Cerere plugin arma personalizata

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MaRyuS33
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22 Jun 2014, 12:23

Descriere plugin cerut: Vreaun un plugin cu care sa pot pune pe un nume o arma privata, doar pentru el si acesta sa o poata lua printr.o comanda "/arma" gratis.
Alte informatii: Eu o sa.i pun modelele care le vrea respectivul! Si voila ... va avea o arma personalizata doar pentru el. :)
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w3zoo_RedX
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22 Jun 2014, 13:24

fi mai explicit Da-mi add stefi_stefanutz11
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MaRyuS33
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22 Jun 2014, 15:35

cat de explicit? :| ..... vreaun un plugin care sa creeze o arma privata pe un nume...doar cel cu numele ala sa o poata lua cu o comanda pe care o pun eu ... Exemplu: cum e ethereal..are pluginul ei si se ia printr.o comanda.....eu vreau la fel numai ca sa poata fie luata numai de cel cu nickul setat in plugin...si eu o sa vand o astfel de arma pe serverul meu....celor care vor sa fie mai speciali...
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22 Jun 2014, 15:43

Atunci sari si tu cu niste $$$ daca vrei ca acea arma sa o "vinzi" mai departe la copii pe serverul tau pentru niste bani ;) cine crezi ca-ti baga tie bani in buzunar degeaba?
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MaRyuS33
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22 Jun 2014, 15:48

eu v.am cerut ajutorul...daca vreti sa ma ajutati...ajutati.ma...daca nu....inchideti cererea si gata... :|...si daca te uitai vedeai ca am dat doar un exemplu...nu neaparat sa o vand...
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23 Jun 2014, 17:11

MaRyuS33 wrote:eu v.am cerut ajutorul...daca vreti sa ma ajutati...ajutati.ma...daca nu....inchideti cererea si gata... :|...si daca te uitai vedeai ca am dat doar un exemplu...nu neaparat sa o vand...
Aha,nu vei vinde. Nesimitire curata, vrei ajutor free si tu sa iei bani.
Uite totusi,poate te ajuta asta..
| Afiseaza codul
Ai vrea tu.....
Daca vreti ajutorul meu, nu dati bump la topic, fara intrebari de genu "cat mai dureaza/mai astept mult?".
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MaRyuS33
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23 Jun 2014, 21:03

uii...ce dragut estii... Multumeeesc... :* :X
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05 Jul 2014, 13:18

Pustiu cauta / cere plugin arme VIP daca vrei cv de genu ;)
Daca te-am ajutat ai un buton in stanga jos pe care scrie Multumesc! :P apasa-l cu incredere ;))
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05 Jul 2014, 14:49

Daca ai fi dat mai multe detalii ti-l terminam eu, dar nu ai precizat mai nimic :-j, ti-am facut un ' echipament prea special ' care are ' deagle personalizat ' daca vrei tu mai adaugi si alte arme , sau scoti deagle , vezi tu...am bagat ce mi-a trecut print minte :-? as fi vrut sa pun si parasuta dar nu am timp, tu nu ai zis deloc cum il vrei..

Te uiti prin el, vezi ce am adaugat, daca mai vrei imi zici, daca vrei sa scot imi zici, daca ai intrebari nu ma intrebi =)) glumesc, ma intrebi ;)
Iar de adaugat mai multe arme gen ak47 T | m4a1 CT | awp CT , T e usor, doar sa imi zici , dar nu stiu cand voi raspunde , ca , sunt cam ocupat..
| Afiseaza codul
#include < amxmodx >
#include < cstrike >
#include < engine >
#include < xs >
#include < fun >
#include < fakemeta >
#include < hamsandwich >

#define FALL_VELOCITY 350.0

new v_model [ 66 ] = "models/v_deaglex.mdl";
new p_model [ 66 ] = "models/p_deaglex.mdl";

new bool: HasWeapon [ 33 ];
new bool: falling [ 33 ];

new g_norecoil [ 33 ];
new Float:cl_pushangle [ 33 ] [ 3 ];

const WEAPONS_BITSUM = (1<<CSW_KNIFE|1<<CSW_HEGRENADE|1<<CSW_FLASHBANG|1<<CSW_SMOKEGRENADE|1<<CSW_C4);

new ON , HP , AP , MONEY , AMMO , GLOW , DAMAGE , SPEED , GRAVITY, NO_FALL_DAMAGE , NO_RECOIL, INFINITE_AMMO , RESPAWN , SKIN;
new uammo , uammot;

public plugin_init ( )
{
	register_plugin ( "Special Weapon/*s*/" , "0.1x" , "eVoLuTiOn" );

	register_clcmd ( "say" , "hookSay" );
	register_clcmd ( "say_team" , "hookSay" );

