pagalbos zp_extra_items

Šiame forume rašomi vartotojų klausimai/problemos su kuriomis jie susidūrė kuriant pluginus.
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KaimyneliS
Jau po truputį tampa savu
Posts: 166
Joined: 2015 Dec 24 14:55
Location: Kaunas

pagalbos zp_extra_items

Post by KaimyneliS »

Iskilo toke problema kai pataiko ideze plante ji sprogsta ir nezinau kiap tai sutvarkyt, gal kas padesit

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#include <amxmodx>#include <engine>#include <fakemeta>#include <fakemeta_util>#include <hamsandwich>#include <cstrike>#include <fun>#include <zombieplague> #define PLUGIN "Tactical Knife"#define VERSION "1.0"#define AUTHOR "m4m3ts" #define CSW_TACT CSW_P228#define weapon_tact "weapon_p228"#define old_event "events/p228.sc"#define old_w_model "models/w_p228.mdl"#define WEAPON_SECRETCODE 4234234  #define RELOAD_TIME 0.435#define STAB_TIME 1.1#define ATTACK_TIME 1.0#define SYSTEM_CLASSNAME "tact_knife"#define SYSTEM_CLASSNAME2 "tact_knife2"#define WEAPON_ANIMEXT "grenade" const PDATA_SAFE = 2const OFFSET_LINUX_WEAPONS = 4const OFFSET_WEAPONOWNER = 41const m_flNextAttack = 83const m_szAnimExtention = 492 new const v_model[] = "models/v_tknifeex2.mdl"new const p_model[] = "models/p_tknifeex2.mdl"new const w_model[] = "models/w_tknifeex2.mdl"new const ARROW_MODEL[] = "models/tknifeb.mdl"new const tact_wall[][] = {"weapons/tknife_stone1.wav", "weapons/tknife_stone2.wav"}new const weapon_sound[4][] = {    "weapons/tknife_shoot1.wav",    "weapons/tknifeex2_shoot1.wav",    "weapons/tknifeex2_draw.wav",    "weapons/tact_hit.wav"}  new const WeaponResource[4][] = {    "sprites/weapon_tknifeex2.txt",    "sprites/640hud12.spr",    "sprites/640hud96.spr",    "sprites/640hud97.spr"} enum{    ANIM_IDLE = 0,    ANIM_SHOOT,    ANIM_DRAW,    ANIM_SHOOT2} new g_MsgDeathMsg, g_endround new g_had_tact[33], g_tact_ammo[33], g_Shoot_Count[33]new g_old_weapon[33], m_iBlood[2]new sTrail, item_tact, cvar_dmg_slash_tact, cvar_dmg_stab_tact, cvar_ammo_tactical const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE) public plugin_init(){    register_plugin(PLUGIN, VERSION, AUTHOR)    register_cvar("tact_version", "m4m3ts", FCVAR_SERVER|FCVAR_SPONLY)    register_forward(FM_CmdStart, "fw_CmdStart")    register_forward(FM_SetModel, "fw_SetModel")    register_think(SYSTEM_CLASSNAME, "fw_Think")    register_think(SYSTEM_CLASSNAME2, "fw_Think")    register_touch(SYSTEM_CLASSNAME, "*", "fw_touch")    register_touch(SYSTEM_CLASSNAME2, "*", "fw_touch2")    register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")    register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)        RegisterHam(Ham_Spawn, "player", "Player_Spawn", 1)    RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")    RegisterHam(Ham_Item_AddToPlayer, weapon_tact, "fw_AddToPlayer_Post", 1)    register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")        register_clcmd("weapon_tknifeex2", "hook_weapon")        cvar_dmg_slash_tact = register_cvar("zp_tactical_dmg_slash", "61.0")    cvar_dmg_stab_tact = register_cvar("zp_tactical_dmg_stab", "140.0")    cvar_ammo_tactical = register_cvar("zp_tactical_ammo", "30")        item_tact = zp_register_extra_item("Triple Tactical Knife", 14, ZP_TEAM_HUMAN)        g_MsgDeathMsg = get_user_msgid("DeathMsg")        g_endround = 1}  public plugin_precache(){    precache_model(v_model)    precache_model(p_model)    precache_model(w_model)    precache_model(ARROW_MODEL)        for(new i = 0; i < sizeof(weapon_sound); i++)         precache_sound(weapon_sound[i])        for(new i = 0; i < sizeof(tact_wall); i++)        precache_sound(tact_wall[i])        precache_generic(WeaponResource[0])    for(new i = 1; i < sizeof(WeaponResource); i++)        precache_model(WeaponResource[i])        m_iBlood[0] = precache_model("sprites/blood.spr")    m_iBlood[1] = precache_model("sprites/bloodspray.spr")    sTrail = precache_model("sprites/laserbeam.spr")} public zp_user_infected_post(id){    remove_tact(id)} public zp_round_started() g_endround = 0public zp_round_ended() g_endround = 1 public Player_Spawn(id){    remove_tact(id)} public fw_PlayerKilled(id){    remove_tact(id)} public hook_weapon(id){    engclient_cmd(id, weapon_tact)    return} public zp_extra_item_selected(id, itemid){    if(itemid == item_tact) get_tact(id)} public get_tact(id){    if(!is_user_alive(id))        return    drop_weapons(id, 1)    g_had_tact[id] = 1    g_tact_ammo[id] = get_pcvar_num(cvar_ammo_tactical)        give_item(id, weapon_tact)        static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_tact, id)    if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1)} public remove_tact(id){    g_had_tact[id] = 0    g_tact_ammo[id] = 0} public refill_tact(id){    g_tact_ammo[id] = get_pcvar_num(cvar_ammo_tactical)    update_ammo(id)}    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_TACT && g_had_tact[id])        set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)         return FMRES_HANDLED} public Event_CurWeapon(id){    if(!is_user_alive(id))        return            if(get_user_weapon(id) == CSW_TACT && g_had_tact[id])    {        set_pev(id, pev_viewmodel2, v_model)        set_pev(id, pev_weaponmodel2, p_model)        set_pdata_string(id, m_szAnimExtention * 4, WEAPON_ANIMEXT, -1 , 20)        set_weapon_anim(id, ANIM_DRAW)        update_ammo(id)    }        g_old_weapon[id] = get_user_weapon(id)} public fw_CmdStart(id, uc_handle, seed){    if(!is_user_alive(id) || !is_user_connected(id))        return    if(get_user_weapon(id) != CSW_TACT || !g_had_tact[id])        return        static ent; ent = fm_get_user_weapon_entity(id, CSW_TACT)    if(!pev_valid(ent))        return    if(get_pdata_float(ent, 46, OFFSET_LINUX_WEAPONS) > 0.0 || get_pdata_float(ent, 47, OFFSET_LINUX_WEAPONS) > 0.0)         return        static CurButton    CurButton = get_uc(uc_handle, UC_Buttons)        if(CurButton & IN_ATTACK)    {        CurButton &= ~IN_ATTACK        set_uc(uc_handle, UC_Buttons, CurButton)                if(g_tact_ammo[id] == 0)            return        if(get_pdata_float(id, 83, 5) <= 0.0)        {            g_tact_ammo[id]--            g_Shoot_Count[id] = 0            update_ammo(id)            set_task(0.2, "throw_knife", id)            set_weapon_anim(id, ANIM_SHOOT)            set_weapons_timeidle(id, CSW_TACT, ATTACK_TIME)            set_player_nextattackx(id, ATTACK_TIME)        }    }    else if(CurButton & IN_ATTACK2)    {        if(get_pdata_float(id, 83, 5) <= 0.0)        {            set_weapon_anim(id, ANIM_SHOOT2)            FireArrow_Charge(id)            emit_sound(id, CHAN_VOICE, weapon_sound[1], 1.0, ATTN_NORM, 0, PITCH_NORM)            set_weapons_timeidle(id, CSW_TACT, STAB_TIME)            set_player_nextattackx(id, STAB_TIME)        }    }} public throw_knife(id){    FireArrow1(id)    FireArrow2(id)    FireArrow3(id)} public FireArrow1(id){    static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3], Float:anglestrue[3]    get_position(id, 2.0, 4.0, -3.0, StartOrigin)     pev(id,pev_v_angle,angles)    static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))    if(!pev_valid(Ent)) return    anglestrue[0] = 180.0 - angles[0]    anglestrue[1] = angles[1]    anglestrue[2] = angles[2]        // Set info for ent    set_pev(Ent, pev_movetype, MOVETYPE_TOSS)    set_pev(Ent, pev_owner, id) // Better than pev_owner    set_pev(Ent, pev_fuser1, get_gametime() + 4.0)    set_pev(Ent, pev_nextthink, halflife_time() + 0.1)        entity_set_string(Ent, EV_SZ_classname, SYSTEM_CLASSNAME)    engfunc(EngFunc_SetModel, Ent, ARROW_MODEL)    set_pev(Ent, pev_mins, Float:{-0.1, -0.1, -0.1})    set_pev(Ent, pev_maxs, Float:{0.1, 0.1, 0.1})    set_pev(Ent, pev_origin, StartOrigin)    set_pev(Ent, pev_angles, anglestrue)    set_pev(Ent, pev_gravity, 0.5)    set_pev(Ent, pev_solid, SOLID_BBOX)    set_pev(Ent, pev_frame, 0.0)        static Float:Velocity[3]    get_position(id, 1024.0, 12.0, -12.0, TargetOrigin)    get_speed_vector(StartOrigin, TargetOrigin, 2300.0, Velocity)    