- Ошибка
-
//AMXXPC compile.exe
// by the AMX Mod X Dev Team
//// reapi_jctf.sma
//
// C:\Users\Opa\Desktop\scripting\reapi_jctf.sma(148) : fatal error 100: cannot read from file: "aes_main"
//
// Compilation aborted.
// 1 Error.
// Could not locate output file C:\Users\Opa\Desktop\scripting\compiled\reapi_jctf.amx (compile failed).
//
// Compilation Time: 0,42 sec
- Компилятор
- Локальный
- Amx Mod X
- 1.9.0
- Исходный код
-
/* ---
RECTF 0.5
add FEATURE_ARTEFACTS
add drop armor from dead player
new model for drop bullets from dead player
RECTF 0.4a
entity_* -> *_entvar
id = entity_get_edict(ent, EV_ENT_owner) -> id = get_member(ent, m_pPlayer)
RECTF 0.4
remove and remake funtion client_PostThink -> CS_Item_GetMaxSpeed_Pre thanks Vaqtincha for help
RECTF 0.3c
added the function to reload when you use berserk mode if you damage some player, you can disable this define FEATURE_NEWBERSERK
remake feature FEATURE_DISABLEDWEAPONDROP it's just disable drop weapon by dead player that in cvar ctf_spawn_prim
RECTF 0.3b
remake reapi hook disable dead weapon drop. now it work only this cvar ctf_spawn_prim weapon(code is ugly...)
remove new reapi function rg_round_respawn(spawn bug this speed...)
RECTF 0.3a
need fix speed on spawn?
postThink shield remake by reapi functions.
m_flNextPrimaryAttack -> m_Weapon_flNextPrimaryAttack
m_flNextSecondaryAttack -> m_Weapon_flNextSecondaryAttack
add size to adrenaline menu from 256 ->384
RECTF 0.3
remake respawn by rg_round_respawn
add define to disable or enable team balance
find_ent_by_class - > rg_find_ent_by_class
RECTF 0.2b
Fix buy hegren,flashbangs,smoke
add define to swich off aes bonus
add define Dead weapon drop to ground disabled if define FEATURE_DISABLEDWEAPONDROP is true
RECTF 0.2a
add reapi function to detect kill by bomb(optimizations)
add reapi function to detect bomb m_WeaponBox_bIsBomb in c4_pickup
RECTF 0.1
By yododo,jesuspunk
Remove orpheu feature(infinite round) by yododo
Remove include amxx modules fun and cstrike no more it needed
Remake some code to reapi functions and hooks(gamename,takedamage)
Fix dupe c4 bomb on pickup
Fix drop flag
New define:
*/
//for prevent spawn time bug, must be your cvar ctf_respawntime + 1
#define RESPAWNMAXTIMECHECK 10
//enable/disable AES (Advanced Experience System) bonus add(need aes_main.inc for compile and plugin aes_main.amxx)
#define FEATURE_AESBONUS true
//enable/deisable drop weapon(just that set in cvar ctf_spawn_prim) on ground by dead player
#define FEATURE_DISABLEDWEAPONDROP true
//enable/disable team balance
#define FEATURE_TEAMBALANCE false
//added the function to reload when you use berserk mode if you damage some player, you can disable this
#define FEATURE_NEWBERSERK true
//block damage from sentry guns if user have shield
#define FEATURE_BLOCK_SENTRY_GUNS true
//enable find artefacts in items
#define FEATURE_ARTEFACTS true
// AMX optimizations
#define IsPlayer(%1) (1 <= (%1) <= g_iMaxPlayers)
/* --------------------------------------------------------------------------------------------
"Just Capture The Flag" - by Digi (aka Hunter-Digital)
Thread: http://forums.alliedmods.net/showthread.php?t=132115
Change log below.
-------------------------------------------------------------------------------------------- */
new const MOD_TITLE[] = "REJust Capture the Flag" /* Please don't modify. */
new const MOD_AUTHOR[] = "Digi,yododo,jesuspunk" /* If you make major changes, add " & YourName" at the end */
new const MOD_VERSION[] = "0.5" /* If you make major changes, add "custom" at the end but do not modify the actual version number! */
/*
Below you can enable/disable each individual feature of this plugin
NOTE: Remember to compile the plugin again after you modify anything in this file!
-----------------------------------
Description: This uses Orpheu module to make infinite round end and trigger round end on flag captures
If set to false, ophreu will not be used anymore and rounds could end if all players from one team are dead and round can't end upon flag capture.
*/
#define FEATURE_ORPHEU false
/*
Description: This hooks the buy system of the game and changes it, allowing everybody to buy all weapons.
If set to false, it will disable all buy related stuff like: buy menu, spawn weaopns, special weapons, even C4!
Disable this if you want to use another plugin that manages buy or doesn't use buy at all (like GunGame)
*/
#define FEATURE_BUY true
/*
Description: This allows players to buy and use C4 as a weapon, not an objective, it can be defused tough but the defuser gets a usable C4 back. C4 kills everything in it's radius, including teammates.
If set to false, C4 usage will be completly disabled so it can't be bought.
Requirements: FEATURE_BUY must be true
*/
#define FEATURE_BUYC4 true
/*
Description: This allows players to have an adrenaline amount and when it reaches 100, they can use combos.
If set to false, it will disable all adrenaline stuff, including combos, rewards, buying with adrenaline, everything.
*/
#define FEATURE_ADRENALINE true
/* --------------------------------------------------------------------------------------------
Skip this, advanced configuration more below
*/
#if FEATURE_BUY == true && FEATURE_BUYC4 == true
#define FEATURE_C4 true
#else
#define FEATURE_C4 false
#endif
#include <amxmodx>
#include <amxmisc>
#include <hamsandwich>
#include <fakemeta>
//#include <cstrike>
//reapi replace
#include <engine>
//#include <fun>
//reapi replace
#include <reapi>
#if FEATURE_AESBONUS == true
#include <aes_main>
#endif
#if FEATURE_ARTEFACTS == true
#include <artefacts>
#endif
/* --------------------------------------------------------------------------------------------
CVars for .cfg files:
ctf_flagreturn (default 120) - flag auto-return time
ctf_weaponstay (default 30) - how long do weapons and items stay on ground
ctf_itempercent (default 30) - chance that items spawn when a player is killed, values from 0 to 100
ctf_sound_taken (default 1) - toggles if the "flag taken" sounds can be heard
ctf_sound_dropped (default 1) - toggles if the "flag dropped" sounds can be heard
ctf_sound_returned (default 1) - toggles if the "flag returned" sounds can be heard
ctf_sound_score (default 1) - toggles if the "X team scores" sounds can be heard
ctf_respawntime (default 10) - players respawn time (use -1 to disable respawn)
ctf_spawnmoney (default 1000) - money bonus when spawning (unless it's a suicide)
ctf_protection (default 5) - players spawn protection time (use -1 to disable protection)
ctf_dynamiclights (default 1) - set the default dynamic lights setting, players will still be able to toggle individually using /lights
ctf_glows (default 1) - set if entities can glow, like when players have flag or an adrenaline combo, weapons start to fade, etc.
ctf_nospam_flash (default 20) - delay of rebuying two flashbangs in a life
ctf_nospam_he (default 20) - delay of rebuying a HE grenade in a life
ctf_nospam_smoke (default 20) - delay of rebuying a smoke grenade in a life
ctf_spawn_prim (default "m3") - spawning primary weapon, set to "" to disable
ctf_spawn_sec (default "glock") - spawning secondary weapon, set to "" to disable
ctf_spawn_knife (default 1) - toggle if players spawn with knife or not
ctf_sound_taken (default 1) - toggles if the "flag taken" sounds can be heard
ctf_sound_dropped (default 1) - toggles if the "flag dropped" sounds can be heard
ctf_sound_returned (default 1) - toggles if the "flag returned" sounds can be heard
ctf_sound_score (default 1) - toggles if the "X team scores" sounds can be heard
Primary weapons: m3,xm1014,tmp,mac10,mp5,ump45,p90,galil,ak47,famas,m4a1,aug,sg552,awp,scout,sg550,g3sg1,m249,shield
Secondary weapons: glock,usp,p228,deagle,elites,fiveseven
mp_c4timer (recommended 20) - time before the C4 devices explode
mp_winlimit - first team who reaches this number wins
mp_timelimit - time limit for the map (displayed in the round timer)
mp_startmoney (recommended 3000) - for first spawn money and minimum amount of money
mp_forcecamera - (0/1 - spectate enemies or not) mod fades to black if this is on and player is in free look (no teammates alive)
mp_forcechasecam - (0/1/2 - force chase cammera all/team/firstperson) same as above
mp_autoteambalance - enable/disable auto-team balance (checks at every player death)
Map configurations are made with;
ctf_moveflag red/blue at your position (even if dead/spec)
ctf_save to save flag origins in maps/<mapname>.ctf
Reward configuration, 0 on all values disables reward/penalty.
[REWARD FOR] [MONEY] [FRAGS] [ADRENALINE]
*/
#define REWARD_RETURN 500, 0, 10
#define REWARD_RETURN_ASSIST 500, 0, 10
#define REWARD_CAPTURE 5000, 5, 100
#define REWARD_CAPTURE_ASSIST 5000, 5, 25
#define REWARD_CAPTURE_TEAM 1000, 1, 10
#define REWARD_STEAL 1000, 1, 10
#define REWARD_PICKUP 500, 1, 5
#define PENALTY_DROP -1500, -1, -10
#define REWARD_KILL 0, 0, 5
#define REWARD_KILLCARRIER 500, 1, 10
#define PENALTY_SUICIDE 0, 0, -20
#define PENALTY_TEAMKILL 0, 0, -20
/*
Advanced configuration
*/
const ADMIN_RETURN = ADMIN_RCON // access required for admins to return flags (full list in includes/amxconst.inc)
const ADMIN_RETURNWAIT = 15 // time the flag needs to stay dropped before it can be returned by command
new const bool:CHAT_SHOW_COMMANDS = true // show commands (like /buy) in chat, true or false
const ITEM_MEDKIT_GIVE = 25 // medkit award health for picking up
const ITEM_KEVLAR_GIVE = 25 // kevlar award health for picking up
new const bool:ITEM_DROP_AMMO = true // toggle if killed players drop ammo items
new const bool:ITEM_DROP_MEDKIT = true // toggle if killed players drop medkit items
new const bool:ITEM_DROP_KEVLAR = true // toggle if killed players drop medkit items
#if FEATURE_ADRENALINE == true
new const bool:ITEM_DROP_ADRENALINE = true // toggle if killed players drop adrenaline items
const ITEM_ADRENALINE_GIVE = 5 // adrenaline reaward for picking up adrenaline
const Float:SPEED_ADRENALINE = 1.3 // speed while using "speed" adrenaline combo (this and SPEED_FLAG are cumulative)
const Float:BERSERKER_SPEED1 = 0.7 // primary weapon shooting speed percent while in berserk
const Float:BERSERKER_SPEED2 = 0.3 // secondary weapon shooting speed percent while in berserk
const Float:BERSERKER_DAMAGE = 2.0 // weapon damage percent while in berserk
const INSTANTSPAWN_COST = 50 // instant spawn (/spawn) adrenaline cost
#endif // FEATURE_ADRENALINE
const REGENERATE_EXTRAHP = 50 // extra max HP for regeneration and flag healing
const Float:SPEED_FLAG = 0.9 // speed while carying the enemy flag
new const Float:BASE_HEAL_DISTANCE = 96.0 // healing distance for flag
#if FEATURE_C4 == true
new const C4_RADIUS[] = "600" // c4 explosion radius (must be string!)
new const C4_DEFUSETIME = 3 // c4 defuse time
#endif // FEATURE_C4
new const FLAG_SAVELOCATION[] = "maps/%s.ctf" // you can change where .ctf files are saved/loaded from
#define FLAG_IGNORE_BOTS true // set to true if you don't want bots to pick up flags
/*
Change log:
v1.32c:
* Changed files: jctf.sma
- Added ctf_dynamiclights cvar to enable server operators to disable dynamic lights by default, players can still re-enable them individually using /lights
- Added ctf_glows cvar to enable server operators to disable glows on entities for performance, however it will degrade gameplay due to lack of visual information
v1.32b:
* Changed files: jctf.sma
- Fixed rewards beeing default to 0 for steal and capturing flags (my bad).
v1.32:
* Changes files: jctf.sma
- Removed forcing of CVars - if you depended on that, use amxx.cfg to store default values of cvars.
- Added posibility to disable respawn using ctf_respawntime 0.
- Added posibility to disable spawn protection using ctf_protection 0.
- Added posibility to disable dropped weapons fading out using ctf_weaponstay 0.
- Added posibility to disable flag auto-return using ctf_flagreturn 0.
- Fixed GameName printing CS 1.6 for CZ too, now it detects game name, if's unknown it doesn't write anything.
- Fixed player rewards still printing if all rewards are 0.
- Fixed MP3 files printing WAV error messages due to incorrect precaching method.
v1.31:
* Changed files: jctf.sma, jctf_resources.zip
- Fixed issue where plugin wouldn't trigger "Round_End" on ctf_flagendround 1 that caused issues with other plugins.
- Added new orpheu signatures: functions/EndRoundMessage and functions/CHalfLifeMultiplay/UpdateTeamScores.
- Changed "TeamScore" message to emessage, that way it can be hooked by other plugins.
- Added updating team scores internally too.
- Some other minor changes.
v1.3:
* Changed files: jctf.sma, lang/jctf.txt, jctf_resources.zip
- Added CVars: ctf_flagendround, ctf_flagcaptureslay and ctf_infiniteround (see thread for descriptions)
- Changed /help command, it now prints most mod settings and features (which are enabled/disabled)
- Added new orpheu signatures: functions/InstallGameRules and memory/CGameRulesOffsets (they're in jctf_resources.zip)
- Changed feature define FEATURE_INFROUND to FEATURE_ORPHEU because it also disables flag capture ending round
- Changed contents of lang keys: JOIN_NOFEATURES
- Renamed lang keys: HELP_3_* to HELP_4_* and DEAH_NOFREELOOK to DEATH_NOFREELOOK
- Added lang keys: DEATH_FLAGCAPTURED, STARTING_NEWROUND, and HELP_3_*
- Added so that on new round, flags are returned to base (no matter what the reason of new round)
v1.28c:
* Changed files: jctf.sma
- Fixed if you reload map with the plugin disabled the rounds will end normally.
v1.28b:
* Changed files: jctf.sma
- Fixed a compile error when switching FEATURE_ADRENALINE to false.
v1.28:
* Changed files: jctf.sma, jctf.txt
- Fixed buying VGUI issues, plugin now closes buy VGUI and opens custom buy menu without client changes.