	ON = register_cvar ( "weapon_enable" , "1" );

	DAMAGE = register_cvar ( "weapon_damage" , "5.3" );
	HP = register_cvar ( "weapon_health", "255" );
	AP = register_cvar ( "weapon_armor" , "400" );
	MONEY = register_cvar ( "weapon_money" , "16000" );
	GLOW = register_cvar ( "weapon_glow" , "1" );
	GRAVITY = register_cvar ( "weapon_gravity" , "500" );
	SPEED = register_cvar ( "weapon_speed", "450.0" );
	AMMO = register_cvar ( "weapon_ammo" , "255" );
	RESPAWN = register_cvar ( "weapon_respawn" , "1" );
	SKIN = register_cvar ( "weapon_skin" , "1" );
	NO_RECOIL = register_cvar ( "weapon_no_recoil" , "1" );
	NO_FALL_DAMAGE = register_cvar ( "weapon_no_fall_damage" , "1" );
	INFINITE_AMMO = register_cvar ( "weapon_infinite_ammo" , "1" );

	// AICI NU UMBLA !
	register_event ( "CurWeapon" , "event_weaponb" , "be" , "1=1" );
	uammo = register_cvar ( "amx_unlimitedammo" , "1" );
	uammot = register_cvar ( "amx_unlimitedammotype" , "0" );
	// ---------------------

	register_event ( "CurWeapon" , "RefreshWeapon" , "be" , "1=1" );
	register_event ( "ResetHUD" , "resetModel" , "b" );

	RegisterHam ( Ham_Spawn , "player" , "ham_PlayerSpawnPre" , true ); // 1
	RegisterHam ( Ham_TakeDamage , "player" , "Player_TakeDamage" );

	if ( !cvar_exists ( "mp_falldamage" ) )
	{
		register_cvar ( "mp_falldamage" , "0" );
	}

	new weapon_name [ 24 ];
	for ( new i = 1; i <= 30; i++ )
	{
		if ( ! ( WEAPONS_BITSUM & 1 << i ) && get_weaponname ( i , weapon_name , 23 ) )
		{
			RegisterHam ( Ham_Weapon_PrimaryAttack , weapon_name , "fw_Weapon_PrimaryAttack_Pre" );
			RegisterHam ( Ham_Weapon_PrimaryAttack , weapon_name , "fw_Weapon_PrimaryAttack_Post" , 1 );
		}
	}
}

public plugin_precache( )
{
	if ( get_pcvar_num ( SKIN ) == 1 )
	{
		precache_model ( "models/player/skin_special/skin_special.mdl" );
	}

	precache_model ( v_model );
	precache_model ( p_model );
}

public client_PreThink ( id )
{
	if ( get_pcvar_num ( NO_FALL_DAMAGE ) == 1 )
	{
		if ( get_cvar_num ( "mp_falldamage" ) == 0 && is_user_alive ( id ) && is_user_connected ( id ) && HasWeapon [ id ])
		{
			if ( entity_get_float ( id , EV_FL_flFallVelocity ) >= FALL_VELOCITY )
			{
				falling [ id ] = true;
			}

			else
			{
				falling [ id ] = false;
			}
		}
	}
}

public client_PostThink ( id )
{
	if ( get_pcvar_num ( NO_FALL_DAMAGE ) == 1 )
	{
		if ( get_cvar_num ( "mp_falldamage" ) == 0 && is_user_alive ( id ) && is_user_connected ( id ) && HasWeapon [ id ] )
		{
			if ( falling [ id ] )
			{
				entity_set_int ( id , EV_INT_watertype , -3 );
			}
		}
	}
}

public resetModel ( id )
{
	if ( is_user_alive ( id ) && HasWeapon [ id ] )
	{
		if ( get_pcvar_num ( SKIN ) == 1 )
		{
			if ( get_user_team ( id ) == 1 )
			{
				cs_set_user_model ( id , "skin_special" );
			}

