GunXP Unlock [CSO Weapons!]

Forumas skirtas spręsti problemas iškilusias su CS 1.6 serveriais.
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DeXTeR
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GunXP Unlock [CSO Weapons!]

Post by DeXTeR »

Hi i have CSO Weapons and i wanna make them unlocks i tired but they wont work :/

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#include <amxmodx>#include <engine>#include <fakemeta>#include <fakemeta_util>#include <hamsandwich>#include <cstrike> #define PLUGIN "[CSO] Weapon: JANUS-I"#define VERSION "1.0"#define AUTHOR "Dias Pendragon" #define DAMAGE_A 150 // Damage in Non-Charged Mode#define DAMAGE_B 300 // Damage in Charged Mode#define CHARGE_TIME 7 // Time Use for Janus Transform System #define CHANGE_TIME 2.0#define LIGHTNING_RANGE 500.0#define LIGHTNING_HEADSHOTABLE 1 // Can deal Headshot #define CSW_Janus1 CSW_DEAGLE#define weapon_Janus1 "weapon_deagle"#define PLAYER_ANIMEXT "onehanded"#define Janus1_OLDMODEL "models/w_deagle.mdl" #define V_MODEL "models/v_janus1.mdl"#define P_MODEL "models/p_janus1.mdl"#define W_MODEL "models/w_janus1.mdl"#define S_MODEL "models/s_oicw.mdl" #define TASK_CHANGE 4263#define TASK_CHANGELIMITTIME 54354#define TASK_USETIME 34547 new const Janus1_Sounds[6][] = {    "weapons/janus1-1.wav",    "weapons/janus1-2.wav",    "weapons/change1_ready.wav",    "weapons/janus1_exp.wav",    "weapons/janus1_change1.wav",    "weapons/janus1_change2.wav"} new const Janus1_Resources[4][] = {    "sprites/weapon_janus1.txt",    "sprites/640hud7_2.spr",    "sprites/640hud12_2.spr",    "sprites/640hud100_2.spr"} enum{    J1_ANIM_IDLE = 0,    J1_ANIM_DRAW,    J1_ANIM_SHOOT1,    J1_ANIM_SHOOT1_2,    J1_ANIM_SHOOT1_ACTIVE,    J1_ANIM_CHANGE_TO_JANUS,    J1_ANIM_IDLE_JANUS,    J1_ANIM_DRAW_JANUS,    J1_ANIM_SHOOT1_JANUS,    J1_ANIM_SHOOT2_JANUS,    J1_ANIM_CHANGE_TO_BACK,    J1_ANIM_IDLE_ACTIVE,    J1_ANIM_DRAW_ACTIVE} enum{    Janus1_NORMAL = 0,    Janus1_ACTIVE,    Janus1_JANUS} // MACROS#define Get_BitVar(%1,%2) (%1 & (1 << (%2 & 31)))#define Set_BitVar(%1,%2) %1 |= (1 << (%2 & 31))#define UnSet_BitVar(%1,%2) %1 &= ~(1 << (%2 & 31)) 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)const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE) new g_Had_Janus1, g_Janus1_Mode[33], g_ChangingMode, g_expspr_id , g_SmokeSprIdnew g_Event_Janus1, g_Msg_WeaponList, g_ham_bot, g_MaxPlayers, spr_trail public plugin_init(){    register_plugin(PLUGIN, VERSION, AUTHOR)        register_event("CurWeapon", "Event_CurWeapon", "be", "1=1", "2=26")    register_touch("grenade2", "*", "fw_GrenadeTouch")        register_forward(FM_UpdateClientData,"fw_UpdateClientData_Post", 1)     register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")      register_forward(FM_SetModel, "fw_SetModel")        register_forward(FM_CmdStart, "fw_CmdStart")        RegisterHam(Ham_Weapon_WeaponIdle, weapon_Janus1, "fw_Weapon_WeaponIdle_Post", 1)    RegisterHam(Ham_Item_Deploy, weapon_Janus1, "fw_Item_Deploy_Post", 1)       RegisterHam(Ham_Item_AddToPlayer, weapon_Janus1, "fw_Item_AddToPlayer_Post", 1)        g_Msg_WeaponList = get_user_msgid("WeaponList")    g_MaxPlayers = get_maxplayers()         register_clcmd("admin_get_janus1", "Get_Janus1")    register_clcmd("weapon_janus1", "Hook_Weapon")} public plugin_precache(){    engfunc(EngFunc_PrecacheModel, V_MODEL)    engfunc(EngFunc_PrecacheModel, P_MODEL)    engfunc(EngFunc_PrecacheModel, W_MODEL)    precache_model(S_MODEL)        new i    for(i = 0; i < sizeof(Janus1_Sounds); i++)        engfunc(EngFunc_PrecacheSound, Janus1_Sounds[i])    for(i = 0; i < sizeof(Janus1_Resources); i++)    {        if(i == 0) engfunc(EngFunc_PrecacheGeneric, Janus1_Resources[i])        else engfunc(EngFunc_PrecacheModel, Janus1_Resources[i])    }        spr_trail = engfunc(EngFunc_PrecacheModel, "sprites/laserbeam.spr")    g_expspr_id = engfunc(EngFunc_PrecacheModel, "sprites/zerogxplode.spr")    g_SmokeSprId = engfunc(EngFunc_PrecacheModel, "sprites/steam1.spr")        