- Ошибка
-
-
- ОС
- Windows
- Amx Mod X
-
1.9.0
- Билд
-
Protocol version 48
Exe version 1.1.2.6/2.0.0.0 (cstrike)
Exe build: 16:05:41 Jun 15 2009 (4554)
- ReGamedll
-
-
- Версия Metamod
-
Metamod v1.21.1-am 2013-09-26 (5:13)
by Will Day <[email protected]>
http://www.metamod.org/
compiled: Sep 26 2013, 22:35:52 (msc optimized)
- Список метамодулей
-
Metamod v1.21.1-am 2013-09-26 (5:13)
by Will Day <[email protected]>
http://www.metamod.org/
compiled: Sep 26 2013, 22:35:52 (msc optimized)
- Список плагинов
-
Currently loaded plugins:
name version author file status
[ 1] Admin Base 1.9.0-dev+ AMXX Dev Team admin.amxx running
[ 2] Admin Commands 1.9.0-dev+ AMXX Dev Team admincmd.amxx running
[ 3] Admin Help 1.9.0-dev+ AMXX Dev Team adminhelp.amxx running
[ 4] Slots Reservation 1.9.0-dev+ AMXX Dev Team adminslots.amxx running
[ 5] Multi-Lingual System 1.9.0-dev+ AMXX Dev Team multilingual.am running
[ 6] Menus Front-End 1.9.0-dev+ AMXX Dev Team menufront.amxx running
[ 7] Commands Menu 1.9.0-dev+ AMXX Dev Team cmdmenu.amxx running
[ 8] Players Menu 1.9.0-dev+ AMXX Dev Team plmenu.amxx running
[ 9] Maps Menu 1.9.0-dev+ AMXX Dev Team mapsmenu.amxx running
[ 10] Plugin Menu 1.9.0-dev+ AMXX Dev Team pluginmenu.amxx running
[ 11] Admin Chat 1.9.0-dev+ AMXX Dev Team adminchat.amxx running
[ 12] Anti Flood 1.9.0-dev+ AMXX Dev Team antiflood.amxx running
[ 13] Scrolling Message 1.9.0-dev+ AMXX Dev Team scrollmsg.amxx running
[ 14] Info. Messages 1.9.0-dev+ AMXX Dev Team imessage.amxx running
[ 15] Admin Votes 1.9.0-dev+ AMXX Dev Team adminvote.amxx running
[ 16] NextMap 1.9.0-dev+ AMXX Dev Team nextmap.amxx running
[ 17] Nextmap Chooser 1.9.0-dev+ AMXX Dev Team mapchooser.amxx running
[ 18] TimeLeft 1.9.0-dev+ AMXX Dev Team timeleft.amxx running
[ 19] Pause Plugins 1.9.0-dev+ AMXX Dev Team pausecfg.amxx running
[ 20] Stats Configuration 1.9.0-dev+ AMXX Dev Team statscfg.amxx running
[ 21] POD-Bot Menu 1.3 g4s|figurE.09 amxx_podbotmenu running
[ 22] menu privilegij enu privil nu privilegij menu_privilegij running
[ 23] moi kobinet oi kobinet i kobinet my_kabinet.amxx running
[ 24] Camera Changer 1.3 Bl0ck Camera_Changer. running
[ 25] Admin Prefixes 3.0 m0skVi4a ;] AdminPrefixes.a running
[ 26] [AMXX] Admin Gift 02.01.2018 Number One AdminRight.amxx running
[ 27] NadeModes 11.2 Nomexous & OT nademodes.amxx running
[ 28] KH_HEALTH 1.0 Kulogram KH_Health.amxx running
[ 29] [ZP] Addon: Menu Selec 1.0 Universe & BuB9n creator_give_we running
[ 30] Extra Precacher 1.0 Alka extra_precacher running
[ 31] ZM VIP 1.9.1 BETA aaarnas zm_vip.amxx running
[ 32] [ZP] Core/Engine 5.0.8 ZP Dev Team zp50_core.amxx running
[ 33] [AMXX] External Settin 0.1 WiLS amx_settings_ap running
[ 34] [CS] Player Models API 1.2 WiLS cs_player_model running
[ 35] [CS] Teams API 1.2 WiLS cs_teams_api.am running
[ 36] [CS] MaxSpeed API 1.0 WiLS cs_maxspeed_api running
[ 37] [CS] Weapon Models API 1.1 WiLS cs_weap_models_ running
[ 38] [CS] Weapons Restrict 0.4 WiLS cs_weap_restric running
[ 39] [CS] Ham Hooks for Bot 1.0 WiLS cs_ham_bots_api running
[ 40] [ZP] Class: Zombie 5.0.8 ZP Dev Team zp50_class_zomb running