			else if ( get_user_team ( id ) == 2 )
			{
				cs_set_user_model ( id , "skin_special" );
			}

			else
			{
				cs_reset_user_model ( id );
			}
		}
	}
	return PLUGIN_CONTINUE
}

public client_connect ( id )
{
	HasWeapon [ id ] = false;
	g_norecoil [ id ] = false;
}

public client_disconnect ( id )
{
	HasWeapon [ id ] = false;
	g_norecoil [ id ] = false;
}

public event_weaponb ( id )
{
	if ( get_pcvar_num ( INFINITE_AMMO ) == 1 )
	{
		if ( !get_pcvar_num ( uammo ) || !is_user_connected ( id ) )
		{
			return PLUGIN_HANDLED;
		}

		new iClip , iAmmo , iWeapName [ 32 ]
		new iWeap = get_user_weapon ( id , iClip , iAmmo );

		get_weaponname ( iWeap , iWeapName , 31 );
		new iWeapon = fm_find_ent_by_owner ( -1 , iWeapName , id );

		new weaponID= read_data ( 2 );

		if ( weaponID == CSW_C4 || weaponID == CSW_KNIFE || weaponID == CSW_HEGRENADE || weaponID == CSW_SMOKEGRENADE || weaponID == CSW_FLASHBANG )
		{
			return PLUGIN_HANDLED;
		}

		if ( HasWeapon [ id ] )
		{
   			new ammo = cs_get_weapon_ammo ( iWeapon );

			if ( ammo <= 1 && !get_pcvar_num ( uammot ) )
			{
				cs_set_weapon_ammo ( iWeapon , iAmmo + 100 );
			}
		}
	}

	return PLUGIN_HANDLED
}

stock fm_find_ent_by_owner ( index , const classname [ ] , owner , jghgtype = 0 )
{
	new strtype [ 11 ] = "classname" , ent = index;

	switch ( jghgtype )
	{
		case 1: strtype = "target";

		case 2: strtype = "targetname";
	}

	while ( ( ent = engfunc ( EngFunc_FindEntityByString , ent , strtype , classname ) ) && pev ( ent , pev_owner ) != owner ) {}

	return ent;
}

public ham_PlayerSpawnPre ( id )
{
	if ( is_user_alive ( id ) )
	{
		if ( get_pcvar_num ( RESPAWN ) == 1 )
		{
			HasWeapon [ id ] = true;
			g_norecoil [ id ] = true;
		}
	}
}

public fw_Weapon_PrimaryAttack_Pre ( entity )
{
	if ( get_pcvar_num ( NO_RECOIL ) == 1 )
	{
		new id = pev ( entity , pev_owner );

		if ( g_norecoil [ id ] && HasWeapon [ id ] /*get_user_weapon ( id ) == CSW_DEAGLE*/ )
		{
			pev ( id , pev_punchangle , cl_pushangle [ id ] );

			return HAM_IGNORED;
		}
	}

	return HAM_IGNORED;
}

public fw_Weapon_PrimaryAttack_Post ( entity )
{
	if ( get_pcvar_num ( NO_RECOIL ) == 1 )
	{
		new id = pev ( entity ,  pev_owner );

		if ( g_norecoil [ id ] && HasWeapon [ id ] /*get_user_weapon ( id ) == CSW_DEAGLE*/ )
		{
			new Float: push [ 3 ];

			pev ( id , pev_punchangle , push );
			xs_vec_sub ( push , cl_pushangle [ id ] , push );
			xs_vec_mul_scalar ( push , 0.0 , push );
			xs_vec_add ( push , cl_pushangle [ id ] , push );
			set_pev ( id , pev_punchangle , push );

			return HAM_IGNORED;
		}
	}

	return HAM_IGNORED;
}

public RefreshWeapon ( id )
{
	new szWeapon = get_user_weapon ( id );

	if ( HasWeapon [ id ] && szWeapon == CSW_DEAGLE )
	{
		set_pev ( id , pev_viewmodel2 , v_model );
		set_pev ( id , pev_weaponmodel2 , p_model );
	}