register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)} public fw_PrecacheEvent_Post(type, const name[]){    if(equal("events/deagle.sc", name)) g_Event_Janus1 = get_orig_retval()      } public client_putinserver(id){    if(!g_ham_bot && is_user_bot(id))    {        g_ham_bot = 1        set_task(0.1, "Do_Register_HamBot", id)    }} public Do_Register_HamBot(id){    RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack_Player")} public Get_Janus1(id){    if(!is_user_alive(id))        return            drop_weapons(id, 1)            g_Janus1_Mode[id] = Janus1_NORMAL        Set_BitVar(g_Had_Janus1, id)    UnSet_BitVar(g_ChangingMode, id)    fm_give_item(id, weapon_Janus1)        cs_set_user_bpammo(id, CSW_Janus1, 5)        engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, get_user_msgid("CurWeapon"), {0, 0, 0}, id)    write_byte(1)    write_byte(CSW_Janus1)    write_byte(-1)    message_end()} public Remove_Janus1(id){    g_Janus1_Mode[id] = Janus1_NORMAL        UnSet_BitVar(g_Had_Janus1, id)    UnSet_BitVar(g_ChangingMode, id)        remove_task(id+TASK_CHANGE)    remove_task(id+TASK_CHANGELIMITTIME)    remove_task(id+TASK_USETIME)} public Hook_Weapon(id){    engclient_cmd(id, weapon_Janus1)    return PLUGIN_HANDLED} public Event_CurWeapon(id){    if(!is_user_alive(id))        return    if(!Get_BitVar(g_Had_Janus1, id))        return            engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, get_user_msgid("CurWeapon"), {0, 0, 0}, id)    write_byte(1)    write_byte(CSW_Janus1)    write_byte(-1)    message_end()} public fw_UpdateClientData_Post(id, sendweapons, cd_handle){    if(!is_user_alive(id) || !is_user_connected(id))        return FMRES_IGNORED        if(get_user_weapon(id) == CSW_Janus1 && Get_BitVar(g_Had_Janus1, id))        set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)         return FMRES_HANDLED} public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2){    if (!is_user_connected(invoker))        return FMRES_IGNORED        if(get_user_weapon(invoker) != CSW_Janus1 || !Get_BitVar(g_Had_Janus1, invoker))        return FMRES_IGNORED    if(eventid != g_Event_Janus1)        return FMRES_IGNORED        return FMRES_IGNORED} public fw_SetModel(entity, model[]){    if(!pev_valid(entity))        return FMRES_IGNORED        static Classname[32]    pev(entity, pev_classname, Classname, sizeof(Classname))        if(!equal(Classname, "weaponbox"))        return FMRES_IGNORED        static iOwner    iOwner = pev(entity, pev_owner)        if(equal(model, Janus1_OLDMODEL))    {        static weapon; weapon = fm_find_ent_by_owner(-1, weapon_Janus1, entity)                if(!pev_valid(weapon))            return FMRES_IGNORED;                if(Get_BitVar(g_Had_Janus1, iOwner))        {            Remove_Janus1(iOwner)                        set_pev(weapon, pev_impulse, 18012014)            engfunc(EngFunc_SetModel, entity, W_MODEL)                        return FMRES_SUPERCEDE        }    }     return FMRES_IGNORED;} public fw_CmdStart(id, uc_handle, seed){    if(!is_user_alive(id))        return FMRES_IGNORED        if(!Get_BitVar(g_Had_Janus1, id) || get_user_weapon(id) != CSW_Janus1)          return FMRES_IGNORED            static PressButton; PressButton = get_uc(uc_handle, UC_Buttons)        if((PressButton & IN_ATTACK))    {        PressButton &= ~IN_ATTACK        set_uc(uc_handle, UC_Buttons, PressButton)                if(Get_BitVar(g_ChangingMode, id))            return FMRES_IGNORED        if(get_pdata_float(id, 83, 5) > 0.0)            return FMRES_IGNORED                if(g_Janus1_Mode[id] != Janus1_JANUS)        { // Normal            if(cs_get_user_bpammo(id, CSW_Janus1) <= 0)            {                set_pdata_float(id, 83, 0.5, 5)                return FMRES_IGNORED            }                        set_weapon_anim(id, J1_ANIM_SHOOT1)            emit_sound(id, CHAN_WEAPON, Janus1_Sounds[0], 1.0, ATTN_NORM, 0, PITCH_NORM)            Set_Player_NextAttack(id, CSW_Janus1, 