[ 41] [ZP] Class: Human 5.0.8 ZP Dev Team zp50_class_huma running
[ 42] [ZP] Class: Nemesis 5.0.8 ZP Dev Team zp50_class_neme running
[ 43] [ZP] Class: Survivor 5.0.8 ZP Dev Team zp50_class_surv running
[ 44] [ZP] Class: Zombie: Cl 5.0.8 ZP Dev Team zp50_class_zomb running
[ 45] [CSO:Hunter Zombie] 1.2 HoRRoR/tERoR edi zp50_class_chin running
[ 46] NST Zombie Class Heal 1.0 NST zp50_class_sham running
[ 47] [ZP] Wallclimb 1.0 WallClimb by Pyt zp50_class_skal running
[ 48] [ZP] Zombie Class: Dra 0.1 =), LARS-BLOODLI zp50_class_reve running
[ 49] [ZP] Zombie Class: Rev 1.0 =), LARS-BLOODLI zp50_class_reve running
[ 50] [ZP] Zombie Class: Poi 0.1 =), LARS-BLOODLI zp50_class_reve running
[ 51] [ZP] Class: Human: Cla 5.0.8 ZP Dev Team zp50_class_huma running
[ 52] [ZP] Human Armor 5.0.8 ZP Dev Team zp50_human_armo running
[ 53] [ZP] Game Modes Manage 5.0.8 ZP Dev Team zp50_gamemodes. running
[ 54] [ZP] Game Mode: Infect 5.0.8 ZP Dev Team zp50_gamemode_i paused
[ 55] [ZP] Game Mode: Multip 5.0.8 ZP Dev Team zp50_gamemode_m paused
[ 56] [ZP] Game Mode: Swarm 5.0.8 ZP Dev Team zp50_gamemode_s paused
[ 57] [ZP] Game Mode: Nemesi 5.0.8 ZP Dev Team zp50_gamemode_n paused
[ 58] [ZP] Game Mode: Surviv 5.0.8 ZP Dev Team zp50_gamemode_s paused
[ 59] [ZP] Game Mode: Plague 5.0.8 ZP Dev Team zp50_gamemode_p paused
[ 60] [ZP] Game Mode: Armage 5.0.8 ZP Dev Team zp50_gamemode_a paused
[ 61] [ZP] Items Manager 5.0.8 ZP Dev Team zp50_items.amxx running
[ 62] [ZP] Items Manager: Am 5.0.8 ZP Dev Team zp50_items_ammo running
[ 63] [ZP] Item: Weapons 5.0.8 ZP Dev Team zp50_item_weapo running
[ 64] [ZP] Item: Nightvision 5.0.8 ZP Dev Team zp50_item_night running
[ 65] [ZP] Item: Antidote 5.0.8 ZP Dev Team zp50_item_antid running
[ 66] [ZP] Item: Zombie Madn 5.0.8 ZP Dev Team zp50_item_zombi running
[ 67] [ZP] Item: Infection B 5.0.8 ZP Dev Team zp50_item_infec running
[ 68] [ZP] Extra Item: Jump 1.0 Opo4uMapy zp_jump_bomb.am running
[ 69] [ZP] Admin Commands 5.0.8 ZP Dev Team zp50_admin_comm running
[ 70] [ZP] Admin Menus 5.0.8 ZP Dev Team zp50_admin_menu running
[ 71] [ZP] Admin Models 5.0.8 ZP Dev Team zp50_admin_mode running
[ 72] [ZP] Custom Buy Menus 5.0.8 ZP Dev Team zp50_buy_menus. running
[ 73] [ZP] Buyzones 5.0.8 ZP Dev Team zp50_buy_zones. running
[ 74] [ZP] Rewards: Ammo Pac 5.0.8 ZP Dev Team zp50_rewards_am running
[ 75] [ZP] Rewards: Frags & 5.0.8 ZP Dev Team zp50_rewards_fr running
[ 76] [ZP] Deathmatch 5.0.8 ZP Dev Team zp50_deathmatch running
[ 77] [ZP] Random Spawning 5.0.8 ZP Dev Team zp50_random_spa running
[ 78] [ZP] Spawn Protection 5.0.8 ZP Dev Team zp50_spawn_prot running
[ 79] [ZP] Zombie Features 5.0.8 ZP Dev Team zp50_zombie_fea running
[ 80] [ZP] Zombie Sounds 5.0.8 ZP Dev Team zp50_zombie_sou running
[ 81] [ZP] Zombie Damage 5.0.8 ZP Dev Team zp50_zombie_dam running
[ 82] [ZP] Human Unlimited A 5.0.8 ZP Dev Team zp50_human_ammo running
[ 83] [ZP] Flashlight 5.0.8 ZP Dev Team zp50_flashlight running
[ 84] [ZP] Nightvision 5.0.8 ZP Dev Team zp50_nightvisio running
[ 85] [ZP] Leap/Longjump 5.0.8 ZP Dev Team zp50_leap.amxx running
