Get_PlasmaTeam(Ent)) ExecuteHamB(Ham_TakeDamage, Id, 0, Attacker, float(DAMAGE), DMG_ACID) for(new i = 0; i < g_MaxPlayers; i++) { if(!is_user_alive(i)) continue if(entity_range(i, Ent) > PLASMA_RADIUS) continue if(cs_get_user_team(i) == Get_PlasmaTeam(Ent)) continue ExecuteHamB(Ham_TakeDamage, i, 0, Attacker, float(DAMAGE) / random_float(1.25, 1.5), DMG_ACID) } } public Remove_PlasmaBall(Ent) { if(!pev_valid(Ent)) return engfunc(EngFunc_RemoveEntity, Ent) } public fw_UpdateClientData_Post(id, sendweapons, cd_handle) { if(!is_user_alive(id)) return FMRES_IGNORED if(get_user_weapon(id) == CSW_PLASMA && Get_BitVar(g_Had_Plasma, id)) set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001) return FMRES_HANDLED } public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2) { if (!is_user_connected(invoker)) return FMRES_IGNORED if(get_user_weapon(invoker) != CSW_PLASMA || !Get_BitVar(g_Had_Plasma, invoker)) return FMRES_IGNORED if(eventid != g_weapon_event) return FMRES_IGNORED engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2) return FMRES_SUPERCEDE } public fw_SetModel(entity, model[]) { if(!pev_valid(entity)) return FMRES_IGNORED static Classname[32] pev(entity, pev_classname, Classname, sizeof(Classname)) if(!equal(Classname, "weaponbox")) return FMRES_IGNORED static iOwner iOwner = pev(entity, pev_owner) if(equal(model, WEAPON_OLD_WMODEL)) { static weapon; weapon = fm_find_ent_by_owner(-1, weapon_plasma, entity) if(!pev_valid(weapon)) return FMRES_IGNORED; if(Get_BitVar(g_Had_Plasma, iOwner)) { Remove_Plasma(iOwner) set_pev(weapon, pev_impulse, WEAPON_SECRETCODE) engfunc(EngFunc_SetModel, entity, W_MODEL) return FMRES_SUPERCEDE } } return FMRES_IGNORED; } public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction[3], pentru, DamageBits) { if(!is_user_connected(Attacker)) return HAM_IGNORED if(get_user_weapon(Attacker) != CSW_PLASMA || !Get_BitVar(g_Had_Plasma, Attacker)) return HAM_IGNORED return HAM_SUPERCEDE } public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction[3], pentru, DamageBits) { if(!is_user_connected(Attacker)) return HAM_IGNORED if(get_user_weapon(Attacker) != CSW_PLASMA || !Get_BitVar(g_Had_Plasma, Attacker)) return HAM_IGNORED return HAM_SUPERCEDE } public fw_Weapon_PrimaryAttack(Ent) { if(!pev_valid(Ent)) return static Id; Id = pev(Ent, pev_owner) if(!Get_BitVar(g_Had_Plasma, Id)) return static Ammo; Ammo = cs_get_weapon_ammo(Ent) if(Ammo <= 0) return // Weapon Shoot Set_Weapon_Anim(Id, WEAPONANIM_SHOOT) emit_sound(Id, CHAN_WEAPON, WeaponSounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM) // MuzzleFlash & Effect Make_Muzzleflash(Id) // Create Plasma Effect Create_PlasmaBall(Id) // Speed & Recoil pev(Ent, pev_punchangle, g_WeaponRecoil[Id]) } public fw_Weapon_PrimaryAttack_Post(Ent) { if(!pev_valid(Ent)) return static Id; Id = pev(Ent, pev_owner) if(!Get_BitVar(g_Had_Plasma, Id)) return static Ammo; Ammo = cs_get_weapon_ammo(Ent) if(Ammo <= 0) return // Speed & Recoil set_pdata_float(Ent, 46, get_pdata_float(Ent, 46, 4) * SPEED, 4) static Float:Push[3]; pev(Id, pev_punchangle, Push) xs_vec_sub(Push, g_WeaponRecoil[Id], Push) xs_vec_mul_scalar(Push, RECOIL, Push) xs_vec_add(Push, g_WeaponRecoil[Id], Push) set_pev(Id, pev_punchangle, Push) } public