- Removed VGUI related ML keys from jctf.txt.
v1.27:
* Changed files: jctf.sma, jctf.txt
- Added FEATURE disabling, you can now toggle individual features from the sma file.
- Added ctf_flagheal cvar which toggles if flag bases heal teammates.
- Changed HUD message to Director HUD messages, nicer and have no channel limit
- Increased char limit for "Freelook mode blocked" ML text from 32 to 48 chars.
- Rearranged sma configuration variables, you can find them easier on top of the file.
- Added hints and adrenaline menu to the ML support.
- Decreased chance that flag gets stuck in a wall (dramatically decreased collision box and added proximity check for pickup)
- Decreased C4's price from $15000 to $12000 and adrenaline cost from 100 to 80
- Some minor optimizations
v1.26:
* Changed files: jctf.sma, jctf.inc(jctf_api.zip), lang/jctf.txt
- Fixed "ED_Alloc: No free edicts" crashes (hopefully).
- Added Multilingual support, natives support it too.
- Added printing of admin commands in chat that obey amx_show_activity.
- Added a check of players spawning HP and Armor so Booster and flags know how much to heal.
- Added configurable extra HP the booster heals.
- Changed armor regeneration from Booster so it no longer sets armor to kevlar+helm if you have kevlar only.
- Added option to ignore bots from taking flags, default OFF (search sma for // CONFIGURABLE).
- Added checking of player's team range when touching flag in case it's a spawned spectator.
- Fixed bots not buying weapons, but be warned, they buy at default prices and without adrenaline.
- Changed default mp_buytime from 0 to 99999999 so bots can always buy, this doesn't affect players.
- Added API natives: jctf_get_flagcarrier(id) and jctf_get_team(id)
- Added FLAG_ADMINRETURN for the jctf_flag() forward, it triggers when an admin returns the flag using command
- Fixed ctf_moveflag command not showing Y axis in the log
v1.25:
- Changed ctf_moveflag to support red and blue inputs
- Fade to black no longer affects spectators
- Added "ctf_returnflag <red/blue>" admin command that returns the specified flag if it was dropped for at least 15 seconds (configurable)
- Optimized some minor stuff
v1.24:
- Changed ctf_weaponstay's default value from 30 to 15 (seconds)
- Changed ctf_itempercent's default value from 30 to 25 (percent)
- Added Scout and G3SG1 as special weapons.
- Added the "configurable" flag in the source for weapon money and adrenaline costs
- Added configurable weapon and zoom-in running speeds
- Added cvars for controling sounds: ctf_sound_taken/dropped/returned/score
- Added how much money/adrenaline you need in the "Not enough money/adrenaline" message
v1.23:
- plugin no longer disables VGUI menu automatically but it notifies VGUI menu users upon spawn
- added new in-source configuration: CHAT_SHOW_COMMANDS
v1.22:
- fixed a bug where you'd get twice the adrenaline when using the jctf_add_adrenaline() native while using a reason
- fixed adrenaline HUD not updating when using jctf_add_adrenaline()
v1.21:
- added FLAG_MANUALDROP for jctf_flag() events
- fixed some example issues in jctf_addon_example.sma
- updated version check to 1.21 since jctf.inc was altered
- added a console print upon plugin load with plugin name and version
- forced to reset jctf_version to the current version if mod is updated while server is running
v1.2:
- added forwards and natives that other plugins could use
- added configurable spawning weapons using CVars, they're also forced to reset to prevent unwanted usage between maps
- minor adjustments in the code to fit the latest modifications
v1.13:
- fixed some issues with the autoteambalance
- fixed spawn protection countdown not stop when prematurely disabling protection
- fixed game name displaying version as number instead of string
- added mod version in quick help and help console message
- added checking of mp_forcechasecam too for the fade to black feature
- fixed the possiblity of not beeing blinded while in freelook after a respawn
v1.12:
- fixed a bug where transfered people (autoteambalance) would actually block the team they left from beeing joined, the "there are too many CTs/Ts" thing.
- added fade to black when mp_fadetoblack is disabled and mp_forcecamera is enabled while player is on free view (no teammates alive)
v1.11:
- fixed a rare bug where players won't respawn after beeing killed
- some optimizations in code
v1.1:
- removed previous round-end blocking and added new round blocking method via Orpheu module
- fixed various possible crashes caused by previous round-end blocking methods
v1.06:
- changed buy menu text so that items you can't afford are in red text
- fixed various speed issues with player zooming, shield and flag taking
- re-done player rendering system and altered some colors and values
- unforced most mod cvars, only two cvars remain forced
v1.05:
- fixed round-blocking player deaths's animations
- changed the sounds of medkit and adrenaline item pickup
- and of course, other small adjustments
v1.04:
- other small adjustments here and there
- removed the spectating bots, now players' deaths are blocked if they'll trigger round end, they wouldn't even notice
- altered C4 plant radio message to a be compatible with client modifications and other hooks
v1.03:
- added /help
- minor adjustments and code moved around
v1.02:
- fixed items not fading out
- fixed the simple auto-team balance
- fixed various possible errors
v1.01:
- minor fixes of typos and checks
-------------------------------------------------------------------------------------------- */
new const INFO_TARGET[] = "info_target"
new const ITEM_CLASSNAME[] = "ctf_item"
new const WEAPONBOX[] = "weaponbox"
#if FEATURE_C4 == true
new const GRENADE[] = "grenade"
#endif // FEATURE_C4
new const Float:ITEM_HULL_MIN[3] = {-1.0, -1.0, 0.0}
new const Float:ITEM_HULL_MAX[3] = {1.0, 1.0, 10.0}
const ITEM_AMMO = 1
const ITEM_MEDKIT = 2
#define ITEM_KEVLAR 3
#if FEATURE_ADRENALINE == true
const ITEM_ADRENALINE = 4
#endif // FEATURE_ADRENALINE
new const ITEM_MODEL_AMMO[] = "models/w_shotbox.mdl"
new const ITEM_MODEL_MEDKIT[] = "models/w_medkit.mdl"
new const ITEM_MODEL_KEVLAR[] = "models/w_kevlar.mdl"
#if FEATURE_ADRENALINE == true
new const ITEM_MODEL_ADRENALINE[] = "models/can.mdl"
#endif // FEATURE_ADRENALINE
new const BASE_CLASSNAME[] = "ctf_flagbase"
new const Float:BASE_THINK = 0.25
new const FLAG_CLASSNAME[] = "ctf_flag"
new const FLAG_MODEL[] = "models/th_jctf.mdl"
new const Float:FLAG_THINK = 0.1
const FLAG_SKIPTHINK = 20 /* FLAG_THINK * FLAG_SKIPTHINK = 2.0 seconds ! */
new const Float:FLAG_HULL_MIN[3] = {-2.0, -2.0, 0.0}
new const Float:FLAG_HULL_MAX[3] = {2.0, 2.0, 16.0}
new const Float:FLAG_SPAWN_VELOCITY[3] = {0.0, 0.0, -500.0}
new const Float:FLAG_SPAWN_ANGLES[3] = {0.0, 0.0, 0.0}
new const Float:FLAG_DROP_VELOCITY[3] = {0.0, 0.0, 50.0}
new const Float:FLAG_PICKUPDISTANCE = 80.0
const FLAG_LIGHT_RANGE = 12
const FLAG_LIGHT_LIFE = 5
const FLAG_LIGHT_DECAY = 1
const FLAG_ANI_DROPPED = 0
const FLAG_ANI_STAND = 1
const FLAG_ANI_BASE = 2
const FLAG_HOLD_BASE = 33
const FLAG_HOLD_DROPPED = 34
#if FEATURE_ADRENALINE == true
const ADRENALINE_SPEED = 1
const ADRENALINE_BERSERK = 2
const ADRENALINE_REGENERATE = 3
const ADRENALINE_INVISIBILITY = 4
new const MENU_ADRENALINE[] = "menu_adrenaline"
new const MENU_KEYS_ADRENALINE = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<9)
#endif // FEATURE_ADRENALINE
#if FEATURE_BUY == true
new const WHITESPACE[] = " "
new const MENU_BUY[] = "menu_buy"
new const MENU_KEYS_BUY = (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)|(1<<8)|(1<<9)
new const BUY_ITEM_DISABLED[] = "r"
new const BUY_ITEM_AVAILABLE[] = "w"
#if FEATURE_ADRENALINE == true
new const BUY_ITEM_AVAILABLE2[] = "y"
#endif // FEATURE_ADRENALINE
#endif // FEATURE_BUY
new const SND_GETAMMO[] = "items/9mmclip1.wav"
new const SND_GETMEDKIT[] = "items/smallmedkit1.wav"
new const SND_GETKEVLAR[] = "items/ammopickup2.wav"
#if FEATURE_ADRENALINE == true
new const SND_GETADRENALINE[] = "items/medshot4.wav"
new const SND_ADRENALINE[] = "ambience/des_wind3.wav"
#endif // FEATURE_ADRENALINE
#if FEATURE_C4 == true
new const SND_C4DISARMED[] = "weapons/c4_disarmed.wav"
#endif // FEATURE_C4
new const CHAT_PREFIX[] = "^x03[^x04 CTF^x03 ]^x01 "
new const CONSOLE_PREFIX[] = "[ CTF ] "
const FADE_OUT = 0x0000
const FADE_IN = 0x0001
const FADE_MODULATE = 0x0002
const FADE_STAY = 0x0004
const m_iUserPrefs = 510
const m_flNextPrimaryAttack = 46
const m_flNextSecondaryAttack = 47
new const PLAYER[] = "player"
new const SEPARATOR[] = " - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -"
#define NULL ""
#define HUD_HINT 255, 255, 255, 0.15, -0.3, 0, 0.0, 10.0, 2.0, 10.0, 4
#define HUD_HELP 255, 255, 0, -1.0, 0.2, 2, 0.1, 2.0, 0.01, 2.0, 2
#define HUD_HELP2 255, 255, 0, -1.0, 0.25, 2, 0.1, 2.0, 0.01, 2.0, 3
#define HUD_ANNOUNCE -1.0, 0.3, 0, 0.0, 3.0, 0.1, 1.0, 4
#define HUD_RESPAWN 0, 255, 0, -1.0, 0.6, 2, 0.5, 0.1, 0.0, 1.0, -1
#define HUD_PROTECTION 255, 255, 0, -1.0, 0.6, 2, 0.5, 0.1, 0.0, 1.0, 1
#define HUD_ADRENALINE 255, 255, 255, -1.0, -0.1, 0, 0.0, 600.0, 0.0, 0.0, 1
#define entity_create(%1) create_entity(%1)
#define entity_spawn(%1) DispatchSpawn(%1)
#define entity_think(%1) call_think(%1)
#define entity_remove(%1) remove_entity(%1)
#define weapon_remove(%1) call_think(%1)
#define task_set(%1) set_task(%1)
#define task_remove(%1) remove_task(%1)
#define player_hasFlag(%1) (g_iFlagHolder[TEAM_RED] == %1 || g_iFlagHolder[TEAM_BLUE] == %1)
