Проверка флага доступа

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Доброго времени суток, пытался сделать проверку по флагу, на покупку оружия, сделал следующие изменения:

33: #define FLAG_ACCESS ADMIN_LEVEL_H //t

103: return PLUGIN_HANDLED

182: if (~get_user_flags(id) & FLAG_ACCESS) return

Не понимаю почему проверка не срабатывает, при компиляции ошибок нет.

Сам код:
Код:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <xs>
#include <fun>

#define PLUGIN "CSO Newcomen"
#define VERSION "1.0"
#define AUTHOR "Dias Pendragon"

// Data Config
#define MODEL_V "models/v_spsmg.mdl"
#define MODEL_P "models/p_spsmg.mdl"
#define MODEL_W "models/w_spsmg.mdl"
#define MODEL_W_OLD "models/w_mp5.mdl"

#define CSW_BASE CSW_MP5NAVY
#define weapon_base "weapon_mp5navy"

#define SUBMODEL -1 // can -1
#define WEAPON_CODE 241115
#define WEAPON_EVENT "events/mp5n.sc"

#define ANIME_SHOOT 3
#define ANIME_SHOOT2 4
#define ANIME_RELOAD 1 // can -1
#define ANIME_DRAW 2 // can -1
#define ANIME_IDLE 0 // can -1

#define FLAG_ACCESS ADMIN_LEVEL_H //t

new const WeaponSounds[5][] =
{
    "weapons/spsmg-1.wav",
    "weapons/spsmg-2.wav",
    "weapons/spsmg_draw.wav",
    "weapons/spsmg_idle.wav",
    "weapons/spsmg_reload.wav"
}

// Weapon Config
#define DAMAGE 24 // 32 for Zombie
#define ACCURACY 72 // 0 - 100 ; -1 Default
#define CLIP 30
#define BPAMMO 240
#define SPEED 0.0625
#define RECOIL 0.75
#define RELOAD_TIME 3.5

// 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))

//new g_Base
new g_Had_Base, g_Clip[33], g_OldWeapon[33], Float:g_Recoil[33][3], g_MegaFire
new g_Event_Base, g_SmokePuff_SprId, g_MsgCurWeapon

//
//new cvar_admin_flag;

// Safety
new g_HamBot
new g_IsConnected, g_IsAlive, g_PlayerWeapon[33]

public plugin_init()
{
    register_plugin(PLUGIN, VERSION, AUTHOR)
    
    // Safety
    Register_SafetyFunc()
    
    // Event
    register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
    
    // Forward
    register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
    register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")
    register_forward(FM_SetModel, "fw_SetModel")   
    register_forward(FM_CmdStart, "fw_CmdStart")
    
    // Ham
    RegisterHam(Ham_Item_Deploy, weapon_base, "fw_Item_Deploy_Post", 1)   
    RegisterHam(Ham_Item_AddToPlayer, weapon_base, "fw_Item_AddToPlayer_Post", 1)
    RegisterHam(Ham_Weapon_WeaponIdle, weapon_base, "fw_Weapon_WeaponIdle_Post", 1)
    RegisterHam(Ham_Item_PostFrame, weapon_base, "fw_Item_PostFrame")   
    RegisterHam(Ham_Weapon_Reload, weapon_base, "fw_Weapon_Reload")
    RegisterHam(Ham_Weapon_Reload, weapon_base, "fw_Weapon_Reload_Post", 1)   
    RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base, "fw_Weapon_PrimaryAttack")
    RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base, "fw_Weapon_PrimaryAttack_Post", 1)
    
    RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World")
    RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player")   
    
    // Cache
    g_MsgCurWeapon = get_user_msgid("CurWeapon")
    
