- Ошибка
-
Не выдается граната при покупки через меню /anew
- ОС
- Linux
- Amx Mod X
-
AMX Mod X 1.9.0.5294 (http://www.amxmodx.org)
Authors:
David "BAILOPAN" Anderson, Pavol "PM OnoTo" Marko
Felix "SniperBeamer" Geyer, Jonny "Got His Gun" Bergstrom
Lukasz "SidLuke" Wlasinski, Christian "Basic-Master" Hammacher
Borja "faluco" Ferrer, Scott "DS" Ehlert
Compiled: Dec 3 2021 15:54:56
Built from: https://github.com/alliedmodders/amxmodx/commit/363871a
Build ID: 5294:363871a
Core mode: JIT+ASM32
- Билд
-
Protocol version 48
Exe version 1.1.2.7/Stdio (cstrike)
ReHLDS version: 3.11.0.767-dev
Build date: 03:13:55 Oct 25 2021 (2753)
Build from: https://github.com/dreamstalker/rehlds/commit/471158b
- ReGamedll
-
ReGameDLL version: 5.21.0.546-dev
Build date: 15:32:48 Dec 28 2021
Build from: https://github.com/s1lentq/ReGameDLL_CS/commit/09a6c61
- Версия Metamod
-
Metamod-r v1.3.0.128, API (5:13)
Metamod-r build: 17:47:54 Aug 24 2018
Metamod-r from: https://github.com/theAsmodai/metamod-r/commit/0cf2f70
- Список метамодулей
-
Currently loaded plugins:
description stat pend file vers src load unload
[ 1] SafeNameAndChat RUN - SafeNameAndChat.so v1.2 Beta 3 ini ANY ANY
[ 2] Reunion RUN - reunion_mm_i386.so v0.1.92d ini Start Never
[ 3] ReAuthCheck RUN - reauthcheck_mm_i386.so v0.1.6 ini Start Never
[ 4] Rechecker RUN - rechecker_mm_i386.so v2.5 ini Chlvl ANY
[ 5] VoiceTranscoder RUN - VoiceTranscoder.so v2017RC5 ini ANY ANY
[ 6] ReSemiclip RUN - resemiclip_mm_i386.so v2.3.9 ini Chlvl ANY
[ 7] WHBlocker RUN - whblocker_mm_i386.so v1.5.697 ini Chlvl ANY
[ 8] AMX Mod X RUN - amxmodx_mm_i386.so v1.9.0.5294 ini Start ANY
[ 9] MySQL RUN - mysql_amxx_i386.so v1.9.0.5294 pl8 ANY ANY
[10] Fun RUN - fun_amxx_i386.so v1.9.0.5294 pl8 ANY ANY
[11] Engine RUN - engine_amxx_i386.so v1.9.0.5294 pl8 ANY ANY
[12] FakeMeta RUN - fakemeta_amxx_i386.so v1.9.0.5294 pl8 ANY ANY
[13] CStrike RUN - cstrike_amxx_i386.so v1.9.0.5294 pl8 ANY ANY
[14] Ham Sandwich RUN - hamsandwich_amxx_i386.so v1.9.0.5294 pl8 ANY ANY
[15] hackdetector RUN - hackdetector_amxx_i386.so v0.15.328.lite pl8 ANY ANY
[16] ReAimDetector RUN - reaimdetector_amxx_i386.so v0.2.2 pl8 ANY Never
[17] VTC AMXX API RUN - VtcApi_amxx_i386.so v2017 RC pl8 ANY ANY
[18] AuthEmu RUN - authemu_amxx_i386.so v5.2.12.431 pl8 ANY Never
[19] ReAPI RUN - reapi_amxx_i386.so v5.21.0.252-dev pl8 ANY Never
19 plugins, 19 running
- Список плагинов
-
[ 2] FreshBans 1.4.6b kanagava fresh_bans_146- running
[ 3] ReAimDetector API 0.2.2 ReHLDS Team reaimdetector.a running
[ 4] Aliases checker 1.0.3 kanagava alias_detector. running
[ 5] Admin Loader 3.5 neygomon admin_loader.am running
[ 6] Ultimate Chats Control 5.2(c) neygomon ucc.amxx running
[ 7] UCC Addon: VoteGAG 1.2 neygomon ucc_votegag.amx running
[ 8] unknown unknown unknown adminfreelook.a running
[ 9] Top Awards 1.2.0 szawesome top_awards.amxx running
[ 10] GameName Changer 1.0 neugomon gamename_change running
[ 11] Steam_GSClient_Bonus 1.0.5 ApXuTekToR Steam_GSClient_ running
[ 12] AuthEmu API 1.0 Dev-MS Team authemu.amxx running
[ 13] Admin Commands 1.9.0.5294 AMXX Dev Team admincmd.amxx running
[ 14] Slots Reservation 1.9.0.5294 AMXX Dev Team adminslots.amxx running
[ 15] Admin Chat 1.9.0.5294 AMXX Dev Team adminchat.amxx running