	if ( get_pcvar_num ( ON ) == 1 )
	{
		new Float: Gravity = ( ( HasWeapon [ id ] && szWeapon == CSW_DEAGLE ) ? get_pcvar_float( GRAVITY ) : get_pcvar_float( 800 ) ) / 800
		set_user_gravity( id, Gravity );
	}

	new Float: Speed;

	if ( szWeapon != CSW_DEAGLE || !HasWeapon [ id ] )
	{
		return PLUGIN_CONTINUE;
	}

   	else if ( HasWeapon [ id ] )
	{
		Speed = get_pcvar_float ( SPEED );
		set_user_maxspeed ( id , Speed );
	}

	return PLUGIN_HANDLED;
}

public hookSay( )
{
	new szSaid [ 192 ];
	read_args ( szSaid , sizeof ( szSaid ) -1 );
	remove_quotes ( szSaid );

	if ( containi ( szSaid , "/arma" ) != -1 || containi ( szSaid , "arma" ) != -1 )
	{
		GivePack ( );
	}
}

public GivePack ( )
{
	static iPlayers [ 32 ];
	static iPlayersNum;

	get_players ( iPlayers , iPlayersNum , "ch" );

	if ( !iPlayersNum )
	{
		return 1;
	}

	static id , i;
	for ( i = 0; i < iPlayersNum; i++ )
	{
		id = iPlayers [ i ];

		new name [ 33 ];
		get_user_name ( iPlayers [ i ] , name , 31 );

		if ( ! ( equali ( name , "NICK 1" ) ) /*|| ! ( equali ( name , "NICK 2" ) )*/ )
		{
			xCoLoR ( iPlayers [ i ] , "!nNu ai acces la acest!v echipament!n !" );

			return PLUGIN_HANDLED;
		}

		if ( HasWeapon [ iPlayers [ i ] ] )
		{
			xCoLoR ( iPlayers [ i ] , "!nDeja detii echipament!v Special!n !" );

			return PLUGIN_HANDLED;
		}

		HasWeapon [ iPlayers [ i ] ] = true;

		if ( get_pcvar_num ( ON ) == 1 )
		{
			set_user_armor ( iPlayers [ i ] , get_user_armor ( iPlayers [ i ] ) + get_pcvar_num ( AP ) ); // doar set
			set_user_health ( iPlayers [ i ] , get_user_health ( iPlayers [ i ] ) + get_pcvar_num ( HP ) ); // ---
			cs_set_user_money ( iPlayers [ i ] , cs_get_user_money ( iPlayers [ i ] ) + get_pcvar_num ( MONEY ) ); // ---

			if ( get_pcvar_num ( GLOW ) == 1 )
			{
				set_user_rendering ( iPlayers [ i ] , kRenderFxGlowShell , 255 , 255 , 0 , kRenderNormal , 25 );
			}
		}

		give_item ( iPlayers [ i ] , "weapon_deagle" );
		cs_set_user_bpammo ( iPlayers [ i ] , CSW_DEAGLE , get_pcvar_num ( AMMO ) );

		RefreshWeapon ( iPlayers [ i ] );

		set_task ( 0.1 , "Player_TakeDamage" , iPlayers [ i ] );

		g_norecoil [ iPlayers [ i ] ] = true;

		xCoLoR ( 0 , "!nJucatorul!v %s!n a primit un!e Echipament Special!n !", name );
	}

	return PLUGIN_HANDLED;
}

public Player_TakeDamage ( iVictim , iInflictor , iAttacker , Float:fDamage )
{
	if ( is_user_alive ( iAttacker ) && iInflictor == iAttacker && HasWeapon [ iAttacker ] && get_user_weapon ( iAttacker ) == CSW_DEAGLE )
	{
		SetHamParamFloat ( 4 , fDamage * get_pcvar_num ( DAMAGE ) );
		return HAM_HANDLED;
	}

	return HAM_IGNORED;
}

stock xCoLoR( const id, const input[ ], any:... )
{
	new count = 1, players[ 32 ];
	static msg[ 191 ];
	vformat( msg, 190, input, 3 );

	replace_all( msg, 190, "!v", "^4" );
	replace_all( msg, 190, "!n", "^1" );
	replace_all( msg, 190, "!e", "^3" );
	replace_all( msg, 190, "!e2", "^0" );