#define player_allowChangeTeam(%1) set_pdata_int(%1, 125, get_pdata_int(%1, 125) & ~(1<<8))
#define gen_color(%1,%2) %1 == TEAM_RED ? %2 : 0, 0, %1 == TEAM_RED ? 0 : %2
#define get_opTeam(%1) (%1 == TEAM_BLUE ? TEAM_RED : (%1 == TEAM_RED ? TEAM_BLUE : 0))
//reapi render mode
enum
{
kRenderNormal = 0,
kRenderTransColor,
kRenderTransTexture,
kRenderGlow,
kRenderTransAlpha,
kRenderTransAdd,
};
//reapi render fx(effect)
enum
{
kRenderFxNone = 0,
kRenderFxPulseSlow,
kRenderFxPulseFast,
kRenderFxPulseSlowWide,
kRenderFxPulseFastWide,
kRenderFxFadeSlow,
kRenderFxFadeFast,
kRenderFxSolidSlow,
kRenderFxSolidFast,
kRenderFxStrobeSlow,
kRenderFxStrobeFast,
kRenderFxStrobeFaster,
kRenderFxFlickerSlow,
kRenderFxFlickerFast,
kRenderFxNoDissipation,
kRenderFxDistort,
kRenderFxHologram,
kRenderFxDeadPlayer,
kRenderFxExplode,
kRenderFxGlowShell,
kRenderFxClampMinScale,
kRenderFxLightMultiplier,
};
enum
{
x,
y,
z
}
enum
{
pitch,
yaw,
roll
}
enum (+= 64)
{
TASK_RESPAWN = 64,
TASK_PROTECTION,
TASK_DAMAGEPROTECTION,
TASK_EQUIPAMENT,
TASK_PUTINSERVER,
TASK_TEAMBALANCE,
TASK_ADRENALINE,
TASK_DEFUSE,
TASK_CHECKHP
}
enum
{
TEAM_NONE = 0,
TEAM_RED,
TEAM_BLUE,
TEAM_SPEC
}
new const g_szCSTeams[][] =
{
NULL,
"TERRORIST",
"CT",
"SPECTATOR"
}
new const g_szTeamName[][] =
{
NULL,
"Red",
"Blue",
"Spectator"
}
new const g_szMLTeamName[][] =
{
NULL,
"TEAM_RED",
"TEAM_BLUE",
"TEAM_SPEC"
}
new const g_szMLFlagTeam[][] =
{
NULL,
"FLAG_RED",
"FLAG_BLUE",
NULL
}
enum
{
FLAG_STOLEN = 0,
FLAG_PICKED,
FLAG_DROPPED,
FLAG_MANUALDROP,
FLAG_RETURNED,
FLAG_CAPTURED,
FLAG_AUTORETURN,
FLAG_ADMINRETURN
}
enum
{
EVENT_TAKEN = 0,
EVENT_DROPPED,
EVENT_RETURNED,
EVENT_SCORE,
}
new const g_szSounds[][][] =
{
{NULL, "red_flag_taken", "blue_flag_taken"},
{NULL, "red_flag_dropped", "blue_flag_dropped"},
{NULL, "red_flag_returned", "blue_flag_returned"},
{NULL, "red_team_scores", "blue_team_scores"}
}
#if FEATURE_ADRENALINE == true && FEATURE_AESBONUS == false
new const g_szAdrenalineUseML[][] =
{
NULL,
"ADR_SPEED",
"ADR_BERSERK",
"ADR_REGENERATE",
"ADR_INVISIBILITY"
}
#endif // FEATURE_ADRENALINE
#if FEATURE_BUY == true
enum
{
no_weapon,
primary,
secondary,
he,
flash,
smoke,
armor,
nvg
}
new const g_szRebuyCommands[][] =
{
NULL,
"PrimaryWeapon",
"SecondaryWeapon",
"HEGrenade",
"Flashbang",
"SmokeGrenade",
"Armor",
"NightVision"
}
#endif // FEATURE_BUY
new const g_szRemoveEntities[][] =
{
"func_buyzone",
"armoury_entity",
"func_bomb_target",
"info_bomb_target",
"hostage_entity",
"monster_scientist",
"func_hostage_rescue",
"info_hostage_rescue",
"info_vip_start",
"func_vip_safetyzone",
"func_escapezone",
"info_map_parameters",
"player_weaponstrip",
"game_player_equip"
}
enum
{
ZERO = 0,
W_P228,
W_SHIELD,
W_SCOUT,
W_HEGRENADE,
W_XM1014,
W_C4,
W_MAC10,
W_AUG,
W_SMOKEGRENADE,
W_ELITE,
W_FIVESEVEN,
W_UMP45,
W_SG550,
W_GALIL,
W_FAMAS,
W_USP,
W_GLOCK18,
W_AWP,
W_MP5NAVY,
W_M249,
W_M3,
W_M4A1,
W_TMP,
W_G3SG1,
W_FLASHBANG,
W_DEAGLE,
W_SG552,
W_AK47,
W_KNIFE,
W_P90,
W_VEST,
W_VESTHELM,
W_NVG
}
new const g_iClip[] =
{
0, // (unknown)
13, // P228
0, // SHIELD (not used)
10, // SCOUT
0, // HEGRENADE (not used)
7, // XM1014
0, // C4 (not used)
30, // MAC10
30, // AUG
0, // SMOKEGRENADE (not used)
30, // ELITE
20, // FIVESEVEN
25, // UMP45
30, // SG550
35, // GALIL
25, // FAMAS
12, // USP
20, // GLOCK18
10, // AWP
30, // MP5NAVY
100, // M249
8, // M3
30, // M4A1
30, // TMP
20, // G3SG1
0, // FLASHBANG (not used)
7, // DEAGLE
30, // SG552
30, // AK47
0, // KNIFE (not used)
50, // P90
0, // Kevlar (not used)
0, // Kevlar + Helm (not used)
0 // NVG (not used)
}
new const g_iBPAmmo[] =
{
0, // (unknown)
52, // P228
0, // SHIELD
90, // SCOUT
0, // HEGRENADE (not used)
32, // XM1014
0, // C4 (not used)
100, // MAC10
90, // AUG
0, // SMOKEGRENADE (not used)
120, // ELITE
100, // FIVESEVEN
100, // UMP45
90, // SG550
90, // GALIL
90, // FAMAS
100, // USP
120, // GLOCK18
30, // AWP
120, // MP5NAVY
200, // M249
32, // M3
90, // M4A1
120, // TMP
90, // G3SG1
0, // FLASHBANG (not used)
35, // DEAGLE
90, // SG552
90, // AK47
0, // KNIFE (not used)
100, // P90
0, // Kevlar (not used)
0, // Kevlar + Helm (not used)
0 // NVG (not used)
}
#if FEATURE_BUY == true
new const g_iWeaponPrice[] =
{
0, // (unknown)
600, // P228
10000, // SHIELD
6000, // SCOUT
300, // HEGRENADE
3000, // XM1014
12000, // C4
1400, // MAC10
3500, // AUG
100, // SMOKEGRENADE
1000, // ELITE
750, // FIVESEVEN
1700, // UMP45
6000, // SG550
2000, // GALIL
2250, // FAMAS
500, // USP
400, // GLOCK18
8000, // AWP
1500, // MP5NAVY
5000, // M249
1700, // M3
3100, // M4A1
1250, // TMP
7000, // G3SG1
200, // FLASHBANG
650, // DEAGLE
3500, // SG552
2500, // AK47
0, // KNIFE (not used)
2350, // P90
650, // Kevlar
1000, // Kevlar + Helm
1250 // NVG
}
#endif // FEATURE_BUY
#if FEATURE_BUY == true && FEATURE_ADRENALINE == true
new const g_iWeaponAdrenaline[] =
{
0, // (unknown)
0, // P228
50, // SHIELD
50, // SCOUT
0, // HEGRENADE
0, // XM1014
80, // C4
0, // MAC10
0, // AUG
0, // SMOKEGRENADE
0, // ELITE
0, // FIVESEVEN
0, // UMP45
30, // SG550
0, // GALIL
0, // FAMAS
0, // USP
0, // GLOCK18
50, // AWP
0, // MP5NAVY
10, // M249
0, // M3
0, // M4A1
0, // TMP
30, // G3SG1
0, // FLASHBANG
0, // DEAGLE
0, // SG552
0, // AK47
0, // KNIFE (not used)
0, // P90
0, // Kevlar
0, // Kevlar + Helm
0 // NVG
}
#endif // FEATURE_ADRENALINE
new const Float:g_fWeaponRunSpeed[] = // CONFIGURABLE - weapon running speed (edit the numbers in the list)
{
150.0, // Zoomed speed with any weapon
250.0, // P228
0.0, // SHIELD (not used)
260.0, // SCOUT
250.0, // HEGRENADE
240.0, // XM1014
250.0, // C4
250.0, // MAC10
240.0, // AUG
250.0, // SMOKEGRENADE
250.0, // ELITE
250.0, // FIVESEVEN
250.0, // UMP45
210.0, // SG550
240.0, // GALIL
240.0, // FAMAS
250.0, // USP
250.0, // GLOCK18
210.0, // AWP
250.0, // MP5NAVY
220.0, // M249
230.0, // M3
230.0, // M4A1
250.0, // TMP
210.0, // G3SG1
250.0, // FLASHBANG
250.0, // DEAGLE
235.0, // SG552
221.0, // AK47
250.0, // KNIFE
245.0, // P90
0.0, // Kevlar (not used)
0.0, // Kevlar + Helm (not used)
0.0 // NVG (not used)
}
#if FEATURE_BUY == true
new const g_iWeaponSlot[] =
{
0, // none
2, // P228
1, // SHIELD
1, // SCOUT
4, // HEGRENADE
1, // XM1014
5, // C4
1, // MAC10
1, // AUG
4, // SMOKEGRENADE
2, // ELITE
2, // FIVESEVEN
1, // UMP45
1, // SG550
1, // GALIL
1, // FAMAS
2, // USP
2, // GLOCK18
1, // AWP
1, // MP5NAVY
1, // M249
1, // M3
1, // M4A1
1, // TMP
1, // G3SG1
4, // FLASHBANG
2, // DEAGLE
1, // SG552
1, // AK47
3, // KNIFE (not used)
1, // P90
0, // Kevlar
0, // Kevlar + Helm
0 // NVG
}
#endif // FEATURE_BUY
new const g_szWeaponEntity[][24] =
{
NULL,
"weapon_p228",
"weapon_shield",
"weapon_scout",
"weapon_hegrenade",
"weapon_xm1014",
"weapon_c4",
"weapon_mac10",
"weapon_aug",
"weapon_smokegrenade",
"weapon_elite",
"weapon_fiveseven",
"weapon_ump45",
"weapon_sg550",
"weapon_galil",
"weapon_famas",
"weapon_usp",
"weapon_glock18",
"weapon_awp",
"weapon_mp5navy",
"weapon_m249",
"weapon_m3",
"weapon_m4a1",
"weapon_tmp",
"weapon_g3sg1",
"weapon_flashbang",
"weapon_deagle",
"weapon_sg552",
"weapon_ak47",
"weapon_knife",
"weapon_p90",
"item_kevlar",
"item_assaultsuit",
NULL
}
#if FEATURE_BUY == true
new const g_szWeaponCommands[][] =
{
{NULL, NULL},
{"p228", "228compact"},
{"shield", NULL},
{"scout", NULL},
{"hegren", NULL},
{"xm1014", "autoshotgun"},
{NULL, NULL},
{"mac10", NULL},
{"aug", "bullpup"},
{"sgren", NULL},
{"elites", NULL},
{"fiveseven", "fn57"},
{"ump45", "sm"},
{"sg550", "krieg550"},
{"galil", "defender"},
{"famas", "clarion"},
{"usp", "km45"},
{"glock", "9x19mm"},
{"awp", "magnum"},
{"mp5", "mp"},
{"m249", NULL},
{"m3", "12gauge"},
{"m4a1", NULL},
{"tmp", NULL},
{"g3sg1", "d3au1"},
{"flash", NULL},
{"deagle", "nighthawk"},
{"sg552", "krieg552"},
{"ak47", "cv47"},
{NULL, NULL},
{"p90", "c90"},
{"vest", NULL},
{"vesthelm", NULL},
{"nvgs", NULL}
}
#endif // FEATURE_BUY
new g_iMaxPlayers
new g_szMap[32]
new g_szGame[16]
new g_iTeam[33]
new g_iScore[3]
new g_iFlagHolder[3]
new g_iFlagEntity[3]
new g_iBaseEntity[3]
new Float:g_fFlagDropped[3]
#if FEATURE_BUY == true
new g_iMenu[33]
new g_iRebuy[33][8]
new g_iAutobuy[33][64]
new g_iRebuyWeapons[33][8]
new pCvar_ctf_nospam_flash
new pCvar_ctf_nospam_he
new pCvar_ctf_nospam_smoke
new pCvar_ctf_spawn_prim
new pCvar_ctf_spawn_sec
new pCvar_ctf_spawn_knife
new gMsg_BuyClose
#endif // FEATURE_BUY
new Float:g_iMaxArmor[33]
new Float:g_iMaxHealth[33]
new g_iAdrenaline[33]
new g_iAdrenalineUse[33]
new bool:g_bRestarting
new bool:g_bBot[33]
new bool:g_bAlive[33]
new bool:g_bDefuse[33]
new bool:g_bLights[33]
new bool:g_bBuyZone[33]
new bool:g_bSuicide[33]
new bool:g_bFreeLook[33]
new bool:g_bAssisted[33][3]
new bool:g_bProtected[33]
new bool:g_bRestarted[33]
new bool:g_bFirstSpawn[33]
new Float:g_fFlagBase[3][3]
new Float:g_fFlagLocation[3][3]
new Float:g_fWeaponSpeed[33]
new Float:g_fLastDrop[33]
new Float:g_fLastBuy[33][4]
new pCvar_ctf_flagcaptureslay
new pCvar_ctf_flagheal
new pCvar_ctf_flagreturn
new pCvar_ctf_respawntime
new pCvar_ctf_protection
new pCvar_ctf_dynamiclights
new pCvar_ctf_glows
new pCvar_ctf_weaponstay
new pCvar_ctf_spawnmoney
new pCvar_ctf_itempercent
new pCvar_ctf_sound[4]
new pCvar_mp_winlimit
new pCvar_mp_startmoney
new pCvar_mp_fadetoblack
new pCvar_mp_forcecamera
new pCvar_mp_forcechasecam
#if FEATURE_TEAMBALANCE == true
new pCvar_mp_autoteambalance
#endif
#if FEATURE_C4 == true
new pCvar_mp_c4timer
new gMsg_BarTime
new gMsg_DeathMsg
new gMsg_SendAudio
#endif // FEATURE_C4
new gMsg_SayText
new gMsg_RoundTime
new gMsg_ScreenFade
new gMsg_HostageK
new gMsg_HostagePos
new gMsg_ScoreInfo
new gMsg_ScoreAttrib