set_pev(Ent, pev_velocity, Velocity)         message_begin(MSG_BROADCAST, SVC_TEMPENTITY)    write_byte(TE_BEAMFOLLOW) // Temporary entity ID    write_short(Ent) // Entity    write_short(sTrail) // Sprite index    write_byte(7) // Life    write_byte(1) // Line width    write_byte(255) // Red    write_byte(255) // Green    write_byte(255) // Blue    write_byte(65) // Alpha    message_end() } public FireArrow2(id){    static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3], Float:anglestrue[3]    get_position(id, 2.0, -4.0, -2.0, StartOrigin)     pev(id,pev_v_angle,angles)    static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))    if(!pev_valid(Ent)) return    anglestrue[0] = 180.0 - angles[0]    anglestrue[1] = angles[1]    anglestrue[2] = angles[2]        // Set info for ent    set_pev(Ent, pev_movetype, MOVETYPE_TOSS)    set_pev(Ent, pev_owner, id) // Better than pev_owner    set_pev(Ent, pev_fuser1, get_gametime() + 4.0)    set_pev(Ent, pev_nextthink, halflife_time() + 0.1)        entity_set_string(Ent, EV_SZ_classname, SYSTEM_CLASSNAME)    engfunc(EngFunc_SetModel, Ent, ARROW_MODEL)    set_pev(Ent, pev_mins, Float:{-0.1, -0.1, -0.1})    set_pev(Ent, pev_maxs, Float:{0.1, 0.1, 0.1})    set_pev(Ent, pev_origin, StartOrigin)    set_pev(Ent, pev_angles, anglestrue)    set_pev(Ent, pev_gravity, 0.5)    set_pev(Ent, pev_solid, SOLID_BBOX)    set_pev(Ent, pev_frame, 0.0)        static Float:Velocity[3]    get_position(id, 1024.0, -12.0, -12.0, TargetOrigin)    get_speed_vector(StartOrigin, TargetOrigin, 2300.0, Velocity)    set_pev(Ent, pev_velocity, Velocity)         message_begin(MSG_BROADCAST, SVC_TEMPENTITY)    write_byte(TE_BEAMFOLLOW) // Temporary entity ID    write_short(Ent) // Entity    write_short(sTrail) // Sprite index    write_byte(7) // Life    write_byte(1) // Line width    write_byte(255) // Red    write_byte(255) // Green    write_byte(255) // Blue    write_byte(65) // Alpha    message_end() } public FireArrow3(id){    static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3], Float:anglestrue[3]    get_position(id, 2.0, 2.0, 4.0, StartOrigin)     pev(id,pev_v_angle,angles)    static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))    if(!pev_valid(Ent)) return    anglestrue[0] = 180.0 - angles[0]    anglestrue[1] = angles[1]    anglestrue[2] = angles[2]        // Set info for ent    set_pev(Ent, pev_movetype, MOVETYPE_TOSS)    set_pev(Ent, pev_owner, id) // Better than pev_owner    set_pev(Ent, pev_fuser1, get_gametime() + 4.0)    set_pev(Ent, pev_nextthink, halflife_time() + 0.1)        entity_set_string(Ent, EV_SZ_classname, SYSTEM_CLASSNAME)    engfunc(EngFunc_SetModel, Ent, ARROW_MODEL)    set_pev(Ent, pev_mins, Float:{-0.1, -0.1, -0.1})    set_pev(Ent, pev_maxs, Float:{0.1, 0.1, 0.1})    set_pev(Ent, pev_origin, StartOrigin)    set_pev(Ent, pev_angles, anglestrue)    set_pev(Ent, pev_gravity, 0.5)    set_pev(Ent, pev_solid, SOLID_BBOX)    set_pev(Ent, pev_frame, 0.0)        static Float:Velocity[3]    get_position(id, 1024.0, 12.0, 12.0, TargetOrigin)    get_speed_vector(StartOrigin, TargetOrigin, 2300.0, Velocity)    set_pev(Ent, pev_velocity, Velocity)         message_begin(MSG_BROADCAST, SVC_TEMPENTITY)    write_byte(TE_BEAMFOLLOW) // Temporary entity ID    write_short(Ent) // Entity    write_short(sTrail) // Sprite index    write_byte(7) // Life    write_byte(1) // Line width    write_byte(255) // Red    write_byte(255) // Green    write_byte(255) // Blue    write_byte(65) // Alpha    message_end() } public FireArrow_Charge(id){    static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3]    get_position(id, 2.0, 0.0, 0.0, StartOrigin)     pev(id,pev_angles,angles)    static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))    if(!pev_valid(Ent)) return        // Set info for ent    set_pev(Ent, pev_movetype, MOVETYPE_FLY)    set_pev(Ent, pev_owner, id) // Better than pev_owner    set_pev(Ent, pev_rendermode, kRenderTransAdd)    set_pev(Ent, pev_renderamt, 1.0)    set_pev(Ent, pev_fuser1, get_gametime() + 0.1)    set_pev(Ent, pev_nextthink, halflife_time() + 0.1)        entity_set_string(Ent, EV_SZ_classname, SYSTEM_CLASSNAME2)    engfunc(EngFunc_SetModel, Ent, ARROW_MODEL)    set_pev(Ent, pev_mins, Float:{-0.1, -0.1, -0.1})    set_pev(Ent, pev_maxs, Float:{0.1, 0.1, 0.1})    set_pev(Ent, pev_origin, StartOrigin)    set_pev(Ent, pev_angles, angles)    set_pev(Ent, pev_gravity, 0.01)    set_pev(Ent, pev_solid, SOLID_BBOX)    set_pev(Ent, pev_frame, 0.0)        static Float:Velocity[3]    fm_get_aim_origin(id, TargetOrigin)    get_speed_vector(StartOrigin, TargetOrigin, 800.0, Velocity)    set_pev(Ent, pev_velocity, Velocity)} public fw_Think(ent){    if(!pev_valid(ent))         return        static Float:fFrame; pev(ent, pev_frame, fFrame)        fFrame += 1.5    fFrame = floatmin(21.0, fFrame)        set_pev(ent, pev_frame, fFrame)    set_pev(ent, pev_nextthink, get_gametime() + 0.05)        // time remove    static Float:fTimeRemove, Float:Amount    pev(ent, pev_fuser1, fTimeRemove)    pev(ent, pev_renderamt, Amount)        if(get_gametime() >= fTimeRemove)     {        remove_entity(ent)    }}   public fw_touch(Ent, Id){    // If ent is valid    if(!pev_valid(Ent))        return    static Owner; Owner = pev(Ent, pev_owner)    if(pev(Ent, pev_movetype) == MOVETYPE_NONE)        return    static classnameptd[32]    pev(Id, pev_classname, classnameptd, 31)    if (equali(classnameptd, "func_breakable")) ExecuteHamB( Ham_TakeDamage, Id, 0, 0, 60.0, DMG_GENERIC )    Damage_tact(Ent, Id)        // Get it's origin    new Float:originF[3]    pev(Ent, pev_origin, originF)    // Alive...        if(is_user_alive(Id) && zp_get_user_zombie(Id))    {        remove_entity(Ent)        create_blood(originF)        create_blood(originF)        emit_sound(Id, CHAN_BODY, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM)    }        else if(is_user_alive(Id) && !zp_get_user_zombie(Id))    {        remove_entity(Ent)        emit_sound(Id, CHAN_VOICE, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM)    }        else    {        set_pev(Ent, pev_fuser1, get_gametime() + 1.0)        make_bullet(Owner, originF)        engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, tact_wall[random( sizeof(tact_wall))], 1.0, ATTN_STATIC, 0, PITCH_NORM)        set_pev(Ent, pev_movetype, MOVETYPE_NONE)        set_pev(Ent, pev_solid, SOLID_NOT)    }} public fw_touch2(Ent, Id){    // If ent is valid    if(!pev_valid(Ent))        return    if(pev(Ent, pev_movetype) == MOVETYPE_NONE)        return        static classnameptd[32]    pev(Id, pev_classname, classnameptd, 31)    if (equali(classnameptd, "func_breakable")) ExecuteHamB( Ham_TakeDamage, Id, 0, 0, 200.0, DMG_GENERIC )    Damage_tact2(Ent, Id)        // Get it's origin    new Float:originF[3]    pev(Ent, pev_origin, originF)    // Alive...        if(is_user_alive(Id) && zp_get_user_zombie(Id))    {        remove_entity(Ent)        create_blood(originF)        create_blood(originF)        emit_sound(Id, CHAN_BODY, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM)    }        else if(is_user_alive(Id) && !zp_get_user_zombie(Id))    {        remove_entity(Ent)        emit_sound(Id, CHAN_VOICE, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM)    }        else    {        engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, tact_wall[random( sizeof(tact_wall))], 1.0, ATTN_STATIC, 0, PITCH_NORM)        set_pev(Ent, pev_movetype, MOVETYPE_NONE)        set_pev(Ent, pev_solid, SOLID_NOT)    }}        public Remove_tactBall(Ent){    if(!pev_valid(Ent)) return    engfunc(EngFunc_RemoveEntity, Ent)} public Damage_tact(Ent, Id){    static Owner; Owner = pev(Ent, pev_owner)    static Attacker;     if(!is_user_alive(Owner))     {        Attacker = 0        return    } else Attacker = Owner        if(g_endround)        return     new bool:bIsHeadShot; // never make that one static    new Float:flAdjustedDamage, bool:death     switch( Get_MissileWeaponHitGroup(Ent) )     {        case HIT_GENERIC: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 1.5        case