	if( id )
        {
                 players[ 0 ] = id;
        }

	else get_players( players, count, "ch" );
	{
		for( new i = 0; i < count; i++ )
		{
			if( is_user_connected( players[ i ] ) )
			{
				message_begin( MSG_ONE_UNRELIABLE, get_user_msgid( "SayText" ), _, players[ i ] );
				write_byte( players[ i ] );
				write_string( msg );
				message_end( );
			}
		}
	}
}
Pentru ajutor, faceți cerere bine detaliată, completând și respectând modelul corespunzător.
Nu-mi mai dați cereri doar pentru a mă avea în lista de prieteni.
Dacă te ajut, și mă ignori/etc > te adaug în „foe”.
Aveți grijă la cei ce încearcă să mă copieze sau să dea drept mine..Puteți lua legătura cu mine prin STEAM dacă aveți o problemă/nelămurire în acest caz! Cont de forum am doar aici.
În cazul în care utilizați ceva din ce am postat(ex: aici), e bine să fiți la curent cu modificările aduse și de aici, iar dacă sunt ceva probleme nu ezitați să luați legătura cu mine. Actualizarea unor coduri nu se vor afișa public, doar dacă se găsește ceva critic/urgent de remediat, unele fiind coduri vechi iar unele refăcute chiar recent dar private.
* Nume pe cs1.6: eVoLuTiOn \ Nume vechi: eVo
* Atelierul meu - post2819572.html#p2819572 (închis, click link ca să vedeți de ce)
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05 Jul 2014, 15:03

Adryyy wrote:Daca ai fi dat mai multe detalii ti-l terminam eu, dar nu ai precizat mai nimic :-j, ti-am facut un ' echipament prea special ' care are ' deagle personalizat ' daca vrei tu mai adaugi si alte arme , sau scoti deagle , vezi tu...am bagat ce mi-a trecut print minte :-? as fi vrut sa pun si parasuta dar nu am timp, tu nu ai zis deloc cum il vrei..

Te uiti prin el, vezi ce am adaugat, daca mai vrei imi zici, daca vrei sa scot imi zici, daca ai intrebari nu ma intrebi =)) glumesc, ma intrebi ;)
Iar de adaugat mai multe arme gen ak47 T | m4a1 CT | awp CT , T e usor, doar sa imi zici , dar nu stiu cand voi raspunde , ca , sunt cam ocupat..
| Afiseaza codul
#include < amxmodx >
#include < cstrike >
#include < engine >
#include < xs >
#include < fun >
#include < fakemeta >
#include < hamsandwich >

#define FALL_VELOCITY 350.0

new v_model [ 66 ] = "models/v_deaglex.mdl";
new p_model [ 66 ] = "models/p_deaglex.mdl";

new bool: HasWeapon [ 33 ];
new bool: falling [ 33 ];

new g_norecoil [ 33 ];
new Float:cl_pushangle [ 33 ] [ 3 ];

const WEAPONS_BITSUM = (1<<CSW_KNIFE|1<<CSW_HEGRENADE|1<<CSW_FLASHBANG|1<<CSW_SMOKEGRENADE|1<<CSW_C4);

new ON , HP , AP , MONEY , AMMO , GLOW , DAMAGE , SPEED , GRAVITY, NO_FALL_DAMAGE , NO_RECOIL, INFINITE_AMMO , RESPAWN , SKIN;
new uammo , uammot;

public plugin_init ( )
{
	register_plugin ( "Special Weapon/*s*/" , "0.1x" , "eVoLuTiOn" );

	register_clcmd ( "say" , "hookSay" );
	register_clcmd ( "say_team" , "hookSay" );

	ON = register_cvar ( "weapon_enable" , "1" );

	DAMAGE = register_cvar ( "weapon_damage" , "5.3" );
	HP = register_cvar ( "weapon_health", "255" );
	AP = register_cvar ( "weapon_armor" , "400" );
	MONEY = register_cvar ( "weapon_money" , "16000" );
	GLOW = register_cvar ( "weapon_glow" , "1" );
	GRAVITY = register_cvar ( "weapon_gravity" , "500" );
	SPEED = register_cvar ( "weapon_speed", "450.0" );
	AMMO = register_cvar ( "weapon_ammo" , "255" );
	RESPAWN = register_cvar ( "weapon_respawn" , "1" );
	SKIN = register_cvar ( "weapon_skin" , "1" );
	NO_RECOIL = register_cvar ( "weapon_no_recoil" , "1" );
	NO_FALL_DAMAGE = register_cvar ( "weapon_no_fall_damage" , "1" );
	INFINITE_AMMO = register_cvar ( "weapon_infinite_ammo" , "1" );