[ 86] [ZP] Pain Shock Free 5.0.8 ZP Dev Team zp50_painshockf running
[ 87] [ZP] Knockback 5.0.8 ZP Dev Team zp50_knockback. running
[ 88] [ZP] Weapon Drop/Strip 5.0.8 ZP Dev Team zp50_weapon_dro running
[ 89] [ZP] Effects: Infect 5.0.8 ZP Dev Team zp50_effects_in running
[ 90] [ZP] Effects: Cure 5.0.8 ZP Dev Team zp50_effects_cu running
[ 91] [ZP] Effects: Lighting 5.0.8 ZP Dev Team zp50_effects_li running
[ 92] [ZP] Ambience Effects 5.0.8 ZP Dev Team zp50_ambience_e running
[ 93] [CSO] M4A1 Dark Knight 1.0 || CLO AsepKhairulAnam@ buff_buffm4.amx running
[ 94] Janus-11 1.0 m4m3ts normal_janus11. running
[ 95] [CSO] Thunderbolt 3.0 Dias cso_extra_thund running
[ 96] New Jetpack 0.0.3 Bad_Bud,ZmOutSta NewJP_mu.amxx running
[ 97] [CSO] PlasmaGun 1.0 Dias Leon cso_extra_Plasm running
[ 98] [ZP] Extra Item: Frost 1.4 Raheem zp_frost_m4a1.a running
[ 99] [ZP] Addon: Perfect La 4.2 [P]erfec[T] [S]c zp_lasermine_pe running
[100] AK-47Long 1.0 misna zp_extra_aklong running
[101] [ZP] Extra: Cart Blue 1.0 KORD_12.7 zp_extra_cso_ca running
[102] unknown unknown unknown zp_extra_dinfin running
[103] [ZP] Extra: CSO Weapon 0.1 KORD_12.7 zp_extra_dual_g running
[104] [ZP] Weapon: Savery 1.0 Base: Batcon & x cso_weapon_save running
[105] [ZP] Extra: AWP Camo 1.0 Crock / =) (Popr zp_extra_awp_wo running
[106] Janus-11 1.0 m4m3ts zp_extra_janus1 running
[107] [ZP] Extra: Lighting E 1.0 Crock / =) (Popr zp_lighting_elf running
[108] [ZP] Weapon: M4A1 Silv 1.0 xUnicorn (t3rkec zp_weapon_m4a1_ running
[109] [ZP] Extra: CSO Weapon 1.0 KORD_12.7 zp_extra_awpz.a running
[110] [ZP] Weapon: AK47 Beas 1.0 | 2018 xUnicorn (t3rkec zp_weapon_ak47_ running
[111] Brick Peace V2 1.0 Asdian zp_extra_m4a1le running
[112] [ZMO] Weapon: Lego Sho 1.0 Base: Batcon; Re zp_extra_legosh running
[113] [ZMO] Weapon: Deagle C 1.0 Chrescoe1 , Plan zp_extra_hunter running
[114] [ZMO]Weapon: Cyclone 1.0 Base: Batcon; Re zp_extra_cyclon running
[115] [CSO Like] BrickPiace 1.0 AsepKhairulAnam zp_extra_brickp running
[116] [ZP] Extra: M249 Pheon 1.0 Crock / =) (Popr zp_extra_m249_p running
[117] [ZP] Extra: CSO Weapon 1.0 KORD_12.7 zp_extra_vulcan running
[118] unknown unknown unknown zp_extra_dartpi running
[119] [ZP] Extra: CSO Weapon 1.0 KORD_12.7 zp_extra_railgu running
[120] [ZP] Weapon: BALROG3 1.0 PbI)I(Uu' / Batc zp_extra_barlog running
[121] [ZP] Extra: m134ex 1.0 LARS-DAY[BR]EAKE zp_extra_m134.a running
[122] [ZP] Main Menu 5.0.8 ZP Dev Team zp50_main_menu. running
[123] [ZP] Objective Remover 5.0.8 ZP Dev Team zp50_objective_ running
[124] [ZP] Gameplay Fixes 5.0.8 ZP Dev Team zp50_gameplay_f running
[125] [ZP] Team Scoring 5.0.8 ZP Dev Team zp50_team_scori running
[126] [ZP] Server Browser In 5.0.8 ZP Dev Team zp50_serverbrow running
[127] [ZP] HUD Information 5.0.8 ZP Dev Team zp50_hud_info.a running
[128] [ZP] Ammo Packs 5.0.8 ZP Dev Team zp50_ammopacks. running
[129] [ZP] Grenade: Fire 5.0.8 ZP Dev Team zp50_grenade_fi running
[130] [ZP] Grenade: Frost 5.0.8 ZP Dev Team zp50_grenade_fr running
[131] [ZP] Grenade: Flare 5.0.8 ZP Dev Team zp50_grenade_fl running