new gMsg_TextMsg
new gMsg_TeamScore
new gHook_EntSpawn
#if FEATURE_ADRENALINE == true
new gSpr_trail
new gSpr_blood1
new gSpr_blood2
#endif // FEATURE_ADRENALINE
new gSpr_regeneration
new g_iForwardReturn
new g_iFW_flag
new pCvar_ctf_flagendround
new pCvar_ctf_infiniteround
public plugin_precache()
{
precache_model(FLAG_MODEL)
precache_model(ITEM_MODEL_AMMO)
precache_model(ITEM_MODEL_MEDKIT)
precache_model(ITEM_MODEL_KEVLAR)
#if FEATURE_ADRENALINE == true
precache_model(ITEM_MODEL_ADRENALINE)
precache_sound(SND_GETADRENALINE)
precache_sound(SND_ADRENALINE)
gSpr_trail = precache_model("sprites/zbeam5.spr")
gSpr_blood1 = precache_model("sprites/blood.spr")
gSpr_blood2 = precache_model("sprites/bloodspray.spr")
#endif // FEATURE_ADRENALINE
precache_sound(SND_GETAMMO)
precache_sound(SND_GETMEDKIT)
precache_sound(SND_GETKEVLAR)
gSpr_regeneration = precache_model("sprites/th_jctf_heal.spr")
for(new szSound[64], i = 0; i < sizeof g_szSounds; i++)
{
for(new t = 1; t <= 2; t++)
{
formatex(szSound, charsmax(szSound), "sound/ctf/%s.mp3", g_szSounds[i][t])
precache_generic(szSound)
}
}
#if FEATURE_C4 == true
precache_sound(SND_C4DISARMED)
//new ent = entity_create(g_szRemoveEntities[11])
//reapi
new ent = rg_create_entity(g_szRemoveEntities[11])
if(ent)
{
DispatchKeyValue(ent, "buying", "0")
DispatchKeyValue(ent, "bombradius", C4_RADIUS)
DispatchSpawn(ent)
}
#endif // FEATURE_C4
gHook_EntSpawn = register_forward(FM_Spawn, "ent_spawn")
}
public ent_spawn(ent)
{
//if(!is_valid_ent(ent))
//reapi
if(!is_entity(ent))
return FMRES_IGNORED
static szClass[32]
//entity_get_string(ent, EV_SZ_classname, szClass, charsmax(szClass))
//reapi
get_entvar(ent,var_classname, szClass, charsmax(szClass))
for(new i = 0; i < sizeof g_szRemoveEntities; i++)
{
if(equal(szClass, g_szRemoveEntities[i]))
{
entity_remove(ent)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED
}
public plugin_init()
{
register_plugin(MOD_TITLE, MOD_VERSION, MOD_AUTHOR)
set_pcvar_string(register_cvar("jctf_version", MOD_VERSION, FCVAR_SERVER|FCVAR_SPONLY), MOD_VERSION)
register_dictionary("jctf.txt")
register_dictionary("common.txt")
new const SEPARATOR_TEMP[] = " - - - - - - - - - - - - - - - - -"
server_print(SEPARATOR_TEMP)
server_print(" %s - v%s", MOD_TITLE, MOD_VERSION)
server_print(" Mod by %s", MOD_AUTHOR)
#if FEATURE_ORPHEU == false
server_print("[!] Orpheu module usage is disabled! (FEATURE_ORPHEU = false)")
#endif
#if FEATURE_BUY == false
server_print("[!] Custom buy feature is disabled! (FEATURE_BUY = false)")
#endif
#if FEATURE_C4 == false
server_print("[!] C4 feature is disabled! (FEATURE_BUYC4 = false)")
#endif
#if FEATURE_ADRENALINE == false
server_print("[!] Adrenaline feature is disabled! (FEATURE_ADRENALINE = false)")
#endif
server_print(SEPARATOR_TEMP)
// Forwards, hooks, events, etc
unregister_forward(FM_Spawn, gHook_EntSpawn)
//register_forward(FM_GetGameDescription, "game_description")
//reapi
new g_szGameName[32]
new szGame[3]
get_modname(szGame, charsmax(szGame))
if(szGame[0] == 'c')
{
switch(szGame[1])
{
case 's': copy(g_szGame, charsmax(g_szGame), "CS 1.6 ") // leave the space at the end
case 'z': copy(g_szGame, charsmax(g_szGame), "CS:CZ ")
}
}
formatex(g_szGameName, charsmax(g_szGameName), "%sREjCTF v%s", g_szGame, MOD_VERSION)
set_member_game(m_GameDesc, g_szGameName);
register_touch(FLAG_CLASSNAME, PLAYER, "flag_touch")
register_think(FLAG_CLASSNAME, "flag_think")
register_think(BASE_CLASSNAME, "base_think")
register_logevent("event_restartGame", 2, "1&Restart_Round", "1&Game_Commencing")
register_event("HLTV", "event_roundStart", "a", "1=0", "2=0")
register_clcmd("fullupdate", "msg_block")
register_event("TeamInfo", "player_joinTeam", "a")
//reapi client_PostThink remake
RegisterForwards4SettingSpeed()
//RegisterHam(Ham_Spawn, PLAYER, "player_spawn", 1)
//reapi
RegisterHookChain(RG_CBasePlayer_Spawn, "player_spawn", true)
//RegisterHam(Ham_Killed, PLAYER, "player_killed", 1)
//reapi
RegisterHookChain(RG_CBasePlayer_Killed, "player_killed", true)
//RegisterHam(Ham_TakeDamage, "player", "player_damage",0)
//reapi
RegisterHookChain(RG_CBasePlayer_TakeDamage, "player_damage", .post = false);
#if FEATURE_DISABLEDWEAPONDROP == true
//reapi disable drop weapon
RegisterHookChain(RG_CSGameRules_DeadPlayerWeapons, "CSGameRules_DeadPlayerWeapons", .post = false)
#endif
register_clcmd("say", "player_cmd_say")
register_clcmd("say_team", "player_cmd_sayTeam")
#if FEATURE_ADRENALINE == true
register_menucmd(register_menuid(MENU_ADRENALINE), MENU_KEYS_ADRENALINE, "player_key_adrenaline")
register_clcmd("adrenaline", "player_cmd_adrenaline")
#endif // FEATURE_ADRENALINE
#if FEATURE_BUY == true
register_menucmd(register_menuid(MENU_BUY), MENU_KEYS_BUY, "player_key_buy")
register_event("StatusIcon", "player_inBuyZone", "be", "2=buyzone")
register_clcmd("buy", "player_cmd_buy_main")
register_clcmd("buyammo1", "player_fillAmmo")
register_clcmd("buyammo2", "player_fillAmmo")
register_clcmd("primammo", "player_fillAmmo")
register_clcmd("secammo", "player_fillAmmo")
register_clcmd("client_buy_open", "player_cmd_buyVGUI")
register_clcmd("autobuy", "player_cmd_autobuy")
register_clcmd("cl_autobuy", "player_cmd_autobuy")
register_clcmd("cl_setautobuy", "player_cmd_setAutobuy")
register_clcmd("rebuy", "player_cmd_rebuy")
register_clcmd("cl_rebuy", "player_cmd_rebuy")
register_clcmd("cl_setrebuy", "player_cmd_setRebuy")
register_clcmd("buyequip", "player_cmd_buy_equipament")
#endif // FEATURE_BUY
for(new w = W_P228; w <= W_NVG; w++)
{
#if FEATURE_BUY == true
for(new i = 0; i < 2; i++)
{
if(strlen(g_szWeaponCommands[w][i]))
register_clcmd(g_szWeaponCommands[w][i], "player_cmd_buyWeapon")
}
#endif // FEATURE_BUY
if(w != W_SHIELD && w <= W_P90)
RegisterHam(Ham_Weapon_PrimaryAttack, g_szWeaponEntity[w], "player_useWeapon", 1)
}
register_clcmd("ctf_moveflag", "admin_cmd_moveFlag", ADMIN_RCON, "<red/blue> - Moves team's flag base to your origin (for map management)")
register_clcmd("ctf_save", "admin_cmd_saveFlags", ADMIN_RCON)
register_clcmd("ctf_return", "admin_cmd_returnFlag", ADMIN_RETURN)
register_clcmd("dropflag", "player_cmd_dropFlag")
#if FEATURE_C4 == true
RegisterHam(Ham_Use, GRENADE, "c4_defuse", 1)
register_logevent("c4_planted", 3, "2=Planted_The_Bomb")
register_logevent("c4_defused", 3, "2=Defused_The_Bomb")
register_touch(WEAPONBOX, PLAYER, "c4_pickup")
#endif // FEATURE_C4
register_touch(ITEM_CLASSNAME, PLAYER, "item_touch")
register_event("CurWeapon", "player_currentWeapon", "be", "1=1")
register_event("SetFOV", "player_currentWeapon", "be", "1>1")
RegisterHam(Ham_Spawn, WEAPONBOX, "weapon_spawn", 1)
RegisterHam(Ham_Weapon_SecondaryAttack, g_szWeaponEntity[W_KNIFE], "player_useWeapon", 1) // not a typo
#if FEATURE_ADRENALINE == true
RegisterHam(Ham_Weapon_SecondaryAttack, g_szWeaponEntity[W_USP], "player_useWeaponSec", 1)
RegisterHam(Ham_Weapon_SecondaryAttack, g_szWeaponEntity[W_FAMAS], "player_useWeaponSec", 1)
RegisterHam(Ham_Weapon_SecondaryAttack, g_szWeaponEntity[W_M4A1], "player_useWeaponSec", 1)
#endif // FEATURE_ADRENALINE
#if FEATURE_C4 == true
gMsg_BarTime = get_user_msgid("BarTime")
gMsg_DeathMsg = get_user_msgid("DeathMsg")
gMsg_SendAudio = get_user_msgid("SendAudio")
register_message(gMsg_BarTime, "c4_used")
register_message(gMsg_SendAudio, "msg_sendAudio")
#endif // FEATURE_C4
gMsg_HostagePos = get_user_msgid("HostagePos")
gMsg_HostageK = get_user_msgid("HostageK")
gMsg_RoundTime = get_user_msgid("RoundTime")
gMsg_SayText = get_user_msgid("SayText")
gMsg_ScoreInfo = get_user_msgid("ScoreInfo")
gMsg_ScoreAttrib = get_user_msgid("ScoreAttrib")
gMsg_ScreenFade = get_user_msgid("ScreenFade")
gMsg_TextMsg = get_user_msgid("TextMsg")
gMsg_TeamScore = get_user_msgid("TeamScore")
register_message(gMsg_TextMsg, "msg_textMsg")
register_message(get_user_msgid("BombDrop"), "msg_block")
register_message(get_user_msgid("ClCorpse"), "msg_block")
register_message(gMsg_HostageK, "msg_block")
register_message(gMsg_HostagePos, "msg_block")
register_message(gMsg_RoundTime, "msg_roundTime")
register_message(gMsg_ScreenFade, "msg_screenFade")
register_message(gMsg_ScoreAttrib, "msg_scoreAttrib")
register_message(gMsg_TeamScore, "msg_teamScore")
register_message(gMsg_SayText, "msg_sayText")
// CVARS
pCvar_ctf_flagcaptureslay = register_cvar("ctf_flagcaptureslay", "0")
pCvar_ctf_flagheal = register_cvar("ctf_flagheal", "1")
pCvar_ctf_flagreturn = register_cvar("ctf_flagreturn", "120")
pCvar_ctf_respawntime = register_cvar("ctf_respawntime", "10")
pCvar_ctf_protection = register_cvar("ctf_protection", "5")
pCvar_ctf_dynamiclights = register_cvar("ctf_dynamiclights", "1")
pCvar_ctf_glows = register_cvar("ctf_glows", "1")
pCvar_ctf_weaponstay = register_cvar("ctf_weaponstay", "15")
pCvar_ctf_spawnmoney = register_cvar("ctf_spawnmoney", "1000")
pCvar_ctf_itempercent = register_cvar("ctf_itempercent", "25")
pCvar_ctf_flagendround = register_cvar("ctf_flagendround", "1")
register_srvcmd("ctf_infiniteround", "server_cmd_infiniteround")
pCvar_ctf_infiniteround = register_cvar("_ctf_infiniteround_memory", "1")
#if FEATURE_BUY == true
pCvar_ctf_nospam_flash = register_cvar("ctf_nospam_flash", "20")
pCvar_ctf_nospam_he = register_cvar("ctf_nospam_he", "20")
pCvar_ctf_nospam_smoke = register_cvar("ctf_nospam_smoke", "20")
pCvar_ctf_spawn_prim = register_cvar("ctf_spawn_prim", "m3")
pCvar_ctf_spawn_sec = register_cvar("ctf_spawn_sec", "glock")
pCvar_ctf_spawn_knife = register_cvar("ctf_spawn_knife", "1")
gMsg_BuyClose = get_user_msgid("BuyClose")
#endif // FEATURE_BUY