[ 16] Admin Votes 1.9.0.5294 AMXX Dev Team adminvote.amxx running
[ 17] Lite Admin ESP 1.0 neygomon admin_esp.amxx running
[ 18] Anti Flood 1.9.0.5294 AMXX Dev Team antiflood.amxx running
[ 19] Server Menu 1.5.0 F@nt0M server_menu.amx running
[ 20] Commands Menu 1.9.0.5294 AMXX Dev Team cmdmenu.amxx running
[ 21] Players Menu 1.7 neugomon players_menu.am running
[ 22] Maps Menu 1.9.0.5294 AMXX Dev Team mapsmenu.amxx running
[ 23] Mode 2x2 2.5re s1lent mode.amxx running
[ 24] [ReAPI] No Team Flash 0.0.2 Vaqtincha no_team_flash.a running
[ 25] WeaponState Remember 0.0.4 Vaqtincha weaponstate_rem running
[ 26] Top Bomber 0.1.1 Albertio top_bomber.amxx running
[ 27] Back Weapons 1.87 hoboman313/cheap backweapons.amx running
[ 28] Lite TeamBalancer 1.20 neygomon lite_balancer.a running
[ 29] Advert Messages 1.2.2 neygomon adverts.amxx running
[ 30] Weapon Restrict 2.1 s1lent & neugomo weaponrest.amxx running
[ 31] [ReAPI] Hint blocker 0.1.0 F@tn0M reapi_hint_bloc running
[ 32] Say me and Say hp 1.4 neygomon sayme.amxx running
[ 33] CSStatsX SQL 0.7.4+2 serfreeman1337 csstatsx_sql.am running
[ 34] AES: StatsX 0.5.9 [REA serfreeman1337/s aes_statsx_cstr running
[ 35] Stats Configuration 1.9.0.5294 AMXX Dev Team statscfg.amxx running
[ 36] DemoRecoder 1.1 neygomon amx_demorec.amx running
[ 37] Lite VIP System 1.5 neygomon lite_vip.amxx running
[ 38] [ReAPI] Block Fire in 3.1.0 F@nt0M reapi_block_fit running
[ 39] AFK Control 1.4.1 [Rnd neygomon afk_control.amx running
[ 40] Ping Control 1.31 neygomon Ping_Control.am running
[ 41] lite screen fade 1.0 AcE re_lite_screen_ running
[ 42] resetscore(ReAPI) 1.0 Phantom fm_rs.amxx running
[ 43] unknown unknown unknown Kill_assist_rea running
[ 44] [ReAPI] AWPoff 1.4.3 PAffAEJIkA :3 awp_off.amxx running
[ 45] C4 Timer on roundtime 0.3.3a neygomon c4timer.amxx running
[ 46] Inline Warm-Up 0.2 Vaqtincha inline_warmup.a running
[ 47] Hide HUD/Menu on Vote 1.2.2 d3m37r4 hide_hud_and_me running
[ 48] [ReAPI] Healthnade 0.0.4f F@nt0M + mx?! reapi_healthnad running
[ 49] Map Manager: Core 3.1.4 Mistrick map_manager_cor running
[ 50] Map Manager: Scheduler 0.1.9 Mistrick map_manager_sch running
[ 51] Map Manager: Rtv 0.1.1 Mistrick map_manager_rtv running
[ 52] Map Manager: Nominatio 0.2.0 Mistrick map_manager_nom running
[ 53] Map Manager: BlockList 0.0.4 Mistrick map_manager_blo running
[ 54] Map Manager: Online so 0.0.4 Mistrick map_manager_onl running
[ 55] Map Manager: Effects 0.1.0 Mistrick map_manager_eff running
[ 56] Map Manager: Informer 0.0.5 Mistrick map_manager_inf running
[ 57] Map Manager: Sounds 0.0.1 Mistrick map_manager_sou running
[ 58] Map Manager: Priority 0.0.2 Mistrick map_manager_pri running
[ 59] Lite Translit 2.8 neygomon lite_translit.a running
[ 60] Advanced Experience Sy 0.5.9 [REA serfreeman1337/s aes_main.amxx running
[ 61] AES: CStrike Addon 0.5.9 [REA serfreeman1337/s aes_exp_cstrike running
[ 62] AES: Informer 0.5.9 [REA serfreeman1337/s aes_informer.am running
[ 63] AES Bonus: Flags 0.1 Sonyx aes_bonus_flags running
[ 64] AES: Admin Tools 0.5.9 [REA serfreeman1337/s aes_exp_editor. running
[ 65] AES: Bonus System 0.5.9 Vega serfreeman1337/s aes_bonus_syste running
[ 66] AES: Bonus CSTRIKE 0.5.9.1 [R serfreeman1337/s aes_bonus_cstri running
- Автор плагина
- F@nt0M + mx?!