[132] [ZP] ZP 4.3 Subplugin 5.0.8 ZP Dev Team zp50_zp43_compa running
[133] [ZP] Can Auto Save Amm 0.1.0 ZombArena.Ru zp_save.amxx running
[134] [ZP] Addon: Knifes NEW Mr.TheFold, reda zp_addon_knifes running
[135] [ZP] Sub-Plugin: Parac 1.1 Random1, 93()|29 zbg_addons_para running
[136] New ZP Ammo-Menu 0.1 Sanya@ zp_ammomenu.amx running
[137] [ZP] ZP++ Ice Cube 1.0 DareDevil (Gyiov zp50_ice_cube.a running
[138] [ZP]Level System 6.0 Dambas zp_level_system running
[139] [ZP] Admin Lvl Menu 1.0 Dambas zp_level_admin_ running
[140] No Survivor Recoil v1.0 Stone/Mog zp_no_survivor. running
140 plugins, 134 running
- Автор плагина
- Dias Leon
- Версия плагина
- 1.0
- Исходный код
-
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#define PLUGIN "[CSO] PlasmaGun"
#define VERSION "1.0"
#define AUTHOR "Dias Leon"
// ================= Config =================
// Level 1 Config
#define V_MODEL "models/v_plasmagun2.mdl"
#define P_MODEL "models/p_plasmagun.mdl"
#define W_MODEL "models/w_plasmagun.mdl"
new const WeaponSounds[7][] =
{
"weapons/plasmagun-1.wav",
"weapons/plasmagun_exp.wav",
"weapons/plasmagun_idle.wav",
"weapons/plasmagun_draw.wav",
"weapons/plasmagun_clipin1.wav",
"weapons/plasmagun_clipin2.wav",
"weapons/plasmagun_clipout.wav"
}
new const WeaponResources[3][] =
{
"sprites/weapon_plasmagun.txt",
"sprites/640hud3_2.spr",
"sprites/640hud91_2.spr"
}
new const WeaponFiles[2][] =
{
"sprites/plasmaball.spr",
"sprites/plasmabomb.spr"
}
new const MuzzleFlash[] = "sprites/muzzleflash27.spr"
// Level 2 Config
#define DAMAGE 43
#define CLIP 45
#define BPAMMO 200
#define SPEED 1.5
#define RECOIL 0.75
#define PLASMA_SPEED 1000.0
#define PLASMA_RADIUS 88.0
// Level 3 Config
#define CSW_PLASMA CSW_AK47
#define weapon_plasma "weapon_ak47"
#define WEAPON_EVENT "events/ak47.sc"
#define WEAPON_ANIMEXT "carbine"
#define WEAPON_OLD_WMODEL "models/w_ak47.mdl"
#define WEAPON_SECRETCODE 1946
#define WEAPONANIM_SHOOT random_num(3, 5)
#define WEAPONANIM_RELOAD 1
#define WEAPONTIME_DRAW 0.75
#define WEAPONTIME_RELOAD 3.5
// Level 4 Config
#define PLASMABALL_CLASSNAME "plasmaball"
// ============== End of Config ==============
// MACROS
#define Get_BitVar(%1,%2) (%1 & (1 << (%2 & 31)))
#define Set_BitVar(%1,%2) %1 |= (1 << (%2 & 31))
#define UnSet_BitVar(%1,%2) %1 &= ~(1 << (%2 & 31))
enum
{
TEAM_T = 1,
TEAM_CT
}
// Vars
new g_Had_Plasma, g_WeaponClip[33], Float:g_WeaponRecoil[33][3]
new g_Msg_WeaponList, g_Msg_CurWeapon, g_Msg_AmmoX
new g_MuzzleFlash_SprId, g_PlasmaExp_SprId, g_weapon_event, g_HamBot, g_MaxPlayers
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")
register_forward(FM_SetModel, "fw_SetModel")
register_think(PLASMABALL_CLASSNAME, "fw_Think_Plasma")
register_touch(PLASMABALL_CLASSNAME, "*", "fw_Touch_Plasma")
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player")
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_plasma, "fw_Weapon_PrimaryAttack")
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_plasma, "fw_Weapon_PrimaryAttack_Post", 1)
RegisterHam(Ham_Item_Deploy, weapon_plasma, "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Item_PostFrame, weapon_plasma, "fw_Item_PostFrame")
