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#include <amxmodx> #include <amxmisc> #include <fakemeta> #include <fun> #include <cstrike> #include <hamsandwich> #include <ColorChat> #include <engine> #include <xs> #define PLUGIN "Furien Weapons Menu" #define VERSION "1.0" #define AUTHOR "Tr3fla & Edit By Blue" // si-a bagat si hades nasul pe aici #define ADMIN_FLAG ADMIN_KICK #define VIP_FLAG ADMIN_LEVEL_H #define is_valid_player(%1) (1 <= %1 <= 32) native set_user_credits ( id, credits ); native get_user_credits ( id ); const m_flNextSecondaryAttack = 47 /* AK47 Golden pentru VIP */ new const vGoldenAk[ 64 ] = "models/fw/v_goldenak.mdl" new const pGoldenAk[ 64 ] = "models/fw/p_goldenak.mdl" /* M4A1 Golden pentru VIP */ new const vGoldenM4[ 64 ] = "models/fw/v_goldenm4.mdl" new const pGoldenM4[ 64 ] = "models/fw/p_goldenm4.mdl" /* Deagle Golden pentru VIP */ new const vGDeagle[ 64 ] = "models/fw/v_gdeagle.mdl" new const pGDeagle[ 64 ] = "models/fw/p_deagle.mdl" new const vFatal [ 64 ] = "models/fw/v_fatal.mdl"; new const pFatal [ 64 ] = "models/fw/p_fatal.mdl"; new const vBarlog [ 64 ] = "models/fw/v_barlog.mdl"; new const pBarlog [ 64 ] = "models/fw/p_barlog.mdl"; //new m_spriteTexture new bool: ArmaPrimita[ 33 ] new bool: AreGoldenAK[ 33 ] new bool: AreGoldenM4[ 33 ] new bool: AreGDeagle[ 33 ] new bool: HaveFatal [ 33 ]; new bool: HaveBarlog [ 33 ]; new normalTrace[33], lastTrace[33], cvEnabled, weapon2, dummy; #define ENG_NULLENT -1 #define EV_INT_WEAPONKEY EV_INT_impulse #define watergun_WEAPONKEY 893 #define MAX_PLAYERS 32 #define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers) #define TASK_FBURN 100 #define ID_FBURN ( taskid - TASK_FBURN ) #define MAX_CLIENTS 32 new bool:g_fRoundEnd #define FIRE_DURATION 6 #define FIRE_DAMAGE 25 const USE_STOPPED = 0 const OFFSET_ACTIVE_ITEM = 373 const OFFSET_WEAPONOWNER = 41 const OFFSET_LINUX = 5 const OFFSET_LINUX_WEAPONS = 4 #define WEAP_LINUX_XTRA_OFF 4 #define m_fKnown 44 #define m_flNextPrimaryAttack 46 #define m_iClip 51 #define PLAYER_LINUX_XTRA_OFF 5 #define m_flNextAttack 83 #define watergun_RELOAD_TIME 3.5 #define watergun_RELOAD 1 #define watergun_DRAW 2 #define watergun_SHOOT1 3 #define watergun_SHOOT2 4 new g_flameSpr new g_smokeSpr new g_burning_duration[ MAX_CLIENTS + 1 ] #define write_coord_f(%1) engfunc(EngFunc_WriteCoord,%1) new const Fire_Sounds[][] = { "weapons/waterp.wav" } new watergun_V_MODEL[64] = "models/fw/v_waterg.mdl" new watergun_P_MODEL[64] = "models/fw/p_waterg.mdl" new watergun_W_MODEL[64] = "models/fw/w_waterg.mdl" //new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 } new cvar_dmg_watergun, cvar_recoil_watergun, cvar_clip_watergun, cvar_spd_watergun, cvar_watergun_ammo new g_MaxPlayers, g_orig_event_watergun, g_IsInPrimaryAttack new Float:cl_pushangle[MAX_PLAYERS + 1][3], m_iBlood[2] new g_has_watergun[33], g_clip_ammo[33], g_watergun_TmpClip[33], oldweap[33] new watergun_sprite const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<< CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90) new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10", "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550", "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249", "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552", "weapon_ak47", "weapon_knife", "weapon_p90" } #define fm_create_entity(%1) engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, %1)) #define FIRERATE 0.2 #define HITSD 0.7 #define RELOADSPEED 5.0 #define DAMAGE 250.0 #define DAMAGE_MULTI 3.0 #define CSW_WPN CSW_FAMAS new const weapon[] = "weapon_famas" new const spr_beam[] = "sprites/plasma/plasma_beam.spr" new const spr_exp[] = "sprites/plasma/plasma_exp.spr" new const spr_blood[] = "sprites/blood.spr" new const snd_fire[][] = { "zombie_plague/plasma/plasma_fire.wav" } new const snd_reload[][] = { "zombie_plague/plasma/plasma_reload.wav" } new const snd_hit[][] = { "zombie_plague/plasma/plasma_hit.wav" } new bool:g_HasRifle[33] new g_iCurWpn[33], Float:g_flLastFireTime[33] new g_sprBeam, g_sprExp, g_sprBlood, g_msgDamage, g_msgScreenFade, g_msgScreenShake const m_pPlayer = 41 const m_fInReload = 54 const m_pActiveItem = 373 const m_flTimeWeaponIdle = 48 const UNIT_SECOND = (1<<12) const WPN_MAXCLIP = 25 const ANIM_FIRE = 5 const ANIM_DRAW = 10 const ANIM_RELOAD = 9 const EV_INT_WEAPONKEY = EV_INT_impulse const WPNKEY = 2816 public plugin_init( ) { register_plugin( PLUGIN, VERSION, AUTHOR ) register_event( "CurWeapon", "Event_CurWeapon", "be", "1=1" ) //register_event("CurWeapon", "GoldenEffect", "be", "1=1", "3>0" ) cvEnabled = register_cvar("fwm_enabled","1"); register_event("ResetHUD","event_resethud","b"); // register_clcmd("fullupdate","cmd_fullupdate"); register_forward(FM_TraceLine,"fw_traceline"); register_forward(FM_PlayerPostThink,"fw_playerpostthink"); // RegisterHam( Ham_Spawn, "player", "fwPlayerSpawn", true ) RegisterHam ( Ham_TakeDamage, "player", "Player_TakeDamage" ); RegisterHam( Ham_TakeDamage, "player", "fwTakeDamage" ) register_clcmd( "say /weapons", "ClcmdWeaponsMenus" ) register_event ( "CurWeapon", "CurrWeapon2", "be", "1=1" ); register_message(get_user_msgid("DeathMsg"), "message_DeathMsg") register_event("CurWeapon","CurrentWeapon","be","1=1") RegisterHam(Ham_Item_AddToPlayer, "weapon_mp5navy", "fw_watergun_AddToPlayer") RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1) RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1) RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1) RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1) for (new i = 1; i < sizeof WEAPONENTNAMES; i++) if (WEAPONENTNAMES[0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES, "fw_Item_Deploy_Post", 1) RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_mp5navy", "fw_watergun_PrimaryAttack") RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_mp5navy", "fw_watergun_PrimaryAttack_Post", 1) RegisterHam(Ham_Item_PostFrame, "weapon_mp5navy", "watergun_ItemPostFrame") RegisterHam(Ham_Weapon_Reload, "weapon_mp5navy", "watergun_Reload") RegisterHam(Ham_Weapon_Reload, "weapon_mp5navy", "watergun_Reload_Post", 1) RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") RegisterHam( Ham_Spawn, "player", "PlayerSpawn_Post", 1 ); register_forward(FM_SetModel, "fw_SetModel") register_event( "DeathMsg", "EV_DeathMsg", "a" ); register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post_fw", 1) register_forward(FM_PlaybackEvent, "fwPlaybackEvent") //RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack", 1) //RegisterHam(Ham_TraceAttack, "func_breakable", "fw_TraceAttack", 1) //RegisterHam(Ham_TraceAttack, "func_wall", "fw_TraceAttack", 1) //RegisterHam(Ham_TraceAttack, "func_door", "fw_TraceAttack", 1) //RegisterHam(Ham_TraceAttack, "func_door_rotating", "fw_TraceAttack", 1) //RegisterHam(Ham_TraceAttack, "func_plat", "fw_TraceAttack", 1) //RegisterHam(Ham_TraceAttack, "func_rotating", "fw_TraceAttack", 1) cvar_dmg_watergun = register_cvar("zp_watergun_dmg", "0.86") cvar_recoil_watergun = register_cvar("zp_watergun_recoil", "1.01") cvar_clip_watergun = register_cvar("zp_watergun_clip", "40") cvar_spd_watergun = register_cvar("zp_watergun_spd", "1.02") cvar_watergun_ammo = register_cvar("zp_watergun_ammo", "200") g_MaxPlayers = get_maxplayers() register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0"); register_event("CurWeapon", "event_CurWeapon", "b", "1=1") register_forward(FM_CmdStart, "fw_CmdStart") register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1) RegisterHam(Ham_Killed, "player", "fw_PlayerKilled") RegisterHam(Ham_Item_Deploy, weapon, "fw_Deploy_Post", 1) RegisterHam(Ham_Item_AddToPlayer, weapon, "fw_AddToPlayer") RegisterHam(Ham_Weapon_Reload, weapon, "fw_Reload_Post", 1) RegisterHam(Ham_Item_PostFrame, weapon, "fw_PostFrame") g_msgDamage = get_user_msgid("Damage") g_msgScreenFade = get_user_msgid("ScreenFade") g_msgScreenShake = get_user_msgid("ScreenShake") } public plugin_precache( ) { precache_model( vGoldenAk ) precache_model( pGoldenAk ) precache_model( vGoldenM4 ) precache_model( pGoldenM4 ) precache_model( vGDeagle ) precache_model( pGDeagle ) precache_model ( vBarlog ); precache_model ( pBarlog ); precache_model ( vFatal ); precache_model ( pFatal ); //m_spriteTexture = precache_model( "sprites/dot.spr" ) precache_model(watergun_V_MODEL) precache_model(watergun_P_MODEL) precache_model(watergun_W_MODEL) for(new i = 0; i < sizeof Fire_Sounds; i++) precache_sound(Fire_Sounds) m_iBlood[0] = precache_model("sprites/blood.spr") m_iBlood[1] = precache_model("sprites/bloodspray.spr") watergun_sprite = precache_model("sprites/watergun.spr") g_flameSpr = precache_model( "sprites/flame.spr" ); g_smokeSpr = precache_model( "sprites/black_smoke3.spr" ); register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1) precache_model("models/fw/plasma/v_plasma.mdl") precache_model("models/fw/plasma/p_plasma.mdl") g_sprBlood = precache_model(spr_blood) g_sprBeam = precache_model(spr_beam) g_sprExp = precache_model(spr_exp) static i for(i = 0; i < sizeof snd_fire; i++) precache_sound(snd_fire) for(i = 0; i < sizeof snd_hit; i++) precache_sound(snd_hit) for(i = 0; i < sizeof snd_reload; i++) precache_sound(snd_reload) } public fwPlayerSpawn( id ) { AreGoldenAK[ id ] = false AreGoldenM4[ id ] = false AreGDeagle[ id ] = false ArmaPrimita[ id ] = false HaveFatal [ id ] = false; HaveBarlog [ id ] = false; if( is_user_alive( id ) && cs_get_user_team( id ) == CS_TEAM_CT ) { strip_user_weapons( id ) PopUpWeaponsMenu( id ) give_item( id, "weapon_knife" ) give_item( id, "weapon_usp" ) cs_set_user_bpammo( id, CSW_USP, 100 ) } else if( is_user_alive( id ) && cs_get_user_team( id ) == CS_TEAM_T ) { strip_user_weapons( id ) give_item( id, "weapon_knife" ) give_item( id, "weapon_hegrenade" ) give_item( id, "weapon_flashbang" ) give_item( id, "weapon_smokegrenade" ) cs_set_user_bpammo( id, CSW_FLASHBANG, 2 ) } } public PopUpWeaponsMenu( id ) { new FurienWeaponsMenu = menu_create( "\yAnti-Furien\r Weapons", "FurienWeaponsHandler" ) menu_additem( FurienWeaponsMenu, "Arme\y Hunter", "1", 0 ) menu_additem( FurienWeaponsMenu, "Arme\r V.I.P", "2", 0 ) // aici si-a bagat hades ownage nasul menu_additem ( FurienWeaponsMenu, "\wFatala \rFATALA \y[25 CREDITE]", "3", 0 ); menu_additem ( FurienWeaponsMenu, "\wLaser \rGUN \y[30 CREDITE]", "4", 0 ); menu_additem ( FurienWeaponsMenu, "\wWater \rGUN \y[35 CREDITE]", "5", 0 ); menu_additem ( FurienWeaponsMenu, "\wBarlog \rXM1014 \y[45 CREDITE]", "6", 0 ); menu_setprop( FurienWeaponsMenu, MPROP_EXIT, MEXIT_ALL ) menu_display( id, FurienWeaponsMenu, 0 ) } public FurienWeaponsHandler( id, FurienWeaponsMenu, item ) { if ( get_user_team ( id ) != 2 ) return 1; if( item == MENU_EXIT ) { menu_destroy( FurienWeaponsMenu ) return PLUGIN_HANDLED } switch( item ) { case 0 : { ArmeNormale( id ) } case 1 : { if( get_user_flags( id ) & VIP_FLAG ) { ArmeVIP( id ) } else { ColorChat( id, GREEN, "^4[Furien Weapons]^1 Aceste arme sunt rezervate numai pentru^3 V.I.P^1." ) PopUpWeaponsMenu( id ) } } case 2: { new iCredits = get_user_credits(id) - 25; if( iCredits < 0 ) { ColorChat ( id, GREEN, "^4[Furien Weapons]^1 Nu ai destule credite, credite necesare:^3 25^1." ); return 1; } else { set_user_credits ( id, iCredits ); ArmaPrimita[ id ] = true; HaveFatal [ id ] = true; give_item ( id, "weapon_m249" ); cs_set_user_bpammo ( id, CSW_M249, 300 ); CurrWeapon2 ( id ); } return 1; } case 3: { new iCredits = get_user_credits(id) - 30; if( iCredits < 0 ) { ColorChat ( id, GREEN, "^4[Furien Weapons]^1 Nu ai destule credite, credite necesare:^3 30^1." ); return 1; } else { set_user_credits ( id, iCredits ); ArmaPrimita[ id ] = true; give_laser ( id ); } return 1; } case 4: { new iCredits = get_user_credits(id) - 35; if( iCredits < 0 ) { ColorChat ( id, GREEN, "^4[Furien Weapons]^1 Nu ai destule credite, credite necesare:^3 35^1." ); return 1; } else { set_user_credits ( id, iCredits ); ArmaPrimita[ id ] = true; give_watergun ( id ); } return 1; } case 5: { new iCredits = get_user_credits(id) - 45; if( iCredits < 0 ) { ColorChat ( id, GREEN, "^4[Furien Weapons]^1 Nu ai destule credite, credite necesare:^3 45^1." ); return 1; } else { set_user_credits ( id, iCredits ); ArmaPrimita[ id ] = true; HaveBarlog [ id ] = true; give_item ( id, "weapon_xm1014" ); cs_set_user_bpammo ( id, CSW_XM1014, 200 ); CurrWeapon2 ( id ); } return 1; } } return PLUGIN_HANDLED } public ArmeNormale( id ) { new MeniuArmeNormale = menu_create( "\wMeniu are pentru\r Playeri", "ArmeNormaleHandler" ) menu_additem( MeniuArmeNormale, "\r AK47", "1", 0 ) menu_additem( MeniuArmeNormale, "M4A1", "2", 0 ) menu_additem( MeniuArmeNormale, "Mp5 Navy", "3", 0 ) menu_additem( MeniuArmeNormale, "XM1014", "4", 0 ) menu_additem( MeniuArmeNormale, "\r M3", "5", 0 ) menu_additem( MeniuArmeNormale, "\r GALIL", "6", 0 ) menu_additem( MeniuArmeNormale, "\r P\y90", "7", 0 ) menu_setprop( MeniuArmeNormale, MPROP_EXIT, MEXIT_ALL ) menu_display( id, MeniuArmeNormale, 0 ) } public ArmeNormaleHandler( id, MeniuArmeNormale, item ) { if( !is_user_alive( id ) ) { ColorChat( id, GREEN, "^4[Furien Weapons]^1 Nu iti poti alege arma atunci cand esti mort!" ) return PLUGIN_HANDLED } if ( get_user_team ( id ) != 2 ) return 1; if( item == MENU_EXIT ) { menu_destroy( MeniuArmeNormale ) return PLUGIN_HANDLED } switch( item ) { case 0 : { give_item( id, "weapon_ak47" ) give_item( id, "weapon_smokegrenade" ) cs_set_user_bpammo( id, CSW_AK47, 200 ) ArmaPrimita[ id ] = true } case 1 : { give_item( id, "weapon_m4a1" ) give_item( id, "weapon_smokegrenade" ) cs_set_user_bpammo( id, CSW_M4A1, 200 ) ArmaPrimita[ id ] = true } case 2 : { give_item( id, "weapon_mp5navy" ) give_item( id, "weapon_smokegrenade" ) cs_set_user_bpammo( id, CSW_MP5NAVY, 200 ) ArmaPrimita[ id ] = true } case 3 : { give_item( id, "weapon_xm1014" ) give_item( id, "weapon_smokegrenade" ) cs_set_user_bpammo( id, CSW_XM1014, 200 ) ArmaPrimita[ id ] = true } case 4 : { give_item( id, "weapon_m3" ) give_item( id, "weapon_smokegrenade" ) cs_set_user_bpammo( id, CSW_M3, 30 ) ArmaPrimita[ id ] = true } case 5 : { give_item( id, "weapon_galil" ) give_item( id, "weapon_smokegrenade" ) cs_set_user_bpammo( id, CSW_GALIL, 200 ) ArmaPrimita[ id ] = true } case 6 : { give_item( id, "weapon_p90" ) give_item( id, "weapon_smokegrenade" ) cs_set_user_bpammo( id, CSW_P90, 200 ) ArmaPrimita[ id ] = true } } menu_destroy( MeniuArmeNormale ) return PLUGIN_HANDLED } public ArmeVIP( id ) { new MeniuArmeVIP = menu_create( "\yArme \r*\w V\r.\wI\r.\wP\r *", "ArmeVIPHandler" ) menu_additem( MeniuArmeVIP, "Golden AK47\r (\y2x DMG\r)", "1", 0 ) menu_additem( MeniuArmeVIP, "Golden M4A1\r (\y2x DMG\r)", "2", 0 ) menu_additem( MeniuArmeVIP, "Golden DEAGLE\r (\y2x DMG\r)", "3", 0 ) menu_additem( MeniuArmeVIP, "Ciuruitoarea\r (\y100 GL\r)", "4", 0 ) menu_setprop( MeniuArmeVIP, MPROP_EXIT, MEXIT_ALL ) menu_display( id, MeniuArmeVIP, 0 ) } public ArmeVIPHandler( id, MeniuArmeVIP, item ) { if( !is_user_alive( id ) ) { ColorChat( id, GREEN, "^4[Furien Weapons]^1 Nu iti poti alege arma atunci cand esti mort!" ) return PLUGIN_HANDLED } if ( get_user_team ( id ) != 2 ) return 1; if( item == MENU_EXIT ) { menu_destroy( MeniuArmeVIP ) return PLUGIN_HANDLED } switch( item ) { case 0 : { give_item( id, "weapon_ak47" ) give_item( id, "weapon_smokegrenade" ) cs_set_user_bpammo( id, CSW_AK47, 250 ) set_pev( id, pev_viewmodel2, vGoldenAk ) set_pev( id, pev_weaponmodel2, pGoldenAk ) ArmaPrimita[ id ] = true AreGoldenAK[ id ] = true } case 1 : { give_item( id, "weapon_m4a1" ) give_item( id, "weapon_smokegrenade" ) cs_set_user_bpammo( id, CSW_M4A1, 250 ) set_pev( id, pev_viewmodel2, vGoldenM4 ) set_pev( id, pev_weaponmodel2, pGoldenM4 ) ArmaPrimita[ id ] = true AreGoldenM4[ id ] = true } case 2 : { give_item( id, "weapon_deagle" ) give_item( id, "weapon_smokegrenade" ) cs_set_user_bpammo( id, CSW_DEAGLE, 250 ) set_pev( id, pev_viewmodel2, vGDeagle ) set_pev( id, pev_weaponmodel2, pGDeagle ) ArmaPrimita[ id ] = true AreGDeagle[ id ] = true } case 3 : { give_item( id, "weapon_m249" ) give_item( id, "weapon_smokegrenade" ) cs_set_user_bpammo( id, CSW_M249, 200 ) ArmaPrimita[ id ] = true } } menu_destroy( MeniuArmeVIP ) return PLUGIN_HANDLED } public ClcmdWeaponsMenus( id ) { if( !is_user_alive( id ) ) { ColorChat( id,GREEN, "^4[Furien Weapons]^1 Nu poti sa-ti alegeti arma atunci cand esti mort!" ) return } if( ArmaPrimita[ id ] ) { ColorChat( id, GREEN,"^4[Furien Weapons]^1 Ti-ai ales deja arma in aceasta runda!" ) return } if( cs_get_user_team( id ) == CS_TEAM_CT ) { PopUpWeaponsMenu( id ) } } public Event_CurWeapon( id ) { new Arma = read_data( 2 ) if( Arma == CSW_AK47 && AreGoldenAK[ id ] ) { set_pev( id, pev_viewmodel2, vGoldenAk ) set_pev( id, pev_weaponmodel2, pGoldenAk ) } if( Arma == CSW_M4A1 && AreGoldenM4[ id ] ) { set_pev( id, pev_viewmodel2, vGoldenM4 ) set_pev( id, pev_weaponmodel2, pGoldenM4 ) } if( Arma == CSW_DEAGLE && AreGDeagle[ id ] ) { set_pev( id, pev_viewmodel2, vGDeagle ) set_pev( id, pev_weaponmodel2, pGDeagle ) } } public CurrWeapon2 ( id ) { if ( get_user_weapon ( id ) == CSW_M249 && HaveFatal [ id ] ) { set_pev ( id, pev_viewmodel2, vFatal ); set_pev ( id, pev_weaponmodel2, pFatal ); } if ( get_user_weapon ( id ) == CSW_XM1014 && HaveBarlog [ id ] ) { set_pev ( id, pev_viewmodel2, vBarlog ); set_pev ( id, pev_weaponmodel2, pBarlog ); } } public fwTakeDamage( Victim, Inflictor, Attacker, Float:Damage ) { if( is_valid_player( Attacker ) && get_user_weapon( Attacker ) == CSW_AK47 && AreGoldenAK[ Attacker ] ) { SetHamParamFloat( 4, Damage * 2 ) } if( is_valid_player( Attacker) && get_user_weapon( Attacker ) == CSW_M4A1 && AreGoldenM4[ Attacker ] ) { SetHamParamFloat( 4, Damage * 2 ) } if( is_valid_player( Attacker ) && get_user_weapon( Attacker ) == CSW_DEAGLE && AreGDeagle[ Attacker ] ) { SetHamParamFloat( 4, Damage * 2 ) } } //public GoldenEffect( id ) { // new clip,ammo // new Arma = get_user_weapon(id,clip,ammo) // if (Arma == CSW_AK47 && AreGoldenAK[ id ] || Arma == CSW_M4A1 && AreGoldenM4[ id ] || Arma == CSW_MP5NAVY && AreGoldenMP5[ id ] ) { // new vec1[ 3 ], vec2[ 3 ] // get_user_origin( id, vec1, 1 ) // get_user_origin( id, vec2, 4 ) // // message_begin( MSG_BROADCAST,SVC_TEMPENTITY ) // write_byte ( 0 ) // write_coord( vec1[ 0 ] ) // write_coord( vec1[ 1 ] ) // write_coord( vec1[ 2 ] ) // write_coord( vec2[ 0 ] ) // write_coord( vec2[ 1 ] ) // write_coord( vec2[ 2 ] ) // write_short( m_spriteTexture ) // write_byte( 1 ) // write_byte( 5 ) // write_byte( 2 ) // write_byte( 10 ) // write_byte( 0 ) // write_byte( 255 ) // write_byte( 215 ) // write_byte( 0 ) // write_byte( 200 ) // write_byte( 150 ) // message_end( ) // } //} /* Edit lucylucy */ // reset normal trace id on join or leave public client_connect(id) { normalTrace[id] = 0; g_has_watergun[id] = false g_HasRifle[id] = false } public client_disconnect(id) { normalTrace[id] = 0; g_has_watergun[id] = false g_HasRifle[id] = false remove_task(id + TASK_FBURN ) } // player spawns, and some other such things public event_resethud(id) { lastTrace[id] = 0; } // block forced resethud call public cmd_fullupdate(id) { return PLUGIN_HANDLED; } // traceline hook, meat and bones of the entire plugin public fw_traceline(Float:vecStart[3],Float:vecEnd[3],ignoreM,id,pentru) // pentToSkip == id, for clarity { if(!is_user_connected(id)) return FMRES_IGNORED; // grab normal trace if(!normalTrace[id]) { normalTrace[id] = pentru; return FMRES_IGNORED; } // ignore normal trace else if(pentru == normalTrace[id]) return FMRES_IGNORED; // no functionality if(!get_pcvar_num(cvEnabled)) return FMRES_IGNORED; // not a player entity, or player is dead if(!is_user_alive(id)) return FMRES_IGNORED; // not shooting anything if(!(pev(id,pev_button) & IN_ATTACK)) return FMRES_IGNORED; weapon2 = get_user_weapon(id,dummy,dummy); // using a shotgun, expect multiple tracelines if(weapon2 == CSW_M3 || weapon2 == CSW_XM1014) return FMRES_IGNORED; // this is a second traceline, for shooting through walls if(pentru == lastTrace[id]) { // values sure to throw off any traceline set_tr(TR_vecEndPos,Float:{4096.0,4096.0,4096.0}); set_tr(TR_AllSolid,1); set_tr(TR_pHit,0); set_tr(TR_iHitgroup,0); set_tr(TR_flFraction,1.0); return FMRES_SUPERCEDE; } // remeber traceline index for next time lastTrace[id] = pentru; return FMRES_IGNORED; } // finished client calculations, reset our traceline index public fw_playerpostthink(id) { lastTrace[id] = 0; } public plugin_natives () { register_native("give_weapon_watergun", "native_give_weapon_add", 1) } public native_give_weapon_add(id) { give_watergun(id) } public fwPrecacheEvent_Post(type, const name[]) { if (equal("events/mp5n.sc", name)) { g_orig_event_watergun = get_orig_retval() return FMRES_HANDLED } return FMRES_IGNORED } public fw_SetModel(entity, model[]) { if(!is_valid_ent(entity)) return FMRES_IGNORED