pCvar_ctf_sound[EVENT_TAKEN] = register_cvar("ctf_sound_taken", "1")
pCvar_ctf_sound[EVENT_DROPPED] = register_cvar("ctf_sound_dropped", "1")
pCvar_ctf_sound[EVENT_RETURNED] = register_cvar("ctf_sound_returned", "1")
pCvar_ctf_sound[EVENT_SCORE] = register_cvar("ctf_sound_score", "1")
#if FEATURE_C4 == true
pCvar_mp_c4timer = get_cvar_pointer("mp_c4timer")
#endif // FEATURE_C4
pCvar_mp_winlimit = get_cvar_pointer("mp_winlimit")
pCvar_mp_startmoney = get_cvar_pointer("mp_startmoney")
pCvar_mp_fadetoblack = get_cvar_pointer("mp_fadetoblack")
pCvar_mp_forcecamera = get_cvar_pointer("mp_forcecamera")
pCvar_mp_forcechasecam = get_cvar_pointer("mp_forcechasecam")
#if FEATURE_TEAMBALANCE == true
pCvar_mp_autoteambalance = get_cvar_pointer("mp_autoteambalance")
#endif
// Plugin's forwards
g_iFW_flag = CreateMultiForward("jctf_flag", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL, FP_CELL)
// Variables
/*
new szGame[3]
get_modname(szGame, charsmax(szGame))
if(szGame[0] == 'c')
{
switch(szGame[1])
{
case 's': copy(g_szGame, charsmax(g_szGame), "CS 1.6 ") // leave the space at the end
case 'z': copy(g_szGame, charsmax(g_szGame), "CS:CZ ")
}
}
*/
get_mapname(g_szMap, charsmax(g_szMap))
//g_iMaxPlayers = get_maxplayers()
g_iMaxPlayers = get_member_game(m_nMaxPlayers)
#if FEATURE_C4 == true
// fake bomb target
//new ent = entity_create(g_szRemoveEntities[2])
//reapi
new ent = rg_create_entity(g_szRemoveEntities[2])
if(ent)
{
entity_spawn(ent)
entity_set_size(ent, Float:{-8192.0, -8192.0, -8192.0}, Float:{8192.0, 8192.0, 8192.0})
}
#endif // FEATURE_C4
}
public server_cmd_infiniteround()
{
if(read_argc() == 2)
{
new szArg[2]
read_argv(1, szArg, charsmax(szArg))
new iSet = clamp(str_to_num(szArg), 0, 1)
set_pcvar_num(pCvar_ctf_infiniteround, iSet)
switch(iSet)
{
case 0: server_cmd("mp_round_infinite 0")
case 1: server_cmd("mp_round_infinite abcdefg")
}
}
else
server_print("^"ctf_infiniteround^" is ^"%d^"", get_pcvar_num(pCvar_ctf_infiniteround))
}
//reapi remake ^
/*
public game_description()
{
new szFormat[32]
formatex(szFormat, charsmax(szFormat), "%sjCTF v%s", g_szGame, MOD_VERSION)
forward_return(FMV_STRING, szFormat)
return FMRES_SUPERCEDE
}
*/
public plugin_cfg()
{
new szFile[64]
formatex(szFile, charsmax(szFile), FLAG_SAVELOCATION, g_szMap)
new hFile = fopen(szFile, "rt")
if(hFile)
{
new iFlagTeam = TEAM_RED
new szData[24]
new szOrigin[3][6]
while(fgets(hFile, szData, charsmax(szData)))
{
if(iFlagTeam > TEAM_BLUE)
break
trim(szData)
parse(szData, szOrigin[x], charsmax(szOrigin[]), szOrigin[y], charsmax(szOrigin[]), szOrigin[z], charsmax(szOrigin[]))
g_fFlagBase[iFlagTeam][x] = str_to_float(szOrigin[x])
g_fFlagBase[iFlagTeam][y] = str_to_float(szOrigin[y])
g_fFlagBase[iFlagTeam][z] = str_to_float(szOrigin[z])
iFlagTeam++
}
fclose(hFile)
}
flag_spawn(TEAM_RED)
flag_spawn(TEAM_BLUE)
task_set(6.5, "plugin_postCfg")
}
public plugin_postCfg()
{
set_cvar_num("mp_freezetime", 0)
set_cvar_num("mp_limitteams", 0)
set_cvar_num("mp_buytime", 99999999)
server_cmd("sv_restart 1")
}
public plugin_natives()
{
register_library("jctf")
register_native("jctf_get_team", "native_get_team")
register_native("jctf_get_flagcarrier", "native_get_flagcarrier")
register_native("jctf_get_adrenaline", "native_get_adrenaline")
register_native("jctf_add_adrenaline", "native_add_adrenaline")
// for artefacts
register_native("jctf_isprotected", "native_jctf_isprotected",1)
}
public plugin_end()
{
DestroyForward(g_iFW_flag)
}
public native_jctf_isprotected(id)
{
if(g_bProtected[id]) return true
else return false
}
public native_get_team(iPlugin, iParams)
{
/* jctf_get_team(id) */
return g_iTeam[get_param(1)]
}
public native_get_flagcarrier(iPlugin, iParams)
{
/* jctf_get_flagcarrier(id) */
new id = get_param(1)
return g_iFlagHolder[get_opTeam(g_iTeam[id])] == id
}
public native_get_adrenaline(iPlugin, iParams)
{
#if FEATURE_ADRENALINE == true
/* jctf_get_adrenaline(id) */
return g_iAdrenaline[get_param(1)]
#else // FEATURE_ADRENALINE
log_error(AMX_ERR_NATIVE, "jctf_get_adrenaline() does not work ! main jCTF plugin has FEATURE_ADRENALINE = false")
return 0
#endif // FEATURE_ADRENALINE
}
public native_add_adrenaline(iPlugin, iParams)
{
#if FEATURE_ADRENALINE == true
/* jctf_add_adrenaline(id, iAdd, szReason[]) */
new id = get_param(1)
new iAdd = get_param(2)
new szReason[64]
get_string(3, szReason, charsmax(szReason))
if(strlen(szReason))
player_award(id, 0, 0, iAdd, szReason)
else
{
g_iAdrenaline[id] = clamp(g_iAdrenaline[id] + iAdd, 0, 100)
#if FEATURE_AESBONUS == false
player_hudAdrenaline(id)
#endif
}
return g_iAdrenaline[id]
#else // FEATURE_ADRENALINE
log_error(AMX_ERR_NATIVE, "jctf_add_adrenaline() does not work ! main jCTF plugin has FEATURE_ADRENALINE = false")
return 0
#endif // FEATURE_ADRENALINE
}
public flag_spawn(iFlagTeam)
{
if(g_fFlagBase[iFlagTeam][x] == 0.0 && g_fFlagBase[iFlagTeam][y] == 0.0 && g_fFlagBase[iFlagTeam][z] == 0.0)
{
//new iFindSpawn = find_ent_by_class(g_iMaxPlayers, iFlagTeam == TEAM_BLUE ? "info_player_start" : "info_player_deathmatch")
//reapi
new iFindSpawn = rg_find_ent_by_class(g_iMaxPlayers, iFlagTeam == TEAM_BLUE ? "info_player_start" : "info_player_deathmatch")
if(iFindSpawn)
{
//entity_get_vector(iFindSpawn, EV_VEC_origin, g_fFlagBase[iFlagTeam])
//reapi
get_entvar(iFindSpawn,var_origin,g_fFlagBase[iFlagTeam])
server_print("[CTF] %s flag origin not defined, set on player spawn.", g_szTeamName[iFlagTeam])
log_error(AMX_ERR_NOTFOUND, "[CTF] %s flag origin not defined, set on player spawn.", g_szTeamName[iFlagTeam])
}
else
{
server_print("[CTF] WARNING: player spawn for ^"%s^" team does not exist !", g_szTeamName[iFlagTeam])
log_error(AMX_ERR_NOTFOUND, "[CTF] WARNING: player spawn for ^"%s^" team does not exist !", g_szTeamName[iFlagTeam])
set_fail_state("Player spawn unexistent!")
return PLUGIN_CONTINUE
}
}
else
server_print("[CTF] %s flag and base spawned at: %.1f %.1f %.1f", g_szTeamName[iFlagTeam], g_fFlagBase[iFlagTeam][x], g_fFlagBase[iFlagTeam][y], g_fFlagBase[iFlagTeam][z])
new ent
new Float:fGameTime = get_gametime()
// the FLAG
//ent = entity_create(INFO_TARGET)
//reapi
ent = rg_create_entity(INFO_TARGET)
if(!ent)
return flag_spawn(iFlagTeam)
entity_set_model(ent, FLAG_MODEL)
entity_set_string(ent, EV_SZ_classname, FLAG_CLASSNAME)
//reapi
//set_entvar(ent,var_classname, FLAG_CLASSNAME)
entity_set_int(ent, EV_INT_body, iFlagTeam)
//reapi
//set_entvar(ent,var_body,iFlagTeam)
entity_set_int(ent, EV_INT_sequence, FLAG_ANI_STAND)
//reapi
//set_entvar(ent,var_sequence,FLAG_ANI_STAND)
entity_spawn(ent)
entity_set_origin(ent, g_fFlagBase[iFlagTeam])
//reapi
//set_entvar(ent,var_origin,g_fFlagBase[iFlagTeam])
entity_set_size(ent, FLAG_HULL_MIN, FLAG_HULL_MAX)
entity_set_vector(ent, EV_VEC_velocity, FLAG_SPAWN_VELOCITY)
//reapi
//set_entvar(ent,var_velocity,FLAG_SPAWN_VELOCITY)
entity_set_vector(ent, EV_VEC_angles, FLAG_SPAWN_ANGLES)
//reapi
//set_entvar(ent,var_angles,FLAG_SPAWN_ANGLES)
entity_set_edict(ent, EV_ENT_aiment, 0)
//reapi
//set_entvar(ent,var_aiment,0)
entity_set_int(ent, EV_INT_movetype, MOVETYPE_TOSS)
//reapi
//set_entvar(ent,var_movetype,MOVETYPE_TOSS)
entity_set_int(ent, EV_INT_solid, SOLID_TRIGGER)
//reapi
//set_entvar(ent,var_solid,SOLID_TRIGGER)
entity_set_float(ent, EV_FL_gravity, 2.0)
//reapi
//set_entvar(ent,var_gravity,2.0)
entity_set_float(ent, EV_FL_nextthink, fGameTime + FLAG_THINK)
//reapi
//set_entvar(ent,var_nextthink,fGameTime + FLAG_THINK)
g_iFlagEntity[iFlagTeam] = ent
g_iFlagHolder[iFlagTeam] = FLAG_HOLD_BASE
// flag BASE
//ent = entity_create(INFO_TARGET)
//reapi
ent = rg_create_entity(INFO_TARGET)
if(!ent)
return flag_spawn(iFlagTeam)
entity_set_string(ent, EV_SZ_classname, BASE_CLASSNAME)
//reapi
//set_entvar(ent,var_classname,BASE_CLASSNAME)
entity_set_model(ent, FLAG_MODEL)
entity_set_int(ent, EV_INT_body, 0)
//reapi
//set_entvar(ent,var_body,0)
entity_set_int(ent, EV_INT_sequence, FLAG_ANI_BASE)
//reapi
//set_entvar(ent,var_sequence,FLAG_ANI_BASE)
entity_spawn(ent)
entity_set_origin(ent, g_fFlagBase[iFlagTeam])
//reapi
//set_entvar(ent,var_origin,g_fFlagBase[iFlagTeam])
entity_set_vector(ent, EV_VEC_velocity, FLAG_SPAWN_VELOCITY)
//reapi
//set_entvar(ent,var_velocity, FLAG_SPAWN_VELOCITY)
entity_set_int(ent, EV_INT_movetype, MOVETYPE_TOSS)
//reapi
//set_entvar(ent,var_movetype,MOVETYPE_TOSS)
if(get_pcvar_num(pCvar_ctf_glows))
//entity_set_int(ent, EV_INT_renderfx, kRenderFxGlowShell)
//reapi
set_entvar(ent,var_renderfx,kRenderFxGlowShell)
entity_set_float(ent, EV_FL_renderamt, 100.0)
//reapi
//set_entvar(ent,var_renderamt,100.0)
entity_set_float(ent, EV_FL_nextthink, fGameTime + BASE_THINK)
//reapi
//set_entvar(ent,var_nextthink,fGameTime + BASE_THINK)
if(iFlagTeam == TEAM_RED)
//entity_set_vector(ent, EV_VEC_rendercolor, Float:{150.0, 0.0, 0.0})
//reapi
set_entvar(ent,var_rendercolor,Float:{150.0, 0.0, 0.0})
else
//entity_set_vector(ent, EV_VEC_rendercolor, Float:{0.0, 0.0, 150.0})
//reapi
set_entvar(ent,var_rendercolor,Float:{0.0, 0.0, 150.0})
g_iBaseEntity[iFlagTeam] = ent
return PLUGIN_CONTINUE
}
public flag_think(ent)
{
//if(!is_valid_ent(ent))
//reapi
if(!is_entity(ent))
return
//entity_set_float(ent, EV_FL_nextthink, get_gametime() + FLAG_THINK)
//reapi
set_entvar(ent,var_nextthink,get_gametime() + FLAG_THINK)
static id
static iStatus
static iFlagTeam
static iSkip[3]
static Float:fOrigin[3]
static Float:fPlayerOrigin[3]
iFlagTeam = (ent == g_iFlagEntity[TEAM_BLUE] ? TEAM_BLUE : TEAM_RED)
if(g_iFlagHolder[iFlagTeam] == FLAG_HOLD_BASE)
fOrigin = g_fFlagBase[iFlagTeam]
else
//entity_get_vector(ent, EV_VEC_origin, fOrigin)
