Смена режима на одну клавишу

Статус
В этой теме нельзя размещать новые ответы.
Сообщения
9
Реакции
-2
Ошибка
switch (random(2))
ОС
Windows
Amx Mod X
1.9.0
Билд
Protocol version 48
Exe version 1.1.2.7/Stdio (cstrike)
ReHLDS version: 3.13.0.788-dev
Build date: 07:37:36 Jul 12 2023 (3378)
ReGamedll
ReGameDLL version: 5.22.0.593-dev
Build date: 03:10:24 Jul 11 2023
Версия Metamod
Metamod-r v1.3.0.131, API (5:13)
Metamod-r build: 18:51:28 Jul 11 2022
Список метамодулей
Currently loaded plugins:
description stat pend file vers src load unload
[ 1] AMX Mod X RUN - amxmodx_mm.dll v1.9.0.5294 ini Start ANY
[ 2] Reunion RUN - reunion_mm.dll v0.1.92d ini Start Never
[ 3] YaPB RUN - yapb.dll v4.3.734 ini Chlvl ANY
[ 4] FakeMeta RUN - fakemeta_amxx.dll v1.8.3-dev+5154 pl1 ANY ANY
[ 5] Engine RUN - engine_amxx.dll v1.8.3-dev+5154 pl1 ANY ANY
[ 6] CStrike RUN - cstrike_amxx.dll v1.8.3-dev+5154 pl1 ANY ANY
[ 7] Ham Sandwich RUN - hamsandwich_amxx.dll v1.8.3-dev+5154 pl1 ANY ANY
[ 8] ReAPI RUN - reapi_amxx.dll v5.22.0.254-dev pl1 ANY Never
[ 9] Fun RUN - fun_amxx.dll v1.8.3-dev+5154 pl1 ANY ANY
9 plugins, 9 running
Список плагинов
[  1] Admin Base              1.9.0.5294  AMXX Dev Team     admin.amxx       running
[ 2] Admin Commands 1.9.0.5294 AMXX Dev Team admincmd.amxx running
[ 3] Admin Help 1.9.0.5294 AMXX Dev Team adminhelp.amxx running
[ 4] Slots Reservation 1.9.0.5294 AMXX Dev Team adminslots.amxx running
[ 5] Multi-Lingual System 1.9.0.5294 AMXX Dev Team multilingual.am running
[ 6] Menus Front-End 1.9.0.5294 AMXX Dev Team menufront.amxx running
[ 7] Commands Menu 1.9.0.5294 AMXX Dev Team cmdmenu.amxx running
[ 8] Players Menu 1.9.0.5294 AMXX Dev Team plmenu.amxx running
[ 9] Teleport Menu 1.9.0.5294 AMXX Dev Team telemenu.amxx running
[ 10] Maps Menu 1.9.0.5294 AMXX Dev Team mapsmenu.amxx running
[ 11] Plugin Menu 1.9.0.5294 AMXX Dev Team pluginmenu.amxx running
[ 12] Admin Chat 1.9.0.5294 AMXX Dev Team adminchat.amxx running
[ 13] Anti Flood 1.9.0.5294 AMXX Dev Team antiflood.amxx running
[ 14] Scrolling Message 1.9.0.5294 AMXX Dev Team scrollmsg.amxx running
[ 15] Info. Messages 1.9.0.5294 AMXX Dev Team imessage.amxx running
[ 16] Admin Votes 1.9.0.5294 AMXX Dev Team adminvote.amxx running
[ 17] Pause Plugins 1.9.0.5294 AMXX Dev Team pausecfg.amxx running
[ 18] unknown unknown unknown amxx_block_fith running
[ 19] Block Buying (special) 0.1 Safety1st amxx_block_buyi running
[ 20] Lite MapChooser 2.6 neygomon amxx_lite_mapch debug
[ 21] Remove Map Weapons 0.1 Safety1st amxx_remove_map running
[ 22] Precache Management 1.0.0 ConnorMcLeod amxx_precache_m stopped
[ 23] Zombie Plague 4.3 Fix MeRcyLeZZ zombie_plague40 running
[ 24] unknown unknown unknown zp_class_reviva running
[ 25] unknown unknown unknown zp_class_psycho running
[ 26] unknown unknown unknown zp_class_venom. running
[ 27] unknown unknown unknown zp_class_voodoo running
[ 28] [ReAPI & ZP] Infection 1.0 gajerek reapi_infection running
[ 29] [ZP] Extra: CSO Strong 1.0 KORD_12.7 zp_weapon_stron running
[ 30] [ZP] Extra: CSO Fnp45 1.0 KORD_12.7 zp_weapon_fnp45 running
[ 31] [ZP] Extra: CSO Desert 1.0 KORD_12.7 zp_weapon_deagl running
[ 32] [ZP] Extra: CSO M3 1.0 KORD_12.7 zp_weapon_m3.am running
[ 33] [ZP] Extra: CSO AK47 1.0 KORD_12.7 zp_weapon_ak47. running
[ 34] [ZP] Extra: CSO M4A1 1.0 KORD_12.7 zp_weapon_m4a1. running
34 plugins, 33 running
Автор плагина
KORD_12.7
Версия плагина
1.0
Исходный код
zp_extra_dinfinityex2
Прописано switch (random(2)) , а нужно чтобы менялось последовательно (сейчас проигрывает то одни анимации то другие)
Исходник прикрепил
 
В этой теме было размещено решение! Перейти к решению.