2.5)                        cs_set_user_bpammo(id, CSW_Janus1, cs_get_user_bpammo(id, CSW_Janus1) - 1)            Make_ShootEffect(id)            Make_GrenadeAmmo(id)                        if(cs_get_user_bpammo(id, CSW_Janus1) <= 0)            {                g_Janus1_Mode[id] = Janus1_ACTIVE                emit_sound(id, CHAN_WEAPON, Janus1_Sounds[2], 1.0, ATTN_NORM, 0, PITCH_NORM)            }        } else if(g_Janus1_Mode[id] == Janus1_ACTIVE) { // Ready Mode            if(cs_get_user_bpammo(id, CSW_Janus1) <= 0)            {                set_pdata_float(id, 83, 0.5, 5)                return FMRES_IGNORED            }                        set_weapon_anim(id, J1_ANIM_SHOOT1_ACTIVE)            emit_sound(id, CHAN_WEAPON, Janus1_Sounds[0], 1.0, ATTN_NORM, 0, PITCH_NORM)            Set_Player_NextAttack(id, CSW_Janus1, 2.5)                        cs_set_user_bpammo(id, CSW_Janus1, cs_get_user_bpammo(id, CSW_Janus1) - 1)            Make_ShootEffect(id)            Make_GrenadeAmmo(id)        } else { // JTS Mode            set_weapon_anim(id, J1_ANIM_SHOOT1_JANUS)            emit_sound(id, CHAN_WEAPON, Janus1_Sounds[1], 1.0, ATTN_NORM, 0, PITCH_NORM)            Set_Player_NextAttack(id, CSW_Janus1, 0.25)                        Make_ShootEffect(id)            Make_GrenadeAmmo(id)        }                return FMRES_IGNORED    }        if((PressButton & IN_RELOAD))        return FMRES_SUPERCEDE        if((PressButton & IN_ATTACK2))    {        PressButton &= ~IN_ATTACK2        set_uc(uc_handle, UC_Buttons, PressButton)                if((pev(id, pev_oldbuttons) & IN_ATTACK2))            return FMRES_IGNORED        if(g_Janus1_Mode[id] != Janus1_ACTIVE)            return FMRES_IGNORED        if(get_pdata_float(id, 83, 5) > 0.0)            return FMRES_IGNORED                remove_task(id+TASK_CHANGELIMITTIME)                Set_BitVar(g_ChangingMode, id)        Set_Player_NextAttack(id, CSW_Janus1, CHANGE_TIME)                set_weapon_anim(id, J1_ANIM_CHANGE_TO_JANUS)        set_task(CHANGE_TIME, "ChangeTo_JanusTransform", id+TASK_CHANGE)    }        return FMRES_IGNORED} public Make_GrenadeAmmo(id){    Create_Grenade(id)} public Make_ShootEffect(id){    static Float:Angles[3]    pev(id, pev_punchangle, Angles)        Angles[0] += random_float(-1.5, 0.0)    Angles[1] += random_float(-0.75, 0.75)        set_pev(id, pev_punchangle, Angles)} public Create_Grenade(id){    static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))    if(!pev_valid(Ent)) return        static Float:Origin[3], Float:Angles[3]        get_weapon_attachment(id, Origin, 24.0)    pev(id, pev_v_angle, Angles)        set_pev(Ent, pev_movetype, MOVETYPE_PUSHSTEP)    set_pev(Ent, pev_solid, SOLID_BBOX)        set_pev(Ent, pev_classname, "grenade2")    engfunc(EngFunc_SetModel, Ent, S_MODEL)    set_pev(Ent, pev_origin, Origin)    set_pev(Ent, pev_angles, Angles)    set_pev(Ent, pev_owner, id)        // Create Velocity    static Float:Velocity[3], Float:TargetOrigin[3]        fm_get_aim_origin(id, TargetOrigin)    get_speed_vector(Origin, TargetOrigin, 1300.0, Velocity)        set_pev(Ent, pev_velocity, Velocity)        // Make a Beam    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)    write_byte(TE_BEAMFOLLOW)    write_short(Ent) // entity    write_short(spr_trail) // sprite    write_byte(15)  // life    write_byte(2)  // width    write_byte(100) // r    write_byte(100);  // g    write_byte(100);  // b    write_byte(250); // brightness    message_end();}  public fw_GrenadeTouch(Ent, Id){    if(!pev_valid(Ent))        return            Make_Explosion(Ent)    engfunc(EngFunc_RemoveEntity, Ent)} public Make_Explosion(ent){    static Float:Origin[3]    pev(ent, pev_origin, Origin)        message_begin(MSG_BROADCAST ,SVC_TEMPENTITY)    write_byte(TE_EXPLOSION)    engfunc(EngFunc_WriteCoord, Origin[0])    engfunc(EngFunc_WriteCoord, Origin[1])    engfunc(EngFunc_WriteCoord, Origin[2])    write_short(g_expspr_id)    // sprite index    write_byte(30)  // scale in 0.1's    write_byte(20)  // framerate    write_byte(0)   // flags    message_end()        // Put decal on "world" (a wall)    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)    write_byte(TE_WORLDDECAL)    engfunc(EngFunc_WriteCoord, Origin[0])    engfunc(EngFunc_WriteCoord, Origin[1])    engfunc(EngFunc_WriteCoord, Origin[2])    write_byte(random_num(46, 48))    message_end()           message_begin(MSG_BROADCAST ,SVC_TEMPENTITY)    write_byte(TE_SMOKE)    engfunc(EngFunc_WriteCoord, Origin[0])    engfunc(EngFunc_WriteCoord, Origin[1])    engfunc(EngFunc_WriteCoord, Origin[2])    write_short(g_SmokeSprId)   // sprite index     write_byte(40)  // scale in 0.1's     write_byte(10)  // framerate     message_end()        static Float:Origin2[3], id    id = pev(ent, pev_owner)        if(!is_user_alive(id))        return        for(new i = 0; i < g_MaxPlayers; i++)    {        if(!is_user_alive(i))            continue        pev(i, pev_origin, Origin2)        if(get_distance_f(Origin, Origin2) > float(200))            continue        if(cs_get_user_team(id) == cs_get_user_team(i))            continue         static TakeDamage; TakeDamage = LIGHTNING_HEADSHOTABLE        if(!TakeDamage) ExecuteHamB(Ham_TakeDamage, i, 0, id, g_Janus1_Mode[id] == Janus1_JANUS ? float(DAMAGE_B) : float(DAMAGE_A), DMG_BLAST)        else do_attack(id, i, 0, g_Janus1_Mode[id] == Janus1_JANUS ? float(DAMAGE_B) : float(DAMAGE_A))    }} public ChangeTo_JanusTransform(id){    id -= TASK_CHANGE        if(!is_user_alive(id))        return    if(get_user_weapon(id) != CSW_Janus1 || !Get_BitVar(g_Had_Janus1, id))          return    if(!Get_BitVar(g_ChangingMode, id))        return            UnSet_BitVar(g_ChangingMode, id)    g_Janus1_Mode[id] = Janus1_JANUS        set_weapon_anim(id, J1_ANIM_IDLE_JANUS)        remove_task(id+TASK_USETIME)    set_task(float(CHARGE_TIME), "TurnOff_JTS2", id+TASK_USETIME)} public TurnOff_JTS2(id){    id -= TASK_USETIME        if(!is_user_alive(id))        return    g_Janus1_Mode[id] = Janus1_NORMAL    if(get_user_weapon(id) != CSW_Janus1 || !Get_BitVar(g_Had_Janus1, id))          return    if(g_Janus1_Mode[id] != Janus1_JANUS)        return            Set_BitVar(g_ChangingMode, id)    Set_Player_NextAttack(id, CSW_Janus1, CHANGE_TIME - 1.0)            set_weapon_anim(id, J1_ANIM_CHANGE_TO_BACK)    set_task(CHANGE_TIME - 1.0, "ChangeTo_Back", id+TASK_CHANGE)} public ChangeTo_Back(id){    id -= TASK_CHANGE        if(!is_user_alive(id))        return    g_Janus1_Mode[id] = Janus1_NORMAL    if(get_user_weapon(id) != CSW_Janus1 || !Get_BitVar(g_Had_Janus1, id))          return    if(g_Janus1_Mode[id] != Janus1_JANUS)        return            g_Janus1_Mode[id] = Janus1_NORMAL} public fw_Weapon_WeaponIdle_Post(Ent){    if(pev_valid(Ent) != 2)        return HAM_IGNORED      static Id; Id = get_pdata_cbase(Ent, 41, 4)    if(get_pdata_cbase(Id, 373) != Ent)        return HAM_IGNORED      if(!Get_BitVar(g_Had_Janus1, Id))        return HAM_IGNORED              if(get_pdata_float(Ent, 48, 4) <= 0.1)     {        if(g_Janus1_Mode[Id] == Janus1_NORMAL) set_weapon_anim(Id, J1_ANIM_IDLE)        else if(g_Janus1_Mode[Id] == Janus1_ACTIVE) set_weapon_anim(Id, J1_ANIM_IDLE_ACTIVE)        else if(g_Janus1_Mode[Id] == Janus1_JANUS) set_weapon_anim(Id, J1_ANIM_IDLE_JANUS)                set_pdata_float(Ent, 48, 20.0, 4)        set_pdata_string(Id, (492) * 4, PLAYER_ANIMEXT, -1 , 20)    }        return HAM_IGNORED  } public fw_Item_Deploy_Post(Ent){    if(pev_valid(Ent) != 2)        return    static Id; Id = get_pdata_cbase(Ent, 41, 4)    if(get_pdata_cbase(Id, 373) != Ent)        return    if(!Get_BitVar(g_Had_Janus1, Id))        return        set_pev(Id, pev_viewmodel2, V_MODEL)    set_pev(Id, pev_weaponmodel2, P_MODEL)        if(g_Janus1_Mode[Id] == Janus1_NORMAL) set_weapon_anim(Id, J1_ANIM_DRAW)    else if(g_Janus1_Mode[Id] == Janus1_ACTIVE) set_weapon_anim(Id, J1_ANIM_DRAW_ACTIVE)    else if(g_Janus1_Mode[Id] == Janus1_JANUS) set_weapon_anim(Id, J1_ANIM_DRAW_JANUS)} public