HIT_CHEST: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 1.0         case HIT_STOMACH: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 1.0         case HIT_LEFTLEG, HIT_RIGHTLEG: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 0.75         case HIT_LEFTARM, HIT_RIGHTARM: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 0.35         case HIT_HEAD:        {            flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 2.50            bIsHeadShot = true;        }    }    if(pev(Id, pev_health) <= flAdjustedDamage) death = true         if(is_user_alive(Id))    {        if( bIsHeadShot && death)        {            emessage_begin(MSG_BROADCAST, g_MsgDeathMsg)            ewrite_byte(Attacker)            ewrite_byte(Id)            ewrite_byte(1)            ewrite_string("Triple Tactical Knife")            emessage_end()                        set_msg_block(g_MsgDeathMsg, BLOCK_SET)            user_silentkill(Id)            set_msg_block(g_MsgDeathMsg, BLOCK_NOT)             death = false        }        else ExecuteHamB(Ham_TakeDamage, Id, Ent, Attacker, flAdjustedDamage, DMG_BULLET)    }} public Damage_tact2(Ent, Id){    static Owner; Owner = pev(Ent, pev_owner)    static Attacker;     if(!is_user_alive(Owner))     {        Attacker = 0        return    } else Attacker = Owner        if(g_endround)        return        new bool:bIsHeadShot; // never make that one static    new Float:flAdjustedDamage, bool:death     switch( Get_MissileWeaponHitGroup(Ent) )     {        case HIT_GENERIC: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 1.5         case HIT_CHEST: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 1.0         case HIT_STOMACH: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 1.0         case HIT_LEFTLEG, HIT_RIGHTLEG: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 0.75         case HIT_LEFTARM, HIT_RIGHTARM: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 0.35         case HIT_HEAD:        {            flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 2.50            bIsHeadShot = true;        }    }    if(pev(Id, pev_health) <= flAdjustedDamage) death = true         if(is_user_alive(Id))    {        if( bIsHeadShot && death)        {            emessage_begin(MSG_BROADCAST, g_MsgDeathMsg)            ewrite_byte(Attacker)            ewrite_byte(Id)            ewrite_byte(1)            ewrite_string("Triple Tactical Knife")            emessage_end()                        set_msg_block(g_MsgDeathMsg, BLOCK_SET)            user_silentkill(Id)            set_msg_block(g_MsgDeathMsg, BLOCK_NOT)             death = false        }        else ExecuteHamB(Ham_TakeDamage, Id, Ent, Attacker, flAdjustedDamage, DMG_BULLET)    }} public fw_SetModel(entity, model[]){    if(!pev_valid(entity))        return FMRES_IGNORED        static Classname[64]    pev(entity, pev_classname, Classname, sizeof(Classname))        if(!equal(Classname, "weaponbox"))        return FMRES_IGNORED        static id    id = pev(entity, pev_owner)        if(equal(model, old_w_model))    {        static weapon        weapon = fm_get_user_weapon_entity(entity, CSW_TACT)                if(!pev_valid(weapon))            return FMRES_IGNORED                if(g_had_tact[id])        {            set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)            set_pev(weapon, pev_iuser4, g_tact_ammo[id])            engfunc(EngFunc_SetModel, entity, w_model)                        g_had_tact[id] = 0            g_tact_ammo[id] = 0                        return FMRES_SUPERCEDE        }    }     return FMRES_IGNORED;} public fw_AddToPlayer_Post(ent, id){    if(pev(ent, pev_impulse) == WEAPON_SECRETCODE)    {        g_had_tact[id] = 1        g_tact_ammo[id] = pev(ent, pev_iuser4)                set_pev(ent, pev_impulse, 0)    }                   message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("WeaponList"), _, id)    write_string((g_had_tact[id] == 1 ? "weapon_tknifeex2" : "weapon_p228"))    write_byte(1)    write_byte(52)    write_byte(-1)    write_byte(-1)    write_byte(1)    write_byte(3)    write_byte(CSW_TACT)    write_byte(0)    message_end()} public update_ammo(id){    if(!is_user_alive(id))        return        static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_tact, id)    if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1)         cs_set_user_bpammo(id, CSW_P228, 0)        engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, get_user_msgid("CurWeapon"), {0, 0, 0}, id)    write_byte(1)    write_byte(CSW_TACT)    write_byte(-1)    message_end()        message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("AmmoX"), _, id)    write_byte(1)    write_byte(g_tact_ammo[id])    message_end()} stock make_bullet(id, Float:Origin[3]){    // Find target    new decal = random_num(41, 45)    const loop_time = 2        static Body, Target    get_user_aiming(id, Target, Body, 999999)        if(is_user_connected(Target))        return        for(new i = 0; i < loop_time; i++)    {        // 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(decal)        message_end()                // Show sparcles        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)        write_byte(TE_GUNSHOTDECAL)        engfunc(EngFunc_WriteCoord, Origin[0])        engfunc(EngFunc_WriteCoord, Origin[1])        engfunc(EngFunc_WriteCoord, Origin[2])        write_short(id)        write_byte(decal)        message_end()    }} stock set_weapon_anim(id, anim){    if(!is_user_alive(id))        return        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 create_blood(const Float:origin[3]){    // Show some blood :)    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)     write_byte(TE_BLOODSPRITE)    engfunc(EngFunc_WriteCoord, origin[0])    engfunc(EngFunc_WriteCoord, origin[1])    engfunc(EngFunc_WriteCoord, origin[2])    write_short(m_iBlood[1])    write_short(m_iBlood[0])    write_byte(75)    write_byte(8)    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[i]                  if (dropwhat == 1 && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM))        {            static wname[32]            get_weaponname(weaponid, wname, sizeof wname - 1)            engclient_cmd(id, "drop", wname)        }    }} 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]    static Float:num; 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;} stock Get_MissileWeaponHitGroup( iEnt ){    new Float:flStart[ 3 ], Float:flEnd[ 3 ];        pev( iEnt, pev_origin, flStart );    pev( iEnt, pev_velocity, flEnd );    xs_vec_add( flStart, flEnd, flEnd );        new ptr = create_tr2();    engfunc( EngFunc_TraceLine, flStart, flEnd, 0, iEnt, ptr );        new iHitGroup    iHitGroup = get_tr2( ptr, TR_iHitgroup )    free_tr2( ptr );        return iHitGroup;} stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[]){    static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]        pev(id, pev_origin, vOrigin)    pev(id, pev_view_ofs, vUp) //for player    xs_vec_add(vOrigin, vUp, vOrigin)    pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles        angle_vector(vAngle, ANGLEVECTOR_FORWARD, vForward) //or use EngFunc_AngleVectors    angle_vector(vAngle, ANGLEVECTOR_RIGHT, vRight)    angle_vector(vAngle, ANGLEVECTOR_UP, vUp)        vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up    vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up    vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up} stock set_weapons_timeidle(id, WeaponId ,Float:TimeIdle){    if(!is_user_alive(id))        return            static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)    if(!pev_valid(entwpn))         return            set_pdata_float(entwpn, 46, TimeIdle, OFFSET_LINUX_WEAPONS)    set_pdata_float(entwpn, 47, TimeIdle, OFFSET_LINUX_WEAPONS)    set_pdata_float(entwpn, 48, TimeIdle + 0.5, OFFSET_LINUX_WEAPONS)} stock set_player_nextattackx(id, Float:nexttime){    if(!is_user_alive(id))        return            set_pdata_float(id, m_flNextAttack, nexttime, 5)} 
Dekui is karto :)
Ačiū kad padedate pradedančiajam :)