static szClassName[33] entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName)) if(!equal(szClassName, "weaponbox")) return FMRES_IGNORED static iOwner iOwner = entity_get_edict(entity, EV_ENT_owner) if(equal(model, "models/w_mp5.mdl")) { static iStoredAugID iStoredAugID = find_ent_by_owner(ENG_NULLENT, "weapon_mp5navy", entity) if(!is_valid_ent(iStoredAugID)) return FMRES_IGNORED if(g_has_watergun[iOwner]) { entity_set_int(iStoredAugID, EV_INT_WEAPONKEY, watergun_WEAPONKEY) g_has_watergun[iOwner] = false entity_set_model(entity, watergun_W_MODEL) return FMRES_SUPERCEDE } } return FMRES_IGNORED } public EV_DeathMsg( ) { static pevVictim; pevVictim = read_data( 2 ) if( !is_user_connected( pevVictim ) ) return remove_task( pevVictim + TASK_FBURN ) } public PlayerSpawn_Post( Player ) { if( !is_user_alive( Player ) ) return; g_burning_duration[ Player ] = 0 } public give_watergun(id) { drop_weapons(id, 1) new iWep2 = give_item(id,"weapon_mp5navy") if( iWep2 > 0 ) { cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_watergun)) cs_set_user_bpammo (id, CSW_MP5NAVY, get_pcvar_num(cvar_watergun_ammo)) UTIL_PlayWeaponAnimation(id, watergun_DRAW) set_pdata_float(id, m_flNextAttack, 1.0, PLAYER_LINUX_XTRA_OFF) } g_has_watergun[id] = true } public fw_watergun_AddToPlayer(watergun, id) { if(!is_valid_ent(watergun) || !is_user_connected(id)) return HAM_IGNORED if(entity_get_int(watergun, EV_INT_WEAPONKEY) == watergun_WEAPONKEY) { g_has_watergun[id] = true entity_set_int(watergun, EV_INT_WEAPONKEY, 0) return HAM_HANDLED } return HAM_IGNORED } public fw_UseStationary_Post(entity, caller, activator, use_type) { if (use_type == USE_STOPPED && is_user_connected(caller)) replace_weapon_models(caller, get_user_weapon(caller)) } public fw_Item_Deploy_Post(weapon_ent) { static owner owner = fm_cs_get_weapon_ent_owner(weapon_ent) static weaponid weaponid = cs_get_weapon_id(weapon_ent) replace_weapon_models(owner, weaponid) } public CurrentWeapon(id) { replace_weapon_models(id, read_data(2)) if(read_data(2) != CSW_MP5NAVY || !g_has_watergun[id]) return static Float:iSpeed if(g_has_watergun[id]) iSpeed = get_pcvar_float(cvar_spd_watergun) static weapon[32],Ent get_weaponname(read_data(2),weapon,31) Ent = find_ent_by_owner(-1,weapon,id) if(Ent) { static Float:Delay Delay = get_pdata_float( Ent, 46, 4) * iSpeed if (Delay > 0.0) { set_pdata_float(Ent, 46, Delay, 4) } } } replace_weapon_models(id, weaponid) { switch (weaponid) { case CSW_MP5NAVY: { if(g_has_watergun[id]) { set_pev(id, pev_viewmodel2, watergun_V_MODEL) set_pev(id, pev_weaponmodel2, watergun_P_MODEL) if(oldweap[id] != CSW_MP5NAVY) { UTIL_PlayWeaponAnimation(id, watergun_DRAW) set_pdata_float(id, m_flNextAttack, 1.0, PLAYER_LINUX_XTRA_OFF) } } } } oldweap[id] = weaponid } public fw_UpdateClientData_Post_fw(Player, SendWeapons, CD_Handle) { if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_MP5NAVY || !g_has_watergun[Player])) return FMRES_IGNORED set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001) return FMRES_HANDLED } public fw_watergun_PrimaryAttack(Weapon) { new Player = get_pdata_cbase(Weapon, 41, 4) if (!g_has_watergun[Player]) return g_IsInPrimaryAttack = 1 pev(Player,pev_punchangle,cl_pushangle[Player]) g_clip_ammo[Player] = cs_get_weapon_ammo(Weapon) } public fwPlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2) { if ((eventid != g_orig_event_watergun) || !g_IsInPrimaryAttack) return FMRES_IGNORED if (!(1 <= invoker <= g_MaxPlayers)) return FMRES_IGNORED playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2) return FMRES_SUPERCEDE } public fw_watergun_PrimaryAttack_Post(Weapon) { g_IsInPrimaryAttack = 0 new Player = get_pdata_cbase(Weapon, 41, 4) new szClip, szAmmo get_user_weapon(Player, szClip, szAmmo) if(!is_user_alive(Player)) return if(g_has_watergun[Player]) { if (!g_clip_ammo[Player]) return new Float:push[3] pev(Player,pev_punchangle,push) xs_vec_sub(push,cl_pushangle[Player],push) xs_vec_mul_scalar(push,get_pcvar_float(cvar_recoil_watergun),push) xs_vec_add(push,cl_pushangle[Player],push) set_pev(Player,pev_punchangle,push) emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM) UTIL_PlayWeaponAnimation(Player, random_num(watergun_SHOOT1, watergun_SHOOT2)) static Float:plrViewAngles[3], Float:VecEnd[3], Float:VecDir[3], Float:PlrOrigin[3] pev(Player, pev_v_angle, plrViewAngles) static Float:VecSrc[3], Float:VecDst[3] //VecSrc = pev->origin + pev->view_ofs pev(Player, pev_origin, PlrOrigin) pev(Player, pev_view_ofs, VecSrc) xs_vec_add(VecSrc, PlrOrigin, VecSrc) //VecDst = VecDir * 8192.0 angle_vector(plrViewAngles, ANGLEVECTOR_FORWARD, VecDir); xs_vec_mul_scalar(VecDir, 8192.0, VecDst); xs_vec_add(VecDst, VecSrc, VecDst); new hTrace = create_tr2() engfunc(EngFunc_TraceLine, VecSrc, VecDst, 0, Player, hTrace) get_tr2(hTrace, TR_vecEndPos, VecEnd); create_tracer_water(Player, VecSrc, VecEnd) } } public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if(!is_user_alive(attacker)) return; if (victim != attacker && is_user_connected(attacker)) { if(get_user_weapon(attacker) == CSW_MP5NAVY) { if(g_has_watergun[attacker]) { SetHamParamFloat(4, damage * get_pcvar_float(cvar_dmg_watergun)) if( !task_exists( victim + TASK_FBURN ) ) { g_burning_duration[ victim ] += FIRE_DURATION * 5 set_task( 0.2, "CTask__BurningFlame", victim + TASK_FBURN, _, _, "b" ) } } } } } public message_DeathMsg(msg_id, msg_dest, id) { static szTruncatedWeapon[33], iAttacker, iVictim get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon)) iAttacker = get_msg_arg_int(1) iVictim = get_msg_arg_int(2) if(!is_user_connected(iAttacker) || iAttacker == iVictim) return PLUGIN_CONTINUE if(equal(szTruncatedWeapon, "mp5navy") && get_user_weapon(iAttacker) == CSW_MP5NAVY) { if(g_has_watergun[iAttacker]) set_msg_arg_string(4, "mp5navy") } return PLUGIN_CONTINUE } stock fm_cs_get_current_weapon_ent(id) { return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX) } stock fm_cs_get_weapon_ent_owner(ent) { return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS) } stock UTIL_PlayWeaponAnimation(const Player, const Sequence) { set_pev(Player, pev_weaponanim, Sequence) message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player) write_byte(Sequence) write_byte(pev(Player, pev_body)) message_end() } public watergun_ItemPostFrame(weapon_entity) { new id = pev(weapon_entity, pev_owner) if (!is_user_connected(id)) return HAM_IGNORED if (!g_has_watergun[id]) return HAM_IGNORED static iClipExtra iClipExtra = get_pcvar_num(cvar_clip_watergun) new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF) new iBpAmmo = cs_get_user_bpammo(id, CSW_MP5NAVY); new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF) new fInReload = get_pdata_int(weapon_entity, m_fInReload, WEAP_LINUX_XTRA_OFF) if( fInReload && flNextAttack <= 0.0 ) { new j = min(iClipExtra - iClip, iBpAmmo) set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF) cs_set_user_bpammo(id, CSW_MP5NAVY, iBpAmmo-j) set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF) fInReload = 0 } return HAM_IGNORED } public watergun_Reload(weapon_entity) { new id = pev(weapon_entity, pev_owner) if (!is_user_connected(id)) return HAM_IGNORED if (!g_has_watergun[id]) return HAM_IGNORED static iClipExtra if(g_has_watergun[id]) iClipExtra = get_pcvar_num(cvar_clip_watergun) g_watergun_TmpClip[id] = -1 new iBpAmmo = cs_get_user_bpammo(id, CSW_MP5NAVY) new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF) if (iBpAmmo <= 0) return HAM_SUPERCEDE if (iClip >= iClipExtra) return HAM_SUPERCEDE g_watergun_TmpClip[id] = iClip return HAM_IGNORED } public watergun_Reload_Post(weapon_entity) { new id = pev(weapon_entity, pev_owner) if (!is_user_connected(id)) return HAM_IGNORED if (!g_has_watergun[id]) return HAM_IGNORED if (g_watergun_TmpClip[id] == -1) return HAM_IGNORED set_pdata_int(weapon_entity, m_iClip, g_watergun_TmpClip[id], WEAP_LINUX_XTRA_OFF) set_pdata_float(weapon_entity, m_flTimeWeaponIdle, watergun_RELOAD_TIME, WEAP_LINUX_XTRA_OFF) set_pdata_float(id, m_flNextAttack, watergun_RELOAD_TIME, PLAYER_LINUX_XTRA_OFF) set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF) UTIL_PlayWeaponAnimation(id, watergun_RELOAD) return HAM_IGNORED } stock create_tracer_water(id, Float:fVec1[3], Float:fVec2[3]) { static iVec1[3] FVecIVec(fVec1, iVec1) static Float:origin[3], Float:vSrc[3], Float:angles[3], Float:v_forward[3], Float:v_right[3], Float:v_up[3], Float:gun_position[3], Float:player_origin[3], Float:player_view_offset[3] pev(id, pev_v_angle, angles) engfunc(EngFunc_MakeVectors, angles) global_get(glb_v_forward, v_forward) global_get(glb_v_right, v_right) global_get(glb_v_up, v_up) //m_pPlayer->GetGunPosition( ) = pev->origin + pev->view_ofs pev(id, pev_origin, player_origin) pev(id, pev_view_ofs, player_view_offset) xs_vec_add(player_origin, player_view_offset, gun_position) xs_vec_mul_scalar(v_forward, 24.0, v_forward) xs_vec_mul_scalar(v_right, 3.0, v_right) if ((pev(id, pev_flags) & FL_DUCKING) == FL_DUCKING) xs_vec_mul_scalar(v_up, 6.0, v_up) else xs_vec_mul_scalar(v_up, -2.0, v_up) xs_vec_add(gun_position, v_forward, origin) xs_vec_add(origin, v_right, origin) xs_vec_add(origin, v_up, origin) vSrc[0] = origin[0] vSrc[1] = origin[1] vSrc[2] = origin[2] new Float:dist = get_distance_f(vSrc, fVec2) new CountDrops = floatround(dist / 50.0) if (CountDrops > 20) CountDrops = 20 if (CountDrops < 2) CountDrops = 2 message_begin(MSG_PAS, SVC_TEMPENTITY, iVec1) write_byte(TE_SPRITETRAIL) engfunc(EngFunc_WriteCoord, vSrc[0]) engfunc(EngFunc_WriteCoord, vSrc[1]) engfunc(EngFunc_WriteCoord, vSrc[2]) engfunc(EngFunc_WriteCoord, fVec2[0]) engfunc(EngFunc_WriteCoord, fVec2[1]) engfunc(EngFunc_WriteCoord, fVec2[2]) write_short(watergun_sprite) write_byte(CountDrops) write_byte(0) write_byte(1) write_byte(60) write_byte(10) message_end() message_begin(MSG_PAS, SVC_TEMPENTITY, iVec1) write_byte(TE_BEAMPOINTS) engfunc(EngFunc_WriteCoord, fVec2[0]) engfunc(EngFunc_WriteCoord, fVec2[1]) engfunc(EngFunc_WriteCoord, fVec2[2]) engfunc(EngFunc_WriteCoord, vSrc[0]) engfunc(EngFunc_WriteCoord, vSrc[1]) engfunc(EngFunc_WriteCoord, vSrc[2]) write_short(watergun_sprite) write_byte(6) write_byte(200) write_byte(1) write_byte(100) write_byte(0) write_byte(64); write_byte(64); write_byte(192); write_byte(192) write_byte(250) message_end() } stock drop_weapons(id, dropwhat) { static weapons[32], num, i, weaponid num = 0 get_user_weapons(id, weapons, num) for (i = 0; i < num; i++) { weaponid = weapons if (dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)) { static wname[32] get_weaponname(weaponid, wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } } } public CTask__BurningFlame( taskid ) { // Get player origin and flags static origin[3], flags get_user_origin(ID_FBURN, origin) flags = pev(ID_FBURN, pev_flags) // Madness mode - in water - burning stopped if ((flags & FL_INWATER) || g_burning_duration[ID_FBURN] < 1 || g_fRoundEnd || !is_user_alive(ID_FBURN)) { // Smoke sprite message_begin(MSG_PVS, SVC_TEMPENTITY, origin) write_byte(TE_SMOKE) // TE id write_coord(origin[0]) // x write_coord(origin[1]) // y write_coord(origin[2]-50) // z write_short(g_smokeSpr) // sprite write_byte(random_num(15, 20)) // scale write_byte(random_num(10, 20)) // framerate message_end() // Task not needed anymore remove_task(taskid) return } // Get player's health static health health = pev(ID_FBURN, pev_health) // Take damage from the fire if (health - FIRE_DAMAGE > 0) fm_set_user_health(ID_FBURN, health - FIRE_DAMAGE) // Flame sprite message_begin(MSG_PVS, SVC_TEMPENTITY, origin) write_byte(TE_SPRITE) // TE id write_coord(origin[0]+random_num(-5, 5)) // x write_coord(origin[1]+random_num(-5, 5)) // y write_coord(origin[2]+random_num(-10, 10)) // z write_short(g_flameSpr) // sprite write_byte(random_num(5, 10)) // scale write_byte(200) // brightness message_end() g_burning_duration[ID_FBURN]-- } stock fm_set_user_health( index, health ) health > 0 ? set_pev(index, pev_health, float(health)) : dllfunc(DLLFunc_ClientKill, index); public event_CurWeapon(id) { if(!is_user_alive(id)) return PLUGIN_CONTINUE g_iCurWpn[id] = read_data(2) if(!g_HasRifle[id] || g_iCurWpn[id] != CSW_WPN) return PLUGIN_CONTINUE entity_set_string(id, EV_SZ_viewmodel, "models/fw/plasma/v_plasma.mdl") entity_set_string(id, EV_SZ_weaponmodel, "models/fw/plasma/p_plasma.mdl") return PLUGIN_CONTINUE } public fw_PlayerKilled(victim, attacker, shouldgib) { if(is_user_alive(victim)) { g_HasRifle[victim] = false return HAM_HANDLED } return HAM_IGNORED } public Event_NewRound() { for (new i = 1; i <= get_maxplayers(); i++) { g_HasRifle = false } } public give_laser(id) { new bool:HasWpn = bool:user_has_weapon(id, CSW_WPN) if(!g_HasRifle[id] && !HasWpn) { g_HasRifle[id] = true fm_give_item(id, weapon) cs_set_user_bpammo(id, CSW_WPN, 100) engclient_cmd(id, weapon) } return PLUGIN_CONTINUE } public fw_CmdStart(id, handle, seed) { if(!is_user_alive(id)) return FMRES_IGNORED if(!g_HasRifle[id]) return FMRES_IGNORED if(g_iCurWpn[id] != CSW_WPN) return FMRES_IGNORED static iButton iButton = get_uc(handle, UC_Buttons) if(iButton & IN_ATTACK) { set_uc(handle, UC_Buttons, iButton & ~IN_ATTACK) static Float:flCurTime flCurTime = halflife_time() if(flCurTime - g_flLastFireTime[id] < FIRERATE) return FMRES_IGNORED static iWpnID, iClip iWpnID = get_pdata_cbase(id, m_pActiveItem, 5) iClip = cs_get_weapon_ammo(iWpnID) if(get_pdata_int(iWpnID, m_fInReload, 4)) return FMRES_IGNORED set_pdata_float(iWpnID, m_flNextPrimaryAttack, FIRERATE, 4) set_pdata_float(iWpnID, m_flNextSecondaryAttack, FIRERATE, 4) set_pdata_float(iWpnID, m_flTimeWeaponIdle, FIRERATE, 4) g_flLastFireTime[id] = flCurTime if(iClip <= 0) { ExecuteHamB(Ham_Weapon_PlayEmptySound, iWpnID) return FMRES_IGNORED } primary_attack(id) make_punch(id, 50) cs_set_weapon_ammo(iWpnID, --iClip) return FMRES_IGNORED } return FMRES_IGNORED } public fw_UpdateClientData_Post(id, sendweapons, handle) { if(!is_user_alive(id)) return FMRES_IGNORED if(!g_HasRifle[id]) return FMRES_IGNORED if(g_iCurWpn[id] != CSW_WPN) return FMRES_IGNORED set_cd(handle, CD_flNextAttack, halflife_time() + 0.001) return FMRES_HANDLED } public fw_Deploy_Post(wpn) { static id id = get_pdata_cbase(wpn, m_pPlayer, 4) if(is_user_connected(id) && g_HasRifle[id]) { set_wpnanim(id, ANIM_DRAW) } return HAM_IGNORED } public fw_AddToPlayer(wpn, id) { if(is_valid_ent(wpn) && is_user_connected(id) && entity_get_int(wpn, EV_INT_WEAPONKEY) == WPNKEY) { g_HasRifle[id] = true entity_set_int(wpn, EV_INT_WEAPONKEY, 0) return HAM_HANDLED } return HAM_IGNORED } public fw_PostFrame(wpn) { static id id = get_pdata_cbase(wpn, m_pPlayer, 4) if(is_user_alive(id) && g_HasRifle[id]) { static Float:flNextAttack, iBpAmmo, iClip, iInReload iInReload = get_pdata_int(wpn, m_fInReload, 4) flNextAttack = get_pdata_float(id, m_flNextAttack, 5) iBpAmmo = cs_get_user_bpammo(id, CSW_WPN) iClip = cs_get_weapon_ammo(wpn) if(iInReload && flNextAttack <= 0.0) { new iRemClip = min(WPN_MAXCLIP - iClip, iBpAmmo) cs_set_weapon_ammo(wpn, iClip + iRemClip) cs_set_user_bpammo(id, CSW_WPN, iBpAmmo-iRemClip) iInReload = 0 set_pdata_int(wpn, m_fInReload, 0, 4) } static iButton iButton = get_user_button(id) if((iButton & IN_ATTACK2 && get_pdata_float(wpn, m_flNextSecondaryAttack, 4) <= 0.0) || (iButton & IN_ATTACK && get_pdata_float(wpn, m_flNextPrimaryAttack, 4) <= 0.0)) return if(iButton & IN_RELOAD && !iInReload) { if(iClip >= WPN_MAXCLIP) { entity_set_int(id, EV_INT_button, iButton & ~IN_RELOAD) set_wpnanim(id, 0) } else if(iClip == WPN_MAXCLIP) { if(iBpAmmo) { reload(id, wpn, 1) } } } } } public fw_Reload_Post(wpn) { static id id = get_pdata_cbase(wpn, m_pPlayer, 4) if(is_user_alive(id) && g_HasRifle[id] && get_pdata_int(wpn, m_fInReload, 4)) { reload(id, wpn) } } public primary_attack(id) { set_wpnanim(id, ANIM_FIRE) entity_set_vector(id, EV_VEC_punchangle, Float:{ -1.5, 0.0, 0.0 }) emit_sound(id, CHAN_WEAPON, snd_fire[random_num(0, sizeof snd_fire - 1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM) static iTarget, iBody, iEndOrigin[3], iStartOrigin[3] get_user_origin(id, iStartOrigin, 1) get_user_origin(id, iEndOrigin, 3) fire_effects(iStartOrigin, iEndOrigin) get_user_aiming(id, iTarget, iBody) new iEnt = create_entity("info_target") static Float:flOrigin[3] IVecFVec(iEndOrigin, flOrigin) entity_set_origin(iEnt, flOrigin) remove_entity(iEnt) if(is_user_alive(iTarget)) { if(HITSD > 0.0) { static Float:flVelocity[3] get_user_velocity(iTarget, flVelocity) xs_vec_mul_scalar(flVelocity, HITSD, flVelocity) set_user_velocity(iTarget, flVelocity) } if(get_user_team ( id ) != get_user_team ( iTarget )) { new iHp = pev(iTarget, pev_health) new Float:iDamage, iBloodScale if(iBody == HIT_HEAD) { iDamage = DAMAGE iBloodScale = 10 } else { iDamage = DAMAGE*DAMAGE_MULTI iBloodScale = 25 } if(iHp > iDamage) { make_blood(iTarget, iBloodScale) set_pev(iTarget, pev_health, iHp-iDamage) damage_effects(iTarget) } else if(iHp <= iDamage) { ExecuteHamB(Ham_Killed, iTarget, id, 2) } } } else { emit_sound(id, CHAN_WEAPON, snd_hit[random_num(0, sizeof snd_hit - 1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM) } } stock fire_effects(iStartOrigin[3], iEndOrigin[3]) { message_begin(MSG_BROADCAST,SVC_TEMPENTITY) write_byte(0) write_coord(iStartOrigin[0]) write_coord(iStartOrigin[1]) write_coord(iStartOrigin[2]) write_coord(iEndOrigin[0]) write_coord(iEndOrigin[1]) write_coord(iEndOrigin[2]) write_short(g_sprBeam) write_byte(1) write_byte(5) write_byte(10) write_byte(25) write_byte(0) write_byte(0) write_byte(255) write_byte(0) write_byte(100) write_byte(0) message_end() message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(3) write_coord(iEndOrigin[0]) write_coord(iEndOrigin[1]) write_coord(iEndOrigin[2]) write_short(g_sprExp) write_byte(10) write_byte(15) write_byte(4) message_end() } stock reload(id, wpn, force_reload = 0) { set_pdata_float(id, m_flNextAttack, RELOADSPEED, 5) set_wpnanim(id, ANIM_RELOAD) emit_sound(id, CHAN_WEAPON, snd_reload[random_num(0, sizeof snd_reload - 1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM) if(force_reload) set_pdata_int(wpn, m_fInReload, 1, 4) } stock damage_effects(id) { message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, id) write_byte(0) write_byte(0) write_long(DMG_NERVEGAS) write_coord(0) write_coord(0) write_coord(0) message_end() message_begin(MSG_ONE_UNRELIABLE, g_msgScreenFade, {0,0,0}, id) write_short(1<<13) write_short(1<<14) write_short(0x0000) write_byte(0) write_byte(255) write_byte(0) write_byte(100) message_end() message_begin(MSG_ONE, g_msgScreenShake, {0,0,0}, id) write_short(0xFFFF) write_short(1<<13) write_short(0xFFFF) message_end() } stock make_blood(id, scale) { new Float:iVictimOrigin[3] pev(id, pev_origin, iVictimOrigin) message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(115) write_coord(floatround(iVictimOrigin[0]+random_num(-20,20))) write_coord(floatround(iVictimOrigin[1]+random_num(-20,20))) write_coord(floatround(iVictimOrigin[2]+random_num(-20,20))) write_short(g_sprBlood) write_short(g_sprBlood) write_byte(248) write_byte(scale) message_end() } stock set_wpnanim(id, anim) { entity_set_int(id, EV_INT_weaponanim, anim) message_begin(MSG_ONE, SVC_WEAPONANIM, {0, 0, 0}, id) write_byte(anim) write_byte(entity_get_int(id, EV_INT_body)) message_end() } stock make_punch(id, velamount) { static Float:flNewVelocity[3], Float:flCurrentVelocity[3] velocity_by_aim(id, -velamount, flNewVelocity) get_user_velocity(id, flCurrentVelocity) xs_vec_add(flNewVelocity, flCurrentVelocity, flNewVelocity) set_user_velocity(id, flNewVelocity) } stock fm_give_item(index, const item[]) { if (!equal(item, "weapon_", 7) && !equal(item, "ammo_", 5) && !equal(item, "item_", 5) && !equal(item, "tf_weapon_", 10)) return 0; new ent = fm_create_entity(item); if (!pev_valid(ent)) return 0; new Float:origin[3]; pev(index, pev_origin, origin); set_pev(ent, pev_origin, origin); set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN); dllfunc(DLLFunc_Spawn, ent); new save = pev(ent, pev_solid); dllfunc(DLLFunc_Touch, ent, index); if (pev(ent, pev_solid) != save) return ent; engfunc(EngFunc_RemoveEntity, ent); return -1; } public Player_TakeDamage ( iVictim, iInflictor, iAttacker, Float:fDamage, iDamageBits ) { if ( HaveBarlog [ iAttacker ] && get_user_weapon ( iAttacker ) == CSW_XM1014 && is_valid_player( iAttacker) ) { SetHamParamFloat( 4, fDamage * 3.0); return HAM_HANDLED; } if ( HaveFatal [ iAttacker ] && get_user_weapon ( iAttacker ) == CSW_M249 && is_valid_player( iAttacker) ) { SetHamParamFloat( 4, fDamage * 2.4); return HAM_HANDLED; } return HAM_IGNORED; }
Imi puteti face cumva asta ca eu si paru din cap mi l-am tras cat am incercat..
1. Vreau ca arma Plasma Fire si Barlog sa coste 200 credite si sa am HE , FB, SG ( grenada de inghetare ) la inceput de runda
P.S - e meniu doar Anti-Furien !