Вложения

Сообщения
75
Реакции
82
Помог
6 раз(а)
Где ваши попытки что либо сделать ?
Код:
#include <amxmodx>
#include <fakemeta_util>
#include <hamsandwich>
#include <zombieplague>

#define PLUGIN "[ZP] Extra: CSO Dual Infinity EX2"
#define VERSION "1.0"
#define AUTHOR "KORD_12.7"

#pragma ctrlchar '\'

//**********************************************
//* Weapon Settings.                           *
//**********************************************

// Main
#define WEAPON_KEY                3028
#define WEAPON_NAME                 "weapon_mp7a1d_mpzs"

#define WEAPON_REFERANCE            "weapon_p228"
#define WEAPON_MAX_CLIP                40
#define WEAPON_DEFAULT_AMMO            200

#define WEAPON_TIME_NEXT_IDLE             2.7
#define WEAPON_TIME_NEXT_ATTACK         0.15
#define WEAPON_TIME_DELAY_DEPLOY         1.5
#define WEAPON_TIME_DELAY_RELOAD         4.0

#define WEAPON_MULTIPLIER_DAMAGE            1.7

#define ZP_ITEM_NAME                "Dinf"
#define ZP_ITEM_COST                0

// Models
#define MODEL_WORLD                "models/mpzs/wpn/w_dmp7a1.mdl"
#define MODEL_VIEW                "models/v_infinityex2.mdl"
#define MODEL_PLAYER                "models/mpzs/wpn/p_dmp7a1.mdl"
#define MODEL_SHELL                "models/rshell.mdl"

// Sounds
#define SOUND_FIRE                "mpzs/wpn/dmp7-1.wav"

// Sprites
#define WEAPON_HUD_TXT                "sprites/weapon_mp7a1d_mpzs.txt"
#define WEAPON_HUD_SPR_1            "sprites/mpzs/640hud21.spr"
#define WEAPON_HUD_SPR_2            "sprites/mpzs/640hud7.spr"

// Animation
#define ANIM_EXTENSION                "dualpistols"

// Animation sequences
enum
{   
    ANIM_IDLE,
    ANIM_IDLELEFTEMPTY,
        ANIM_SHOOT_LEFT,
    ANIM_SHOOT_LEFTLAST,
        ANIM_SHOOT_RIGHT,
        ANIM_SHOOT_RIGHTLAST,
    ANIM_SP_SHOOT_LEFT1,
        ANIM_SP_SHOOT_LEFT2,
    ANIM_SP_SHOOT_RIGHT1,
        ANIM_SP_SHOOT_RIGHT2,
    ANIM_SP_SHOOT_LEFTLAST,
        ANIM_SP_SHOOT_RIGHTLAST,
    ANIM_RELOAD,
    ANIM_DRAW
};
//**********************************************
//* Some macroses.                             *
//**********************************************

#define MDLL_Spawn(%0)            dllfunc(DLLFunc_Spawn, %0)
#define MDLL_Touch(%0,%1)        dllfunc(DLLFunc_Touch, %0, %1)
#define MDLL_USE(%0,%1)            dllfunc(DLLFunc_Use, %0, %1)

#define SET_MODEL(%0,%1)        engfunc(EngFunc_SetModel, %0, %1)
#define SET_ORIGIN(%0,%1)        engfunc(EngFunc_SetOrigin, %0, %1)

#define PRECACHE_MODEL(%0)        engfunc(EngFunc_PrecacheModel, %0)
#define PRECACHE_SOUND(%0)        engfunc(EngFunc_PrecacheSound, %0)
#define PRECACHE_GENERIC(%0)        engfunc(EngFunc_PrecacheGeneric, %0)

#define MESSAGE_BEGIN(%0,%1,%2,%3)    engfunc(EngFunc_MessageBegin, %0, %1, %2, %3)
#define MESSAGE_END()            message_end()

#define WRITE_ANGLE(%0)            engfunc(EngFunc_WriteAngle, %0)
#define WRITE_BYTE(%0)            write_byte(%0)
#define WRITE_COORD(%0)            engfunc(EngFunc_WriteCoord, %0)
#define WRITE_STRING(%0)        write_string(%0)
#define WRITE_SHORT(%0)            write_short(%0)

#define INSTANCE(%0)            ((%0 == -1) ? 0 : %0)

#define BitSet(%0,%1) (%0 |= (1 << (%1 - 1)))
#define BitClear(%0,%1) (%0 &= ~(1 << (%1 - 1)))
#define BitCheck(%0,%1) (%0 & (1 << (%1 - 1)))

//**********************************************
//* PvData Offsets.                            *
//**********************************************

// Linux extra offsets
#define extra_offset_weapon        4
#define extra_offset_player        5

new g_bitIsConnected;

#define m_rgpPlayerItems_CWeaponBox    34

// CBasePlayerItem
#define m_pPlayer            41
#define m_pNext                42
#define m_iId                            43

// CBasePlayerWeapon
#define m_flNextPrimaryAttack        46
#define m_flNextSecondaryAttack        47
#define m_flTimeWeaponIdle        48
#define m_iPrimaryAmmoType        49
#define m_iClip                51
#define m_fInReload            54
#define m_iChargeReady            55
#define m_flAccuracy             62
#define m_iShotsFired            64
#define m_fWeaponState            74
#define m_iLastZoom             109

// CBaseMonster
#define m_flNextAttack            83

// CBasePlayer
#define m_fResumeZoom               110
#define m_iFOV                363
#define m_rgpPlayerItems_CBasePlayer    367
#define m_pActiveItem            373
#define m_rgAmmo_CBasePlayer        376
#define m_szAnimExtention        492

#define IsValidPev(%0) (pev_valid(%0) == 2)

//**********************************************
//* Let's code our weapon.                     *
//**********************************************

Weapon_OnPrecache()
{
    PRECACHE_MODEL(MODEL_WORLD)
    PRECACHE_MODEL(MODEL_VIEW);
    PRECACHE_MODEL(MODEL_PLAYER);
    PRECACHE_MODEL(MODEL_SHELL);
    
    PRECACHE_SOUND(SOUND_FIRE);

        PRECACHE_SOUND("mpzs/wpn/dmp7_draw.wav");
    PRECACHE_SOUND("mpzs/wpn/dmp7_drop.wav");
        PRECACHE_SOUND("mpzs/wpn/mp7_foley2.wav");
    PRECACHE_SOUND("mpzs/wpn/mp7_foley4.wav");
    