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Softero
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Posts: 174
Joined: 2016 Jan 17 20:11
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Re: pagalbos zp_extra_items

Post by Softero »

patikrink ar tas entity i kuri sauni yra zaidejas. is_user_connected() arba is_user_alive(). turetu uztekt connected. arba kaskas tokio if(1<=entity<=32).
cs1.6 pluginų , bei web sistemų kūrimas
discord: Softero#0457
Email: [email protected]

KaimyneliS
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Posts: 166
Joined: 2015 Dec 24 14:55
Location: Kaunas

Re: pagalbos zp_extra_items

Post by KaimyneliS »

Softero wrote:patikrink ar tas entity i kuri sauni yra zaidejas. is_user_connected() arba is_user_alive(). turetu uztekt connected. arba kaskas tokio if(1<=entity<=32).
gal gali biski placiau paaiskinti, nes nelabai supratau :)
Ačiū kad padedate pradedančiajam :)

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Softero
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Posts: 174
Joined: 2016 Jan 17 20:11
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Re: pagalbos zp_extra_items

Post by Softero »

istrink situos: [php]     if (equali(classnameptd, "func_breakable")) ExecuteHamB( Ham_TakeDamage, Id, 0, 0, 60.0, DMG_GENERIC )    if (equali(classnameptd, "func_breakable")) ExecuteHamB( Ham_TakeDamage, Id, 0, 0, 200.0, DMG_GENERIC ) [/php]
Last edited by Softero on 2018 Jan 22 11:32, edited 1 time in total.
cs1.6 pluginų , bei web sistemų kūrimas
discord: Softero#0457
Email: [email protected]

KaimyneliS
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Posts: 166
Joined: 2015 Dec 24 14:55
Location: Kaunas

Re: pagalbos zp_extra_items

Post by KaimyneliS »

Gal galit dar su vienu itemu padet, problema tapati ir dar butu gerai kad kai sauni Special Shoot pataikius i ct ju nenumestu toint tai veiktu tik pries t komanda