- Версия плагина
- 0.0.4f
- Исходный код
-
/*
Форк лечебной гранаты на основе Healthnade 0.0.2 от F@nt0M: https://dev-cs.ru/resources/992/
0.0.3f:
* Добавлена возможность пить зелье на ПКМ (спасибо AnonymousAmx, MayroN, Psycrow)
* Опция HEAL_AMOUNT переименована в HEAL_AMOUNT_THROW
* Добавлена опция HEAL_AMOUNT_DRINK
* Добавлены опции USAGE_MSG и FULL_HP_MSG
* Заменена модель в руках (v_) на модель с анимацией выпивания
* Добавлен звук выпивания (обрататие внимание, модель содержит другие пути к звукам!)
0.0.4f:
* Добавлена опция MIN_ROUND (минимальный раунд для автовыдачи по флагу)
*/
new const PLUGIN_VERSION[] = "0.0.4f";
#pragma semicolon 1
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <reapi>
// Минимальный раунд для выдачи (сбрасывается при рестарте)
const MIN_ROUND = 1;
// Радиус лечения
const Float:HEAL_RADIUS = 300.0;
// Объём лечения при броске
const Float:HEAL_AMOUNT_THROW = 20.0;
// Объём лечения при выпивании
const Float:HEAL_AMOUNT_DRINK = 35.0;
// Информирование по центру о функциях (закомментировать для отключения)
new const USAGE_MSG[] = "ЛКМ - Бросить | ПКМ - Выпить";
// Информирование по центру о невозможности выпить зелье (закомментировать для отключения)
new const FULL_HP_MSG[] = "Вы полностью здоровы!";
// Флаг автовыдачи при спавне (закомментировать для выдачи всем)
const ACCESS_FLAG = ADMIN_LEVEL_H;
const WeaponIdType:WEAPON_ID = WEAPON_SMOKEGRENADE;
const WeaponIdType:WEAPON_NEW_ID = WEAPON_GLOCK;
const WeaponIdType:WEAPON_FAKE_ID = WeaponIdType:75;
new const WEAPON_NAME[] = "weapon_smokegrenade";
new const AMMO_NAME[] = "HealthNade";
new const WEAPON_NEW_NAME[] = "reapi_healthnade/weapon_healthnade";
new const ITEM_CLASSNAME[] = "weapon_healthnade";
new const GRENADE_CLASSNAME[] = "healthnade";
const AMMO_ID = 16;
new const VIEWMODEL[] = "models/reapi_healthnade/v_drink9.mdl";
new const WEAPONMODEL[] = "models/reapi_healthnade/p_healthnade.mdl";
new const WORLDMODEL[] = "models/reapi_healthnade/w_healthnade.mdl";
new const SOUND_PULLPIN[] = "weapons/holywater_pinpul.wav";
new const SOUND_DEPLOY[] = "weapons/holywater_deploy.wav";
new const SOUND_DRINK[] = "weapons/holywater_drink.wav";
#define rg_get_current_round() (get_member_game(m_iTotalRoundsPlayed) + 1)
new SpriteCylinder, SpriteExplode, SpriteShape;
new MsgIdWeaponList, MsgIdAmmoPickup, MsgIdStatusIcon, MsgIdScreenFade;
#if WEAPON_NEW_ID != WEAPON_GLOCK
new FwdRegUserMsg, MsgHookWeaponList;
#endif
public plugin_precache() {
register_plugin("[ReAPI] Healthnade", PLUGIN_VERSION, "F@nt0M + mx?!");
precache_generic("sprites/reapi_healthnade/weapon_healthnade.txt");
precache_generic("sprites/reapi_healthnade/640hud128.spr");
precache_model(VIEWMODEL);
precache_model(WEAPONMODEL);
precache_model(WORLDMODEL);
precache_sound(SOUND_PULLPIN);
precache_sound(SOUND_DEPLOY);
precache_sound(SOUND_DRINK);
SpriteExplode = precache_model("sprites/reapi_healthnade/heal_explode.spr");
SpriteShape = precache_model("sprites/reapi_healthnade/heal_shape.spr");
SpriteCylinder = precache_model("sprites/shockwave.spr");
precache_sound("weapons/reapi_healthnade/heal.wav");
#if WEAPON_NEW_ID != WEAPON_GLOCK
MsgIdWeaponList = get_user_msgid("WeaponList");
if (MsgIdWeaponList) {
MsgHookWeaponList = register_message(MsgIdWeaponList, "HookWeaponList");
