A-si dori si eu sa imi modificati acest plugin .
- Zombie Bomb | Afiseaza codul
#include < amxmodx > #include < cstrike > #include < engine > #include < fakemeta > #include < fun > #include < hamsandwich > #include < zombieplague > #define Plugin "[ZP] Extra Item: Jumping Zombie" #define Version "1.0" #define Author "NiHiLaNTh" // === Customization starts below! === new const g_PlayerModel [ ] = "models/p_zombibomb.mdl" new const g_ViewModel [ ] = "models/v_zombibomb_pc_zombi.mdl" new const g_WorldModel [ ] = "models/w_zombibomb.mdl" // You can add more than 1 sound! new const g_SoundGrenadeBuy [ ] [ ] = { "zombie_plague/zombi_bomb_deploy.wav" } new const g_SoundAmmoPurchase [ ] [ ] = { "items/9mmclip1.wav" } new const g_SoundBombExplode [ ] [ ] = { "zombie_plague/zombi_bomb_exp.wav" } new const g_szItemName [ ] = "Zombie Bomb" // Name new const g_iItemPrice = 5 // Price #define MAXCARRY 5 // How many grenades 1 player can hold at the same time #define RADIUS 350.0 // Affect radius // === Customization ends above! === #define MAXPLAYERS 32 #define pev_nade_type pev_flTimeStepSound #define NADE_TYPE_JUMPING 26517 #define AMMOID_SM 13 new g_iExplo new g_iNadeID new g_iJumpingNadeCount [ MAXPLAYERS+1 ] new g_iCurrentWeapon [ MAXPLAYERS+1 ] new cvar_speed new g_MaxPlayers new g_msgAmmoPickup public plugin_precache ( ) { precache_model ( g_PlayerModel ) precache_model ( g_ViewModel ) precache_model ( g_WorldModel ) new i for ( i = 0; i < sizeof g_SoundGrenadeBuy; i++ ) precache_sound ( g_SoundGrenadeBuy [ i ] ) for ( i = 0; i < sizeof g_SoundAmmoPurchase; i++ ) precache_sound ( g_SoundAmmoPurchase [ i ] ) for ( i = 0; i < sizeof g_SoundBombExplode; i++ ) precache_sound ( g_SoundBombExplode [ i ] ) g_iExplo = precache_model ( "sprites/zombiebomb_exp.spr" ) } public plugin_init ( ) { register_plugin ( Plugin, Version, Author ) g_iNadeID = zp_register_extra_item ( g_szItemName, g_iItemPrice, ZP_TEAM_ZOMBIE ) register_event ( "CurWeapon", "EV_CurWeapon", "be", "1=1" ) register_event ( "HLTV", "EV_NewRound", "a", "1=0", "2=0" ) register_event ( "DeathMsg", "EV_DeathMsg", "a" ) register_forward ( FM_SetModel, "fw_SetModel" ) RegisterHam ( Ham_Think, "grenade", "fw_ThinkGrenade" ) cvar_speed = register_cvar ( "zp_zombiebomb_knockback", "10000" ) g_msgAmmoPickup = get_user_msgid ( "AmmoPickup" ) g_MaxPlayers = get_maxplayers ( ) } public client_connect ( Player ) { g_iJumpingNadeCount [ Player ] = 0 } public zp_extra_item_selected ( Player, Item ) { if ( Item == g_iNadeID ) { if ( g_iJumpingNadeCount [ Player ] >= MAXCARRY ) { client_print ( Player, print_chat, "[ZP] Cannot hold mode grenades!" ) return ZP_PLUGIN_HANDLED } new iBpAmmo = cs_get_user_bpammo ( Player, CSW_SMOKEGRENADE ) if ( g_iJumpingNadeCount [ Player ] >= 1 ) { cs_set_user_bpammo ( Player, CSW_SMOKEGRENADE, iBpAmmo+1 ) emit_sound ( Player, CHAN_ITEM, g_SoundAmmoPurchase[random_num(0, sizeof g_SoundAmmoPurchase-1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM ) AmmoPickup ( Player, AMMOID_SM, 1 ) g_iJumpingNadeCount [ Player ]++ } else { give_item ( Player, "weapon_smokegrenade" ) emit_sound ( Player, CHAN_ITEM, g_SoundGrenadeBuy[random_num(0, sizeof g_SoundGrenadeBuy-1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM ) AmmoPickup ( Player, AMMOID_SM, 1 ) g_iJumpingNadeCount [ Player ] = 1 } } return PLUGIN_CONTINUE } public