    // Get
    register_clcmd("nc", "Get_Base");
    return PLUGIN_HANDLED
}

public plugin_precache()
{
    precache_model(MODEL_V)
    precache_model(MODEL_P)
    precache_model(MODEL_W)
    
    for(new i = 0; i < sizeof(WeaponSounds); i++)
        precache_sound(WeaponSounds[i])
    
    g_SmokePuff_SprId = engfunc(EngFunc_PrecacheModel, "sprites/wall_puff1.spr")
    register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
}

public fw_PrecacheEvent_Post(type, const name[])
{
    if(equal(WEAPON_EVENT, name)) g_Event_Base = get_orig_retval()       
}

public client_putinserver(id)
{
        Safety_Connected(id)
    
    if(!g_HamBot && is_user_bot(id))
    {
        g_HamBot = 1
        set_task(0.1, "Register_HamBot", id)
    }
}
 
public Register_HamBot(id)
{
    Register_SafetyFuncBot(id)
    RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack_Player")   
}
 
public client_disconnected(id)
{
        Safety_Disconnected(id)
}
/*
public Mileage_WeaponGet(id, ItemID)
{
    if(ItemID == g_Base) Get_Base(id)
}

public Mileage_WeaponRefillAmmo(id, ItemID)
{
    if(ItemID == g_Base) cs_set_user_bpammo(id, CSW_BASE, BPAMMO)
}

public Mileage_WeaponRemove(id, ItemID)
{
    if(ItemID == g_Base) Remove_Base(id)
}*/

public Get_Base(id)
{
    UnSet_BitVar(g_MegaFire, id)
    Set_BitVar(g_Had_Base, id)
    give_item(id, weapon_base)
    
    // Clip & Ammo
    static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BASE)
    if(!pev_valid(Ent)) return
    
    cs_set_weapon_ammo(Ent, CLIP)
    cs_set_user_bpammo(id, CSW_BASE, BPAMMO)
    
    message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, _, id)
    write_byte(1)
    write_byte(CSW_BASE)
    write_byte(CLIP)
    message_end()
    
    cs_set_weapon_silen(Ent, 0, 0)
    
    if (~get_user_flags(id) & FLAG_ACCESS) return
}

public Remove_Base(id)
{
    UnSet_BitVar(g_Had_Base, id)
}

public Event_CurWeapon(id)
{
    static CSWID; CSWID = read_data(2)
    static SubModel; SubModel = SUBMODEL
    
    if((CSWID == CSW_BASE && g_OldWeapon[id] != CSW_BASE) && Get_BitVar(g_Had_Base, id))
    {
        if(SubModel != -1) Draw_NewWeapon(id, CSWID)
    } else if((CSWID == CSW_BASE && g_OldWeapon[id] == CSW_BASE) && Get_BitVar(g_Had_Base, id)) {
        static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BASE)
        if(!pev_valid(Ent))
        {
            g_OldWeapon[id] = get_user_weapon(id)
            return
        }
        
        set_pdata_float(Ent, 46, SPEED, 4)
        set_pdata_float(Ent, 47, SPEED, 4)
    } else if(CSWID != CSW_BASE && g_OldWeapon[id] == CSW_BASE) {
        if(SubModel != -1) Draw_NewWeapon(id, CSWID)
    }
    
    g_OldWeapon[id] = get_user_weapon(id)
}

public Draw_NewWeapon(id, CSW_ID)
{
    if(CSW_ID == CSW_BASE)
    {
        static ent
        ent = fm_get_user_weapon_entity(id, CSW_BASE)
        
        if(pev_valid(ent) && Get_BitVar(g_Had_Base, id))
        {
            set_pev(ent, pev_effects, pev(ent, pev_effects) &~ EF_NODRAW)
            engfunc(EngFunc_SetModel, ent, MODEL_P)   
            set_pev(ent, pev_body, SUBMODEL)
        }
    } else {
        static ent
        ent = fm_get_user_weapon_entity(id, CSW_BASE)
        
        if(pev_valid(ent)) set_pev(ent, pev_effects, pev(ent, pev_effects) | EF_NODRAW)             
    }
}

public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
    if(!is_alive(id))
        return FMRES_IGNORED   
    if(get_user_weapon(id) == CSW_BASE && Get_BitVar(g_Had_Base, 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_connected(invoker))
        return FMRES_IGNORED   
    if(get_player_weapon(invoker) != CSW_BASE || !Get_BitVar(g_Had_Base, invoker))
        return FMRES_IGNORED
    if(eventid != g_Event_Base)
        return FMRES_IGNORED
    
    engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)

    if(!Get_BitVar(g_MegaFire, invoker))
    {
        Set_WeaponAnim(invoker, ANIME_SHOOT)
        emit_sound(invoker, CHAN_WEAPON, WeaponSounds[0], 1.0, 0.4, 0, 94 + random_num(0, 15))
    }
    