    PRECACHE_GENERIC(WEAPON_HUD_TXT);
    PRECACHE_GENERIC(WEAPON_HUD_SPR_1);
        PRECACHE_GENERIC(WEAPON_HUD_SPR_2);
}

Weapon_OnSpawn(const iItem)
{
    // Setting world model.
    SET_MODEL(iItem, MODEL_WORLD);
}

Weapon_OnDeploy(const iItem, const iPlayer, const iClip, const iAmmoPrimary)
{
    #pragma unused iClip, iAmmoPrimary

    static iszViewModel;
    if (iszViewModel || (iszViewModel = engfunc(EngFunc_AllocString, MODEL_VIEW)))
    {
        set_pev_string(iPlayer, pev_viewmodel2, iszViewModel);
    }
    
    static iszPlayerModel;
    if (iszPlayerModel || (iszPlayerModel = engfunc(EngFunc_AllocString, MODEL_PLAYER)))
    {
        set_pev_string(iPlayer, pev_weaponmodel2, iszPlayerModel);
    }
    
    // Cancel any reload in progress.
    set_pdata_int(iItem, m_fInReload, 0, extra_offset_weapon);
    set_pdata_int(iItem, m_iChargeReady, 0, extra_offset_weapon);
    
    set_pdata_string(iPlayer, m_szAnimExtention * 4, ANIM_EXTENSION, -1, extra_offset_player * 4);
    
    set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_DELAY_DEPLOY, extra_offset_weapon);
    set_pdata_float(iPlayer, m_flNextAttack, WEAPON_TIME_DELAY_DEPLOY, extra_offset_player);
    
    // Deploy with default weapon settings
    Weapon_DefaultDeploy(iPlayer, MODEL_VIEW, MODEL_PLAYER, ANIM_DRAW, ANIM_EXTENSION);
}

Weapon_OnHolster(const iItem, const iPlayer, const iClip, const iAmmoPrimary)
{
    #pragma unused iPlayer, iClip, iAmmoPrimary
    
    // Cancel any reload in progress.
    set_pdata_int(iItem, m_fInReload, 0, extra_offset_weapon);
}

Weapon_OnIdle(const iItem, const iPlayer, const iClip, const iAmmoPrimary)
{
    #pragma unused iClip, iAmmoPrimary

    ExecuteHamB(Ham_Weapon_ResetEmptySound, iItem);
    
    if (get_pdata_float(iItem, m_flTimeWeaponIdle, extra_offset_weapon) > 0.0)
    {
        return;
    }
    
    set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_NEXT_IDLE, extra_offset_weapon);
    Weapon_SendAnim(iPlayer, !iClip ? ANIM_IDLELEFTEMPTY : ANIM_IDLE);
}

Weapon_OnReload(const iItem, const iPlayer, const iClip, const iAmmoPrimary)
{
    if (min(WEAPON_MAX_CLIP - iClip, iAmmoPrimary) <= 0)
    {
        return;
    }

    set_pdata_int(iItem, m_iClip, 0, extra_offset_weapon);
    
    ExecuteHam(Ham_Weapon_Reload, iItem);
    
    set_pdata_int(iItem, m_iClip, iClip, extra_offset_weapon);
    
    set_pdata_float(iPlayer, m_flNextAttack, WEAPON_TIME_DELAY_RELOAD, extra_offset_player);
    set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_DELAY_RELOAD, extra_offset_weapon);
    
    Weapon_SendAnim(iPlayer, ANIM_RELOAD);
}

Weapon_OnPrimaryAttack(const iItem, const iPlayer, const iClip, const iAmmoPrimary)
{
    #pragma unused iAmmoPrimary
    
    new iShotsFired = get_pdata_int(iItem, m_iShotsFired, extra_offset_weapon);
    
    if(iShotsFired > 0)
    {
        return;
    }

    CallOrigFireBullets3(iItem, iPlayer)

    if (iClip <= 0)
    {
        return;
    }
    
    static iFlags, iAnimDesired, iShellModelIndex;
    static szAnimation[64];iFlags = pev(iPlayer, pev_flags);
                
    emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, VOL_NORM, ATTN_NORM, 0, PITCH_NORM);

    #define WEAPONSTATE_ELITE_LEFT (1 << 3)
    
    if (!iShellModelIndex)
    {
        iShellModelIndex = PRECACHE_MODEL(MODEL_SHELL);
    }
    
    static iWeaponState; iWeaponState = get_pdata_int(iItem, m_fWeaponState, extra_offset_weapon);
    
    if (iWeaponState & WEAPONSTATE_ELITE_LEFT)
    {   
        iWeaponState &= ~ WEAPONSTATE_ELITE_LEFT;
        
        Weapon_SendAnim(iPlayer, iClip == 2 ? ANIM_SHOOT_RIGHTLAST:ANIM_SHOOT_RIGHT);
        
        EjectBrass(iPlayer, iShellModelIndex, 1, .flForwardScale = 9.0);
        
        formatex(szAnimation, charsmax(szAnimation), "ref_shoot_%s", ANIM_EXTENSION);
    }
    else
    {
        iWeaponState |= WEAPONSTATE_ELITE_LEFT;
    
        Weapon_SendAnim(iPlayer, iClip == 1 ? ANIM_SHOOT_LEFTLAST:ANIM_SHOOT_LEFT)
        
        EjectBrass(iPlayer, iShellModelIndex, 1, .flForwardScale = 14.0, .flRightScale = -16.0);
        
        formatex(szAnimation, charsmax(szAnimation), "ref_shoot2_%s", ANIM_EXTENSION);
    }
                            
    formatex(szAnimation, charsmax(szAnimation), iFlags & FL_DUCKING ? "crouch_shoot_%s" : "ref_shoot_%s", ANIM_EXTENSION);
                                
    if ((iAnimDesired = lookup_sequence(iPlayer, szAnimation)) == -1)
    {
        iAnimDesired = 0;
    }
                    
    set_pev(iPlayer, pev_sequence, iAnimDesired);