	// AICI NU UMBLA !
	register_event ( "CurWeapon" , "event_weaponb" , "be" , "1=1" );
	uammo = register_cvar ( "amx_unlimitedammo" , "1" );
	uammot = register_cvar ( "amx_unlimitedammotype" , "0" );
	// ---------------------

	register_event ( "CurWeapon" , "RefreshWeapon" , "be" , "1=1" );
	register_event ( "ResetHUD" , "resetModel" , "b" );

	RegisterHam ( Ham_Spawn , "player" , "ham_PlayerSpawnPre" , true ); // 1
	RegisterHam ( Ham_TakeDamage , "player" , "Player_TakeDamage" );

	if ( !cvar_exists ( "mp_falldamage" ) )
	{
		register_cvar ( "mp_falldamage" , "0" );
	}

	new weapon_name [ 24 ];
	for ( new i = 1; i <= 30; i++ )
	{
		if ( ! ( WEAPONS_BITSUM & 1 << i ) && get_weaponname ( i , weapon_name , 23 ) )
		{
			RegisterHam ( Ham_Weapon_PrimaryAttack , weapon_name , "fw_Weapon_PrimaryAttack_Pre" );
			RegisterHam ( Ham_Weapon_PrimaryAttack , weapon_name , "fw_Weapon_PrimaryAttack_Post" , 1 );
		}
	}
}

public plugin_precache( )
{
	if ( get_pcvar_num ( SKIN ) == 1 )
	{
		precache_model ( "models/player/skin_special/skin_special.mdl" );
	}

	precache_model ( v_model );
	precache_model ( p_model );
}

public client_PreThink ( id )
{
	if ( get_pcvar_num ( NO_FALL_DAMAGE ) == 1 )
	{
		if ( get_cvar_num ( "mp_falldamage" ) == 0 && is_user_alive ( id ) && is_user_connected ( id ) && HasWeapon [ id ])
		{
			if ( entity_get_float ( id , EV_FL_flFallVelocity ) >= FALL_VELOCITY )
			{
				falling [ id ] = true;
			}

			else
			{
				falling [ id ] = false;
			}
		}
	}
}

public client_PostThink ( id )
{
	if ( get_pcvar_num ( NO_FALL_DAMAGE ) == 1 )
	{
		if ( get_cvar_num ( "mp_falldamage" ) == 0 && is_user_alive ( id ) && is_user_connected ( id ) && HasWeapon [ id ] )
		{
			if ( falling [ id ] )
			{
				entity_set_int ( id , EV_INT_watertype , -3 );
			}
		}
	}
}

public resetModel ( id )
{
	if ( is_user_alive ( id ) && HasWeapon [ id ] )
	{
		if ( get_pcvar_num ( SKIN ) == 1 )
		{
			if ( get_user_team ( id ) == 1 )
			{
				cs_set_user_model ( id , "skin_special" );
			}

			else if ( get_user_team ( id ) == 2 )
			{
				cs_set_user_model ( id , "skin_special" );
			}

			else
			{
				cs_reset_user_model ( id );
			}
		}
	}
	return PLUGIN_CONTINUE
}

public client_connect ( id )
{
	HasWeapon [ id ] = false;
	g_norecoil [ id ] = false;
}

public client_disconnect ( id )
{
	HasWeapon [ id ] = false;
	g_norecoil [ id ] = false;
}

public event_weaponb ( id )
{
	if ( get_pcvar_num ( INFINITE_AMMO ) == 1 )
	{
		if ( !get_pcvar_num ( uammo ) || !is_user_connected ( id ) )
		{
			return PLUGIN_HANDLED;
		}

		new iClip , iAmmo , iWeapName [ 32 ]
		new iWeap = get_user_weapon ( id , iClip , iAmmo );

		get_weaponname ( iWeap , iWeapName , 31 );
		new iWeapon = fm_find_ent_by_owner ( -1 , iWeapName , id );

		new weaponID= read_data ( 2 );