} else {
FwdRegUserMsg = register_forward(FM_RegUserMsg, "RegUserMsg_Post", true);
}
#endif
}
public plugin_init() {
register_clcmd(WEAPON_NEW_NAME, "CmdSelect");
RegisterHookChain(RG_CBasePlayer_OnSpawnEquip, "CBasePlayer_OnSpawnEquip_Post", true);
RegisterHookChain(RG_CSGameRules_CleanUpMap, "CSGameRules_CleanUpMap_Post", true);
RegisterHookChain(RG_CBasePlayer_GiveAmmo, "CBasePlayer_GiveAmmo_Pre", false);
RegisterHookChain(RG_CBasePlayerWeapon_DefaultDeploy, "CBasePlayerWeapon_DefaultDeploy_Pre", false);
RegisterHam(Ham_Item_Deploy, WEAPON_NAME, "Item_Deploy_Post", true);
RegisterHam(Ham_Item_Holster, WEAPON_NAME, "Item_Holster_Post", true);
RegisterHam(Ham_Weapon_SecondaryAttack, WEAPON_NAME, "CBasePlayerWeapon_SecondaryAttack_Post", true);
RegisterHam(Ham_Item_PostFrame, WEAPON_NAME, "CBasePlayerWeapon_ItemPostFrame_Pre");
RegisterHookChain(RG_CBasePlayer_ThrowGrenade, "CBasePlayer_ThrowGrenade_Pre", false);
MsgIdAmmoPickup = get_user_msgid("AmmoPickup");
MsgIdStatusIcon = get_user_msgid("StatusIcon");
MsgIdScreenFade = get_user_msgid("ScreenFade");
#if WEAPON_NEW_ID == WEAPON_GLOCK
MsgIdWeaponList = get_user_msgid("WeaponList");
UTIL_WeapoList(
MSG_INIT, 0,
WEAPON_NEW_NAME,
AMMO_ID, 1,
-1, -1, GRENADE_SLOT, 4, WEAPON_NEW_ID,
ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE
);
#else
if (FwdRegUserMsg) {
unregister_forward(FM_RegUserMsg, FwdRegUserMsg, true);
}
unregister_message(MsgIdWeaponList, MsgHookWeaponList);
#endif
}
#if WEAPON_NEW_ID != WEAPON_GLOCK
public RegUserMsg_Post(const name[]) {
if (strcmp(name, "WeaponList") == 0) {
MsgIdWeaponList = get_orig_retval();
MsgHookWeaponList = register_message(MsgIdWeaponList, "HookWeaponList");
}
}
public HookWeaponList(const msg_id, const msg_dest, const msg_entity) {
enum {
arg_name = 1,
arg_ammo1,
arg_ammo1_max,
arg_ammo2,
arg_ammo2_max,
arg_slot,
arg_position,
arg_id,
arg_flags,
};
if (msg_dest != MSG_INIT || WeaponIdType:get_msg_arg_int(arg_id) != WEAPON_NEW_ID) {
return PLUGIN_CONTINUE;
}
set_msg_arg_string(arg_name,WEAPON_NEW_NAME);
set_msg_arg_int(arg_ammo1, ARG_BYTE, AMMO_ID);
set_msg_arg_int(arg_ammo1_max, ARG_BYTE, 1);
set_msg_arg_int(arg_ammo2, ARG_BYTE, -1);
set_msg_arg_int(arg_ammo2_max, ARG_BYTE, -1);
set_msg_arg_int(arg_slot, ARG_BYTE, _:GRENADE_SLOT - 1);
set_msg_arg_int(arg_position, ARG_BYTE, 4);
set_msg_arg_int(arg_flags, ARG_BYTE, ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE);
return PLUGIN_CONTINUE;
}
#endif
public CBasePlayer_OnSpawnEquip_Post(const id) {
#if defined ACCESS_FLAG
if (~get_user_flags(id) & ACCESS_FLAG) {
return;
}
#endif
#if defined MIN_ROUND
if(rg_get_current_round() < MIN_ROUND) {
return;
}
#endif
giveNade(id);
}
public CmdSelect(const id) {
if (!is_user_alive(id)) {
return PLUGIN_HANDLED;
}
new item = rg_get_player_item(id, ITEM_CLASSNAME, GRENADE_SLOT);
if (item != 0 && get_member(id, m_pActiveItem) != item) {
rg_switch_weapon(id, item);
}
return PLUGIN_HANDLED;
}
public CSGameRules_CleanUpMap_Post() {
new ent = rg_find_ent_by_class(NULLENT, GRENADE_CLASSNAME, false);
while (ent > 0) {
destroyNade(ent);
ent = rg_find_ent_by_class(ent, GRENADE_CLASSNAME, false);
}
}
public CBasePlayer_GiveAmmo_Pre(const id, const amount, const name[]) {