    PunchAxis(iPlayer, -1.0, 0.3)
    set_pdata_float(iItem, m_flAccuracy, 0.8 ,extra_offset_weapon)
    set_pdata_float(iItem, m_flNextPrimaryAttack, WEAPON_TIME_NEXT_ATTACK, extra_offset_weapon);
    set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_NEXT_ATTACK+2.0, extra_offset_weapon);
    set_pdata_int(iItem, m_fWeaponState, iWeaponState, extra_offset_weapon);
    set_pdata_int(iItem, m_iClip, iClip-1, extra_offset_weapon);
}

Weapon_OnSecondaryAttack(const iItem, const iPlayer, const iClip)
{
    static iButton;iButton = pev(iPlayer, pev_button);
    
    if (get_pdata_float(iItem, m_flNextPrimaryAttack, extra_offset_weapon) > 0.0)
    {
        return;
    }
    
    if (iButton & IN_ATTACK2)
    {
        if (iClip <= 0)
        {
            return;
        }
    
        CallOrigFireBullets3(iItem, iPlayer)

        static iFlags, iAnimDesired, iShellModelIndex;
        static szAnimation[64];iFlags = pev(iPlayer, pev_flags);
                
        emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, VOL_NORM, ATTN_NORM, 0, PITCH_NORM);

        #define WEAPONSTATE_ELITE_LEFT (1 << 3)
    
        if (!iShellModelIndex)
        {
            iShellModelIndex = PRECACHE_MODEL(MODEL_SHELL);
        }
    
        static iWeaponState; iWeaponState = get_pdata_int(iItem, m_fWeaponState, extra_offset_weapon);
        static iWeaponLeft; iWeaponLeft = get_pdata_int(iItem, m_iChargeReady, extra_offset_weapon);
        
        switch (iWeaponLeft)
        {
            case 0:
            {
                if (iWeaponState & WEAPONSTATE_ELITE_LEFT)
                {   
                    iWeaponState &= ~ WEAPONSTATE_ELITE_LEFT;
        
                    Weapon_SendAnim(iPlayer, iClip == 2 ? ANIM_SP_SHOOT_LEFTLAST:ANIM_SP_SHOOT_LEFT1);
        
                    EjectBrass(iPlayer, iShellModelIndex, 1, .flForwardScale = 9.0);
        
                    formatex(szAnimation, charsmax(szAnimation), "ref_shoot_%s", ANIM_EXTENSION);
                }
                else
                {
                    iWeaponState |= WEAPONSTATE_ELITE_LEFT;
    
                    Weapon_SendAnim(iPlayer, iClip == 1 ? ANIM_SP_SHOOT_RIGHTLAST:ANIM_SP_SHOOT_RIGHT1)
        
                    EjectBrass(iPlayer, iShellModelIndex, 1, .flForwardScale = 14.0, .flRightScale = -16.0);
        
                    formatex(szAnimation, charsmax(szAnimation), "ref_shoot2_%s", ANIM_EXTENSION);
                }
                set_pdata_int(iItem, m_iChargeReady, 1, extra_offset_weapon);
            }
            case 1:
            {
                if (iWeaponState & WEAPONSTATE_ELITE_LEFT)
                {   
                    iWeaponState &= ~ WEAPONSTATE_ELITE_LEFT;
        
                    Weapon_SendAnim(iPlayer, iClip == 2 ? ANIM_SP_SHOOT_LEFTLAST:ANIM_SP_SHOOT_LEFT2);
        
                    EjectBrass(iPlayer, iShellModelIndex, 1, .flForwardScale = 9.0);
        
                    formatex(szAnimation, charsmax(szAnimation), "ref_shoot_%s", ANIM_EXTENSION);
                }
                else
                {
                    iWeaponState |= WEAPONSTATE_ELITE_LEFT;
    
                    Weapon_SendAnim(iPlayer, iClip == 1 ? ANIM_SP_SHOOT_RIGHTLAST:ANIM_SP_SHOOT_RIGHT2)
        
                    EjectBrass(iPlayer, iShellModelIndex, 1, .flForwardScale = 14.0, .flRightScale = -16.0);
        
                    formatex(szAnimation, charsmax(szAnimation), "ref_shoot2_%s", ANIM_EXTENSION);
                }
                
                set_pdata_int(iItem, m_iChargeReady, 0, extra_offset_weapon);
            }
        }
                            
        formatex(szAnimation, charsmax(szAnimation), iFlags & FL_DUCKING ? "crouch_shoot_%s" : "ref_shoot_%s", ANIM_EXTENSION);
                                
        if ((iAnimDesired = lookup_sequence(iPlayer, szAnimation)) == -1)
        {
            iAnimDesired = 0;
        }
                    
        set_pev(iPlayer, pev_sequence, iAnimDesired);

        PunchAxis(iPlayer, -1.0, 0.3)
        set_pdata_float(iItem, m_flAccuracy, 0.8 ,extra_offset_weapon)
        set_pdata_float(iItem, m_flNextPrimaryAttack, WEAPON_TIME_NEXT_ATTACK, extra_offset_weapon);
        set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_NEXT_ATTACK+2.0, extra_offset_weapon);
        set_pdata_int(iItem, m_fWeaponState, iWeaponState, extra_offset_weapon);
        set_pdata_int(iItem, m_iClip, iClip-1, extra_offset_weapon);
    }
}

//*********************************************************************
//*           Don't modify the code below this line unless            *
//*               you know _exactly_ what you are doing!!!             *
//*********************************************************************

#define MSGID_WEAPONLIST 78

new g_iItemID;

