#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, "\wCiuruitoare \r[Special] \y[25 CREDITE]", "3", 0 );
menu_additem ( FurienWeaponsMenu, "\wArma Fatala \r[Special] \y[80 CREDITE]", "4", 0 );
menu_additem ( FurienWeaponsMenu, "\wDragon \r[Special] \y[45 CREDITE]", "5", 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) - 80;
if( iCredits < 0 )
{
ColorChat ( id, GREEN, "^4[Furien Weapons]^1 Nu ai destule credite, credite necesare:^3 80^1." );
return 1;
}
else
{
set_user_credits ( id, iCredits );
ArmaPrimita[ id ] = true;
give_laser ( id );
}
return 1;
}
case 4:
{
new iCredits = get_user_credits(id) - 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;
}