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#include <amxmodx>#include <fakemeta>#include <hamsandwich>#include <cstrike> new const CT_MODEL[] = "ctmodel" // The model we're gonna use for ctnew const T_MODEL[] = "tmodel" // terrorist modelis#define MODELSET_TASK 100 // an offset for our models task#define MODELCHANGE_DELAY 0.5 // delay between model changesnew Float:g_models_targettime // target time for the last model changenew Float:g_roundstarttime // last round start time new g_has_custom_model[33] // whether the player is using a custom modelnew g_player_model[33][32] // player's model name (string)new g_ctmdl[33] // whether the player is a ctnew g_tmdl[33] // ar teras /*================================================================================ [Plugin Start]=================================================================================*/ public plugin_precache(){ new modelpath[100] formatex( modelpath, charsmax( modelpath ), "models/player/%s/%s.mdl", CT_MODEL, CT_MODEL ) engfunc( EngFunc_PrecacheModel, modelpath ) formatex( modelpath, charsmax( modelpath ), "models/player/%s/%s.mdl", T_MODEL, T_MODEL ) engfunc( EngFunc_PrecacheModel, modelpath )} public plugin_init(){ register_plugin( "Model changer", "0.3", "MeRcyLeZZ" ) register_event( "HLTV", "event_round_start", "a", "1=0", "2=0" ) RegisterHam( Ham_Spawn, "player", "fw_PlayerSpawn", 1 ) register_forward( FM_SetClientKeyValue, "fw_SetClientKeyValue" ) register_forward( FM_ClientUserInfoChanged, "fw_ClientUserInfoChanged" )} /*================================================================================ [Round Start Event]=================================================================================*/ public event_round_start(){ g_roundstarttime = get_gametime()} /*================================================================================ [Player Spawn Event]=================================================================================*/ public fw_PlayerSpawn( id ){ // Not alive or didn't join a team yet if ( !is_user_alive( id ) || !cs_get_user_team( id ) ) return; g_ctmdl[id] = cs_get_user_team( id ) == CS_TEAM_CT ? true : false; g_tmdl[id] = cs_get_user_team( id ) == CS_TEAM_T ? true : false; // Remove previous tasks (if any) remove_task( id + MODELSET_TASK ) if ( g_ctmdl[id] ) { // Store our custom model in g_player_model[id] copy( g_player_model[id], charsmax( g_player_model[] ), CT_MODEL ) // Get current model new currentmodel[32] fm_get_user_model( id, currentmodel, charsmax( currentmodel ) ) // Check whether it matches the custom model if ( !equal( currentmodel, g_player_model[id] ) ) { // An additional delay is offset at round start // since SVC_BAD is more likely to be triggered there if ( get_gametime() - g_roundstarttime < 5.0 ) set_task( 5.0 * MODELCHANGE_DELAY, "fm_user_model_update", id + MODELSET_TASK ) else fm_user_model_update( id + MODELSET_TASK ) } } else if ( g_has_custom_model[id] ) { // Reset it back to the default one fm_reset_user_model( id ) } if ( g_tmdl[id] ) { // Store our custom model in g_player_model[id] copy( g_player_model[id], charsmax( g_player_model[] ), T_MODEL ) // Get current model new currentmodel[32] fm_get_user_model( id, currentmodel, charsmax( currentmodel ) ) // Check whether it matches the custom model if ( !equal( currentmodel, g_player_model[id] ) ) { // An additional delay is offset at round start // since SVC_BAD is more likely to be triggered there if ( get_gametime() - g_roundstarttime < 5.0 ) set_task( 5.0 * MODELCHANGE_DELAY, "fm_user_model_update", id + MODELSET_TASK ) else fm_user_model_update( id + MODELSET_TASK ) } } else if ( g_has_custom_model[id] ) { // Reset it back to the default one fm_reset_user_model( id ) }} /*================================================================================ [Forwards]=================================================================================*/ public fw_SetClientKeyValue( id, const infobuffer[], const key[] ){ // Block CS model changes if ( g_has_custom_model[id] && equal( key, "model" ) ) return FMRES_SUPERCEDE; return FMRES_IGNORED;} public fw_ClientUserInfoChanged( id ){ // Player doesn't have a custom model if ( !g_has_custom_model[id] ) return FMRES_IGNORED; // Get current model static currentmodel[32] fm_get_user_model( id, currentmodel, charsmax( currentmodel ) ) // Check whether it matches the custom model - if not, set it again if ( !equal( currentmodel, g_player_model[id] ) && !task_exists( id + MODELSET_TASK ) ) fm_set_user_model( id + MODELSET_TASK ) return FMRES_IGNORED;} /*================================================================================ [Tasks]=================================================================================*/ public fm_user_model_update( taskid ){ static Float:current_time current_time = get_gametime() // Do we need a delay? if ( current_time - g_models_targettime >= MODELCHANGE_DELAY ) { fm_set_user_model( taskid ) g_models_targettime = current_time } else { set_task( (g_models_targettime + MODELCHANGE_DELAY) - current_time, "fm_set_user_model", taskid ) g_models_targettime = g_models_targettime + MODELCHANGE_DELAY }} public fm_set_user_model( player ){ // Get actual player id player -= MODELSET_TASK // Set new model engfunc( EngFunc_SetClientKeyValue, player, engfunc( EngFunc_GetInfoKeyBuffer, player ), "model", g_player_model[player] ) // Remember this player has a custom model g_has_custom_model[player] = true} /*================================================================================ [Stocks]=================================================================================*/ stock fm_get_user_model( player, model[], len ){ // Retrieve current model engfunc( EngFunc_InfoKeyValue, engfunc( EngFunc_GetInfoKeyBuffer, player ), "model", model, len )} stock fm_reset_user_model( player ){ // Player doesn't have a custom model any longer g_has_custom_model[player] = false dllfunc( DLLFunc_ClientUserInfoChanged, player, engfunc( EngFunc_GetInfoKeyBuffer, player ) )}