//reapi
get_entvar(ent,var_origin,fOrigin)
g_fFlagLocation[iFlagTeam] = fOrigin
iStatus = 0
if(++iSkip[iFlagTeam] >= FLAG_SKIPTHINK)
{
iSkip[iFlagTeam] = 0
if(IsPlayer(g_iFlagHolder[iFlagTeam]))
{
id = g_iFlagHolder[iFlagTeam]
set_hudmessage(HUD_HELP)
show_hudmessage(id, "%L", id, "HUD_YOUHAVEFLAG")
iStatus = 1
}
else if(g_iFlagHolder[iFlagTeam] == FLAG_HOLD_DROPPED)
iStatus = 2
message_begin(MSG_BROADCAST, gMsg_HostagePos)
write_byte(0)
write_byte(iFlagTeam)
engfunc(EngFunc_WriteCoord, fOrigin[x])
engfunc(EngFunc_WriteCoord, fOrigin[y])
engfunc(EngFunc_WriteCoord, fOrigin[z])
message_end()
message_begin(MSG_BROADCAST, gMsg_HostageK)
write_byte(iFlagTeam)
message_end()
static iStuck[3]
//if(g_iFlagHolder[iFlagTeam] >= FLAG_HOLD_BASE && !(entity_get_int(ent, EV_INT_flags) & FL_ONGROUND))
//reapi
if(g_iFlagHolder[iFlagTeam] >= FLAG_HOLD_BASE && !(get_entvar(ent, var_flags) & FL_ONGROUND))
{
if(++iStuck[iFlagTeam] > 4)
{
flag_autoReturn(ent)
log_message("^"%s^" flag is outside world, auto-returned.", g_szTeamName[iFlagTeam])
return
}
}
else
iStuck[iFlagTeam] = 0
}
for(id = 1; id <= g_iMaxPlayers; id++)
{
if(g_iTeam[id] == TEAM_NONE || g_bBot[id])
continue
/* Check flag proximity for pickup */
if(g_iFlagHolder[iFlagTeam] >= FLAG_HOLD_BASE)
{
//entity_get_vector(id, EV_VEC_origin, fPlayerOrigin)
//reapi
get_entvar(id,var_origin,fPlayerOrigin)
if(get_distance_f(fOrigin, fPlayerOrigin) <= FLAG_PICKUPDISTANCE)
flag_touch(ent, id)
}
/* Send dynamic lights to players that have them enabled */
if(g_iFlagHolder[iFlagTeam] != FLAG_HOLD_BASE && g_bLights[id])
{
message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, id)
write_byte(TE_DLIGHT)
engfunc(EngFunc_WriteCoord, fOrigin[x])
engfunc(EngFunc_WriteCoord, fOrigin[y])
engfunc(EngFunc_WriteCoord, fOrigin[z] + (g_iFlagHolder[iFlagTeam] == FLAG_HOLD_DROPPED ? 32 : -16))
write_byte(FLAG_LIGHT_RANGE)
write_byte(iFlagTeam == TEAM_RED ? 100 : 0)
write_byte(0)
write_byte(iFlagTeam == TEAM_BLUE ? 155 : 0)
write_byte(FLAG_LIGHT_LIFE)
write_byte(FLAG_LIGHT_DECAY)
message_end()
}
/* If iFlagTeam's flag is stolen or dropped, constantly warn team players */
if(iStatus && g_iTeam[id] == iFlagTeam)
{
set_hudmessage(HUD_HELP2)
show_hudmessage(id, "%L", id, (iStatus == 1 ? "HUD_ENEMYHASFLAG" : "HUD_RETURNYOURFLAG"))
}
}
}
flag_sendHome(iFlagTeam)
{
new ent = g_iFlagEntity[iFlagTeam]
//entity_set_edict(ent, EV_ENT_aiment, 0)
//reapi
set_entvar(ent,var_aiment,0)
//entity_set_origin(ent, g_fFlagBase[iFlagTeam])
//reapi
set_entvar(ent,var_origin,g_fFlagBase[iFlagTeam])
//entity_set_int(ent, EV_INT_sequence, FLAG_ANI_STAND)
//reapi
set_entvar(ent,var_sequence,FLAG_ANI_STAND)
//entity_set_int(ent, EV_INT_movetype, MOVETYPE_TOSS)
//reapi
set_entvar(ent,var_movetype, MOVETYPE_TOSS)
//entity_set_int(ent, EV_INT_solid, SOLID_TRIGGER)
//reapi
set_entvar(ent,var_solid,SOLID_TRIGGER)
//entity_set_vector(ent, EV_VEC_velocity, FLAG_SPAWN_VELOCITY)
//reapi
set_entvar(ent,var_velocity,FLAG_SPAWN_VELOCITY)
//entity_set_vector(ent, EV_VEC_angles, FLAG_SPAWN_ANGLES)
set_entvar(ent,var_angles,FLAG_SPAWN_ANGLES)
g_iFlagHolder[iFlagTeam] = FLAG_HOLD_BASE
}
flag_take(iFlagTeam, id)
{
if(g_bProtected[id])
player_removeProtection(id, "PROTECTION_TOUCHFLAG")
new ent = g_iFlagEntity[iFlagTeam]
//entity_set_edict(ent, EV_ENT_aiment, id)
//reapi
set_entvar(ent,var_aiment,id)
//entity_set_int(ent, EV_INT_movetype, MOVETYPE_FOLLOW)
//reapi
set_entvar(ent,var_movetype,MOVETYPE_FOLLOW)
//entity_set_int(ent, EV_INT_solid, SOLID_NOT)
//reapi
set_entvar(ent,var_solid,SOLID_NOT)
g_iFlagHolder[iFlagTeam] = id
message_begin(MSG_BROADCAST, gMsg_ScoreAttrib)
write_byte(id)
write_byte(g_iTeam[id] == TEAM_BLUE ? 4 : 2)
message_end()
player_updateSpeed(id)
}
public flag_touch(ent, id)
{
#if FLAG_IGNORE_BOTS == true
if(!g_bAlive[id] || g_bBot[id])
return
#else // FLAG_IGNORE_BOTS
if(!g_bAlive[id])
return
#endif // FLAG_IGNORE_BOTS
new iFlagTeam = (g_iFlagEntity[TEAM_BLUE] == ent ? TEAM_BLUE : TEAM_RED)
if(IsPlayer(g_iFlagHolder[iFlagTeam])) // if flag is carried we don't care
return
new Float:fGameTime = get_gametime()
if(g_fLastDrop[id] > fGameTime)
return
new iTeam = g_iTeam[id]
if(!(TEAM_RED <= g_iTeam[id] <= TEAM_BLUE))
return
new iFlagTeamOp = get_opTeam(iFlagTeam)
new szName[32]
//get_user_name(id, szName, charsmax(szName))
//reapi
get_entvar(id, var_netname, szName, charsmax(szName));
if(iTeam == iFlagTeam) // If the PLAYER is on the same team as the FLAG
{
if(g_iFlagHolder[iFlagTeam] == FLAG_HOLD_DROPPED) // if the team's flag is dropped, return it to base
{
flag_sendHome(iFlagTeam)
task_remove(ent)
player_award(id, REWARD_RETURN, "%L", id, "REWARD_RETURN")
ExecuteForward(g_iFW_flag, g_iForwardReturn, FLAG_RETURNED, id, iFlagTeam, false)
new iAssists = 0
for(new i = 1; i <= g_iMaxPlayers; i++)
{
if(i != id && g_bAssisted[i][iFlagTeam] && g_iTeam[i] == iFlagTeam)
{
player_award(i, REWARD_RETURN_ASSIST, "%L", i, "REWARD_RETURN_ASSIST")
ExecuteForward(g_iFW_flag, g_iForwardReturn, FLAG_RETURNED, i, iFlagTeam, true)
iAssists++
}
g_bAssisted[i][iFlagTeam] = false
}
if(IsPlayer(g_iFlagHolder[iFlagTeamOp]))
g_bAssisted[id][iFlagTeamOp] = true
if(iAssists)
{
new szFormat[64]
format(szFormat, charsmax(szFormat), "%s + %d assists", szName, iAssists)
game_announce(EVENT_RETURNED, iFlagTeam, szFormat)
}
else
game_announce(EVENT_RETURNED, iFlagTeam, szName)
log_message("<%s>%s returned the ^"%s^" flag.", g_szTeamName[iTeam], szName, g_szTeamName[iFlagTeam])
set_hudmessage(HUD_HELP)
show_hudmessage(id, "%L", id, "HUD_RETURNEDFLAG")
if(g_bProtected[id])
player_removeProtection(id, "PROTECTION_TOUCHFLAG")
}
else if(g_iFlagHolder[iFlagTeam] == FLAG_HOLD_BASE && g_iFlagHolder[iFlagTeamOp] == id) // if the PLAYER has the ENEMY FLAG and the FLAG is in the BASE make SCORE
{
message_begin(MSG_BROADCAST, gMsg_ScoreAttrib)
write_byte(id)
write_byte(0)
message_end()
player_award(id, REWARD_CAPTURE, "%L", id, "REWARD_CAPTURE")
ExecuteForward(g_iFW_flag, g_iForwardReturn, FLAG_CAPTURED, id, iFlagTeamOp, false)
new iAssists = 0
for(new i = 1; i <= g_iMaxPlayers; i++)
{
if(i != id && g_iTeam[i] > 0 && g_iTeam[i] == iTeam)
{
if(g_bAssisted[i][iFlagTeamOp])
{
player_award(i, REWARD_CAPTURE_ASSIST, "%L", i, "REWARD_CAPTURE_ASSIST")
ExecuteForward(g_iFW_flag, g_iForwardReturn, FLAG_CAPTURED, i, iFlagTeamOp, true)
iAssists++
}
else
player_award(i, REWARD_CAPTURE_TEAM, "%L", i, "REWARD_CAPTURE_TEAM")
}
g_bAssisted[i][iFlagTeamOp] = false
}
set_hudmessage(HUD_HELP)
show_hudmessage(id, "%L", id, "HUD_CAPTUREDFLAG")
if(iAssists)
{
new szFormat[64]
format(szFormat, charsmax(szFormat), "%s + %d assists", szName, iAssists)
game_announce(EVENT_SCORE, iFlagTeam, szFormat)
}
else
game_announce(EVENT_SCORE, iFlagTeam, szName)
log_message("<%s>%s captured the ^"%s^" flag. (%d assists)", g_szTeamName[iTeam], szName, g_szTeamName[iFlagTeamOp], iAssists)
emessage_begin(MSG_BROADCAST, gMsg_TeamScore)
ewrite_string(g_szCSTeams[iFlagTeam])
ewrite_short(++g_iScore[iFlagTeam])
emessage_end()
flag_sendHome(iFlagTeamOp)
player_updateSpeed(id)
g_fLastDrop[id] = fGameTime + 3.0
if(g_bProtected[id])
player_removeProtection(id, "PROTECTION_TOUCHFLAG")
else
player_updateRender(id)
if(0 < get_pcvar_num(pCvar_mp_winlimit) <= g_iScore[iFlagTeam])
{
emessage_begin(MSG_ALL, SVC_INTERMISSION) // hookable mapend
emessage_end()
return
}
//reapi
new iFlagRoundEnd = get_pcvar_num(pCvar_ctf_flagendround)
if (iFlagRoundEnd)
{
if (iFlagTeam == TEAM_RED) {
rg_round_end(3.0, WINSTATUS_TERRORISTS, ROUND_TERRORISTS_WIN);
}
else if (iFlagTeam == TEAM_BLUE) {
rg_round_end(3.0, WINSTATUS_CTS, ROUND_CTS_WIN);
}
rg_update_teamscores(g_iScore[TEAM_BLUE], g_iScore[TEAM_RED], false);
}
//endreapi
}
}
else
{
if(g_iFlagHolder[iFlagTeam] == FLAG_HOLD_BASE)
{
player_award(id, REWARD_STEAL, "%L", id, "REWARD_STEAL")
ExecuteForward(g_iFW_flag, g_iForwardReturn, FLAG_STOLEN, id, iFlagTeam, false)
log_message("<%s>%s stole the ^"%s^" flag.", g_szTeamName[iTeam], szName, g_szTeamName[iFlagTeam])
}
else
{
player_award(id, REWARD_PICKUP, "%L", id, "REWARD_PICKUP")
ExecuteForward(g_iFW_flag, g_iForwardReturn, FLAG_PICKED, id, iFlagTeam, false)
log_message("<%s>%s picked up the ^"%s^" flag.", g_szTeamName[iTeam], szName, g_szTeamName[iFlagTeam])
}
set_hudmessage(HUD_HELP)
show_hudmessage(id, "%L", id, "HUD_YOUHAVEFLAG")
flag_take(iFlagTeam, id)
g_bAssisted[id][iFlagTeam] = true
task_remove(ent)
if(g_bProtected[id])
player_removeProtection(id, "PROTECTION_TOUCHFLAG")
else
player_updateRender(id)
game_announce(EVENT_TAKEN, iFlagTeam, szName)
}
}
public flag_autoReturn(ent)
{
task_remove(ent)
new iFlagTeam = (g_iFlagEntity[TEAM_BLUE] == ent ? TEAM_BLUE : (g_iFlagEntity[TEAM_RED] == ent ? TEAM_RED : 0))
if(!iFlagTeam)
return
flag_sendHome(iFlagTeam)
ExecuteForward(g_iFW_flag, g_iForwardReturn, FLAG_AUTORETURN, 0, iFlagTeam, false)
game_announce(EVENT_RETURNED, iFlagTeam, NULL)
log_message("^"%s^" flag returned automatically", g_szTeamName[iFlagTeam])
}
public base_think(ent)
{
//if(!is_valid_ent(ent))
//reapi
if(!is_entity(ent))
return
if(!get_pcvar_num(pCvar_ctf_flagheal))
{
//entity_set_float(ent, EV_FL_nextthink, get_gametime() + 10.0) /* recheck each 10s seconds */
//reapi
set_entvar(ent,var_nextthink,get_gametime() + 10.0)
return
}
//entity_set_float(ent, EV_FL_nextthink, get_gametime() + BASE_THINK)
//reapi
set_entvar(ent,var_nextthink, get_gametime() + BASE_THINK)
new iFlagTeam = (g_iBaseEntity[TEAM_BLUE] == ent ? TEAM_BLUE : TEAM_RED)
if(g_iFlagHolder[iFlagTeam] != FLAG_HOLD_BASE)
return
static id
//static iHealth
//no more need it?