if (strcmp(name, AMMO_NAME) != 0) {
return HC_CONTINUE;
}
giveAmmo(id, amount, AMMO_ID, 1);
SetHookChainReturn(ATYPE_INTEGER, AMMO_ID);
return HC_SUPERCEDE;
}
public CBasePlayerWeapon_DefaultDeploy_Pre(const item, const szViewModel[], const szWeaponModel[], const iAnim, const szAnimExt[], const skiplocal) {
if (FClassnameIs(item, ITEM_CLASSNAME)) {
SetHookChainArg(2, ATYPE_STRING, VIEWMODEL);
SetHookChainArg(3, ATYPE_STRING, WEAPONMODEL);
#if defined USAGE_MSG
client_print(get_member(item, m_pPlayer), print_center, USAGE_MSG);
#endif
}
new WeaponIdType:wid = WeaponIdType:rg_get_iteminfo(item, ItemInfo_iId);
if (wid != WEAPON_ID && wid != WEAPON_FAKE_ID) {
return HC_CONTINUE;
}
new lastItem = get_member(get_member(item, m_pPlayer), m_pLastItem);
if (is_nullent(lastItem) || item == lastItem) {
return HC_CONTINUE;
}
if (WeaponIdType:rg_get_iteminfo(lastItem, ItemInfo_iId) == WEAPON_ID) {
SetHookChainArg(6, ATYPE_INTEGER, 0);
}
return HC_CONTINUE;
}
public Item_Deploy_Post(const item) {
if (WeaponIdType:rg_get_iteminfo(item, ItemInfo_iId) == WEAPON_FAKE_ID) {
rg_set_iteminfo(item, ItemInfo_iId, WEAPON_ID);
}
new other = get_member(get_member(item, m_pPlayer), m_rgpPlayerItems, GRENADE_SLOT);
while (!is_nullent(other)) {
if (item != other && WeaponIdType:rg_get_iteminfo(other, ItemInfo_iId) == WEAPON_ID) {
rg_set_iteminfo(other, ItemInfo_iId, WEAPON_FAKE_ID);
}
other = get_member(other, m_pNext);
}
}
public Item_Holster_Post(const item) {
new other = get_member(get_member(item, m_pPlayer), m_rgpPlayerItems, GRENADE_SLOT);
while (!is_nullent(other)) {
if (item != other && WeaponIdType:rg_get_iteminfo(other, ItemInfo_iId) == WEAPON_FAKE_ID) {
rg_set_iteminfo(other, ItemInfo_iId, WEAPON_ID);
}
other = get_member(other, m_pNext);
}
}
enum {
HG_ANIMATION_IDLE = 0,
HG_ANIMATION_PULLPIN,
HG_ANIMATION_THROW,
HG_ANIMATION_DEPLOY,
HG_ANIMATION_DRINK
};
public CBasePlayerWeapon_SecondaryAttack_Post(weapon) {
if(!is_entity(weapon) || !FClassnameIs(weapon, ITEM_CLASSNAME)) {
return;
}
set_member(weapon, m_Weapon_flNextSecondaryAttack, 0.3);
if(get_member(weapon, m_flStartThrow) > 0.0) {
return;
}
new pPlayer = get_member(weapon, m_pPlayer);
new iBpAmmo = get_member(pPlayer, m_rgAmmo, AMMO_ID);
if(!iBpAmmo) {
return;
}
if(Float:get_entvar(pPlayer, var_health) >= Float:get_entvar(pPlayer, var_max_health)) {
#if defined FULL_HP_MSG
client_print(pPlayer, print_center, FULL_HP_MSG);
#endif
return;
}
const Float:fAnimTime = 3.15; // 63 frames / 20 fps
set_member(weapon, m_Weapon_flTimeWeaponIdle, fAnimTime);
set_member(weapon, m_Weapon_flNextPrimaryAttack, fAnimTime);
set_member(weapon, m_Weapon_flNextSecondaryAttack, fAnimTime);
SendWeaponAnimation(pPlayer, HG_ANIMATION_DRINK);
}
// PostFrame() а не WeaponIdle() т.к. при прожатых IN_ATTACK|IN_ATTACK2|IN_RELOAD WeaponIdle() не вызывается
// т.е. зажатие любой из этих кнопок приведёт к неработоспособности логики
public CBasePlayerWeapon_ItemPostFrame_Pre(weapon) {
if(/*!is_entity(weapon) || */!FClassnameIs(weapon, ITEM_CLASSNAME)) {
return;
}
if(get_member(weapon, m_Weapon_flTimeWeaponIdle) > 0.0) {
return;
}
new pPlayer = get_member(weapon, m_pPlayer);
if(get_entvar(pPlayer, var_weaponanim) != HG_ANIMATION_DRINK) {
return;
}
// Нам надо обеспечить вызов WeaponIdle()