fw_Item_AddToPlayer_Post(Ent, id){    if(!pev_valid(Ent))        return HAM_IGNORED            if(pev(Ent, pev_impulse) == 18012014)    {        Set_BitVar(g_Had_Janus1, id)        set_pev(Ent, pev_impulse, 0)    }               message_begin(MSG_ONE_UNRELIABLE, g_Msg_WeaponList, .player = id)    write_string(Get_BitVar(g_Had_Janus1, id) ? "weapon_janus1" : "weapon_deagle")    write_byte(8) // PrimaryAmmoID    write_byte(35) // PrimaryAmmoMaxAmount    write_byte(-1) // SecondaryAmmoID    write_byte(-1) // SecondaryAmmoMaxAmount    write_byte(1) // SlotID (0...N)    write_byte(1) // NumberInSlot (1...N)    write_byte(Get_BitVar(g_Had_Janus1, id) ? CSW_Janus1 : CSW_DEAGLE) // WeaponID    write_byte(0) // Flags    message_end()     return HAM_HANDLED  } public TurnOff_JTS(id){    id -= TASK_CHANGELIMITTIME    if(!is_user_alive(id))        return            g_Janus1_Mode[id] = Janus1_NORMAL        set_weapon_anim(id, J1_ANIM_IDLE)} public Give_RealAmmo(id, CSWID){    static Amount, Max    switch(CSWID)    {        case CSW_P228: {Amount = 10; Max = 104;}        case CSW_SCOUT: {Amount = 6; Max = 180;}        case CSW_XM1014: {Amount = 8; Max = 64;}        case CSW_MAC10: {Amount = 16; Max = 200;}        case CSW_AUG: {Amount = 6; Max = 180;}        case CSW_ELITE: {Amount = 16; Max = 200;}        case CSW_FIVESEVEN: {Amount = 4; Max = 200;}        case CSW_UMP45: {Amount = 16; Max = 200;}        case CSW_SG550: {Amount = 6; Max = 180;}        case CSW_GALIL: {Amount = 6; Max = 180;}        case CSW_FAMAS: {Amount = 6; Max = 180;}        case CSW_USP: {Amount = 18; Max = 200;}        case CSW_GLOCK18: {Amount = 16; Max = 200;}        case CSW_AWP: {Amount = 6; Max = 60;}        case CSW_MP5NAVY: {Amount = 16; Max = 200;}        case CSW_M249: {Amount = 4; Max = 200;}        case CSW_M3: {Amount = 8; Max = 64;}        case CSW_M4A1: {Amount = 7; Max = 180;}        case CSW_TMP: {Amount = 7; Max = 200;}        case CSW_G3SG1: {Amount = 7; Max = 180;}        case CSW_DEAGLE: {Amount = 10; Max = 70;}        case CSW_SG552: {Amount = 7; Max = 180;}        case CSW_AK47: {Amount = 7; Max = 180;}        case CSW_P90: {Amount = 4; Max = 200;}        default: {Amount = 3; Max = 200;}    }     for(new i = 0; i < Amount; i++) give_ammo(id, 0, CSWID, Max)} public give_ammo(id, silent, CSWID, Max){    static Amount, Name[32]            switch(CSWID)    {        case CSW_P228: {Amount = 13; formatex(Name, sizeof(Name), "357sig");}        case CSW_SCOUT: {Amount = 30; formatex(Name, sizeof(Name), "762nato");}        case CSW_XM1014: {Amount = 8; formatex(Name, sizeof(Name), "buckshot");}        case CSW_MAC10: {Amount = 12; formatex(Name, sizeof(Name), "45acp");}        case CSW_AUG: {Amount = 30; formatex(Name, sizeof(Name), "556nato");}        case CSW_ELITE: {Amount = 30; formatex(Name, sizeof(Name), "9mm");}        case CSW_FIVESEVEN: {Amount = 50; formatex(Name, sizeof(Name), "57mm");}        case CSW_UMP45: {Amount = 12; formatex(Name, sizeof(Name), "45acp");}        case CSW_SG550: {Amount = 30; formatex(Name, sizeof(Name), "556nato");}        case CSW_GALIL: {Amount = 30; formatex(Name, sizeof(Name), "556nato");}        case CSW_FAMAS: {Amount = 30; formatex(Name, sizeof(Name), "556nato");}        case CSW_USP: {Amount = 12; formatex(Name, sizeof(Name), "45acp");}        case CSW_GLOCK18: {Amount = 30; formatex(Name, sizeof(Name), "9mm");}        case CSW_AWP: {Amount = 10; formatex(Name, sizeof(Name), "338magnum");}        case CSW_MP5NAVY: {Amount = 30; formatex(Name, sizeof(Name), "9mm");}        case CSW_M249: {Amount = 30; formatex(Name, sizeof(Name), "556natobox");}        case CSW_M3: {Amount = 8; formatex(Name, sizeof(Name), "buckshot");}        case CSW_M4A1: {Amount = 30; formatex(Name, sizeof(Name), "556nato");}        case CSW_TMP: {Amount = 30; formatex(Name, sizeof(Name), "9mm");}        case CSW_G3SG1: {Amount = 30; formatex(Name, sizeof(Name), "762nato");}        case CSW_DEAGLE: {Amount = 7; formatex(Name, sizeof(Name), "50ae");}        