Code: Select all

 ************************************************************************************************* http://WWW.ZOMBIE-MOD.RU ******************************************************************************************************* The Plugins Is Made Indonesia :) || Sorry For Bad Coding ********* My Group Community: Counter:Strike Zombie Plague Modder Indonesia **************************************************************************/ #include <amxmodx>#include <engine>#include <fakemeta>#include <fakemeta_util>#include <hamsandwich>#include <cstrike>#include <xs> #define PLUGIN "[CSO] AK47 PALADIN || NATIVE ONLY"#define VERSION "1.0 || CLOSED BETA"#define AUTHOR "AsepKhairulAnam@CS:ZPMI || -RequiemID- || Facebook.com/asepdwa11" // CONFIGURATION WEAPON#define system_name     "buffak"#define system_base     "ak47" #define DRAW_TIME       0.66#define RELOAD_TIME     2.1 #define CSW_BASE        CSW_AK47#define WEAPON_KEY      11092002112 #define OLD_MODEL       "models/w_ak47.mdl"#define ANIMEXT         "carbine" // ALL MACRO#define ENG_NULLENT     -1#define EV_INT_WEAPONKEY    EV_INT_impulse#define TASK_MUZZLEFLASH    102291 #define USE_STOPPED         0#define OFFSET_LINUX_WEAPONS    4#define OFFSET_LINUX        5#define OFFSET_WEAPONOWNER  41#define OFFSET_ACTIVE_ITEM  373 #define m_fKnown        44#define m_flNextPrimaryAttack   46#define m_flTimeWeaponIdle  48#define m_iClip         51#define m_fInReload     54#define m_flNextAttack      83#define write_coord_f(%1)   engfunc(EngFunc_WriteCoord,%1) // ALL ANIM#define ANIM_RELOAD     1#define ANIM_DRAW       2#define ANIM_SHOOT1     3#define ANIM_SHOOT2     4#define ANIM_SHOOT3     5 #define MODE_A          0#define MODE_B          1 // All Models Of The Weaponnew V_MODEL[64] = "models/v_buffak_fix.mdl"new W_MODEL[64] = "models/w_buffak.mdl"new P_MODEL[64] = "models/p_buffak.mdl"new S_MODEL[64] = "sprites/asep/ef_buffak_hit.spr" new const WeaponResources[][] ={    "sprites/asep/640hud7.spr",    "sprites/asep/640hud132.spr"} new const MuzzleFlash[][] ={    "sprites/asep/muzzleflash40.spr",    "sprites/asep/muzzleflash41.spr"} // You Can Add Fire Sound Herenew const Fire_Sounds[][] = { "weapons/ak47buff-1.wav", "weapons/ak47buff-2.wav" } // All Vars Herenew const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }new cvar_dmg, cvar_recoil, cvar_clip, cvar_spd, cvar_ammo, cvar_radius, cvar_dmg_2, cvar_trace_colornew g_MaxPlayers, g_orig_event, g_IsInPrimaryAttack, g_attack_type[33], Float:cl_pushangle[33][3]new g_has_weapon[33], g_clip_ammo[33], g_weapon_TmpClip[33], oldweap[33], sBuffakHitnew g_Muzzleflash_Ent[2], g_Muzzleflash[33][2], g_Mode[33], g_list_variables[10] // Macros Again :vnew weapon_name_buffer[512]new weapon_base_buffer[512]        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" } // START TO CREATE PLUGINS || AMXMODX FORWARDpublic plugin_init(){    formatex(weapon_name_buffer, sizeof(weapon_name_buffer), "weapon_%s_asep", system_name)    formatex(weapon_base_buffer, sizeof(weapon_base_buffer), "weapon_%s", system_base)        register_plugin(PLUGIN, VERSION, AUTHOR)        // Event And Message    register_event("CurWeapon", "Forward_CurrentWeapon", "be", "1=1")    register_message(get_user_msgid("DeathMsg"), "Forward_DeathMsg")    register_message(get_user_msgid("WeaponList"), "Forward_MessageWeapList")        // Ham Forward (Entity) || Ham_Use    RegisterHam(Ham_Use, "func_tank", "Forward_UseStationary_Post", 1)    RegisterHam(Ham_Use, "func_tankmortar", "Forward_UseStationary_Post", 1)    RegisterHam(Ham_Use, "func_tankrocket", "Forward_UseStationary_Post", 1)    RegisterHam(Ham_Use, "func_tanklaser", "Forward_UseStationary_Post", 1)        // Ham Forward (Entity) || Ham_TraceAttack    RegisterHam(Ham_TraceAttack, "player", "Forward_TraceAttack", 1)    RegisterHam(Ham_TraceAttack, "worldspawn", "Forward_TraceAttack", 1)    RegisterHam(Ham_TraceAttack, "func_wall", "Forward_TraceAttack", 1)    RegisterHam(Ham_TraceAttack, "func_breakable", "Forward_TraceAttack", 1)    RegisterHam(Ham_TraceAttack, "func_door", "Forward_TraceAttack", 1)    RegisterHam(Ham_TraceAttack, "func_door_rotating", "Forward_TraceAttack", 1)    RegisterHam(Ham_TraceAttack, "func_rotating", "Forward_TraceAttack", 1)    RegisterHam(Ham_TraceAttack, "func_plat", "Forward_TraceAttack", 1)        // Ham Forward (Weapon)    RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base_buffer, "Weapon_PrimaryAttack")    RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base_buffer, "Weapon_PrimaryAttack_Post", 1)    RegisterHam(Ham_Item_PostFrame, weapon_base_buffer, "Weapon_ItemPostFrame")    RegisterHam(Ham_Weapon_Reload, weapon_base_buffer, "Weapon_Reload")    RegisterHam(Ham_Weapon_Reload, weapon_base_buffer, "Weapon_Reload_Post", 1)    RegisterHam(Ham_Item_AddToPlayer, weapon_base_buffer, "Weapon_AddToPlayer")        for(new i = 1; i < sizeof WEAPONENTNAMES; i++)        if(WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "Weapon_Deploy_Post", 1)            // Ham Forward (Player)    RegisterHam(Ham_Killed, "player", "Forward_PlayerKilled")        // Fakemeta Forward    register_forward(FM_SetModel, "Forward_SetModel")    register_forward(FM_PlaybackEvent, "Forward_PlaybackEvent")    register_forward(FM_UpdateClientData, "Forward_UpdateClientData_Post", 1)    register_forward(FM_AddToFullPack, "Forward_AddToFullPack", 1)    register_forward(FM_CheckVisibility, "Forward_CheckVisibility")        // All Some Cvar    cvar_clip = register_cvar("buffak_clip", "50")    cvar_spd = register_cvar("buffak_speed", "1.15")    cvar_ammo = register_cvar("buffak_ammo", "240")    cvar_dmg = register_cvar("buffak_damage", "2.0")    cvar_recoil = register_cvar("buffak_recoil", "0.62")    cvar_dmg_2 = register_cvar("buffak_buff_damage", "100")    cvar_radius = register_cvar("buffak_buff_radius", "50")    cvar_trace_color = register_cvar("buffak_trace_color", "7")        g_MaxPlayers = get_maxplayers()} public plugin_precache(){    formatex(weapon_name_buffer, sizeof(weapon_name_buffer), "weapon_%s_asep", system_name)    formatex(weapon_base_buffer, sizeof(weapon_base_buffer), "weapon_%s", system_base)        precache_model(V_MODEL)    precache_model(P_MODEL)    precache_model(W_MODEL)    sBuffakHit = precache_model(S_MODEL)        new Buffer[512]    formatex(Buffer, sizeof(Buffer), "sprites/%s.txt", weapon_name_buffer)    precache_generic(Buffer) // EG: Output "sprites/weapon_buffak_asep.txt"        for(new i = 0; i < sizeof Fire_Sounds; i++)        precache_sound(Fire_Sounds[i])    for(new i = 0; i < sizeof MuzzleFlash; i++)        precache_model(MuzzleFlash[i])    for(new i = 0; i < sizeof WeaponResources; i++)        precache_model(WeaponResources[i])            precache_viewmodel_sound(V_MODEL)    formatex(Buffer, sizeof(Buffer), "test_%s", system_name)        register_clcmd(Buffer, "give_item") // EG: Output "test_buffak"    register_clcmd(weapon_name_buffer, "weapon_hook")    register_forward(FM_PrecacheEvent, "Forward_PrecacheEvent_Post", 1)        g_Muzzleflash_Ent[0] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))    engfunc(EngFunc_SetModel, g_Muzzleflash_Ent[0], MuzzleFlash[0])    set_pev(g_Muzzleflash_Ent[0], pev_scale, 0.08)    set_pev(g_Muzzleflash_Ent[0], pev_rendermode, kRenderTransTexture)    set_pev(g_Muzzleflash_Ent[0], pev_renderamt, 0.0)     g_Muzzleflash_Ent[1] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))    engfunc(EngFunc_SetModel, g_Muzzleflash_Ent[1], MuzzleFlash[1])    set_pev(g_Muzzleflash_Ent[1], pev_scale, 0.07)    set_pev(g_Muzzleflash_Ent[1], pev_rendermode, kRenderTransTexture)    set_pev(g_Muzzleflash_Ent[1], pev_renderamt, 