RegisterHam(Ham_Weapon_Reload, weapon_plasma, "fw_Weapon_Reload")
RegisterHam(Ham_Weapon_Reload, weapon_plasma, "fw_Weapon_Reload_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, weapon_plasma, "fw_Item_AddToPlayer_Post", 1)
g_Msg_WeaponList = get_user_msgid("WeaponList")
g_Msg_CurWeapon = get_user_msgid("CurWeapon")
g_Msg_AmmoX = get_user_msgid("AmmoX")
g_MaxPlayers = get_maxplayers()
register_clcmd("admin_get_plasmagun", "Get_Plasma", ADMIN_KICK)
register_clcmd("weapon_plasmagun", "Hook_WeaponHud")
}
public plugin_precache()
{
engfunc(EngFunc_PrecacheModel, V_MODEL)
engfunc(EngFunc_PrecacheModel, P_MODEL)
engfunc(EngFunc_PrecacheModel, W_MODEL)
new i
for(i = 0; i < sizeof(WeaponSounds); i++)
engfunc(EngFunc_PrecacheSound, WeaponSounds[i])
for(i = 0; i < sizeof(WeaponResources); i++)
{
if(i == 0) engfunc(EngFunc_PrecacheGeneric, WeaponResources[i])
else engfunc(EngFunc_PrecacheModel, WeaponResources[i])
}
for(i = 0; i < sizeof(WeaponFiles); i++)
{
if(i == 1) g_PlasmaExp_SprId = engfunc(EngFunc_PrecacheModel, WeaponFiles[i])
else engfunc(EngFunc_PrecacheModel, WeaponFiles[i])
}
g_MuzzleFlash_SprId = engfunc(EngFunc_PrecacheModel, MuzzleFlash)
register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
}
public fw_PrecacheEvent_Post(type, const name[])
{
if(equal(WEAPON_EVENT, name)) g_weapon_event = get_orig_retval()
}
public 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_TraceAttack, id, "fw_TraceAttack_Player")
}
public Get_Plasma(id)
{
if(!is_user_alive(id))
return
Set_BitVar(g_Had_Plasma, id)
fm_give_item(id, weapon_plasma)
// Set Weapon
engclient_cmd(id, weapon_plasma)
set_pev(id, pev_viewmodel2, V_MODEL)
set_pev(id, pev_weaponmodel2, P_MODEL)
set_pdata_string(id, (492) * 4, WEAPON_ANIMEXT, -1 , 20)
// Set Weapon Base
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_PLASMA)
if(!pev_valid(Ent)) return
cs_set_weapon_ammo(Ent, CLIP)
cs_set_user_bpammo(id, CSW_PLASMA, BPAMMO)
Update_AmmoHud(id, CSW_PLASMA, CLIP, BPAMMO)
}
public Remove_Plasma(id)
{
UnSet_BitVar(g_Had_Plasma, id)
}
public Hook_WeaponHud(id)
{
engclient_cmd(id, weapon_plasma)
return PLUGIN_HANDLED
}
public Event_NewRound() remove_entity_name(PLASMABALL_CLASSNAME)
public fw_Think_Plasma(Ent)
{
if(!pev_valid(Ent))
return
static Float:RenderAmt; pev(Ent, pev_renderamt, RenderAmt)
RenderAmt += 50.0
RenderAmt = float(clamp(floatround(RenderAmt), 0, 255))
set_pev(Ent, pev_renderamt, RenderAmt)
set_pev(Ent, pev_nextthink, halflife_time() + 0.1)
}
public fw_Touch_Plasma(Ent, Id)
{
if(!pev_valid(Ent))
return
if(pev(Ent, pev_movetype) == MOVETYPE_NONE)
return
// Exp Sprite
static Float:Origin[3], TE_FLAG
pev(Ent, pev_origin, Origin)
TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
TE_FLAG |= TE_EXPLFLAG_NOSOUND
TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_short(g_PlasmaExp_SprId)
write_byte(7)
write_byte(30)
write_byte(TE_FLAG)
message_end()
// Exp Sound
emit_sound(Ent, CHAN_BODY, WeaponSounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
// Damage
Damage_Plasma(Ent, Id)
// Remove Ent