id = -1
while((id = find_ent_in_sphere(id, g_fFlagBase[iFlagTeam], BASE_HEAL_DISTANCE)) != 0)
{
if(IsPlayer(id) && g_bAlive[id] && g_iTeam[id] == iFlagTeam)
{
//iHealth = get_user_health(id)
//reapi
new Float:iHealth = get_entvar(id,var_health)
if(iHealth < g_iMaxHealth[id])
{
//set_user_health(id, iHealth + 1)
//reapi
//set_member(id,m_iClientHealth,iHealth + 1)
set_entvar(id,var_health,iHealth+1.0)
player_healingEffect(id)
}
}
if(id >= g_iMaxPlayers)
break
}
}
public client_putinserver(id)
{
g_bBot[id] = (is_user_bot(id) ? true : false)
g_iTeam[id] = TEAM_SPEC
g_bFirstSpawn[id] = true
g_bRestarted[id] = false
g_bLights[id] = (g_bBot[id] ? false : (get_pcvar_num(pCvar_ctf_dynamiclights) ? true : false));
task_set(3.0, "client_putinserverPost", id - TASK_PUTINSERVER)
}
public client_putinserverPost(id)
{
id += TASK_PUTINSERVER
player_print(id, id, "%L", id, "JOIN_INFO", "^x04", MOD_TITLE, "^x01", "^x03", MOD_AUTHOR, "^x01")
client_print(id, print_console, "^n%s", SEPARATOR)
client_print(id, print_console, " %s v%s - %L", MOD_TITLE, MOD_VERSION, id, "QH_TITLE")
client_print(id, print_console, " %L %s^n%s", id, "QH_MADEBY", MOD_AUTHOR, SEPARATOR)
client_print(id, print_console, " %L", id, "QH_LINE1")
client_print(id, print_console, " %L", id, "QH_LINE2")
client_print(id, print_console, " %L", id, "QH_LINE3")
client_print(id, print_console, "^n %L", id, "QH_HELP")
#if FEATURE_ADRENALINE == true
client_print(id, print_console, "^n %L", id, "QH_ADRENALINE")
#endif // FEATURE_ADRENALINE
#if FEATURE_ORPHEU == false || FEATURE_BUY == false || FEATURE_C4 == false || FEATURE_ADRENALINE == false
player_print(id, id, "%L", id, "JOIN_NOFEATURES")
#endif // FEATURE_ORPHEU || FEATURE_BUY || FEATURE_C4 || FEATURE_ADRENALINE
}
public client_disconnected(id)
{
player_dropFlag(id)
task_remove(id)
g_iTeam[id] = TEAM_NONE
g_iAdrenaline[id] = 0
g_iAdrenalineUse[id] = 0
g_bAlive[id] = false
g_bLights[id] = false
g_bFreeLook[id] = false
g_bAssisted[id][TEAM_RED] = false
g_bAssisted[id][TEAM_BLUE] = false
}
public player_joinTeam()
{
new id = read_data(1)
if(g_bAlive[id])
return
new szTeam[2]
read_data(2, szTeam, charsmax(szTeam))
switch(szTeam[0])
{
case 'T':
{
if(g_iTeam[id] == TEAM_RED && g_bFirstSpawn[id])
{
new iRespawn = get_pcvar_num(pCvar_ctf_respawntime)
if(iRespawn > RESPAWNMAXTIMECHECK) iRespawn = RESPAWNMAXTIMECHECK
if(iRespawn > 0) player_respawn(id - TASK_RESPAWN, iRespawn + 1)
#if FEATURE_TEAMBALANCE == true
task_remove(id - TASK_TEAMBALANCE)
task_set(1.0, "player_checkTeam", id - TASK_TEAMBALANCE)
#endif
}
g_iTeam[id] = TEAM_RED
}
case 'C':
{
if(g_iTeam[id] == TEAM_BLUE && g_bFirstSpawn[id])
{
new iRespawn = get_pcvar_num(pCvar_ctf_respawntime)
if(iRespawn > RESPAWNMAXTIMECHECK) iRespawn = RESPAWNMAXTIMECHECK
if(iRespawn > 0)
player_respawn(id - TASK_RESPAWN, iRespawn + 1)
#if FEATURE_TEAMBALANCE == true
task_remove(id - TASK_TEAMBALANCE)
task_set(1.0, "player_checkTeam", id - TASK_TEAMBALANCE)
#endif
}
g_iTeam[id] = TEAM_BLUE
}
case 'U':
{
g_iTeam[id] = TEAM_NONE
g_bFirstSpawn[id] = true
}
default:
{
player_screenFade(id, {0,0,0,0}, 0.0, 0.0, FADE_OUT, false)
player_allowChangeTeam(id)
g_iTeam[id] = TEAM_SPEC
g_bFirstSpawn[id] = true
}
}
}
public player_spawn(id)
{
if(!is_user_alive(id) || (!g_bRestarted[id] && g_bAlive[id]))
return
/* make sure we have team right */
//switch(cs_get_user_team(id))
//reapi
switch(get_member(id, m_iTeam))
{
case CS_TEAM_T: g_iTeam[id] = TEAM_RED
case CS_TEAM_CT: g_iTeam[id] = TEAM_BLUE
default: return
}
g_bAlive[id] = true
g_bDefuse[id] = false
g_bBuyZone[id] = true
g_bFreeLook[id] = false
g_fLastBuy[id] = Float:{0.0, 0.0, 0.0, 0.0}
task_remove(id - TASK_PROTECTION)
task_remove(id - TASK_EQUIPAMENT)
task_remove(id - TASK_DAMAGEPROTECTION)
#if FEATURE_TEAMBALANCE == true
task_remove(id - TASK_TEAMBALANCE)
#endif
task_remove(id - TASK_ADRENALINE)
task_remove(id - TASK_DEFUSE)
#if FEATURE_BUY == true
task_set(0.1, "player_spawnEquipament", id - TASK_EQUIPAMENT)
#endif // FEATURE_BUY
task_set(0.2, "player_checkVitals", id - TASK_CHECKHP)
#if FEATURE_ADRENALINE == true
#if FEATURE_AESBONUS == false
player_hudAdrenaline(id)
#endif
#endif // FEATURE_ADRENALINE
new iProtection = get_pcvar_num(pCvar_ctf_protection)
if(iProtection > 0)
player_protection(id - TASK_PROTECTION, iProtection)
message_begin(MSG_BROADCAST, gMsg_ScoreAttrib)
write_byte(id)
write_byte(0)
message_end()
if(g_bFirstSpawn[id] || g_bRestarted[id])
{
g_bRestarted[id] = false
g_bFirstSpawn[id] = false
//cs_set_user_money(id, get_pcvar_num(pCvar_mp_startmoney))
//reapi
rg_add_account(id,get_pcvar_num(pCvar_mp_startmoney))
}
else if(g_bSuicide[id])
{
g_bSuicide[id] = false
player_print(id, id, "%L", id, "SPAWN_NOMONEY")
}
else
//cs_set_user_money(id, clamp((cs_get_user_money(id) + get_pcvar_num(pCvar_ctf_spawnmoney)), get_pcvar_num(pCvar_mp_startmoney), 99999))
//reapi
rg_add_account(id,get_pcvar_num(pCvar_ctf_spawnmoney))
}
public player_checkVitals(id)
{
id += TASK_CHECKHP
if(!g_bAlive[id])
return
/* in case player is VIP or whatever special class that sets armor */
//new CsArmorType:iArmorType
//new iArmor = cs_get_user_armor(id, iArmorType)
//reapi
//new iArmor = get_member(id,m_iKevlar)
new Float:iArmor = Float:get_entvar(id,var_armorvalue)
g_iMaxArmor[id] = (iArmor > 0.0 ? iArmor : 100.0)
//g_iMaxHealth[id] = get_user_health(id)
//reapi
g_iMaxHealth[id] = get_entvar(id,var_health)
}
#if FEATURE_BUY == true
public player_spawnEquipament(id)
{
id += TASK_EQUIPAMENT
if(!g_bAlive[id])
return
//strip_user_weapons(id)
//reapi
rg_remove_all_items(id, false);
if(get_pcvar_num(pCvar_ctf_spawn_knife))
//give_item(id, g_szWeaponEntity[W_KNIFE])
//reapi
rg_give_item(id, g_szWeaponEntity[W_KNIFE], GT_REPLACE);
new szWeapon[3][24]
get_pcvar_string(pCvar_ctf_spawn_prim, szWeapon[1], charsmax(szWeapon[]))
get_pcvar_string(pCvar_ctf_spawn_sec, szWeapon[2], charsmax(szWeapon[]))
for(new iWeapon, i = 2; i >= 1; i--)
{
iWeapon = 0
if(strlen(szWeapon[i]))
{
for(new w = 1; w < sizeof g_szWeaponCommands; w++)
{
if(g_iWeaponSlot[w] == i && equali(szWeapon[i], g_szWeaponCommands[w][0]))
{
iWeapon = w
break
}
}
if(iWeapon)
{
//give_item(id, g_szWeaponEntity[iWeapon])
//reapi
rg_give_item(id, g_szWeaponEntity[iWeapon], GT_REPLACE)
//cs_set_user_bpammo(id, iWeapon, g_iBPAmmo[iWeapon])
//reapi
rg_set_user_bpammo(id, iWeapon, g_iBPAmmo[iWeapon])
}
else
log_error(AMX_ERR_NOTFOUND, "Invalid %s weapon: ^"%s^", please fix ctf_spawn_%s cvar", (i == 1 ? "primary" : "secondary"), szWeapon[i], (i == 1 ? "prim" : "sec"))
}
}
}
#endif // FEATURE_BUY
public player_protection(id, iStart)
{
id += TASK_PROTECTION
if(!(TEAM_RED <= g_iTeam[id] <= TEAM_BLUE))
return
static iCount[33]
if(iStart)
{
iCount[id] = iStart + 1
g_bProtected[id] = true
player_updateRender(id)
}
if(--iCount[id] > 0)
{
set_hudmessage(HUD_RESPAWN)
show_hudmessage(id, "%L", id, "PROTECTION_LEFT", iCount[id])
task_set(1.0, "player_protection", id - TASK_PROTECTION)
}
else
player_removeProtection(id, "PROTECTION_EXPIRED")
}
public player_removeProtection(id, szLang[])
{
if(!(TEAM_RED <= g_iTeam[id] <= TEAM_BLUE))
return
g_bProtected[id] = false
task_remove(id - TASK_PROTECTION)
task_remove(id - TASK_DAMAGEPROTECTION)
set_hudmessage(HUD_PROTECTION)
show_hudmessage(id, "%L", id, szLang)
player_updateRender(id)
}
RegisterForwards4SettingSpeed() {
// just for convenience (function could be easily collapsed)
new szItemName[][] = {
"weapon_p228",
"weapon_knife",
"weapon_fiveseven",
"weapon_usp",
"weapon_glock18",
"weapon_deagle",
"weapon_hegrenade",
"weapon_smokegrenade",
"weapon_flashbang",
}
for( new j; j < sizeof szItemName; j++ )
RegisterHam( Ham_CS_Item_GetMaxSpeed, szItemName[j] , "CS_Item_GetMaxSpeed_Pre", .Post = 0 )
}
public CS_Item_GetMaxSpeed_Pre( weapon ) {
//new id = pev(weapon,pev_owner)
//reapi
new id = get_member(weapon, m_pPlayer)
new Float:fSpeed = 1.0
if(player_hasFlag(id))
fSpeed *= SPEED_FLAG
#if FEATURE_ADRENALINE == true
if(g_iAdrenalineUse[id] == ADRENALINE_SPEED)
fSpeed *= SPEED_ADRENALINE
#endif // FEATURE_ADRENALINE
if(get_member(weapon, m_Weapon_iWeaponState) & WPNSTATE_SHIELD_DRAWN)
{
g_fWeaponSpeed[id] = 180.0
SetHamReturnFloat( g_fWeaponSpeed[id] * fSpeed )
return HAM_SUPERCEDE
}
else
{
g_fWeaponSpeed[id] = 250.0
SetHamReturnFloat( g_fWeaponSpeed[id] * fSpeed )
return HAM_SUPERCEDE
}
}
public player_currentWeapon(id)
{
if(!g_bAlive[id])
return
static bool:bZoom[33]
new iZoom = read_data(1)
//reapi test
//new testzoom = get_member(id,m_iLastZoom)
//server_print("testzoom = %d",testzoom)
if(1 < iZoom <= 90) /* setFOV event */
bZoom[id] = bool:(iZoom <= 40)
else /* CurWeapon event */
{
if(!bZoom[id]) /* if not zooming, get weapon speed */
g_fWeaponSpeed[id] = g_fWeaponRunSpeed[read_data(2)]
else /* if zooming, set zoom speed */
g_fWeaponSpeed[id] = g_fWeaponRunSpeed[0]
player_updateSpeed(id)
}
}
/* reapi remake no more need it use for speed set CS_Item_GetMaxSpeed_Pre
public client_PostThink(id)
{
if(!g_bAlive[id])
return
if(get_member(id,m_bOwnsShield))
{
if(get_member(id,m_bShieldDrawn))
{
g_fWeaponSpeed[id] = 180.0
player_updateSpeed(id)
}
else
{
g_fWeaponSpeed[id] = 250.0
player_updateSpeed(id)
}
}
}
*/
public player_useWeapon(ent)
{
//if(!is_valid_ent(ent))
//reapi
if(!is_entity(ent))
return
static id
//id = entity_get_edict(ent, EV_ENT_owner)
//reapi
id = get_member(ent, m_pPlayer)
if(IsPlayer(id) && g_bAlive[id])
{
if(g_bProtected[id])
player_removeProtection(id, "PROTECTION_WEAPONUSE")
#if FEATURE_ADRENALINE == true
else if(g_iAdrenalineUse[id] == ADRENALINE_BERSERK)
{
//set_pdata_float(ent, m_flNextPrimaryAttack, get_pdata_float(ent, m_flNextPrimaryAttack, 4) * BERSERKER_SPEED1)
//set_pdata_float(ent, m_flNextSecondaryAttack, get_pdata_float(ent, m_flNextSecondaryAttack, 4) * BERSERKER_SPEED2)
//reapi
set_member(ent,m_Weapon_flNextPrimaryAttack,Float:get_member(ent,m_Weapon_flNextPrimaryAttack)*BERSERKER_SPEED1)
set_member(ent,m_Weapon_flNextSecondaryAttack,Float:get_member(ent,m_Weapon_flNextSecondaryAttack)*BERSERKER_SPEED1)
}
#endif // FEATURE_ADRENALINE
}
}
#if FEATURE_ADRENALINE == true
public player_useWeaponSec(ent)
{
//if(!is_valid_ent(ent))
//reapi
if(!is_entity(ent))
return
static id
//id = entity_get_edict(ent, EV_ENT_owner)
//reapi
id = get_member(ent, m_pPlayer)
if(IsPlayer(id) && g_bAlive[id] && g_iAdrenalineUse[id] == ADRENALINE_BERSERK)
{
//set_pdata_float(ent, m_flNextPrimaryAttack, get_pdata_float(ent, m_flNextPrimaryAttack, 4) * BERSERKER_SPEED1)
//set_pdata_float(ent, m_flNextSecondaryAttack, get_pdata_float(ent, m_flNextSecondaryAttack, 4) * BERSERKER_SPEED2)
//reapi
set_member(ent,m_Weapon_flNextPrimaryAttack,Float:get_member(ent,m_Weapon_flNextPrimaryAttack)*BERSERKER_SPEED1)
set_member(ent,m_Weapon_flNextSecondaryAttack,Float:get_member(ent,m_Weapon_flNextSecondaryAttack)*BERSERKER_SPEED1)
}
}
#endif // FEATURE_ADRENALINE
//reapi
public player_damage(id, iWeapon, iAttacker, Float:fDamage, iType)
{
if(g_bProtected[id])
{
player_updateRender(id, 50.0)
task_remove(id - TASK_DAMAGEPROTECTION)
task_set(0.1, "player_damageProtection", id - TASK_DAMAGEPROTECTION)
//entity_set_vector(id, EV_VEC_punchangle, FLAG_SPAWN_ANGLES)
set_entvar(id,var_punchangle,FLAG_SPAWN_ANGLES)
//return HAM_SUPERCEDE
//SetHookChainReturn(ATYPE_INTEGER, 0);
//return HC_SUPERCEDE
SetHookChainArg(4,ATYPE_FLOAT,0.0)
return HC_CONTINUE
}
#if FEATURE_ADRENALINE == true
if(IsPlayer(iAttacker) && g_iAdrenalineUse[iAttacker] == ADRENALINE_BERSERK && g_iTeam[iAttacker] != g_iTeam[id])
{
//SetHamParamFloat(4, fDamage * BERSERKER_DAMAGE)
//reapi!!!
rg_instant_reload_weapons(iAttacker);
SetHookChainArg(4,ATYPE_FLOAT,fDamage * BERSERKER_DAMAGE)
new iOrigin[3]
//get_user_origin(id, iOrigin)
//reapi
get_entvar(id,var_origin,iOrigin)
message_begin(MSG_PVS, SVC_TEMPENTITY, iOrigin)
write_byte(TE_BLOODSPRITE)
write_coord(iOrigin[x] + random_num(-15, 15))
write_coord(iOrigin[y] + random_num(-15, 15))
write_coord(iOrigin[z] + random_num(-15, 15))
write_short(gSpr_blood2)
write_short(gSpr_blood1)
write_byte(248)
write_byte(18)
message_end()
//return HAM_OVERRIDE
//reapi
//return HC_SUPERCEDE
}
#endif // FEATURE_ADRENALINE
//return HAM_IGNORED
//reapi?