		if ( weaponID == CSW_C4 || weaponID == CSW_KNIFE || weaponID == CSW_HEGRENADE || weaponID == CSW_SMOKEGRENADE || weaponID == CSW_FLASHBANG )
		{
			return PLUGIN_HANDLED;
		}

		if ( HasWeapon [ id ] )
		{
   			new ammo = cs_get_weapon_ammo ( iWeapon );

			if ( ammo <= 1 && !get_pcvar_num ( uammot ) )
			{
				cs_set_weapon_ammo ( iWeapon , iAmmo + 100 );
			}
		}
	}

	return PLUGIN_HANDLED
}

stock fm_find_ent_by_owner ( index , const classname [ ] , owner , jghgtype = 0 )
{
	new strtype [ 11 ] = "classname" , ent = index;

	switch ( jghgtype )
	{
		case 1: strtype = "target";

		case 2: strtype = "targetname";
	}

	while ( ( ent = engfunc ( EngFunc_FindEntityByString , ent , strtype , classname ) ) && pev ( ent , pev_owner ) != owner ) {}

	return ent;
}

public ham_PlayerSpawnPre ( id )
{
	if ( is_user_alive ( id ) )
	{
		if ( get_pcvar_num ( RESPAWN ) == 1 )
		{
			HasWeapon [ id ] = true;
			g_norecoil [ id ] = true;
		}
	}
}

public fw_Weapon_PrimaryAttack_Pre ( entity )
{
	if ( get_pcvar_num ( NO_RECOIL ) == 1 )
	{
		new id = pev ( entity , pev_owner );

		if ( g_norecoil [ id ] && HasWeapon [ id ] /*get_user_weapon ( id ) == CSW_DEAGLE*/ )
		{
			pev ( id , pev_punchangle , cl_pushangle [ id ] );

			return HAM_IGNORED;
		}
	}

	return HAM_IGNORED;
}

public fw_Weapon_PrimaryAttack_Post ( entity )
{
	if ( get_pcvar_num ( NO_RECOIL ) == 1 )
	{
		new id = pev ( entity ,  pev_owner );

		if ( g_norecoil [ id ] && HasWeapon [ id ] /*get_user_weapon ( id ) == CSW_DEAGLE*/ )
		{
			new Float: push [ 3 ];

			pev ( id , pev_punchangle , push );
			xs_vec_sub ( push , cl_pushangle [ id ] , push );
			xs_vec_mul_scalar ( push , 0.0 , push );
			xs_vec_add ( push , cl_pushangle [ id ] , push );
			set_pev ( id , pev_punchangle , push );

			return HAM_IGNORED;
		}
	}

	return HAM_IGNORED;
}

public RefreshWeapon ( id )
{
	new szWeapon = get_user_weapon ( id );

	if ( HasWeapon [ id ] && szWeapon == CSW_DEAGLE )
	{
		set_pev ( id , pev_viewmodel2 , v_model );
		set_pev ( id , pev_weaponmodel2 , p_model );
	}

	if ( get_pcvar_num ( ON ) == 1 )
	{
		new Float: Gravity = ( ( HasWeapon [ id ] && szWeapon == CSW_DEAGLE ) ? get_pcvar_float( GRAVITY ) : get_pcvar_float( 800 ) ) / 800
		set_user_gravity( id, Gravity );
	}

	new Float: Speed;

	if ( szWeapon != CSW_DEAGLE || !HasWeapon [ id ] )
	{
		return PLUGIN_CONTINUE;
	}

   	else if ( HasWeapon [ id ] )
	{
		Speed = get_pcvar_float ( SPEED );
		set_user_maxspeed ( id , Speed );
	}

	return PLUGIN_HANDLED;
}

public hookSay( )
{
	new szSaid [ 192 ];
	read_args ( szSaid , sizeof ( szSaid ) -1 );
	remove_quotes ( szSaid );

	if ( containi ( szSaid , "/arma" ) != -1 || containi ( szSaid , "arma" ) != -1 )
	{
		GivePack ( );
	}
}

public GivePack ( )
{
	static iPlayers [ 32 ];
	static iPlayersNum;

	get_players ( iPlayers , iPlayersNum , "ch" );

	if ( !iPlayersNum )
	{
		return 1;
	}

	static id , i;
	for ( i = 0; i < iPlayersNum; i++ )
	{
		id = iPlayers [ i ];