    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, MODEL_W_OLD))
    {
        static weapon; weapon = find_ent_by_owner(-1, weapon_base, entity)
        
        if(!pev_valid(weapon))
            return FMRES_IGNORED;
        
        if(Get_BitVar(g_Had_Base, iOwner))
        {
            set_pev(weapon, pev_impulse, WEAPON_CODE)
            engfunc(EngFunc_SetModel, entity, MODEL_W)
            set_pev(entity, pev_body, SUBMODEL)
        
            Remove_Base(iOwner)
            
            return FMRES_SUPERCEDE
        }
    }

    return FMRES_IGNORED;
}

public fw_CmdStart(id, uc_handle, seed)
{
    if (!is_alive(id))
        return FMRES_IGNORED   
    if(get_player_weapon(id) != CSW_BASE || !Get_BitVar(g_Had_Base, id))
        return FMRES_IGNORED
        
    static Button; Button = get_uc(uc_handle, UC_Buttons)   
    
    if(Button & IN_ATTACK2)
    {
        static Float:Time; Time = get_pdata_float(id, 83, 5)
        if(Time > 0.0) return FMRES_IGNORED
        
        static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BASE)
        if(pev_valid(Ent))
        {
            static AMMO; AMMO = cs_get_weapon_ammo(Ent)
            
            if(AMMO > 0)
            {
                Set_BitVar(g_MegaFire, id)
                
                for(new i = 0; i < AMMO; i++)
                    ExecuteHamB(Ham_Weapon_PrimaryAttack, Ent)
                    
                Set_PlayerNextAttack(id, 0.75)
                    
                emit_sound(id, CHAN_WEAPON, WeaponSounds[1], 1.0, 0.4, 0, 94 + random_num(0, 15))
                Set_WeaponAnim(id, ANIME_SHOOT2)
                
                UnSet_BitVar(g_MegaFire, id)
            }
        }
    }
    
    return FMRES_IGNORED
}

public fw_Item_Deploy_Post(Ent)
{
    if(pev_valid(Ent) != 2)
        return
    static Id; Id = get_pdata_cbase(Ent, 41, 4)
    if(get_pdata_cbase(Id, 373) != Ent)
        return
    if(!Get_BitVar(g_Had_Base, Id))
        return
        
    static SubModel; SubModel = SUBMODEL
    
    set_pev(Id, pev_viewmodel2, MODEL_V)
    set_pev(Id, pev_weaponmodel2, SubModel != -1 ? "" : MODEL_P)
    
    static Draw; Draw = ANIME_DRAW
    if(Draw != -1) Set_WeaponAnim(Id, ANIME_DRAW)
}

public fw_Item_AddToPlayer_Post(Ent, id)
{
    if(!pev_valid(Ent))
        return HAM_IGNORED
        
    if(pev(Ent, pev_impulse) == WEAPON_CODE)
    {
        Set_BitVar(g_Had_Base, id)
        set_pev(Ent, pev_impulse, 0)
    }
    
    return HAM_HANDLED   
}

public fw_Item_PostFrame(ent)
{
    static id; id = pev(ent, pev_owner)
    if(!is_user_alive(id))
        return HAM_IGNORED
    if(!Get_BitVar(g_Had_Base, id))
        return HAM_IGNORED   
    
    static Float:flNextAttack; flNextAttack = get_pdata_float(id, 83, 5)
    static bpammo; bpammo = cs_get_user_bpammo(id, CSW_BASE)
    
    static iClip; iClip = get_pdata_int(ent, 51, 4)
    static fInReload; fInReload = get_pdata_int(ent, 54, 4)
    
    if(fInReload && flNextAttack <= 0.0)
    {
        static temp1
        temp1 = min(CLIP - iClip, bpammo)