case CSW_SG552: {Amount = 30; formatex(Name, sizeof(Name), "556nato");}        case CSW_AK47: {Amount = 30; formatex(Name, sizeof(Name), "762nato");}        case CSW_P90: {Amount = 50; formatex(Name, sizeof(Name), "57mm");}    }        if(!silent) emit_sound(id, CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM)    ExecuteHamB(Ham_GiveAmmo, id, Amount, Name, Max)} stock Eject_Shell(id, Shell_ModelIndex, Float:Time) // By Dias{    static Ent; Ent = get_pdata_cbase(id, 373, 5)    if(!pev_valid(Ent))        return         set_pdata_int(Ent, 57, Shell_ModelIndex, 4)        set_pdata_float(id, 111, get_gametime() + Time)} // Drop primary/secondary weaponsstock drop_weapons(id, dropwhat){    // Get user weapons    static weapons[32], num, i, weaponid    num = 0 // reset passed weapons count (bugfix)    get_user_weapons(id, weapons, num)        // Loop through them and drop primaries or secondaries    for (i = 0; i < num; i++)    {        // Prevent re-indexing the array        weaponid = weapons[i]                if ((dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)) || (dropwhat == 2 && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM)))        {            // Get weapon entity            static wname[32]; get_weaponname(weaponid, wname, charsmax(wname))            engclient_cmd(id, "drop", wname)        }    }} stock set_weapon_anim(id, anim){    set_pev(id, pev_weaponanim, anim)        message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)    write_byte(anim)    write_byte(pev(id, pev_body))    message_end()}  stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0){     static Float:vfEnd[3], viEnd[3]     get_user_origin(id, viEnd, 3)      IVecFVec(viEnd, vfEnd)         static Float:fOrigin[3], Float:fAngle[3]        pev(id, pev_origin, fOrigin)     pev(id, pev_view_ofs, fAngle)        xs_vec_add(fOrigin, fAngle, fOrigin)         static Float:fAttack[3]        xs_vec_sub(vfEnd, fOrigin, fAttack)    xs_vec_sub(vfEnd, fOrigin, fAttack)         static Float:fRate        fRate = fDis / vector_length(fAttack)    xs_vec_mul_scalar(fAttack, fRate, fAttack)        xs_vec_add(fOrigin, fAttack, output)} stock Set_Player_NextAttack(id, CSWID, Float:NextTime){    static Ent; Ent = fm_get_user_weapon_entity(id, CSWID)    if(!pev_valid(Ent)) return        set_pdata_float(id, 83, NextTime, 5)        set_pdata_float(Ent, 46 , NextTime, 4)    set_pdata_float(Ent, 47, NextTime, 4)    set_pdata_float(Ent, 48, NextTime, 4)} do_attack(Attacker, Victim, Inflictor, Float:fDamage){    fake_player_trace_attack(Attacker, Victim, fDamage)    fake_take_damage(Attacker, Victim, fDamage, Inflictor)} fake_player_trace_attack(iAttacker, iVictim, &Float:fDamage){    // get fDirection    static Float:fAngles[3], Float:fDirection[3]    pev(iAttacker, pev_angles, fAngles)    angle_vector(fAngles, ANGLEVECTOR_FORWARD, fDirection)        // get fStart    static Float:fStart[3], Float:fViewOfs[3]    pev(iAttacker, pev_origin, fStart)    pev(iAttacker, pev_view_ofs, fViewOfs)    xs_vec_add(fViewOfs, fStart, fStart)        // get aimOrigin    static iAimOrigin[3], Float:fAimOrigin[3]    get_user_origin(iAttacker, iAimOrigin, 3)    IVecFVec(iAimOrigin, fAimOrigin)        // TraceLine from fStart to AimOrigin    static ptr; ptr = create_tr2()     engfunc(EngFunc_TraceLine, fStart, fAimOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr)    static pHit; pHit = get_tr2(ptr, TR_pHit)    static iHitgroup; iHitgroup = get_tr2(ptr, TR_iHitgroup)    static Float:fEndPos[3]    get_tr2(ptr, TR_vecEndPos, fEndPos)     // get target & body at aiming    static iTarget, iBody    get_user_aiming(iAttacker, iTarget, iBody)        // if aiming find target is iVictim then update iHitgroup    if (iTarget == iVictim)    {        iHitgroup = iBody    }        // if ptr find target not is iVictim    else if (pHit != iVictim)    {        // get AimOrigin in iVictim        static Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3]        pev(iVictim, pev_origin, fVicOrigin)        