// https://github.com/s1lentq/ReGameDLL_CS/blob/67cc153f5d0abab1e42b32a83ef4a470c8781a5c/regamedll/dlls/weapons.cpp#L1007
// https://github.com/s1lentq/ReGameDLL_CS/blob/67cc153f5d0abab1e42b32a83ef4a470c8781a5c/regamedll/dlls/weapons.cpp#L1019
// https://github.com/s1lentq/ReGameDLL_CS/blob/67cc153f5d0abab1e42b32a83ef4a470c8781a5c/regamedll/dlls/weapons.cpp#L1092
set_entvar(pPlayer, var_button, get_entvar(pPlayer, var_button) & ~(IN_ATTACK|IN_ATTACK2|IN_RELOAD));
new iBpAmmo = get_member(pPlayer, m_rgAmmo, AMMO_ID);
if(!iBpAmmo) {
return;
}
set_member(pPlayer, m_rgAmmo, iBpAmmo - 1, AMMO_ID);
// RetireWeapon() средствами regamedll если бпаммо нет, либо отправка анимации деплоя
// https://github.com/s1lentq/ReGameDLL_CS/blob/b979b5e84f36dc0eb870f97da670b700756217f1/regamedll/dlls/wpn_shared/wpn_smokegrenade.cpp#L225
set_member(weapon, m_flReleaseThrow, 0.1);
ExecuteHamB(Ham_TakeHealth, pPlayer, HEAL_AMOUNT_DRINK, DMG_GENERIC);
UTIL_ScreenFade(pPlayer);
}
stock SendWeaponAnimation(const id, const iAnimation) {
set_entvar(id, var_weaponanim, iAnimation);
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = id);
write_byte(iAnimation);
write_byte(0);
message_end();
}
public CBasePlayer_ThrowGrenade_Pre(const id, const item, const Float:vecSrc[3], const Float:vecThrow[3], const Float:time, const const usEvent) {
if (!FClassnameIs(item, ITEM_CLASSNAME)) {
return HC_CONTINUE;
}
new grenade = throwNade(id, vecSrc, vecThrow, time);
SetHookChainReturn(ATYPE_INTEGER, grenade);
return HC_SUPERCEDE;
}
public GrenadeTouch(const grenade, const other) {
if (!is_nullent(grenade)) {
explodeNade(grenade);
}
}
public GrenadeThink(const grenade) {
if (!is_nullent(grenade)) {
explodeNade(grenade);
}
}
giveNade(const id) {
new item = rg_get_player_item(id, ITEM_CLASSNAME, GRENADE_SLOT);
if (item != 0) {
giveAmmo(id, 1, AMMO_ID, 1);
return item;
}
item = rg_create_entity(WEAPON_NAME, false);
if (is_nullent(item)) {
return NULLENT;
}
new Float:origin[3];
get_entvar(id, var_origin, origin);
set_entvar(item, var_origin, origin);
set_entvar(item, var_spawnflags, get_entvar(item, var_spawnflags) | SF_NORESPAWN);
set_member(item, m_Weapon_iPrimaryAmmoType, AMMO_ID);
set_member(item, m_Weapon_iSecondaryAmmoType, -1);
set_entvar(item, var_classname, ITEM_CLASSNAME);
dllfunc(DLLFunc_Spawn, item);
set_member(item, m_iId, WEAPON_NEW_ID);
rg_set_iteminfo(item, ItemInfo_pszName, WEAPON_NEW_NAME);
rg_set_iteminfo(item, ItemInfo_pszAmmo1, AMMO_NAME);
rg_set_iteminfo(item, ItemInfo_iMaxAmmo1, 1);
rg_set_iteminfo(item, ItemInfo_iId, WEAPON_FAKE_ID);
rg_set_iteminfo(item, ItemInfo_iPosition, 4);
rg_set_iteminfo(item, ItemInfo_iWeight, 1);
dllfunc(DLLFunc_Touch, item, id);
if (get_entvar(item, var_owner) != id) {
set_entvar(item, var_flags, FL_KILLME);
return NULLENT;
}
return item;
}
giveAmmo(const id, const amount, const ammo, const max) {
if (get_entvar(id, var_flags) & FL_SPECTATOR) {
return;
}
new count = get_member(id, m_rgAmmo, ammo);
new add = min(amount, max - count);
if (add < 1) {
return;
}
set_member(id, m_rgAmmo, count + add, ammo);
emessage_begin(MSG_ONE, MsgIdAmmoPickup, .player = id);
ewrite_byte(ammo);
ewrite_byte(add);
emessage_end();
}
throwNade(const id, const Float:vecSrc[3], const Float:vecThrow[3], const Float:time) {