set_pev(Ent, pev_movetype, MOVETYPE_NONE)
set_task(0.1, "Remove_PlasmaBall", Ent)
}
public Damage_Plasma(Ent, Id)
{
static Owner; Owner = pev(Ent, pev_iuser1)
static Attacker;
if(!is_user_alive(Owner))
{
Attacker = 0
return
} else Attacker = Owner
if(is_user_alive(Id) && cs_get_user_team(Id) != Get_PlasmaTeam(Ent))
ExecuteHamB(Ham_TakeDamage, Id, 0, Attacker, float(DAMAGE), DMG_ACID)
for(new i = 0; i < g_MaxPlayers; i++)
{
if(!is_user_alive(i))
continue
if(entity_range(i, Ent) > PLASMA_RADIUS)
continue
if(cs_get_user_team(i) == Get_PlasmaTeam(Ent))
continue
ExecuteHamB(Ham_TakeDamage, i, 0, Attacker, float(DAMAGE) / random_float(1.25, 1.5), DMG_ACID)
}
}
public Remove_PlasmaBall(Ent)
{
if(!pev_valid(Ent)) return
engfunc(EngFunc_RemoveEntity, Ent)
}
public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
if(!is_user_alive(id))
return FMRES_IGNORED
if(get_user_weapon(id) == CSW_PLASMA && Get_BitVar(g_Had_Plasma, id))
set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
return FMRES_HANDLED
}
public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
if (!is_user_connected(invoker))
return FMRES_IGNORED
if(get_user_weapon(invoker) != CSW_PLASMA || !Get_BitVar(g_Had_Plasma, invoker))
return FMRES_IGNORED
if(eventid != g_weapon_event)
return FMRES_IGNORED
engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
return FMRES_SUPERCEDE
}
public fw_SetModel(entity, model[])
{
if(!pev_valid(entity))
return FMRES_IGNORED
static Classname[32]
pev(entity, pev_classname, Classname, sizeof(Classname))
if(!equal(Classname, "weaponbox"))
return FMRES_IGNORED
static iOwner
iOwner = pev(entity, pev_owner)
if(equal(model, WEAPON_OLD_WMODEL))
{
static weapon; weapon = fm_find_ent_by_owner(-1, weapon_plasma, entity)
if(!pev_valid(weapon))
return FMRES_IGNORED;
if(Get_BitVar(g_Had_Plasma, iOwner))
{
Remove_Plasma(iOwner)
set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
engfunc(EngFunc_SetModel, entity, W_MODEL)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED;
}
public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
if(!is_user_connected(Attacker))
return HAM_IGNORED
if(get_user_weapon(Attacker) != CSW_PLASMA || !Get_BitVar(g_Had_Plasma, Attacker))
return HAM_IGNORED
return HAM_SUPERCEDE
}
public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
if(!is_user_connected(Attacker))
return HAM_IGNORED
if(get_user_weapon(Attacker) != CSW_PLASMA || !Get_BitVar(g_Had_Plasma, Attacker))
return HAM_IGNORED
return HAM_SUPERCEDE
}
public fw_Weapon_PrimaryAttack(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Plasma, Id))
return
static Ammo; Ammo = cs_get_weapon_ammo(Ent)
if(Ammo <= 0) return
// Weapon Shoot
Set_Weapon_Anim(Id, WEAPONANIM_SHOOT)
emit_sound(Id, CHAN_WEAPON, WeaponSounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
// MuzzleFlash & Effect
Make_Muzzleflash(Id)
// Create Plasma Effect
Create_PlasmaBall(Id)
// Speed & Recoil
pev(Ent, pev_punchangle, g_WeaponRecoil[Id])
}
public fw_Weapon_PrimaryAttack_Post(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Plasma, Id))
return
static Ammo; Ammo = cs_get_weapon_ammo(Ent)