#define IsCustomItem(%0) (pev(%0, pev_impulse) == WEAPON_KEY)

public plugin_precache()
{
    Weapon_OnPrecache();
    
    register_clcmd(WEAPON_NAME, "Cmd_WeaponSelect");
    register_message(MSGID_WEAPONLIST, "MsgHook_WeaponList");
}

public plugin_init()
{
    register_plugin(PLUGIN, VERSION, AUTHOR);
    
    register_forward(FM_PlaybackEvent,                "FakeMeta_PlaybackEvent",     false);
    register_forward(FM_SetModel,                    "FakeMeta_SetModel",         false);
    register_forward(FM_UpdateClientData,                "FakeMeta_UpdateClientData_Post",true);
    
    // Weaponbox
    RegisterHam(Ham_Spawn,             "weaponbox",         "HamHook_Weaponbox_Spawn_Post", true);
    
    // Hook and change damage to entities
    RegisterHam(Ham_TraceAttack,        "func_breakable",    "HamHook_Entity_TraceAttack",     false);
    RegisterHam(Ham_TraceAttack,        "info_target",         "HamHook_Entity_TraceAttack",     false);
    RegisterHam(Ham_TraceAttack,        "player",         "HamHook_Entity_TraceAttack",     false);
    
    // Item (weapon) hooks
    RegisterHam(Ham_Item_Deploy,        WEAPON_REFERANCE,     "HamHook_Item_Deploy_Post",    true);
    RegisterHam(Ham_Item_Holster,        WEAPON_REFERANCE,     "HamHook_Item_Holster",        false);
    RegisterHam(Ham_Item_AddToPlayer,    WEAPON_REFERANCE,     "HamHook_Item_AddToPlayer",    false);
    RegisterHam(Ham_Item_PostFrame,        WEAPON_REFERANCE,     "HamHook_Item_PostFrame",    false);
    
    RegisterHam(Ham_Weapon_Reload,        WEAPON_REFERANCE,     "HamHook_Item_Reload",        false);
    RegisterHam(Ham_Weapon_WeaponIdle,    WEAPON_REFERANCE,     "HamHook_Item_WeaponIdle",    false);
    RegisterHam(Ham_Weapon_PrimaryAttack,    WEAPON_REFERANCE,     "HamHook_Item_PrimaryAttack",    false);

    g_iItemID = zp_register_extra_item(ZP_ITEM_NAME, ZP_ITEM_COST, ZP_TEAM_HUMAN);
}

public zp_extra_item_selected(id, itemid)
{
    if (itemid == g_iItemID)
    {
        Weapon_Give(id);
    }
}

public plugin_natives()
{
    register_native("GetMP7A1Dual", "NativeGiveWeapon", true);
    register_native("CheckItemMP7A1Dual", "CheckItem2", true);
}

public NativeGiveWeapon(iPlayer)
{
    Weapon_Give(iPlayer);
}

public CheckItem2(iItem, iPlayer)
{
    if (!CheckItem(iItem, iPlayer))
    {
        return 0;
    }
    return 1;
}

//**********************************************
//* Block client weapon.                       *
//**********************************************

public FakeMeta_UpdateClientData_Post(const iPlayer, const iSendWeapons, const CD_Handle)
{
    static iActiveItem;iActiveItem = get_pdata_cbase(iPlayer, m_pActiveItem, extra_offset_player);
    
    if (!IsValidPev(iActiveItem) || !IsCustomItem(iActiveItem))
    {
        return FMRES_IGNORED;
    }

    set_cd(CD_Handle, CD_flNextAttack, get_gametime() + 0.001);
    return FMRES_IGNORED;
}

//**********************************************
//* Item (weapon) hooks.                       *
//**********************************************

    #define _call.%0(%1,%2) \
                                    \
    Weapon_On%0                            \
    (                                \
        %1,                             \
        %2,                            \
                                    \
        get_pdata_int(%1, m_iClip, extra_offset_weapon),    \
                                    \
        GetAmmoInventory(%2, PrimaryAmmoIndex(%1))        \
    )

public HamHook_Item_Deploy_Post(const iItem)
{
    new iPlayer;
    
    if (!CheckItem(iItem, iPlayer))
    {
        return HAM_IGNORED;
    }
    
    _call.Deploy(iItem, iPlayer);
    return HAM_IGNORED;
}

public HamHook_Item_Holster(const iItem)
{
    new iPlayer;
    
    if (!CheckItem(iItem, iPlayer))
    {
        return HAM_IGNORED;
    }
    
    set_pev(iPlayer, pev_viewmodel, 0);
    set_pev(iPlayer, pev_weaponmodel, 0);
    
    _call.Holster(iItem, iPlayer);
    return HAM_SUPERCEDE;
}

public HamHook_Item_WeaponIdle(const iItem)
{
    static iPlayer;
    
    if (!CheckItem(iItem, iPlayer))
    {
        return HAM_IGNORED;
    }

    _call.Idle(iItem, iPlayer);
    return HAM_SUPERCEDE;
}

public HamHook_Item_Reload(const iItem)
{
    static iPlayer;
    
    if (!CheckItem(iItem, iPlayer))
    {
        return HAM_IGNORED;
    }
    
    _call.Reload(iItem, iPlayer);
    return HAM_SUPERCEDE;
}

public HamHook_Item_PrimaryAttack(const iItem)
{
    static iPlayer;
    
    if (!CheckItem(iItem, iPlayer))
    {
        return HAM_IGNORED;
    }
    
    _call.PrimaryAttack(iItem, iPlayer);
    return HAM_SUPERCEDE;
}

public HamHook_Item_PostFrame(const iItem)
{
    static iPlayer;
    
    if (!CheckItem(iItem, iPlayer))
    {
        return HAM_IGNORED;
    }
    
    new iClip = get_pdata_int(iItem, m_iClip, extra_offset_weapon);