        set_pdata_int(ent, 51, iClip + temp1, 4)
        cs_set_user_bpammo(id, CSW_BASE, bpammo - temp1)       
        
        set_pdata_int(ent, 54, 0, 4)
        
        fInReload = 0
    }       
    
    return HAM_IGNORED
}

public fw_Weapon_Reload(ent)
{
    static id; id = pev(ent, pev_owner)
    if(!is_user_alive(id))
        return HAM_IGNORED
    if(!Get_BitVar(g_Had_Base, id))
        return HAM_IGNORED   

    g_Clip[id] = -1
        
    static BPAmmo; BPAmmo = cs_get_user_bpammo(id, CSW_BASE)
    static iClip; iClip = get_pdata_int(ent, 51, 4)
        
    if(BPAmmo <= 0)
        return HAM_SUPERCEDE
    if(iClip >= CLIP)
        return HAM_SUPERCEDE       
            
    g_Clip[id] = iClip   
    
    return HAM_HANDLED
}

public fw_Weapon_Reload_Post(ent)
{
    static id; id = pev(ent, pev_owner)
    if(!is_user_alive(id))
        return HAM_IGNORED
    if(!Get_BitVar(g_Had_Base, id))
        return HAM_IGNORED   
    
    if((get_pdata_int(ent, 54, 4) == 1))
    { // Reload
        if(g_Clip[id] == -1)
            return HAM_IGNORED
        
        set_pdata_int(ent, 51, g_Clip[id], 4)
        
        static Reload; Reload = ANIME_RELOAD
        if(Reload != -1) Set_WeaponAnim(id, ANIME_RELOAD)
        Set_PlayerNextAttack(id, RELOAD_TIME)
    }
    
    return HAM_HANDLED
}

public fw_Weapon_WeaponIdle_Post( iEnt )
{
    if(pev_valid(iEnt) != 2)
        return
    static Id; Id = get_pdata_cbase(iEnt, 41, 4)
    if(get_pdata_cbase(Id, 373) != iEnt)
        return
    if(!Get_BitVar(g_Had_Base, Id))
        return
        
    static Idle; Idle = ANIME_IDLE
    
    if(Idle != -1 && get_pdata_float(iEnt, 48, 4) <= 0.25)
    {
        Set_WeaponAnim(Id, ANIME_IDLE)
        set_pdata_float(iEnt, 48, 20.0, 4)
    }   
}

public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
    if(!is_connected(Attacker))
        return HAM_IGNORED   
    if(get_player_weapon(Attacker) != CSW_BASE || !Get_BitVar(g_Had_Base, Attacker))
        return HAM_IGNORED
        
    static Float:flEnd[3], Float:vecPlane[3]
        
    get_tr2(Ptr, TR_vecEndPos, flEnd)
    get_tr2(Ptr, TR_vecPlaneNormal, vecPlane)       
            
    Make_BulletHole(Attacker, flEnd, Damage)
    Make_BulletSmoke(Attacker, Ptr)

    SetHamParamFloat(3, float(DAMAGE))
    
    return HAM_HANDLED
}

public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
    if(!is_connected(Attacker))
        return HAM_IGNORED   
    if(get_player_weapon(Attacker) != CSW_BASE || !Get_BitVar(g_Had_Base, Attacker))
        return HAM_IGNORED

    static Float:flEnd[3]
    get_tr2(Ptr, TR_vecEndPos, flEnd)   
        
    SetHamParamFloat(3, float(DAMAGE))
    
    return HAM_HANDLED
}


public fw_Weapon_PrimaryAttack(Ent)
{
    static id; id = pev(Ent, pev_owner)
    if(!is_alive(id))
        return
    if(!Get_BitVar(g_Had_Base, id))
        return

    pev(id, pev_punchangle, g_Recoil[id])
}

public fw_Weapon_PrimaryAttack_Post(Ent)
{
    static id; id = pev(Ent, pev_owner)
    if(!is_alive(id))
        return
    if(!Get_BitVar(g_Had_Base, id))
        return