if(Ammo <= 0) return
// Speed & Recoil
set_pdata_float(Ent, 46, get_pdata_float(Ent, 46, 4) * SPEED, 4)
static Float:Push[3]; pev(Id, pev_punchangle, Push)
xs_vec_sub(Push, g_WeaponRecoil[Id], Push)
xs_vec_mul_scalar(Push, RECOIL, Push)
xs_vec_add(Push, g_WeaponRecoil[Id], Push)
set_pev(Id, pev_punchangle, Push)
}
public fw_Item_Deploy_Post(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Plasma, Id))
return
set_pev(Id, pev_viewmodel2, V_MODEL)
set_pev(Id, pev_weaponmodel2, P_MODEL)
set_pdata_string(Id, (492) * 4, WEAPON_ANIMEXT, -1 , 20)
// Set Draw
Set_Player_NextAttack(Id, WEAPONTIME_DRAW)
Set_Weapon_TimeIdle(Id, CSW_PLASMA, WEAPONTIME_DRAW)
}
public fw_Item_PostFrame(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Plasma, Id))
return
static Float:flNextAttack; flNextAttack = get_pdata_float(Id, 83, 5)
static bpammo; bpammo = cs_get_user_bpammo(Id, CSW_PLASMA)
static iClip; iClip = get_pdata_int(Ent, 51, 4)
if(get_pdata_int(Ent, 54, 4) && flNextAttack <= 0.0)
{
static temp1; temp1 = min(CLIP - iClip, bpammo)
set_pdata_int(Ent, 51, iClip + temp1, 4)
cs_set_user_bpammo(Id, CSW_PLASMA, bpammo - temp1)
set_pdata_int(Ent, 54, 0, 4)
}
}
public fw_Weapon_Reload(Ent)
{
if(!pev_valid(Ent))
return HAM_IGNORED
static Id; Id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Plasma, Id))
return HAM_IGNORED
g_WeaponClip[Id] = -1
static bpammo; bpammo = cs_get_user_bpammo(Id, CSW_PLASMA)
static iClip; iClip = get_pdata_int(Ent, 51, 4)
if(bpammo <= 0) return HAM_SUPERCEDE
if(iClip >= CLIP) return HAM_SUPERCEDE
g_WeaponClip[Id] = iClip
return HAM_IGNORED
}
public fw_Weapon_Reload_Post(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Plasma, Id))
return
if(g_WeaponClip[Id] == -1)
return
set_pdata_int(Ent, 51, g_WeaponClip[Id], 4)
set_pdata_int(Ent, 54, 1, 4)
Set_Weapon_Anim(Id, WEAPONANIM_RELOAD)
set_pdata_float(Id, 83, WEAPONTIME_RELOAD, 5)
}
public fw_Item_AddToPlayer_Post(Ent, Id)
{
if(!pev_valid(Ent))
return
if(pev(Ent, pev_impulse) == WEAPON_SECRETCODE)
{
Set_BitVar(g_Had_Plasma, Id)
set_pev(Ent, pev_impulse, 0)
set_task(0.01, "AddToPlayer_Delay", Id)
}
message_begin(MSG_ONE_UNRELIABLE, g_Msg_WeaponList, _, Id)
write_string(Get_BitVar(g_Had_Plasma, Id) ? "weapon_plasmagun" : "weapon_ak47")
write_byte(2)
write_byte(Get_BitVar(g_Had_Plasma, Id) ? 200 : 90)
write_byte(-1)
write_byte(-1)
write_byte(0)
write_byte(1)
write_byte(Get_BitVar(g_Had_Plasma, Id) ? CSW_PLASMA : CSW_AK47)
write_byte(0)
message_end()
return
}
public AddToPlayer_Delay(Id)
{
set_pev(Id, pev_viewmodel2, V_MODEL)
set_pev(Id, pev_weaponmodel2, P_MODEL)
set_pdata_string(Id, (492) * 4, WEAPON_ANIMEXT, -1 , 20)
}
public Create_PlasmaBall(id)
{
static Float:StartOrigin[3], Float:TargetOrigin[3], Float:MyVelocity[3], Float:VecLength
get_position(id, 48.0, 10.0, -5.0, StartOrigin)
get_position(id, 1024.0, 0.0, 0.0, TargetOrigin)
pev(id, pev_velocity, MyVelocity)
VecLength = vector_length(MyVelocity)
if(VecLength)
{
TargetOrigin[0] += random_float(-16.0, 16.0); TargetOrigin[1] += random_float(-16.0, 16.0); TargetOrigin[2] += random_float(-16.0, 16.0)
} else {