0.0)} public plugin_natives(){    new Buffer[512]    formatex(Buffer, sizeof(Buffer), "give_%s", system_name)    register_native(Buffer, "give_item", 1) // EG: Output "give_buffak"    formatex(Buffer, sizeof(Buffer), "remove_%s", system_name)    register_native(Buffer, "remove_item", 1) // EG: Output "remove_buffak"} // Reset Bitvar (Fix Bug) If You Connect Or Disconnect Serverpublic client_connect(id) remove_item(id)public client_disconnect(id) remove_item(id)/* ========= START OF REGISTER HAM TO SUPPORT BOTS FUNC ========= */new g_HamBotpublic client_putinserver(id){    if(!g_HamBot && is_user_bot(id))    {        g_HamBot = 1        set_task(0.1, "Do_RegisterHam", id)    }} public Do_RegisterHam(id){    RegisterHamFromEntity(Ham_Killed, id, "Forward_PlayerKilled")    RegisterHamFromEntity(Ham_TraceAttack, id, "Forward_TraceAttack", 1)} /* ======== END OF REGISTER HAM TO SUPPORT BOTS FUNC ============= *//* ============ START OF ALL FORWARD (FAKEMETA) ================== */public Forward_AddToFullPack(esState, iE, iEnt, iHost, iHostFlags, iPlayer, pSet){    if(iEnt == g_Muzzleflash_Ent[0])    {        if(g_Muzzleflash[iHost][0] == 3)        {            set_es(esState, ES_RenderMode, kRenderTransAdd)            set_es(esState, ES_RenderAmt, random_float(200.0, 255.0))            set_es(esState, ES_Scale, random_float(0.06, 0.1))                        g_Muzzleflash[iHost][0] = 2        }        else if(g_Muzzleflash[iHost][0] == 2)        {            set_es(esState, ES_RenderMode, kRenderTransAdd)            set_es(esState, ES_RenderAmt, random_float(200.0, 255.0))            set_es(esState, ES_Scale, random_float(0.06, 0.1))                        g_Muzzleflash[iHost][0] = 1            g_Muzzleflash[iHost][1] = 1        }        else if(g_Muzzleflash[iHost][0] == 1)        {            set_es(esState, ES_RenderMode, kRenderTransAdd)            set_es(esState, ES_RenderAmt, random_float(200.0, 255.0))            set_es(esState, ES_Scale, random_float(0.06, 0.1))                        g_Muzzleflash[iHost][0] = 0        }                    set_es(esState, ES_Skin, iHost)        set_es(esState, ES_Body, 1)        set_es(esState, ES_AimEnt, iHost)        set_es(esState, ES_MoveType, MOVETYPE_FOLLOW)    }    else if(iEnt == g_Muzzleflash_Ent[1])    {        if(g_Muzzleflash[iHost][1])        {            set_es(esState, ES_RenderMode, kRenderTransAdd)            set_es(esState, ES_RenderAmt, 240.0)                        g_Muzzleflash[iHost][1] = 0        }                    set_es(esState, ES_Skin, iHost)        set_es(esState, ES_Body, 1)        set_es(esState, ES_AimEnt, iHost)        set_es(esState, ES_MoveType, MOVETYPE_FOLLOW)    } } public Forward_CheckVisibility(iEntity, pSet){    if(iEntity == g_Muzzleflash_Ent[0] || iEntity == g_Muzzleflash_Ent[1])    {        forward_return(FMV_CELL, 1)        return FMRES_SUPERCEDE    }        return FMRES_IGNORED} public Forward_PrecacheEvent_Post(type, const name[]){    new Buffer[512]    formatex(Buffer, sizeof(Buffer), "events/%s.sc", system_base)    if(equal(Buffer, name, 0))    {        g_orig_event = get_orig_retval()        return FMRES_HANDLED    }    return FMRES_IGNORED} public Forward_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, OLD_MODEL))    {        static iStoredAugID        iStoredAugID = find_ent_by_owner(ENG_NULLENT, weapon_base_buffer, entity)                    if(!is_valid_ent(iStoredAugID))            return FMRES_IGNORED         if(g_has_weapon[iOwner])        {            entity_set_int(iStoredAugID, EV_INT_WEAPONKEY, WEAPON_KEY)            g_has_weapon[iOwner] = 0            entity_set_model(entity, W_MODEL)                        return FMRES_SUPERCEDE        }    }    return FMRES_IGNORED} public Forward_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 Forward_UpdateClientData_Post(Player, SendWeapons, CD_Handle){    if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_BASE || !g_has_weapon[Player]))        return FMRES_IGNORED        set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)    return FMRES_HANDLED} public Forward_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2){    if((eventid != g_orig_event) || !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} /* ================= END OF ALL FAKEMETA FORWARD ================= *//* ================= START OF ALL MESSAGE FORWARD ================ */public Forward_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, system_base) && get_user_weapon(iAttacker) == CSW_BASE)    {        if(g_has_weapon[iAttacker])            set_msg_arg_string(4, system_name)    }    return PLUGIN_CONTINUE}/* ================== END OF ALL MESSAGE FORWARD ================ *//* ================== START OF ALL EVENT FORWARD ================ */public Forward_MessageWeapList(msg_id, msg_dest, id){    if(get_msg_arg_int(8) != CSW_BASE)        return     g_list_variables[2] = get_msg_arg_int(2)    g_list_variables[3] = get_msg_arg_int(3)    g_list_variables[4] = get_msg_arg_int(4)    g_list_variables[5] = get_msg_arg_int(5)    g_list_variables[6] = get_msg_arg_int(6)    g_list_variables[7] = get_msg_arg_int(7)    g_list_variables[8] = get_msg_arg_int(8)    g_list_variables[9] = get_msg_arg_int(9)} public Forward_CurrentWeapon(id){    replace_weapon_models(id, read_data(2))         if(!is_user_alive(id))        return    if(read_data(2) != CSW_BASE || !g_has_weapon[id])        return         static Float:Speed    if(g_has_weapon[id])        Speed = get_pcvar_float(cvar_spd)        static weapon[32], Ent    get_weaponname(read_data(2), weapon, 31)    Ent = find_ent_by_owner(-1, weapon, id)    if(pev_valid(Ent))    {        static Float:Delay        Delay = get_pdata_float(Ent, 46, 4) * Speed        if(Delay > 0.0) set_pdata_float(Ent, 46, Delay, 4)    }}/* ================== END OF ALL EVENT FORWARD =================== *//* ================== START OF ALL HAM FORWARD ============== */public Forward_PlayerKilled(id) remove_item(id)public Forward_TraceAttack(iEnt, iAttacker, Float:flDamage, Float:fDir[3], ptr, iDamageType){    if(!is_user_alive(iAttacker) || !is_user_connected(iAttacker))        return    if(get_user_weapon(iAttacker) != CSW_BASE || !g_has_weapon[iAttacker])        return     static Float:flEnd[3], Float:WallVector[3], trace_color    get_tr2(ptr, TR_vecEndPos, flEnd)    get_tr2(ptr, TR_vecPlaneNormal, WallVector)        if(iEnt)    {        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)        write_byte(TE_DECAL)        write_coord_f(flEnd[0])        write_coord_f(flEnd[1])        write_coord_f(flEnd[2])        write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])        write_short(iEnt)        message_end()    }    else    {        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)        write_byte(TE_WORLDDECAL)        write_coord_f(flEnd[0])        write_coord_f(flEnd[1])        write_coord_f(flEnd[2])        write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])        message_end()    }        if(g_Mode[iAttacker] == MODE_A)    {        if(!is_user_alive(iEnt)) trace_color = get_pcvar_num(cvar_trace_color)        else if(is_user_alive(iEnt)) trace_color = 2000 // NO STREAK COLOR or Disabled        ExecuteHamB(Ham_TakeDamage, iEnt, iAttacker, iAttacker, flDamage * get_pcvar_float(cvar_dmg), DMG_BULLET)    }        if(pev(iEnt, pev_takedamage) != DAMAGE_NO)    {        set_hudmessage(255, 0, 0, -1.0, 0.46, 0, 0.2, 0.2)        show_hudmessage(iAttacker, "\         /^n+^n/         \")    }        if(trace_color < 2000)    {        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)        write_byte(TE_STREAK_SPLASH)        