    // Acc
    if(!Get_BitVar(g_MegaFire, id))
    {
        static Float:Push[3]
        pev(id, pev_punchangle, Push)
        xs_vec_sub(Push, g_Recoil[id], Push)
        
        xs_vec_mul_scalar(Push, RECOIL, Push)
        xs_vec_add(Push, g_Recoil[id], Push)
        
        set_pev(id, pev_punchangle, Push)
        
        static Accena; Accena = ACCURACY
        if(Accena != -1)
        {
            static Float:Accuracy
            Accuracy = (float(100 - ACCURACY) * 1.5) / 100.0
    
            set_pdata_float(Ent, 62, Accuracy, 4);
        }
    } else {
        if(cs_get_weapon_ammo(Ent) > 0)
        {
            static Float:Push[3]
            Push[0] = random_float(-3.0, 3.0)
            Push[1] = random_float(-3.0, 3.0)
            set_pev(id, pev_punchangle, Push)
        } else {
            static Float:Push[3]
            Push[0] = random_float(-1.5, 0.0)
            Push[1] = random_float(-3.0, 3.0)
            set_pev(id, pev_punchangle, Push)
        }
        
        set_pdata_float(Ent, 62, 0.1, 4);
    }
}

/* ===============================
------------- SAFETY -------------
=================================*/
public Register_SafetyFunc()
{
    register_event("CurWeapon", "Safety_CurWeapon", "be", "1=1")
    
    RegisterHam(Ham_Spawn, "player", "fw_Safety_Spawn_Post", 1)
    RegisterHam(Ham_Killed, "player", "fw_Safety_Killed_Post", 1)
}

public Register_SafetyFuncBot(id)
{
    RegisterHamFromEntity(Ham_Spawn, id, "fw_Safety_Spawn_Post", 1)
    RegisterHamFromEntity(Ham_Killed, id, "fw_Safety_Killed_Post", 1)
}

public Safety_Connected(id)
{
    Set_BitVar(g_IsConnected, id)
    UnSet_BitVar(g_IsAlive, id)
    
    g_PlayerWeapon[id] = 0
}

public Safety_Disconnected(id)
{
    UnSet_BitVar(g_IsConnected, id)
    UnSet_BitVar(g_IsAlive, id)
    
    g_PlayerWeapon[id] = 0
}

public Safety_CurWeapon(id)
{
    if(!is_alive(id))
        return
        
    static CSW; CSW = read_data(2)
    if(g_PlayerWeapon[id] != CSW) g_PlayerWeapon[id] = CSW
}

public fw_Safety_Spawn_Post(id)
{
    if(!is_user_alive(id))
        return
        
    Set_BitVar(g_IsAlive, id)
}

public fw_Safety_Killed_Post(id)
{
    UnSet_BitVar(g_IsAlive, id)
}

public is_connected(id)
{
    if(!(1 <= id <= 32))
        return 0
    if(!Get_BitVar(g_IsConnected, id))
        return 0

    return 1
}

public is_alive(id)
{
    if(!is_connected(id))
        return 0
    if(!Get_BitVar(g_IsAlive, id))
        return 0
        
    return 1
}

public get_player_weapon(id)
{
    if(!is_alive(id))
        return 0
    
    return g_PlayerWeapon[id]
}

/* ===============================
--------- END OF SAFETY  ---------
=================================*/

stock Set_WeaponAnim(id, anim)
{
    set_pev(id, pev_weaponanim, anim)
    
    message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
    write_byte(anim)
    write_byte(pev(id, pev_body))
    message_end()
}

stock Make_BulletHole(id, Float:Origin[3], Float:Damage)
{
    // Find target
    static Decal; Decal = random_num(41, 45)
    static LoopTime;
    
    if(Damage > 100.0) LoopTime = 2
    else LoopTime = 1
    
    for(new i = 0; i < LoopTime; i++)
    {
        // Put decal on "world" (a wall)
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(TE_WORLDDECAL)
        engfunc(EngFunc_WriteCoord, Origin[0])
        engfunc(EngFunc_WriteCoord, Origin[1])
        engfunc(EngFunc_WriteCoord, Origin[2])
        write_byte(Decal)
        message_end()
        