    // Complete reload
    if (get_pdata_int(iItem, m_fInReload, extra_offset_weapon))
    {
        new iClip        = get_pdata_int(iItem, m_iClip, extra_offset_weapon);
        new iPrimaryAmmoIndex    = PrimaryAmmoIndex(iItem);
        new iAmmoPrimary    = GetAmmoInventory(iPlayer, iPrimaryAmmoIndex);
        new iAmount        = min(WEAPON_MAX_CLIP - iClip, iAmmoPrimary);
        
        set_pdata_int(iItem, m_iClip, iClip + iAmount, extra_offset_weapon);
        set_pdata_int(iItem, m_fInReload, false, extra_offset_weapon);

        SetAmmoInventory(iPlayer, iPrimaryAmmoIndex, iAmmoPrimary - iAmount);
    }
    
    Weapon_OnSecondaryAttack(iItem, iPlayer, iClip);

    return HAM_IGNORED;
}   

//**********************************************
//* Fire Bullets.                              *
//**********************************************

CallOrigFireBullets3(const iItem, const iPlayer)
{
    static fm_hooktrace;fm_hooktrace=register_forward(FM_TraceLine,"FakeMeta_TraceLine",true)
    
    state FireBullets: Enabled;
    static Float: vecPuncheAngle[3];
    pev(iPlayer, pev_punchangle, vecPuncheAngle);
    ExecuteHam(Ham_Weapon_PrimaryAttack, iItem);
    set_pev(iPlayer, pev_punchangle, vecPuncheAngle);
    state FireBullets: Disabled;
    
    unregister_forward(FM_TraceLine,fm_hooktrace,true)
}

public FakeMeta_PlaybackEvent() <FireBullets: Enabled>
{
    return FMRES_SUPERCEDE;
}

public FakeMeta_TraceLine(Float:Tr_Start[3], Float:Tr_End[3], Tr_Flag, Tr_Ignore, iTrase)
{
    if(Tr_Flag&IGNORE_MONSTERS)
    {
        return FMRES_IGNORED;
    }
    
    static Float:vecEnd[3];
    
    static iHit;
    static Decal;
    
    static glassdecal;
    
    if(!glassdecal)
    {   
        glassdecal=engfunc( EngFunc_DecalIndex, "{bproof1" )
    }
    
    iHit=get_tr2(iTrase,TR_pHit)
    
    if(iHit>0 && pev_valid(iHit))
        if(pev(iHit,pev_solid)!=SOLID_BSP)return FMRES_IGNORED
        else if(pev(iHit,pev_rendermode)!=0)Decal=glassdecal
        else Decal=random_num(41,45)
    else Decal=random_num(41,45)

    get_tr2(iTrase, TR_vecEndPos, vecEnd)
    
    engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEnd, 0)
    write_byte(TE_GUNSHOTDECAL)
    WRITE_COORD(vecEnd[0])
    WRITE_COORD(vecEnd[1])
    WRITE_COORD(vecEnd[2])
    write_short(iHit > 0 ? iHit : 0)
    write_byte(Decal)
    message_end()

    return FMRES_IGNORED
}

public HamHook_Entity_TraceAttack(const iEntity, const iAttacker, const Float: flDamage) <FireBullets: Enabled>
{
    SetHamParamFloat(3, flDamage * WEAPON_MULTIPLIER_DAMAGE);
}

public MsgHook_Death()            </* Empty statement */>        { /* Fallback */ }
public MsgHook_Death()            <FireBullets: Disabled>        { /* Do notning */ }

public FakeMeta_PlaybackEvent()     </* Empty statement */>        { return FMRES_IGNORED; }
public FakeMeta_PlaybackEvent()     <FireBullets: Disabled>        { return FMRES_IGNORED; }

public HamHook_Entity_TraceAttack()     </* Empty statement */>        { /* Fallback */ }
public HamHook_Entity_TraceAttack()     <FireBullets: Disabled>        { /* Do notning */ }

EjectBrass(const iPlayer, const iModelIndex, const iBounce, const Float:flUpScale = -9.0, const Float: flForwardScale = 16.0, const Float: flRightScale = 0.0)
{
    static i, msgBrass;
    
    static Float: vecUp[3];
    static Float: vecRight[3];
    static Float: vecForward[3];
    
    static Float: vecAngle[3];
    static Float: vecOrigin[3];
    static Float: vecViewOfs[3];
    static Float: vecVelocity[3];
    
    pev(iPlayer, pev_v_angle, vecAngle);
    pev(iPlayer, pev_punchangle, vecOrigin);
    
    xs_vec_add(vecAngle, vecOrigin, vecOrigin);
    engfunc(EngFunc_MakeVectors, vecOrigin);
    
    pev(iPlayer, pev_origin, vecOrigin);
    pev(iPlayer, pev_view_ofs, vecViewOfs);
    pev(iPlayer, pev_velocity, vecVelocity);
    
    global_get(glb_v_up, vecUp);
    global_get(glb_v_right, vecRight);
    global_get(glb_v_forward, vecForward);
    
    for (i = 0; i < 3; i++)
    {
        vecOrigin[i] = vecOrigin[i] + vecViewOfs[i] + vecForward[i] * flForwardScale + vecUp[i] * flUpScale + vecRight[i] * flRightScale;
        vecVelocity[i] = vecVelocity[i] + vecForward[i] * 25.0 + vecUp[i] * random_float(100.0, 150.0) + vecRight[i] * random_float(50.0, 70.0);
    }
    
    if (msgBrass || (msgBrass = get_user_msgid("Brass")))
    {
        MESSAGE_BEGIN(MSG_PVS, msgBrass, vecOrigin, 0);
        WRITE_BYTE(0 /* dummy */);
        WRITE_COORD(vecOrigin[0]);
        WRITE_COORD(vecOrigin[1]);
        WRITE_COORD(vecOrigin[2]);
        WRITE_COORD(0.0 /* dummy */);
        WRITE_COORD(0.0 /* dummy */);
        WRITE_COORD(0.0 /* dummy */);
        WRITE_COORD(vecVelocity[0]);
        WRITE_COORD(vecVelocity[1]);
        WRITE_COORD(vecVelocity[2]);
        WRITE_ANGLE(vecAngle[1]);
        WRITE_SHORT(iModelIndex);
        WRITE_BYTE(iBounce);
        WRITE_BYTE(0 /* dummy */);
        WRITE_BYTE(iPlayer);
        MESSAGE_END();
    }
}