zp_user_infected_post ( Player, Infector, Nemesis ) { g_iJumpingNadeCount [ Player ] = 0 } public zp_user_humanized_post ( Player, Survivor ) { if ( Survivor ) { g_iJumpingNadeCount [ Survivor ] = 0 } } public EV_CurWeapon ( Player ) { if ( !is_user_alive ( Player ) || !zp_get_user_zombie ( Player ) ) return PLUGIN_CONTINUE g_iCurrentWeapon [ Player ] = read_data ( 2 ) if ( g_iJumpingNadeCount [ Player ] > 0 && g_iCurrentWeapon [ Player ] == CSW_SMOKEGRENADE ) { set_pev ( Player, pev_viewmodel2, g_ViewModel ) set_pev ( Player, pev_weaponmodel2, g_WorldModel ) } return PLUGIN_CONTINUE } public EV_NewRound ( ) { arrayset ( g_iJumpingNadeCount, 0, 33 ) } public EV_DeathMsg ( ) { new iVictim = read_data ( 2 ) if ( !is_user_connected ( iVictim ) ) return g_iJumpingNadeCount [ iVictim ] = 0 } public fw_SetModel ( Entity, const Model [ ] ) { if ( Entity < 0 ) return FMRES_IGNORED if ( pev ( Entity, pev_dmgtime ) == 0.0 ) return FMRES_IGNORED new iOwner = entity_get_edict ( Entity, EV_ENT_owner ) if ( g_iJumpingNadeCount [ iOwner ] >= 1 && equal ( Model [ 7 ], "w_sm", 4 ) ) { // Reset any other nade set_pev ( Entity, pev_nade_type, 0 ) set_pev ( Entity, pev_nade_type, NADE_TYPE_JUMPING ) g_iJumpingNadeCount [ iOwner ]-- entity_set_model ( Entity, g_WorldModel ) return FMRES_SUPERCEDE } return FMRES_IGNORED } public fw_ThinkGrenade ( Entity ) { if ( !pev_valid ( Entity ) ) return HAM_IGNORED static Float:dmg_time pev ( Entity, pev_dmgtime, dmg_time ) if ( dmg_time > get_gametime ( ) ) return HAM_IGNORED if ( pev ( Entity, pev_nade_type ) == NADE_TYPE_JUMPING ) { jumping_explode ( Entity ) return HAM_SUPERCEDE } return HAM_IGNORED } public jumping_explode ( Entity ) { if ( Entity < 0 ) return static Float:flOrigin [ 3 ] pev ( Entity, pev_origin, flOrigin ) engfunc ( EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, flOrigin, 0 ) write_byte ( TE_SPRITE ) engfunc ( EngFunc_WriteCoord, flOrigin [ 0 ] ) engfunc ( EngFunc_WriteCoord, flOrigin [ 1 ] ) engfunc ( EngFunc_WriteCoord, flOrigin [ 2 ] + 45.0 ) write_short ( g_iExplo ) write_byte ( 35 ) write_byte ( 186 ) message_end ( ) new iOwner = entity_get_edict ( Entity, EV_ENT_owner ) emit_sound ( Entity, CHAN_WEAPON, g_SoundBombExplode[random_num(0, sizeof g_SoundBombExplode-1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM ) for ( new i = 1; i < g_MaxPlayers; i++ ) { if ( !is_user_alive ( i ) ) continue // bugfix!!!! if ( zp_get_user_zombie ( i ) ) continue if ( iOwner != i ) continue // Debug! //client_print ( iOwner, print_chat, "Owner of Smoke Grenade!" ) new Float:flVictimOrigin [ 3 ] pev ( i, pev_origin, flVictimOrigin ) new Float:flDistance = get_distance_f ( flOrigin, flVictimOrigin ) if ( flDistance <= RADIUS ) { static Float:flSpeed flSpeed = get_pcvar_float ( cvar_speed ) static Float:flNewSpeed flNewSpeed = flSpeed * ( 1.0 - ( flDistance / RADIUS ) ) static Float:flVelocity [ 3 ] get_speed_vector ( flOrigin, flVictimOrigin, flNewSpeed, flVelocity ) set_pev ( i, pev_velocity,flVelocity ) } } engfunc ( EngFunc_RemoveEntity, Entity ) } public AmmoPickup ( Player, AmmoID, AmmoAmount ) { message_begin ( MSG_ONE, g_msgAmmoPickup, _, Player ) write_byte ( AmmoID ) write_byte ( AmmoAmount ) message_end ( ) } 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] new Float: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; }
Multumesc