        // Show sparcles
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(TE_GUNSHOTDECAL)
        engfunc(EngFunc_WriteCoord, Origin[0])
        engfunc(EngFunc_WriteCoord, Origin[1])
        engfunc(EngFunc_WriteCoord, Origin[2])
        write_short(id)
        write_byte(Decal)
        message_end()
    }
}

stock Make_BulletSmoke(id, TrResult)
{
    static Float:vecSrc[3], Float:vecEnd[3], TE_FLAG
    
    get_weapon_attachment(id, vecSrc)
    global_get(glb_v_forward, vecEnd)
    
    xs_vec_mul_scalar(vecEnd, 8192.0, vecEnd)
    xs_vec_add(vecSrc, vecEnd, vecEnd)

    get_tr2(TrResult, TR_vecEndPos, vecSrc)
    get_tr2(TrResult, TR_vecPlaneNormal, vecEnd)
    
    xs_vec_mul_scalar(vecEnd, 2.5, vecEnd)
    xs_vec_add(vecSrc, vecEnd, vecEnd)
    
    TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
    TE_FLAG |= TE_EXPLFLAG_NOSOUND
    TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
    
    engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEnd, 0)
    write_byte(TE_EXPLOSION)
    engfunc(EngFunc_WriteCoord, vecEnd[0])
    engfunc(EngFunc_WriteCoord, vecEnd[1])
    engfunc(EngFunc_WriteCoord, vecEnd[2] - 10.0)
    write_short(g_SmokePuff_SprId)
    write_byte(2)
    write_byte(50)
    write_byte(TE_FLAG)
    message_end()
}

stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
{
    static Float:vfEnd[3], viEnd[3]
    get_user_origin(id, viEnd, 3) 
    IVecFVec(viEnd, vfEnd)
    
    static Float:fOrigin[3], Float:fAngle[3]
    
    pev(id, pev_origin, fOrigin)
    pev(id, pev_view_ofs, fAngle)
    
    xs_vec_add(fOrigin, fAngle, fOrigin)
    
    static Float:fAttack[3]
    
    xs_vec_sub(vfEnd, fOrigin, fAttack)
    xs_vec_sub(vfEnd, fOrigin, fAttack)
    
    static Float:fRate
    
    fRate = fDis / vector_length(fAttack)
    xs_vec_mul_scalar(fAttack, fRate, fAttack)
    
    xs_vec_add(fOrigin, fAttack, output)
}

stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
    new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
    
    pev(id, pev_origin, vOrigin)
    pev(id, pev_view_ofs,vUp) //for player
    xs_vec_add(vOrigin,vUp,vOrigin)
    pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
    
    angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
    angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
    angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
    
    vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
    vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
    vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}

stock 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]
    new Float: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_WeaponIdleTime(id, WeaponId ,Float:TimeIdle)
{
    static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)
    if(!pev_valid(entwpn))
        return
        
    set_pdata_float(entwpn, 46, TimeIdle, 4)
    set_pdata_float(entwpn, 47, TimeIdle, 4)
    set_pdata_float(entwpn, 48, TimeIdle + 0.5, 4)
}

stock Set_PlayerNextAttack(id, Float:nexttime)
{
    set_pdata_float(id, 83, nexttime, 5)
}

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
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1042\\ f0\\ fs16 \n\\ par }
*/
И так же было бы не плохо подсказать пример: выдачи игроку в чат уведомления о запрете ему команды, при не удачной проверки на флаг
 
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10 раз(а)
Проверку нужно делать в начале функции, а не в конце
 
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Code_0xABC, спасибо
3 Дек 2023
С выводом в чат уведомления о запрете доступа разобрался в итоге сам, тему можно закрывать :)
 
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10 раз(а)
А поделиться решением?:pardon:
 
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Code_0xABC,

Код:
if (~get_user_flags(id) & FLAG_ACCESS)
{
  client_print_color(id, print_team_default, "Доступно только VIP игрокам")
  return
}
Не знаю идеально ли вышло, но работает)
 
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Code_0xABC, а зачем она? команда ведь так и так не сработает. В любом случае, я не знаю как ее правильно добавить :D
 
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