new grenade = rg_create_entity("info_target", false);
if (is_nullent(grenade)) {
return 0;
}
set_entvar(grenade, var_classname, GRENADE_CLASSNAME);
set_entvar(grenade, var_movetype, MOVETYPE_BOUNCE);
set_entvar(grenade, var_solid, SOLID_BBOX);
engfunc(EngFunc_SetOrigin, grenade, vecSrc);
new Float:angles[3];
get_entvar(id, var_angles, angles);
set_entvar(grenade, var_angles, angles);
set_entvar(grenade, var_owner, id);
if (time < 0.1) {
set_entvar(grenade, var_nextthink, get_gametime());
set_entvar(grenade, var_velocity, Float:{0.0, 0.0, 0.0});
} else {
set_entvar(grenade, var_nextthink, get_gametime() + time);
set_entvar(grenade, var_velocity, vecThrow);
}
set_entvar(grenade, var_sequence, random_num(3, 6));
set_entvar(grenade, var_framerate, 1.0);
set_entvar(grenade, var_gravity, 0.5);
set_entvar(grenade, var_friction, 0.8);
engfunc(EngFunc_SetModel, grenade, WORLDMODEL);
set_entvar(grenade, var_dmg, 30.0);
set_entvar(grenade, var_dmgtime, get_gametime() + time);
SetTouch(grenade, "GrenadeTouch");
SetThink(grenade, "GrenadeThink");
return grenade;
}
explodeNade(const grenade) {
new Float:origin[3];
get_entvar(grenade, var_origin, origin);
UTIL_BeamCylinder(origin, SpriteCylinder, 1, 5, 30, 1, {10, 255, 40}, 255, 5, HEAL_RADIUS);
UTIL_CreateExplosion(origin, 65.0, SpriteExplode, 30, 20, (TE_EXPLFLAG_NOSOUND | TE_EXPLFLAG_NOPARTICLES));
UTIL_SpriteTrail(origin, SpriteShape);
rh_emit_sound2(grenade, 0, CHAN_WEAPON, "weapons/reapi_healthnade/heal.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
new id = get_entvar(grenade, var_owner);
new team = get_member(id, m_iTeam);
for (new player = 1, Float:playerOrigin[3]; player <= MaxClients; player++) {
if (!is_user_alive(player) || get_member(player, m_iTeam) != team) {
continue;
}
get_entvar(player, var_origin, playerOrigin);
if (get_distance_f(origin, playerOrigin) < HEAL_RADIUS) {
ExecuteHamB(Ham_TakeHealth, player, HEAL_AMOUNT_THROW, DMG_GENERIC);
UTIL_ScreenFade(player);
}
}
destroyNade(grenade);
}
destroyNade(const grenade) {
SetTouch(grenade, "");
SetThink(grenade, "");
set_entvar(grenade, var_flags, FL_KILLME);
}
stock rg_get_player_item(const id, const classname[], const InventorySlotType:slot = NONE_SLOT) {
new item = get_member(id, m_rgpPlayerItems, slot);
while (!is_nullent(item)) {
if (FClassnameIs(item, classname)) {
return item;
}
item = get_member(item, m_pNext);
}
return 0;
}
stock bool:IsBlind(const player) {
return bool:(Float:get_member(player, m_blindUntilTime) > get_gametime());
}
stock UTIL_WeapoList(
const type,
const player,
const name[],
const ammo1,
const maxAmmo1,
const ammo2,
const maxammo2,
const InventorySlotType:slot,
const position,
const WeaponIdType:id,
const flags
) {
message_begin(type, MsgIdWeaponList, .player = player);
write_string(name);
write_byte(ammo1);
write_byte(maxAmmo1);
write_byte(ammo2);
write_byte(maxammo2);
write_byte(_:slot - 1);
write_byte(position);
write_byte(_:id);
write_byte(flags);
message_end();
}
stock UTIL_StatusIcon(const player, const type, const sprite[], const color[3]) {
message_begin(MSG_ONE, MsgIdStatusIcon, .player = player);
write_byte(type); // 0 - hide 1 - show 2 - flash
write_string(sprite);
write_byte(color[0]);
write_byte(color[1]);
write_byte(color[2]);