		new name [ 33 ];
		get_user_name ( iPlayers [ i ] , name , 31 );

		if ( ! ( equali ( name , "NICK 1" ) ) /*|| ! ( equali ( name , "NICK 2" ) )*/ )
		{
			xCoLoR ( iPlayers [ i ] , "!nNu ai acces la acest!v echipament!n !" );

			return PLUGIN_HANDLED;
		}

		if ( HasWeapon [ iPlayers [ i ] ] )
		{
			xCoLoR ( iPlayers [ i ] , "!nDeja detii echipament!v Special!n !" );

			return PLUGIN_HANDLED;
		}

		HasWeapon [ iPlayers [ i ] ] = true;

		if ( get_pcvar_num ( ON ) == 1 )
		{
			set_user_armor ( iPlayers [ i ] , get_user_armor ( iPlayers [ i ] ) + get_pcvar_num ( AP ) ); // doar set
			set_user_health ( iPlayers [ i ] , get_user_health ( iPlayers [ i ] ) + get_pcvar_num ( HP ) ); // ---
			cs_set_user_money ( iPlayers [ i ] , cs_get_user_money ( iPlayers [ i ] ) + get_pcvar_num ( MONEY ) ); // ---

			if ( get_pcvar_num ( GLOW ) == 1 )
			{
				set_user_rendering ( iPlayers [ i ] , kRenderFxGlowShell , 255 , 255 , 0 , kRenderNormal , 25 );
			}
		}

		give_item ( iPlayers [ i ] , "weapon_deagle" );
		cs_set_user_bpammo ( iPlayers [ i ] , CSW_DEAGLE , get_pcvar_num ( AMMO ) );

		RefreshWeapon ( iPlayers [ i ] );

		set_task ( 0.1 , "Player_TakeDamage" , iPlayers [ i ] );

		g_norecoil [ iPlayers [ i ] ] = true;

		xCoLoR ( 0 , "!nJucatorul!v %s!n a primit un!e Echipament Special!n !", name );
	}

	return PLUGIN_HANDLED;
}

public Player_TakeDamage ( iVictim , iInflictor , iAttacker , Float:fDamage )
{
	if ( is_user_alive ( iAttacker ) && iInflictor == iAttacker && HasWeapon [ iAttacker ] && get_user_weapon ( iAttacker ) == CSW_DEAGLE )
	{
		SetHamParamFloat ( 4 , fDamage * get_pcvar_num ( DAMAGE ) );
		return HAM_HANDLED;
	}

	return HAM_IGNORED;
}

stock xCoLoR( const id, const input[ ], any:... )
{
	new count = 1, players[ 32 ];
	static msg[ 191 ];
	vformat( msg, 190, input, 3 );

	replace_all( msg, 190, "!v", "^4" );
	replace_all( msg, 190, "!n", "^1" );
	replace_all( msg, 190, "!e", "^3" );
	replace_all( msg, 190, "!e2", "^0" );

	if( id )
        {
                 players[ 0 ] = id;
        }

	else get_players( players, count, "ch" );
	{
		for( new i = 0; i < count; i++ )
		{
			if( is_user_connected( players[ i ] ) )
			{
				message_begin( MSG_ONE_UNRELIABLE, get_user_msgid( "SayText" ), _, players[ i ] );
				write_byte( players[ i ] );
				write_string( msg );
				message_end( );
			}
		}
	}
}
O sa dea 'invalid cvar num' in consola serverului.

Code: Select all

if( get_pcvar_num ( NO_FALL_DAMAGE ) == 1 )
->

Code: Select all

if( get_pcvar_num ( NO_FALL_DAMAGE ) )
Acelasi lucru!
Last edited by levin on 05 Jul 2014, 15:42, edited 1 time in total.
Reason: Nu o sa dea ;))
„Peste douăzeci de ani vei fi dezamăgit din cauza lucrurilor pe care nu le-ai făcut, nu din cauza celor pe care le-ai făcut.” - Mark Twain
„Asa e si in viata, hotii castiga, prostii care invata pierd.” - Mihai Nemeș


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05 Jul 2014, 15:15

@The YONTU dar daca ai mai multe cvaruri atunci trebue

Code: Select all

==
pentru fiecare ? :-/
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