pev(iVictim, pev_view_ofs, fVicViewOfs)         xs_vec_add(fVicViewOfs, fVicOrigin, fAimInVictim)        fAimInVictim[2] = fStart[2]        fAimInVictim[2] += get_distance_f(fStart, fAimInVictim) * floattan( fAngles[0] * 2.0, degrees )                // check aim in size of iVictim        static iAngleToVictim; iAngleToVictim = get_angle_to_target(iAttacker, fVicOrigin)        iAngleToVictim = abs(iAngleToVictim)        static Float:fDis; fDis = 2.0 * get_distance_f(fStart, fAimInVictim) * floatsin( float(iAngleToVictim) * 0.5, degrees )        static Float:fVicSize[3]        pev(iVictim, pev_size , fVicSize)        if ( fDis <= fVicSize[0] * 0.5 )        {            // TraceLine from fStart to aimOrigin in iVictim            static ptr2; ptr2 = create_tr2()             engfunc(EngFunc_TraceLine, fStart, fAimInVictim, DONT_IGNORE_MONSTERS, iAttacker, ptr2)            static pHit2; pHit2 = get_tr2(ptr2, TR_pHit)            static iHitgroup2; iHitgroup2 = get_tr2(ptr2, TR_iHitgroup)                        // if ptr2 find target is iVictim            if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) )            {                pHit = iVictim                iHitgroup = iHitgroup2                get_tr2(ptr2, TR_vecEndPos, fEndPos)            }                        free_tr2(ptr2)        }                // if pHit still not is iVictim then set default HitGroup        if (pHit != iVictim)        {            // set default iHitgroup            iHitgroup = HIT_GENERIC                        static ptr3; ptr3 = create_tr2()             engfunc(EngFunc_TraceLine, fStart, fVicOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr3)            get_tr2(ptr3, TR_vecEndPos, fEndPos)                        // free ptr3            free_tr2(ptr3)        }    }        // set new Hit & Hitgroup & EndPos    set_tr2(ptr, TR_pHit, iVictim)    set_tr2(ptr, TR_iHitgroup, iHitgroup)    set_tr2(ptr, TR_vecEndPos, fEndPos)     // ExecuteHam    fake_trake_attack(iAttacker, iVictim, fDamage, fDirection, ptr)        // free ptr    free_tr2(ptr)} stock fake_trake_attack(iAttacker, iVictim, Float:fDamage, Float:fDirection[3], iTraceHandle, iDamageBit = (DMG_NEVERGIB | DMG_BULLET)){    ExecuteHamB(Ham_TraceAttack, iVictim, iAttacker, fDamage, fDirection, iTraceHandle, iDamageBit)} stock fake_take_damage(iAttacker, iVictim, Float:fDamage, iInflictor, iDamageBit = (DMG_NEVERGIB | DMG_BULLET)){    ExecuteHamB(Ham_TakeDamage, iVictim, iInflictor, iAttacker, fDamage, iDamageBit)} stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize = 0.0){    static Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3]    pev(id, pev_origin, fOrigin)    get_user_origin(id, iAimOrigin, 3) // end position from eyes    IVecFVec(iAimOrigin, fAimOrigin)    xs_vec_sub(fAimOrigin, fOrigin, fV1)        static Float:fV2[3]    xs_vec_sub(fTarget, fOrigin, fV2)        static iResult; iResult = get_angle_between_vectors(fV1, fV2)        if (TargetSize > 0.0)    {        static Float:fTan; fTan = TargetSize / get_distance_f(fOrigin, fTarget)        static fAngleToTargetSize; fAngleToTargetSize = floatround( floatatan(fTan, degrees) )        iResult -= (iResult > 0) ? fAngleToTargetSize : -fAngleToTargetSize    }        return iResult} stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3]){    static Float:fA1[3], Float:fA2[3]    engfunc(EngFunc_VecToAngles, fV1, fA1)    engfunc(EngFunc_VecToAngles, fV2, fA2)        static iResult; iResult = floatround(fA1[1] - fA2[1])    iResult = iResult % 360    iResult = (iResult > 180) ? (iResult - 360) : iResult        return iResult} stock is_wall_between_points(Float:start[3], Float:end[3], ignore_ent){    static ptr    ptr = create_tr2()     engfunc(EngFunc_TraceLine, start, end, IGNORE_MONSTERS, ignore_ent, ptr)        static Float:EndPos[3]    get_tr2(ptr, TR_vecEndPos, EndPos)     free_tr2(ptr)    return floatround(get_distance_f(end, EndPos))}  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;} 
please make it gunxpmod unlocks