Weapon_Create(const Float: vecOrigin[3] = {0.0, 0.0, 0.0}, const Float: vecAngles[3] = {0.0, 0.0, 0.0})
{
    new iWeapon;

    static iszAllocStringCached;
    if (iszAllocStringCached || (iszAllocStringCached = engfunc(EngFunc_AllocString, WEAPON_REFERANCE)))
    {
        iWeapon = engfunc(EngFunc_CreateNamedEntity, iszAllocStringCached);
    }
    
    if (!IsValidPev(iWeapon))
    {
        return FM_NULLENT;
    }
    
    MDLL_Spawn(iWeapon);
    SET_ORIGIN(iWeapon, vecOrigin);
    
    set_pdata_int(iWeapon, m_iClip, WEAPON_MAX_CLIP, extra_offset_weapon);

    set_pev(iWeapon, pev_impulse, WEAPON_KEY);
    set_pev(iWeapon, pev_angles, vecAngles);
    
    Weapon_OnSpawn(iWeapon);
    
    return iWeapon;
}

Weapon_Give(const iPlayer)
{
    if (!IsValidPev(iPlayer))
    {
        return FM_NULLENT;
    }
    
    new iWeapon, Float: vecOrigin[3];
    pev(iPlayer, pev_origin, vecOrigin);
    
    if ((iWeapon = Weapon_Create(vecOrigin)) != FM_NULLENT)
    {
        Player_DropWeapons(iPlayer, ExecuteHamB(Ham_Item_ItemSlot, iWeapon));
        
        set_pev(iWeapon, pev_spawnflags, pev(iWeapon, pev_spawnflags) | SF_NORESPAWN);
        MDLL_Touch(iWeapon, iPlayer);
        
        SetAmmoInventory(iPlayer, PrimaryAmmoIndex(iWeapon), WEAPON_DEFAULT_AMMO);
        
        return iWeapon;
    }
    
    return FM_NULLENT;
}

Player_DropWeapons(const iPlayer, const iSlot)
{
    new szWeaponName[32], iItem = get_pdata_cbase(iPlayer, m_rgpPlayerItems_CBasePlayer + iSlot, extra_offset_player);

    while (IsValidPev(iItem))
    {
        pev(iItem, pev_classname, szWeaponName, charsmax(szWeaponName));
        engclient_cmd(iPlayer, "drop", szWeaponName);

        iItem = get_pdata_cbase(iItem, m_pNext, extra_offset_weapon);
    }
}

Weapon_SendAnim(const iPlayer, const iAnim)
{
    set_pev(iPlayer, pev_weaponanim, iAnim);

    MESSAGE_BEGIN(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0.0, 0.0, 0.0}, iPlayer);
    WRITE_BYTE(iAnim);
    WRITE_BYTE(0);
    MESSAGE_END();
}

stock Weapon_DefaultDeploy(const iPlayer, const szViewModel[], const szWeaponModel[], const iAnim, const szAnimExt[])
{
    set_pev(iPlayer, pev_viewmodel2, szViewModel);
    set_pev(iPlayer, pev_weaponmodel2, szWeaponModel);
    set_pev(iPlayer, pev_fov, 90.0);
    
    set_pdata_int(iPlayer, m_iFOV, 90, extra_offset_player);
    set_pdata_int(iPlayer, m_fResumeZoom, 0, extra_offset_player);
    set_pdata_int(iPlayer, m_iLastZoom, 90, extra_offset_player);
    
    set_pdata_string(iPlayer, m_szAnimExtention * 4, szAnimExt, -1, extra_offset_player * 4);
    
    Weapon_SendAnim(iPlayer, iAnim);
}

stock PunchAxis(id, Float:x, Float:y, Float:x_min = -100.0, Float:y_min = -100.0)
{
    new Float:vec[3];pev(id, pev_punchangle, vec);vec[0] += x;vec[1] += y;
    vec[0] = vec[0] < x_min ? x_min : vec[0];vec[0] = vec[0] > -x_min ? -x_min : vec[0];
    vec[1] = vec[1] < y_min ? y_min : vec[1];vec[1] = vec[1] > -y_min ? -y_min : vec[1];
    set_pev(id, pev_punchangle, vec);
}

stock StripWeapon(iPlayer, iSlot)
{
    static iEntity; iEntity = get_pdata_cbase(iPlayer, m_rgpPlayerItems_CBasePlayer + iSlot, 5);
    
    if (iEntity > 0)
    {
        static iNext, iId;
        do
        {
            iNext = get_pdata_cbase(iEntity, m_pNext, 4);
            iId = get_pdata_int(iEntity, m_iId, 4);
            if (get_user_weapon(iPlayer) == iId) ExecuteHamB(Ham_Weapon_RetireWeapon, iEntity);
            ExecuteHamB(Ham_RemovePlayerItem, iPlayer, iEntity);
            ExecuteHamB(Ham_Item_Kill, iEntity);
            set_pev(iPlayer, pev_weapons, pev(iPlayer, pev_weapons) & ~(1<<iId));
        }
        while(( iEntity = iNext) > 0);
    }
}