TargetOrigin[0] += random_float(-8.0, 8.0); TargetOrigin[1] += random_float(-8.0, 8.0); TargetOrigin[2] += random_float(-8.0, 8.0)
}
static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite"))
if(!pev_valid(Ent)) return
// Set info for ent
set_pev(Ent, pev_movetype, MOVETYPE_FLY)
set_pev(Ent, pev_rendermode, kRenderTransAdd)
set_pev(Ent, pev_renderamt, 10.0)
set_pev(Ent, pev_iuser1, id) // Better than pev_owner
set_pev(Ent, pev_iuser2, Get_SpecialTeam(id, cs_get_user_team(id)))
set_pev(Ent, pev_fuser1, get_gametime() + 3.0)
set_pev(Ent, pev_scale, random_float(0.1, 0.25))
set_pev(Ent, pev_nextthink, halflife_time() + 0.1)
entity_set_string(Ent, EV_SZ_classname, PLASMABALL_CLASSNAME)
engfunc(EngFunc_SetModel, Ent, WeaponFiles[0])
set_pev(Ent, pev_mins, Float:{-1.0, -1.0, -1.0})
set_pev(Ent, pev_maxs, Float:{1.0, 1.0, 1.0})
set_pev(Ent, pev_origin, StartOrigin)
set_pev(Ent, pev_gravity, 0.01)
set_pev(Ent, pev_solid, SOLID_TRIGGER)
set_pev(Ent, pev_frame, 0.0)
static Float:Velocity[3]
get_speed_vector(StartOrigin, TargetOrigin, PLASMA_SPEED, Velocity)
set_pev(Ent, pev_velocity, Velocity)
}
public Make_Muzzleflash(id)
{
static Float:Origin[3], TE_FLAG
get_position(id, 32.0, 6.0, -15.0, Origin)
TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
TE_FLAG |= TE_EXPLFLAG_NOSOUND
TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, Origin, id)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_short(g_MuzzleFlash_SprId)
write_byte(2)
write_byte(30)
write_byte(TE_FLAG)
message_end()
}
public Update_AmmoHud(id, CSWID, Ammo, BpAmmo)
{
message_begin(MSG_ONE_UNRELIABLE, g_Msg_CurWeapon, _, id)
write_byte(1)
write_byte(CSWID)
write_byte(Ammo)
message_end()
message_begin(MSG_ONE_UNRELIABLE, g_Msg_AmmoX, _, id)
write_byte(10)
write_byte(BpAmmo)
message_end()
}
public Get_SpecialTeam(Ent, CsTeams:Team)
{
if(Team == CS_TEAM_T) return TEAM_T
else if(Team == CS_TEAM_CT) return TEAM_CT
return 0
}
public CsTeams:Get_PlasmaTeam(Ent)
{
if(pev(Ent, pev_iuser2) == TEAM_T) return CS_TEAM_T
else if(pev(Ent, pev_iuser2) == TEAM_CT) return CS_TEAM_CT
return CS_TEAM_UNASSIGNED
}
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 Set_Weapon_TimeIdle(id, WeaponId, Float:TimeIdle)
{
static Ent; Ent = fm_get_user_weapon_entity(id, WeaponId)
if(!pev_valid(Ent)) return
set_pdata_float(Ent, 46, TimeIdle, 4)
set_pdata_float(Ent, 47, TimeIdle, 4)
set_pdata_float(Ent, 48, TimeIdle + 0.5, 4)
}
stock Set_Player_NextAttack(id, Float:nexttime)
{
set_pdata_float(id, 83, nexttime, 5)
}
stock Set_Weapon_Anim(id, WeaponAnim)
{
set_pev(id, pev_weaponanim, WeaponAnim)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
write_byte(WeaponAnim)
write_byte(pev(id, pev_body))
message_end()
}
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
}
Из-за плазмагана при выдаче игроку калаша(именно выдаче) худ патрон выглядит так 0 | 90 а если выстрелить или свайпнуть на пистолет и обратно то 30 | 90
Скорее всего чего-то в коде не хватает... если что-то не поняли, могу пару скринов приложить и видео!
Скорее всего чего-то в коде не хватает...
10 Апр 2023
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