nullatonce
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Re: GunXP Unlock [CSO Weapons!]

Post by nullatonce »

#bannx šita.

DYaGesS
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Re: GunXP Unlock [CSO Weapons!]

Post by DYaGesS »

PRO scripteris, bet negali pats pasidaryt :D
Padėjau? +rep

Aka
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Re: GunXP Unlock [CSO Weapons!]

Post by Aka »

Code: Select all

#define AUTHOR "DexTer"
Try do this and it fixed :clap:

DeXTeR
Ar jis surinks 50 žinučių?
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Re: GunXP Unlock [CSO Weapons!]

Post by DeXTeR »

Sloved ! i found solution :D and i fixet with help of DeagesS Thanx So Mutch!

garbiz
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Re: GunXP Unlock [CSO Weapons!]

Post by garbiz »

Aka wrote:

Code: Select all

#define AUTHOR "DexTer"
Try do this and it fixed :clap:
Žmogau, jis prašo pagalbos, o tu išsipisinėji.. Kai tu tiek dabar pagalbos prašai, kur pažiūri tavo postai. Kaip tu jaustumeis jei tau visi taip atrašytų ? #define AUTHOR "AKa" :facepalm:
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laimiukas3
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Re: GunXP Unlock [CSO Weapons!]

Post by laimiukas3 »

garbiz wrote:
Aka wrote:

Code: Select all

#define AUTHOR "DexTer"
Try do this and it fixed :clap:
Žmogau, jis prašo pagalbos, o tu išsipisinėji.. Kai tu tiek dabar pagalbos prašai, kur pažiūri tavo postai. Kaip tu jaustumeis jei tau visi taip atrašytų ? #define AUTHOR "AKa" :facepalm:
gal delto kad tas dexter skelbiasi kaip svetimu pluginu autorius
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DYaGesS
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Re: GunXP Unlock [CSO Weapons!]

Post by DYaGesS »

O jau mano nicku kažkas padeda jam, nes aš jį skypėj tik ant dviejų raidžių pasiunčiau. Nebent kai ten pabuvo gal sprendimą rado :asian:
Padėjau? +rep

Aka
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Re: GunXP Unlock [CSO Weapons!]

Post by Aka »

garbiz wrote:
Aka wrote:

Code: Select all

#define AUTHOR "DexTer"
Try do this and it fixed :clap:
Žmogau, jis prašo pagalbos, o tu išsipisinėji.. Kai tu tiek dabar pagalbos prašai, kur pažiūri tavo postai. Kaip tu jaustumeis jei tau visi taip atrašytų ? #define AUTHOR "AKa" :facepalm:
Is tavo puses buvo nebutinas komentaras sitas, As tiesiog taip parasiau kad pats jis susivoktu ir nustotu apgaudineti zmones jeigu jis skelbiasi kitu pluginu autoriu tai pats tegul pasidaro plugina gal kaip jis susiprotes tai ir gaus pagalbos nebent koks zmogus juo pagailes "Bet abejoju kad tokiu DEBiLU Atsiras"

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laimiukas3
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Re: GunXP Unlock [CSO Weapons!]

Post by laimiukas3 »

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