message_end();
}
stock UTIL_ScreenFade(const player, const Float:fxTime = 1.0, const Float:holdTime = 0.3, const color[3] = {170, 255, 0}, const alpha = 80) {
if (IsBlind(player)) {
return;
}
const FFADE_IN = 0x0000;
message_begin(MSG_ONE_UNRELIABLE, MsgIdScreenFade, .player = player);
write_short(FixedUnsigned16(fxTime));
write_short(FixedUnsigned16(holdTime));
write_short(FFADE_IN);
write_byte(color[0]);
write_byte(color[1]);
write_byte(color[2]);
write_byte(alpha);
message_end();
}
stock UTIL_BeamCylinder(const Float:origin[3], const sprite, const framerate, const life, const width, const amplitude, const color[3], const bright, const speed, const Float:size) {
message_begin_f(MSG_PVS, SVC_TEMPENTITY, origin, 0);
write_byte(TE_BEAMCYLINDER);
write_coord_f(origin[0]);
write_coord_f(origin[1]);
write_coord_f(origin[2]);
write_coord_f(origin[0]);
write_coord_f(origin[1]);
write_coord_f(origin[2] + size);
write_short(sprite);
write_byte(0);
write_byte(framerate);
write_byte(life);
write_byte(width);
write_byte(amplitude);
write_byte(color[0]);
write_byte(color[1]);
write_byte(color[2]);
write_byte(bright);
write_byte(speed);
message_end();
}
stock UTIL_CreateExplosion(const Float:origin[3], const Float:vecUp, const modelIndex, const scale, const frameRate, const flags) {
message_begin_f(MSG_PVS, SVC_TEMPENTITY, origin, 0);
write_byte(TE_EXPLOSION);
write_coord_f(origin[0]);
write_coord_f(origin[1]);
write_coord_f(origin[2] + vecUp);
write_short(modelIndex);
write_byte(scale);
write_byte(frameRate);
write_byte(flags);
message_end();
}
stock UTIL_SpriteTrail(Float:origin[3], const sprite, const cound = 20, const life = 20, const scale = 4, const noise = 20, const speed = 10) {
message_begin(MSG_BROADCAST, SVC_TEMPENTITY); // MSG_PVS
write_byte(TE_SPRITETRAIL);
write_coord_f(origin[0]);
write_coord_f(origin[1]);
write_coord_f(origin[2] + 20.0);
write_coord_f(origin[0]);
write_coord_f(origin[1]);
write_coord_f(origin[2] + 80.0);
write_short(sprite);
write_byte(cound);
write_byte(life);
write_byte(scale);
write_byte(noise);
write_byte(speed);
message_end();
}
stock FixedUnsigned16(Float:value, scale = (1 << 12)) {
return clamp(floatround(value * scale), 0, 0xFFFF);
}
В исходнике поменял с 1 на 99, что бы автоматом не выдавалась т.к. на сервере не дойдет дело до 99 раунда.
// Минимальный раунд для выдачи (сбрасывается при рестарте)
const MIN_ROUND = 1;
Прописал в bonus.ini
<call>
plugin = reapi_healthnade.amxx
name = Лечебная Граната
function = giveNade
value = 1
points = 10
round = 1
time = 35
В меню граната появилась, даже можно купить, но бонусы списываются, а гранаты нет(
Подскажите, как сделать так, что бы данная граната не выдавалась автоматом вообще, а ее можно было только купить через меню /anew?
// Минимальный раунд для выдачи (сбрасывается при рестарте)
const MIN_ROUND = 1;
Прописал в bonus.ini
<call>
plugin = reapi_healthnade.amxx
name = Лечебная Граната
function = giveNade
value = 1
points = 10
round = 1
time = 35
В меню граната появилась, даже можно купить, но бонусы списываются, а гранаты нет(
Подскажите, как сделать так, что бы данная граната не выдавалась автоматом вообще, а ее можно было только купить через меню /anew?
В этой теме было размещено решение! Перейти к решению.