#define BitSet(%0,%1) (%0 |= (1 << (%1 - 1)))
#define BitClear(%0,%1) (%0 &= ~(1 << (%1 - 1)))
#define BitCheck(%0,%1) (%0 & (1 << (%1 - 1)))

public client_putinserver(id)
{
    BitSet(g_bitIsConnected, id);
}

public client_disconnected(id)
{
    BitClear(g_bitIsConnected, id);
}


bool: CheckItem(const iItem, &iPlayer)
{
    if (!IsValidPev(iItem) || !IsCustomItem(iItem))
    {
        return false;
    }
    
    iPlayer = get_pdata_cbase(iItem, m_pPlayer, extra_offset_weapon);
    
    if (!IsValidPev(iPlayer) || !BitCheck(g_bitIsConnected, iPlayer))
    {
        return false;
    }
    
    return true;
}

//**********************************************
//* Weapon list update.                        *
//**********************************************

public Cmd_WeaponSelect(const iPlayer)
{
    engclient_cmd(iPlayer, WEAPON_REFERANCE);
    return PLUGIN_HANDLED;
}

public HamHook_Item_AddToPlayer(const iItem, const iPlayer)
{
    switch(pev(iItem, pev_impulse))
    {
        case 0: MsgHook_WeaponList(MSGID_WEAPONLIST, iItem, iPlayer);
        case WEAPON_KEY:
        {
            MsgHook_WeaponList(MSGID_WEAPONLIST, iItem, iPlayer);
            SetAmmoInventory(iPlayer, PrimaryAmmoIndex(iItem), pev(iItem, pev_iuser2));
        }
    }
    
    return HAM_IGNORED;
}

public MsgHook_WeaponList(const iMsgID, const iMsgDest, const iMsgEntity)
{
    static arrWeaponListData[8];
    
    if (!iMsgEntity)
    {
        new szWeaponName[32];
        get_msg_arg_string(1, szWeaponName, charsmax(szWeaponName));
        
        if (!strcmp(szWeaponName, WEAPON_REFERANCE))
        {
            for (new i, a = sizeof arrWeaponListData; i < a; i++)
            {
                arrWeaponListData[i] = get_msg_arg_int(i + 2);
            }
        }
    }
    else
    {
        if (!IsCustomItem(iMsgDest) && pev(iMsgDest, pev_impulse))
        {
            return;
        }
        
        MESSAGE_BEGIN(MSG_ONE, iMsgID, {0.0, 0.0, 0.0}, iMsgEntity);
        WRITE_STRING(IsCustomItem(iMsgDest) ? WEAPON_NAME : WEAPON_REFERANCE);
        
        for (new i, a = sizeof arrWeaponListData; i < a; i++)
        {
            WRITE_BYTE(arrWeaponListData[i]);
        }
        
        MESSAGE_END();
    }
}

//**********************************************
//* Weaponbox world model.                     *
//**********************************************

public HamHook_Weaponbox_Spawn_Post(const iWeaponBox)
{
    if (IsValidPev(iWeaponBox))
    {
        state (IsValidPev(pev(iWeaponBox, pev_owner))) WeaponBox: Enabled;
    }
    
    return HAM_IGNORED;
}

public FakeMeta_SetModel(const iEntity) <WeaponBox: Enabled>
{
    state WeaponBox: Disabled;
    
    if (!IsValidPev(iEntity))
    {
        return FMRES_IGNORED;
    }
    
    #define MAX_ITEM_TYPES    6
    
    for (new i, iItem; i < MAX_ITEM_TYPES; i++)
    {
        iItem = get_pdata_cbase(iEntity, m_rgpPlayerItems_CWeaponBox + i, extra_offset_weapon);
        
        if (IsValidPev(iItem) && IsCustomItem(iItem))
        {
            SET_MODEL(iEntity, MODEL_WORLD);   
            set_pev(iItem, pev_iuser2, GetAmmoInventory(pev(iEntity,pev_owner), PrimaryAmmoIndex(iItem)))
            return FMRES_SUPERCEDE;
        }
    }
    
    return FMRES_IGNORED;
}

public FakeMeta_SetModel()    </* Empty statement */>    { /*  Fallback  */ return FMRES_IGNORED; }
public FakeMeta_SetModel()     < WeaponBox: Disabled >    { /* Do nothing */ return FMRES_IGNORED; }

//**********************************************
//* Ammo Inventory.                            *
//**********************************************

PrimaryAmmoIndex(const iItem)
{
    return get_pdata_int(iItem, m_iPrimaryAmmoType, extra_offset_weapon);
}

GetAmmoInventory(const iPlayer, const iAmmoIndex)
{
    if (iAmmoIndex == -1)
    {
        return -1;
    }

    return get_pdata_int(iPlayer, m_rgAmmo_CBasePlayer + iAmmoIndex, extra_offset_player);
}

SetAmmoInventory(const iPlayer, const iAmmoIndex, const iAmount)
{
    if (iAmmoIndex == -1)
    {
        return 0;
    }

    set_pdata_int(iPlayer, m_rgAmmo_CBasePlayer + iAmmoIndex, iAmount, extra_offset_player);
    return 1;
}
 
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9
Реакции
-2
Flymic24, 1. Если заметил то изначально это было совсем другое оружие, я сделал 2 режим и свич в этом режиме, а пытаться сделать то что я не знаю и писать что попало и скидывать сюда я не стану
2. Я сюда за помощью пришел чтобы потом подобных вопросов не было, а не за критикой
 
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9
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-2
Flymic24, Не помогло, стреляет теперь один пистолет и анимации так же меняются
 
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65
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12
MisakiDai, С каждый вашим плагином будем возиться?
Где ваши попытки улучшить ситуацию?
 
Сообщения
9
Реакции
-2
Georg, Где ваши попытки улучшить ситуацию чтобы у меня не возникало больше подобных вопросов с плагинами?
 
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1,570
Помог
137 раз(а)
MisakiDai, какая смена режима? На какую одну клавишу? Не понятно ничего. Прикрепите видео с проблемой и модель.
 
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2,294
Помог
57 раз(а)
MisakiDai, проблема с работой плагина - это когда плагин работает не так, как заявлено, и/или ошибки бьёт при своей работе. У вас же, как я понимаю, есть желание изменить изначальную логику на другую (на свою). Если так - вам в раздел заказов. Есть ещё раздел Вопросы по созданию, модификации и настройке. Но там подразумевается, что человек может сделать сам, ему лишь нужна помощь с методом решения (не знает, за что взяться).
 
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