Help fixing an Gunxp Unlock Model Problem
Posted: 08 Jul 2019, 20:53
by Infamous2017
Hello, i have an problem. I dont get errors but the Modelchaning after Upgrade dont work. Any Idea ?
Inc File for Unlocks:
- | Afiseaza codul
#include <amxmodx> #include <engine> #include <gxm_shop> #include <hamsandwich> #include <fakemeta> #include <cstrike> #define IsPlayer(%1) (1 <= %1 <= g_maxplayers) new ItemIndex new cvar_knock; const m_flNextSecondaryAttack = 47; const m_pPlayer = 41 const m_flPrimaryAttack = 46; static bool:Knife[33] new const KNIFE_MDL[] = "models/gunxp/v_baseball.mdl"; new g_maxplayers, damage_knife, bool:g_KNIFE[33]; public plugin_precache() engfunc(EngFunc_PrecacheModel, KNIFE_MDL); public plugin_init() { register_plugin("TEST KNIFE BASEBAT" , "1.0" , "Invis"); RegisterHam(Ham_TakeDamage, "player", "Ham_Damage"); register_event("CurWeapon", "Event_CurWeaponKNIFE", "be", "1=1") register_event("Damage" , "event_Damage" , "b" , "2>0"); ItemIndex = gxm_register_knife("Base", 1000, 0, 1, 0, "KNIFE") damage_knife = register_cvar("gxm_knife_damage", "2.0"); cvar_knock = register_cvar("gxm_knife_knocks" , "50"); g_maxplayers = get_maxplayers(); } public gxm_knife_selected(id, itemid) { if(ItemIndex == itemid) { Knife[id] = true } } public client_connect(id) g_KNIFE[id] = false; public Event_CurWeaponKNIFE(id) { if (!g_KNIFE[id] || cs_get_user_team(id) == CS_TEAM_T) return PLUGIN_CONTINUE; new Gun = read_data(2); if(Gun == CSW_KNIFE) set_pev(id, pev_viewmodel2, KNIFE_MDL); return PLUGIN_CONTINUE; } public event_Damage(id) { if(!is_user_alive(id)) return PLUGIN_CONTINUE; new weapon, attacker = get_user_attacker(id, weapon); if(!is_user_alive(attacker)) return PLUGIN_CONTINUE; if (!g_KNIFE[attacker]) return PLUGIN_CONTINUE; if(weapon == CSW_KNIFE && cs_get_user_team(attacker) == CS_TEAM_CT) { new Float:vec[3]; new Float:oldvelo[3]; get_user_velocity(id, oldvelo); create_velocity_vector(id , attacker , vec); vec[0] += oldvelo[0]; vec[1] += oldvelo[1]; set_user_velocity(id , vec); } return PLUGIN_CONTINUE; } public Ham_Damage(id, inflictor, attacker, Float:damage, damagebits) { if ( !(1 <= attacker <= g_maxplayers) || !g_KNIFE[attacker] || cs_get_user_team(attacker) == CS_TEAM_T || damagebits == 16777216) return HAM_IGNORED; new weaponx = get_user_weapon(attacker, _, _); if(weaponx == CSW_KNIFE && damagebits != 16777216) { SetHamParamFloat(4, damage * get_pcvar_float(damage_knife)); return HAM_HANDLED; } return HAM_IGNORED; } // Stock by the one and only, Chronic :P stock create_velocity_vector(victim,attacker,Float:velocity[3]) { if(!is_user_alive(attacker)) return 0; new Float:vicorigin[3]; new Float:attorigin[3]; entity_get_vector(victim , EV_VEC_origin , vicorigin); entity_get_vector(attacker , EV_VEC_origin , attorigin); new Float:origin2[3] origin2[0] = vicorigin[0] - attorigin[0]; origin2[1] = vicorigin[1] - attorigin[1]; new Float:largestnum = 0.0; if(floatabs(origin2[0])>largestnum) largestnum = floatabs(origin2[0]); if(floatabs(origin2[1])>largestnum) largestnum = floatabs(origin2[1]); origin2[0] /= largestnum; origin2[1] /= largestnum; velocity[0] = ( origin2[0] * (get_pcvar_float(cvar_knock) * 3000) ) / get_entity_distance(victim , attacker); velocity[1] = ( origin2[1] * (get_pcvar_float(cvar_knock) * 3000) ) / get_entity_distance(victim , attacker); if(velocity[0] <= 20.0 || velocity[1] <= 20.0) velocity[2] = random_float(200.0 , 275.0); return 1; }
Inc File for Unlocks:
- | Afiseaza codul
#if defined _gxm_shop_included #endinput #endif #define _gxm_shop_included native gxm_register_gun( const Name[ ], const XP, const Level = 0, const VIP = 0, const Round = 0, const Type[ ] = 0); native gxm_register_item( const Name[ ], const XP, const Level = 0, const VIP = 0, const Round = 0, const Type[ ] = 0); native gxm_register_pistol( const Name[ ], const XP, const Level = 0, const VIP = 0, const Round = 0, const Type[ ] = 0); native gxm_register_knife( const Name[ ], const XP, const Level = 0, const VIP = 0, const Round = 0, const Type[ ] = 0); native gxm_register_grenade( const Name[ ], const XP, const Level = 0, const VIP = 0, const Round = 0, const Type[ ] = 0); forward gxm_gun_selected( Player, ItemIndex); forward gxm_item_selected( Player, ItemIndex); forward gxm_pistol_selected( Player, ItemIndex); forward gxm_knife_selected( Player, ItemIndex); forward gxm_grenade_selected( Player, ItemIndex);