fw_Item_Deploy_Post(Ent) { if(!pev_valid(Ent)) return static Id; Id = pev(Ent, pev_owner) if(!Get_BitVar(g_Had_Plasma, Id)) return set_pev(Id, pev_viewmodel2, V_MODEL) set_pev(Id, pev_weaponmodel2, P_MODEL) set_pdata_string(Id, (492) * 4, WEAPON_ANIMEXT, -1 , 20) // Set Draw Set_Player_NextAttack(Id, WEAPONTIME_DRAW) Set_Weapon_TimeIdle(Id, CSW_PLASMA, WEAPONTIME_DRAW) } public fw_Item_PostFrame(Ent) { if(!pev_valid(Ent)) return static Id; Id = pev(Ent, pev_owner) if(!Get_BitVar(g_Had_Plasma, Id)) return static Float:flNextAttack; flNextAttack = get_pdata_float(Id, 83, 5) static bpammo; bpammo = cs_get_user_bpammo(Id, CSW_PLASMA) static iClip; iClip = get_pdata_int(Ent, 51, 4) if(get_pdata_int(Ent, 54, 4) && flNextAttack <= 0.0) { static temp1; temp1 = min(CLIP - iClip, bpammo) set_pdata_int(Ent, 51, iClip + temp1, 4) cs_set_user_bpammo(Id, CSW_PLASMA, bpammo - temp1) set_pdata_int(Ent, 54, 0, 4) } } public fw_Weapon_Reload(Ent) { if(!pev_valid(Ent)) return HAM_IGNORED static Id; Id = pev(Ent, pev_owner) if(!Get_BitVar(g_Had_Plasma, Id)) return HAM_IGNORED g_WeaponClip[Id] = -1 static bpammo; bpammo = cs_get_user_bpammo(Id, CSW_PLASMA) static iClip; iClip = get_pdata_int(Ent, 51, 4) if(bpammo <= 0) return HAM_SUPERCEDE if(iClip >= CLIP) return HAM_SUPERCEDE g_WeaponClip[Id] = iClip return HAM_IGNORED } public fw_Weapon_Reload_Post(Ent) { if(!pev_valid(Ent)) return static Id; Id = pev(Ent, pev_owner) if(!Get_BitVar(g_Had_Plasma, Id)) return if(g_WeaponClip[Id] == -1) return set_pdata_int(Ent, 51, g_WeaponClip[Id], 4) set_pdata_int(Ent, 54, 1, 4) Set_Weapon_Anim(Id, WEAPONANIM_RELOAD) set_pdata_float(Id, 83, WEAPONTIME_RELOAD, 5) } public fw_Item_AddToPlayer_Post(Ent, Id) { if(!pev_valid(Ent)) return if(pev(Ent, pev_impulse) == WEAPON_SECRETCODE) { Set_BitVar(g_Had_Plasma, Id) set_pev(Ent, pev_impulse, 0) set_task(0.01, "AddToPlayer_Delay", Id) } message_begin(MSG_ONE_UNRELIABLE, g_Msg_WeaponList, _, Id) write_string(Get_BitVar(g_Had_Plasma, Id) ? "weapon_plasmagun" : "weapon_ak47") write_byte(2) write_byte(Get_BitVar(g_Had_Plasma, Id) ? 200 : 90) write_byte(-1) write_byte(-1) write_byte(0) write_byte(1) write_byte(Get_BitVar(g_Had_Plasma, Id) ? CSW_PLASMA : CSW_AK47) write_byte(0) message_end() return } public AddToPlayer_Delay(Id) { set_pev(Id, pev_viewmodel2, V_MODEL) set_pev(Id, pev_weaponmodel2, P_MODEL) set_pdata_string(Id, (492) * 4, WEAPON_ANIMEXT, -1 , 20) } public Create_PlasmaBall(id) { static Float:StartOrigin[3], Float:TargetOrigin[3], Float:MyVelocity[3], Float:VecLength get_position(id, 48.0, 10.0, -5.0, StartOrigin) get_position(id, 1024.0, 0.0, 0.0, TargetOrigin) pev(id, pev_velocity, MyVelocity) VecLength = vector_length(MyVelocity) if(VecLength) { TargetOrigin[0] += random_float(-16.0, 16.0); TargetOrigin[1] += random_float(-16.0, 16.0); TargetOrigin[2] += random_float(-16.0, 16.0) } else { TargetOrigin[0] += random_float(-8.0, 8.0); TargetOrigin[1] += random_float(-8.0, 8.0); TargetOrigin[2] += random_float(-8.0, 8.0) } static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite")) if(!pev_valid(Ent)) return // Set info for ent set_pev(Ent, pev_movetype, MOVETYPE_FLY) set_pev(Ent, pev_rendermode, kRenderTransAdd) set_pev(Ent, pev_renderamt, 10.0) set_pev(Ent, pev_iuser1, id) // Better than pev_owner set_pev(Ent, pev_iuser2, Get_SpecialTeam(id, cs_get_user_team(id))) set_pev(Ent, pev_fuser1, get_gametime() + 3.0) set_pev(Ent, pev_scale, random_float(0.1, 0.25)) set_pev(Ent, pev_nextthink, halflife_time() + 0.1) entity_set_string(Ent, EV_SZ_classname, PLASMABALL_CLASSNAME) engfunc(EngFunc_SetModel, Ent, WeaponFiles[0]) set_pev(Ent, pev_mins, Float:{-1.0, -1.0, -1.0}) set_pev(Ent, pev_maxs, Float:{1.0, 1.0, 1.0}) set_pev(Ent, pev_origin, StartOrigin) set_pev(Ent, pev_gravity, 0.01) set_pev(Ent, pev_solid, SOLID_TRIGGER) set_pev(Ent, pev_frame, 0.0) static Float:Velocity[3] get_speed_vector(StartOrigin, TargetOrigin, PLASMA_SPEED, Velocity) set_pev(Ent, pev_velocity, Velocity) } public Make_Muzzleflash(id) { static Float:Origin[3], TE_FLAG get_position(id, 32.0, 6.0, -15.0, Origin) TE_FLAG |= TE_EXPLFLAG_NODLIGHTS TE_FLAG |= TE_EXPLFLAG_NOSOUND TE_FLAG |= TE_EXPLFLAG_NOPARTICLES engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, Origin, id) write_byte(TE_EXPLOSION) engfunc(EngFunc_WriteCoord, Origin[0]) engfunc(EngFunc_WriteCoord, Origin[1]) engfunc(EngFunc_WriteCoord, Origin[2]) write_short(g_MuzzleFlash_SprId) write_byte(2) write_byte(30) write_byte(TE_FLAG) message_end() } public Update_AmmoHud(id, CSWID, Ammo, BpAmmo) { message_begin(MSG_ONE_UNRELIABLE, g_Msg_CurWeapon, _, id) write_byte(1) write_byte(CSWID) write_byte(Ammo) message_end() message_begin(MSG_ONE_UNRELIABLE, g_Msg_AmmoX, _, id) write_byte(10) write_byte(BpAmmo) message_end() } 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_PlasmaTeam(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 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; } stock Set_Weapon_TimeIdle(id, WeaponId, Float:TimeIdle) { static Ent; Ent = fm_get_user_weapon_entity(id, WeaponId) if(!pev_valid(Ent)) return set_pdata_float(Ent, 46, TimeIdle, 4) set_pdata_float(Ent, 47, TimeIdle, 4) set_pdata_float(Ent, 48, TimeIdle + 0.5, 4) } stock Set_Player_NextAttack(id, Float:nexttime) { set_pdata_float(id, 83, nexttime, 5) } 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 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 } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par } */
Cum sa nu mai ai o arma runda viitoare
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Ce trebuie modificat ca la sfarsit unei runda arma cumparata sa dispara si runda viitoare daca o mai vreau sa o cumpar pe asta vrea sa o modific si inca cateva si am nevoie de explicatii
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public Event_NewRound() remove_entity_name(PLASMABALL_CLASSNAME)
in
Daca vrei sa ii stergi arma propriu zisa folosesti strip_user_weapons(id) la spawn.
in
Code: Select all
public Event_NewRound() {
remove_entity_name(PLASMABALL_CLASSNAME);
//loop players & verifica daca au arma , daca o au aceasta trece pe inacitv(false),remove.
for(new i = 0 ; i < get_maxplayers();i++)
{
if(Get_BitVar(g_Had_Plasma, i))
Remove_Plasma(i);
}
}