engfunc(EngFunc_WriteCoord, flEnd[0])        engfunc(EngFunc_WriteCoord, flEnd[1])        engfunc(EngFunc_WriteCoord, flEnd[2])        engfunc(EngFunc_WriteCoord, WallVector[0] * random_float(25.0,30.0))        engfunc(EngFunc_WriteCoord, WallVector[1] * random_float(25.0,30.0))        engfunc(EngFunc_WriteCoord, WallVector[2] * random_float(25.0,30.0))        write_byte(trace_color)        write_short(50)        write_short(3)        write_short(90)         message_end()                message_begin(MSG_BROADCAST, SVC_TEMPENTITY)        write_byte(TE_GUNSHOTDECAL)        write_coord_f(flEnd[0])        write_coord_f(flEnd[1])        write_coord_f(flEnd[2])        write_short(iAttacker)        write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])        message_end()    }} public Weapon_Deploy_Post(weapon_entity){    static owner    owner = fm_cs_get_weapon_ent_owner(weapon_entity)        static weaponid    weaponid = cs_get_weapon_id(weapon_entity)        replace_weapon_models(owner, weaponid)} public Weapon_AddToPlayer(weapon_entity, id){    if(!is_valid_ent(weapon_entity) || !is_user_connected(id))        return HAM_IGNORED        if(entity_get_int(weapon_entity, EV_INT_WEAPONKEY) == WEAPON_KEY)    {        g_has_weapon[id] = true        entity_set_int(weapon_entity, EV_INT_WEAPONKEY, 0)        set_weapon_list(id, weapon_name_buffer)                return HAM_HANDLED    }    else    {        set_weapon_list(id, weapon_base_buffer)    }        return HAM_IGNORED} public Weapon_PrimaryAttack(weapon_entity){    new Player = get_pdata_cbase(weapon_entity, 41, 4)        if(!g_has_weapon[Player])        return        g_IsInPrimaryAttack = 1    pev(Player,pev_punchangle,cl_pushangle[Player])        g_clip_ammo[Player] = cs_get_weapon_ammo(weapon_entity)} public Weapon_PrimaryAttack_Post(weapon_entity){    g_IsInPrimaryAttack = 0    new Player = get_pdata_cbase(weapon_entity, 41, 4)        new szClip, szAmmo    get_user_weapon(Player, szClip, szAmmo)        if(!is_user_alive(Player))        return            if(g_has_weapon[Player])    {        if(!g_clip_ammo[Player])        {            ExecuteHam(Ham_Weapon_PlayEmptySound, weapon_entity)            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),push)        xs_vec_add(push,cl_pushangle[Player],push)        set_pev(Player,pev_punchangle,push)                set_weapon_shoot_anim(Player)        emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)        set_task(random_float(0.001, 0.005), "Re_MuzzleFlash", Player+TASK_MUZZLEFLASH)    }} public Weapon_ItemPostFrame(weapon_entity) {    new id = pev(weapon_entity, pev_owner)    if(!is_user_connected(id))        return HAM_IGNORED    if(!g_has_weapon[id])        return HAM_IGNORED     static iClipExtra    iClipExtra = get_pcvar_num(cvar_clip)    new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, OFFSET_LINUX)     new iBpAmmo = cs_get_user_bpammo(id, CSW_BASE)    new iClip = get_pdata_int(weapon_entity, m_iClip, OFFSET_LINUX_WEAPONS)     new fInReload = get_pdata_int(weapon_entity, m_fInReload, OFFSET_LINUX_WEAPONS)     if(fInReload && flNextAttack <= 0.0)    {        new j = min(iClipExtra - iClip, iBpAmmo)            set_pdata_int(weapon_entity, m_iClip, iClip + j, OFFSET_LINUX_WEAPONS)        cs_set_user_bpammo(id, CSW_BASE, iBpAmmo-j)                set_pdata_int(weapon_entity, m_fInReload, 0, OFFSET_LINUX_WEAPONS)        fInReload = 0    }    else if(!fInReload && !get_pdata_int(weapon_entity, 74, 4))    {        if(!iClip)            return HAM_IGNORED                    if(get_pdata_float(id, 83, 5) <= 0.0 && get_pdata_float(weapon_entity, 46, 4) <= 0.0 ||        get_pdata_float(weapon_entity, 47, 4) <= 0.0 || get_pdata_float(weapon_entity, 48, 4) <= 0.0)        {            if(pev(id, pev_button) & IN_ATTACK)            {                if(g_Mode[id] == MODE_B)                    Shoot_Special(id)            }            else if(pev(id, pev_button) & IN_ATTACK2)            {                set_buffak_zoom(id, 0)                set_weapons_timeidle(id, CSW_BASE, 0.4)                set_player_nextattackx(id, 0.4)            }        }    }        return HAM_IGNORED} public Weapon_Reload(weapon_entity) {    new id = pev(weapon_entity, pev_owner)    if(!is_user_connected(id))        return HAM_IGNORED    if(!g_has_weapon[id])        return HAM_IGNORED    static iClipExtra    if(g_has_weapon[id])        iClipExtra = get_pcvar_num(cvar_clip)     g_weapon_TmpClip[id] = -1     new iBpAmmo = cs_get_user_bpammo(id, CSW_BASE)    new iClip = get_pdata_int(weapon_entity, m_iClip, OFFSET_LINUX_WEAPONS)     if(iBpAmmo <= 0)        return HAM_SUPERCEDE     if(iClip >= iClipExtra)        return HAM_SUPERCEDE     g_weapon_TmpClip[id] = iClip     return HAM_IGNORED} public Weapon_Reload_Post(weapon_entity) {    new id = pev(weapon_entity, pev_owner)    if (!is_user_connected(id))        return HAM_IGNORED     if(!g_has_weapon[id])        return HAM_IGNORED    if(g_weapon_TmpClip[id] == -1)        return HAM_IGNORED        set_pdata_int(weapon_entity, m_iClip, g_weapon_TmpClip[id], OFFSET_LINUX_WEAPONS)    set_pdata_float(weapon_entity, m_flTimeWeaponIdle, RELOAD_TIME, OFFSET_LINUX_WEAPONS)    set_pdata_float(id, m_flNextAttack, RELOAD_TIME, OFFSET_LINUX)    set_pdata_int(weapon_entity, m_fInReload, 1, OFFSET_LINUX_WEAPONS)        set_weapon_anim(id, ANIM_RELOAD)    set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)    set_buffak_zoom(id, 1)        return HAM_IGNORED} /* ===================== END OF ALL HAM FORWARD ====================== *//* ================= START OF OTHER PUBLIC FUNCTION  ================= */public give_item(id){    drop_weapons(id, 1)    new iWeapon = fm_give_item(id, weapon_base_buffer)    if(iWeapon > 0)    {        cs_set_weapon_ammo(iWeapon, get_pcvar_num(cvar_clip))        cs_set_user_bpammo(id, CSW_BASE, get_pcvar_num(cvar_ammo))        emit_sound(id, CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM,0,PITCH_NORM)                set_weapon_anim(id, ANIM_DRAW)        set_pdata_float(id, m_flNextAttack, DRAW_TIME, OFFSET_LINUX)                set_weapon_list(id, weapon_name_buffer)        set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)        set_pdata_int(iWeapon, 74, MODE_A)    }        g_has_weapon[id] = true    g_Mode[id] = MODE_A    remove_bitvar(id)} public remove_item(id){    g_has_weapon[id] = false    g_Mode[id] = MODE_A    remove_bitvar(id)} public remove_bitvar(id){    g_attack_type[id] = 0    g_Muzzleflash[id][0] = 0    g_Muzzleflash[id][1] = 0} public weapon_hook(id){    engclient_cmd(id, weapon_base_buffer)    return PLUGIN_HANDLED} public replace_weapon_models(id, weaponid){    if(weaponid != CSW_BASE)    {        if(g_has_weapon[id])        {            remove_bitvar(id)            set_buffak_zoom(id, 1)        }    }        switch(weaponid)    {        case CSW_BASE:        {            if(g_has_weapon[id])            {                set_pev(id, pev_viewmodel2, V_MODEL)                set_pev(id, pev_weaponmodel2, P_MODEL)                                if(oldweap[id] != CSW_BASE)                 {                    set_weapon_anim(id, ANIM_DRAW)                    set_player_nextattackx(id, DRAW_TIME)                    set_weapons_timeidle(id, CSW_BASE, DRAW_TIME)                    set_weapon_list(id, weapon_name_buffer)                    set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)                }            }        }    }        oldweap[id] = weaponid} public Shoot_Special(id){    if(!is_user_alive(id) || !is_user_connected(id))        return            new szClip, szWeapId    szWeapId = get_user_weapon(id, szClip)    if(szWeapId != CSW_BASE || !g_has_weapon[id] || !szClip)        return        g_Muzzleflash[id][0] = 3    set_task(random_float(0.001, 0.005), "Re_MuzzleFlash", id+TASK_MUZZLEFLASH)        static Float:PunchAngles[3]    PunchAngles[0] = -5.0    PunchAngles[1] = -2.5    PunchAngles[2] = -2.5    set_pev(id, pev_punchangle, PunchAngles)        set_weapon_shoot_anim(id)    emit_sound(id, CHAN_WEAPON, Fire_Sounds[1], 1.0, ATTN_NORM, 0, PITCH_NORM)        new Float:fStart[3], Float:originF[3]    new target, body        fm_get_aim_origin(id, originF)    get_user_aiming(id, target, body)        pev(id, pev_origin, fStart)    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fStart, 0)    write_byte(TE_SPRITE)    engfunc(EngFunc_WriteCoord, originF[0])    engfunc(EngFunc_WriteCoord, originF[1])    engfunc(EngFunc_WriteCoord, originF[2] + 20.0)    write_short(sBuffakHit)    write_byte(10)    write_byte(240)    message_end()        new a = FM_NULLENT    while((a = find_ent_in_sphere(a, originF, float(get_pcvar_num(cvar_radius)))) != 0)    {        if(id == a)            continue            if(pev(a, pev_takedamage) != DAMAGE_NO)            ExecuteHamB(Ham_TakeDamage, a, 0, id, float(get_pcvar_num(cvar_dmg_2)), DMG_BULLET)    }        if(!is_user_alive(target))    {        static Classname[32]        pev(target, pev_classname, Classname, sizeof(Classname))                if(equal(Classname, "func_breakable"))            ExecuteHamB(Ham_TakeDamage, target, 0, 0, float(get_pcvar_num(cvar_dmg_2)), DMG_GENERIC)    }    else if(is_user_alive(target) && is_user_connected(target))    {        static Float:MyOrigin[3]        pev(id, pev_origin, MyOrigin)        hook_ent2(target, MyOrigin, 400.0, 2)        ExecuteHamB(Ham_TakeDamage, target, 0, id, float(get_pcvar_num(cvar_dmg_2))*0.75, DMG_BULLET)    }        static entity_weapon    entity_weapon = find_ent_by_owner(ENG_NULLENT, weapon_base_buffer, id)        if(!pev_valid(entity_weapon))        return        cs_set_weapon_ammo(entity_weapon, szClip - 1)    set_player_nextattackx(id, 0.7)    set_weapons_timeidle(id, CSW_BASE, 0.7)} public set_weapon_shoot_anim(id){    if(!g_attack_type[id])    {        set_weapon_anim(id, ANIM_SHOOT1)        g_attack_type[id] = 1    }    else if(g_attack_type[id] == 1)    {        set_weapon_anim(id, ANIM_SHOOT2)        g_attack_type[id] = 2    }    else if(g_attack_type[id] == 2)    {        set_weapon_anim(id, ANIM_SHOOT3)        g_attack_type[id] = 0    }} public Re_MuzzleFlash(id){    id -= TASK_MUZZLEFLASH     if(!is_user_alive(id) || !is_user_connected(id))        return    if(get_user_weapon(id) != CSW_BASE || !g_has_weapon[id])        return        if(g_Mode[id] == MODE_A) g_Muzzleflash[id][0] = true    else if(g_Mode[id] == MODE_B) g_Muzzleflash[id][1] = true} /* ============= END OF OTHER PUBLIC FUNCTION (Weapon) ============= *//* ================= START OF ALL STOCK TO MACROS ================== */stock set_buffak_zoom(id, const reset = 0){    if(reset == 1)    {        set_fov(id)        g_Mode[id] = MODE_A    }    else if(reset == 0)    {        if(g_Mode[id] == MODE_A)        {            set_fov(id, 80)            g_Mode[id] = MODE_B        }        else if(g_Mode[id] == MODE_B)        {            set_fov(id)            g_Mode[id] = MODE_A        }    }} stock set_fov(id, fov = 90){    message_begin(MSG_ONE, get_user_msgid("SetFOV"), {0,0,0}, id)    write_byte(fov)    message_end()} stock set_weapon_list(id, const weapon_name[]){    message_begin(MSG_ONE, get_user_msgid("WeaponList"), {0,0,0}, id)    write_string(weapon_name)    write_byte(g_list_variables[2])    write_byte(g_list_variables[3])    write_byte(g_list_variables[4])    write_byte(g_list_variables[5])    write_byte(g_list_variables[6])    write_byte(g_list_variables[7])    write_byte(g_list_variables[8])    write_byte(g_list_variables[9])    message_end()} stock hook_ent2(ent, Float:VicOrigin[3], Float:speed, type){    static Float:fl_Velocity[3]    static Float:EntOrigin[3]        pev(ent, pev_origin, EntOrigin)    static Float:distance_f    distance_f = 100.0        new Float:fl_Time = distance_f / speed    if(type == 1)    {        fl_Velocity[0] = ((VicOrigin[0] - EntOrigin[0]) / fl_Time) * 1.5        fl_Velocity[1] = ((VicOrigin[1] - EntOrigin[1]) / fl_Time) * 1.5        fl_Velocity[2] = (VicOrigin[2] - EntOrigin[2]) / fl_Time            }    else if(type == 2)    {        fl_Velocity[0] = ((EntOrigin[0] - VicOrigin[0]) / fl_Time) * 1.5        fl_Velocity[1] = ((EntOrigin[1] - VicOrigin[1]) / fl_Time) * 1.5        fl_Velocity[2] = (EntOrigin[2] - VicOrigin[2]) / fl_Time    }        entity_set_vector(ent, EV_VEC_velocity, fl_Velocity)} stock drop_weapons(id, dropwhat){    static weapons[32], num = 0, i, weaponid    get_user_weapons(id, weapons, num)         for (i = 0; i < num; i++)    {        weaponid = weapons[i]                  if(dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))        {            static wname[32]            get_weaponname(weaponid, wname, sizeof wname - 1)            engclient_cmd(id, "drop", wname)        }    }} stock set_player_nextattackx(id, Float:nexttime){    if(!is_user_alive(id))        return            set_pdata_float(id, m_flNextAttack, nexttime, 5)} stock set_weapons_timeidle(id, WeaponId ,Float:TimeIdle){    if(!is_user_alive(id))        return            static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)    if(!pev_valid(entwpn))         return            set_pdata_float(entwpn, 46, TimeIdle, OFFSET_LINUX_WEAPONS)    set_pdata_float(entwpn, 47, TimeIdle, OFFSET_LINUX_WEAPONS)    set_pdata_float(entwpn, 48, TimeIdle + 1.0, OFFSET_LINUX_WEAPONS)} stock set_weapons_timeidlex(id, Float:TimeIdle, Float:Idle){    new entwpn = fm_get_user_weapon_entity(id, CSW_BASE)    if(!pev_valid(entwpn))         return        set_pdata_float(entwpn, 46, TimeIdle, 4)    set_pdata_float(entwpn, 47, TimeIdle, 4)    set_pdata_float(entwpn, 48, Idle, 4)} stock set_weapon_anim(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()} stock precache_viewmodel_sound(const model[]) // I Get This From BTE{    new file, i, k    if((file = fopen(model, "rt")))    {        new szsoundpath[64], NumSeq, SeqID, Event, NumEvents, EventID        fseek(file, 164, SEEK_SET)        fread(file, NumSeq, BLOCK_INT)        fread(file, SeqID, BLOCK_INT)                for(i = 0; i < NumSeq; i++)        {            fseek(file, SeqID + 48 + 176 * i, SEEK_SET)            fread(file, NumEvents, BLOCK_INT)            fread(file, EventID, BLOCK_INT)            fseek(file, EventID + 176 * i, SEEK_SET)                        // The Output Is All Sound To Precache In ViewModels (GREAT :V)            for(k = 0; k < NumEvents; k++)            {                fseek(file, EventID + 4 + 76 * k, SEEK_SET)                fread(file, Event, BLOCK_INT)                fseek(file, 4, SEEK_CUR)                                if(Event != 5004)                    continue                                fread_blocks(file, szsoundpath, 64, BLOCK_CHAR)                                if(strlen(szsoundpath))                {                    strtolower(szsoundpath)                    engfunc(EngFunc_PrecacheSound, szsoundpath)                }            }        }    }    fclose(file)} stock fm_cs_get_weapon_ent_owner(ent){    return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS)} /* ================= END OF ALL STOCK AND PLUGINS CREATED ================== */  
Dekui jei kas padesit :)


Edit

del deziu sprogimo jau susitvarkiau problema
Last edited by KaimyneliS on 2018 Jan 27 23:51, edited 1 time in total.
Ačiū kad padedate pradedančiajam :)

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