return HC_CONTINUE
}
public player_damageProtection(id)
{
id += TASK_DAMAGEPROTECTION
if(g_bAlive[id])
player_updateRender(id)
}
public player_killed(id, killer)
{
g_bAlive[id] = false
g_bBuyZone[id] = false
task_remove(id - TASK_RESPAWN)
task_remove(id - TASK_PROTECTION)
task_remove(id - TASK_EQUIPAMENT)
task_remove(id - TASK_DAMAGEPROTECTION)
#if FEATURE_TEAMBALANCE == true
task_remove(id - TASK_TEAMBALANCE)
#endif
task_remove(id - TASK_ADRENALINE)
task_remove(id - TASK_DEFUSE)
new szHint[10]
#if FEATURE_C4 == true && FEATURE_ADRENALINE == true
formatex(szHint, charsmax(szHint), "HINT_%d", random_num(1, 12))
#else
new iHint
while((iHint = random_num(1, 12)))
{
#if FEATURE_ADRENALINE == false
if(iHint == 1 || iHint == 7 || iHint == 9)
continue
#endif // FEATURE_ADRENALINE
#if FEATURE_C4 == false
if(iHint == 4 || iHint == 8 || iHint == 10)
continue
#endif // FEATURE_C4
break
}
formatex(szHint, charsmax(szHint), "HINT_%d", iHint)
#endif // FEATURE_C4 || FEATURE_ADRENALINE
set_hudmessage(HUD_HINT)
show_hudmessage(id, "%L: %L", id, "HINT", id, szHint)
client_print(id, print_console, "%s%L: %L", CONSOLE_PREFIX, id, "HINT", id, szHint)
#if FEATURE_C4 == true
//new iWeapon = entity_get_edict(id, EV_ENT_dmg_inflictor)
//new szWeapon[10]
//reapi no more need it
new bool:bC4 = false
//if(iWeapon > g_iMaxPlayers && is_valid_ent(iWeapon))
//reapi
//if(iWeapon > g_iMaxPlayers && is_entity(iWeapon))
//rereapi
if(get_member(id,m_bKilledByBomb))
{
message_begin(MSG_ALL, gMsg_DeathMsg)
write_byte(killer)
write_byte(id)
write_byte(0)
write_string("c4")
message_end()
bC4 = true
}
#endif // FEATURE_C4
if(id == killer || !IsPlayer(killer))
{
g_bSuicide[id] = true
player_award(id, PENALTY_SUICIDE, "%L", id, "PENALTY_SUICIDE")
#if FEATURE_C4 == true
if(bC4)
player_setScore(id, -1, 1)
#endif // FEATURE_C4
}
else if(IsPlayer(killer))
{
if(g_iTeam[id] == g_iTeam[killer])
{
#if FEATURE_C4 == true
if(bC4)
{
player_setScore(killer, -1, 0)
//cs_set_user_money(killer, clamp(cs_get_user_money(killer) - 3300, 0, 99999), 1)
//reapi
rg_add_account(killer,-3300)
}
#endif // FEATURE_C4
player_award(killer, PENALTY_TEAMKILL, "%L", killer, "PENALTY_TEAMKILL")
}
else
{
#if FEATURE_C4 == true
if(bC4)
{
player_setScore(killer, -1, 0)
player_setScore(id, 0, 1)
//cs_set_user_money(killer, clamp(cs_get_user_money(killer) + 300, 0, 99999), 1)
//reapi
rg_add_account(killer,300)
}
#endif // FEATURE_C4
if(id == g_iFlagHolder[g_iTeam[killer]])
{
g_bAssisted[killer][g_iTeam[killer]] = true
player_award(killer, REWARD_KILLCARRIER, "%L", killer, "REWARD_KILLCARRIER")
message_begin(MSG_BROADCAST, gMsg_ScoreAttrib)
write_byte(id)
write_byte(0)
message_end()
}
else
{
player_spawnItem(id)
player_award(killer, REWARD_KILL, "%L", killer, "REWARD_KILL")
}
}
}
#if FEATURE_ADRENALINE == true
if(g_iAdrenalineUse[id])
{
switch(g_iAdrenalineUse[id])
{
case ADRENALINE_SPEED:
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_KILLBEAM)
write_short(id)
message_end()
}
}
g_iAdrenaline[id] = 0
g_iAdrenalineUse[id] = 0
player_updateRender(id)
#if FEATURE_AESBONUS == false
player_hudAdrenaline(id)
#endif
}
#endif // FEATURE_ADRENALINE
new iRespawn = get_pcvar_num(pCvar_ctf_respawntime)
if(iRespawn > RESPAWNMAXTIMECHECK) iRespawn = RESPAWNMAXTIMECHECK
if(iRespawn > 0)
player_respawn(id - TASK_RESPAWN, iRespawn)
player_dropFlag(id)
player_allowChangeTeam(id)
#if FEATURE_TEAMBALANCE == true
task_set(1.0, "player_checkTeam", id - TASK_TEAMBALANCE)
#endif
}
#if FEATURE_TEAMBALANCE == true
public player_checkTeam(id)
{
id += TASK_TEAMBALANCE
if(!(TEAM_RED <= g_iTeam[id] <= TEAM_BLUE) || g_bAlive[id] || !get_pcvar_num(pCvar_mp_autoteambalance))
return
new iPlayers[3]
new iTeam = g_iTeam[id]
new iOpTeam = get_opTeam(iTeam)
for(new i = 1; i <= g_iMaxPlayers; i++)
{
if(TEAM_RED <= g_iTeam[i] <= TEAM_BLUE)
iPlayers[g_iTeam[i]]++
}
if((iPlayers[iTeam] > 1 && !iPlayers[iOpTeam]) || iPlayers[iTeam] > (iPlayers[iOpTeam] + 1))
{
player_allowChangeTeam(id)
engclient_cmd(id, "jointeam", (iOpTeam == TEAM_BLUE ? "2" : "1"))
set_task(2.0, "player_forceJoinClass", id)
player_print(id, id, "%L", id, "DEATH_TRANSFER", "^x04", id, g_szMLTeamName[iOpTeam], "^x01")
}
}
public player_forceJoinClass(id)
{
engclient_cmd(id, "joinclass", "5")
}
#endif
public player_respawn(id, iStart)
{
id += TASK_RESPAWN
if(!(TEAM_RED <= g_iTeam[id] <= TEAM_BLUE) || g_bAlive[id])
return
static iCount[33]
if(iStart)
iCount[id] = iStart + 1
if(iCount[id] > RESPAWNMAXTIMECHECK) iCount[id] = RESPAWNMAXTIMECHECK
set_hudmessage(HUD_RESPAWN)
if(--iCount[id] > 0)
{
show_hudmessage(id, "%L", id, "RESPAWNING_IN", iCount[id])
client_print(id, print_console, "%L", id, "RESPAWNING_IN", iCount[id])
task_set(1.0, "player_respawn", id - TASK_RESPAWN)
}
else
{
show_hudmessage(id, "%L", id, "RESPAWNING")
client_print(id, print_console, "%L", id, "RESPAWNING")
entity_set_int(id, EV_INT_deadflag, DEAD_RESPAWNABLE)
entity_set_int(id, EV_INT_iuser1, 0)
entity_think(id)
entity_spawn(id)
//set_user_health(id, 100)
//reapi
set_entvar(id,var_health,100.0)
//reapi2
//rg_round_respawn(id)
//player_updateSpeed(id)
}
}
#if FEATURE_ADRENALINE == true
public player_cmd_buySpawn(id)
{
if(g_bAlive[id] || !(TEAM_RED <= g_iTeam[id] <= TEAM_BLUE))
player_print(id, id, "%L", id, "INSTANTSPAWN_NOTEAM")
else if(g_iAdrenaline[id] < INSTANTSPAWN_COST)
player_print(id, id, "%L", id, "INSTANTSPAWN_NOADRENALINE", INSTANTSPAWN_COST)
else
{
g_iAdrenaline[id] -= INSTANTSPAWN_COST
player_print(id, id, "%L", id, "INSTANTSPAWN_BOUGHT", INSTANTSPAWN_COST)
task_remove(id)
player_respawn(id - TASK_RESPAWN, -1)
}
return PLUGIN_HANDLED
}
#endif // FEATURE_ADRENALINE
public player_cmd_dropFlag(id)
{
if(!g_bAlive[id] || id != g_iFlagHolder[get_opTeam(g_iTeam[id])])
player_print(id, id, "%L", id, "DROPFLAG_NOFLAG")
else
{
new iOpTeam = get_opTeam(g_iTeam[id])
player_dropFlag(id)
player_award(id, PENALTY_DROP, "%L", id, "PENALTY_MANUALDROP")
ExecuteForward(g_iFW_flag, g_iForwardReturn, FLAG_MANUALDROP, id, iOpTeam, false)
g_bAssisted[id][iOpTeam] = false
}
return PLUGIN_HANDLED
}
public player_dropFlag(id)
{
new iOpTeam = get_opTeam(g_iTeam[id])
if(id != g_iFlagHolder[iOpTeam])
return
new ent = g_iFlagEntity[iOpTeam]
//if(!is_valid_ent(ent))
//reapi
if(!is_entity(ent))
return
g_fLastDrop[id] = get_gametime() + 2.0
g_iFlagHolder[iOpTeam] = FLAG_HOLD_DROPPED
//entity_set_edict(ent, EV_ENT_aiment, -1)
//fix drop flag
//entity_set_edict(ent, EV_ENT_aiment, 0)
//reapi
set_entvar(ent,var_aiment,0)
//entity_set_int(ent, EV_INT_movetype, MOVETYPE_TOSS)
//reapi
set_entvar(ent,var_movetype,MOVETYPE_TOSS)
//entity_set_int(ent, EV_INT_sequence, FLAG_ANI_DROPPED)
//reapi
set_entvar(ent,var_sequence,FLAG_ANI_DROPPED)
//entity_set_int(ent, EV_INT_solid, SOLID_TRIGGER)
//reapi
set_entvar(ent,var_solid,SOLID_TRIGGER)
//entity_set_origin(ent, g_fFlagLocation[iOpTeam])
//reapi
set_entvar(ent,var_origin, g_fFlagLocation[iOpTeam])
new Float:fReturn = get_pcvar_float(pCvar_ctf_flagreturn)
if(fReturn > 0)
task_set(fReturn, "flag_autoReturn", ent)
if(g_bAlive[id])
{
new Float:fVelocity[3]
velocity_by_aim(id, 350, fVelocity)
fVelocity[z] = 0.0
//entity_set_vector(ent, EV_VEC_velocity, fVelocity)
//reapi
set_entvar(ent,var_velocity,fVelocity)
player_updateSpeed(id)
player_updateRender(id)
message_begin(MSG_BROADCAST, gMsg_ScoreAttrib)
write_byte(id)
write_byte(0)
message_end()
}
else
//entity_set_vector(ent, EV_VEC_velocity, FLAG_DROP_VELOCITY)
//reapi
set_entvar(ent,var_velocity,FLAG_DROP_VELOCITY)
new szName[32]
//get_user_name(id, szName, charsmax(szName))
//reapi
get_entvar(id, var_netname, szName, charsmax(szName));
game_announce(EVENT_DROPPED, iOpTeam, szName)
ExecuteForward(g_iFW_flag, g_iForwardReturn, FLAG_DROPPED, id, iOpTeam, false)
g_fFlagDropped[iOpTeam] = get_gametime()
log_message("<%s>%s dropped the ^"%s^" flag.", g_szTeamName[g_iTeam[id]], szName, g_szTeamName[iOpTeam])
}
public player_cmd_say(id)
{
static Float:fLastUsage[33]
new Float:fGameTime = get_gametime()
if((fLastUsage[id] + 0.5) > fGameTime)
return PLUGIN_HANDLED
fLastUsage[id] = fGameTime
new szMsg[128]
read_args(szMsg, charsmax(szMsg))
remove_quotes(szMsg)
trim(szMsg)
if(equal(szMsg, NULL))
return PLUGIN_HANDLED
if(equal(szMsg[0], "@"))
return PLUGIN_CONTINUE
new szFormat[192]
new szName[32]
//get_user_name(id, szName, charsmax(szName))
//reapi
get_entvar(id, var_netname, szName, charsmax(szName));
switch(g_iTeam[id])
{
case TEAM_RED, TEAM_BLUE: formatex(szFormat, charsmax(szFormat), "^x01%s^x03%s ^x01: %s", (g_bAlive[id] ? NULL : "^x01*DEAD* "), szName, szMsg)
case TEAM_NONE, TEAM_SPEC: formatex(szFormat, charsmax(szFormat), "^x01*SPEC* ^x03%s ^x01: %s", szName, szMsg)
}
for(new i = 1; i <= g_iMaxPlayers; i++)
{
if(i == id || g_iTeam[i] == TEAM_NONE || g_bAlive[i] == g_bAlive[id] || g_bBot[id])
continue
message_begin(MSG_ONE, gMsg_SayText, _, i)
write_byte(id)
write_string(szFormat)
message_end()
}
#if FEATURE_BUY == true
if(equali(szMsg, "/buy"))
{
player_menu_buy(id, 0)
return CHAT_SHOW_COMMANDS ? PLUGIN_CONTINUE : PLUGIN_HANDLED
}
#endif // FEATURE_BUY
#if FEATURE_ADRENALINE == true
if(equali(szMsg, "/spawn"))
{
player_cmd_buySpawn(id)
return CHAT_SHOW_COMMANDS ? PLUGIN_CONTINUE : PLUGIN_HANDLED
}
if(equali(szMsg, "/adrenaline"))
{
player_cmd_adrenaline(id)
return CHAT_SHOW_COMMANDS ? PLUGIN_CONTINUE : PLUGIN_HANDLED
}
#endif // FEATURE_ADRENALINE
if(equali(szMsg, "/help"))
{
player_cmd_help(id)
return CHAT_SHOW_COMMANDS ? PLUGIN_CONTINUE : PLUGIN_HANDLED
}
if(equali(szMsg, "/dropflag"))
{
player_cmd_dropFlag(id)
return CHAT_SHOW_COMMANDS ? PLUGIN_CONTINUE : PLUGIN_HANDLED
}
if(equali(szMsg, "/lights", 7))
{
player_cmd_setLights(id, szMsg[8])
return CHAT_SHOW_COMMANDS ? PLUGIN_CONTINUE : PLUGIN_HANDLED
}
if(equali(szMsg, "/sounds", 7))
{
player_cmd_setSounds(id, szMsg[8])
return CHAT_SHOW_COMMANDS ? PLUGIN_CONTINUE : PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public player_cmd_sayTeam(id)
{
static Float:fLastUsage[33]
new Float:fGameTime = get_gametime()
if((fLastUsage[id] + 0.5) > fGameTime)
return PLUGIN_HANDLED
fLastUsage[id] = fGameTime
new szMsg[128]
read_args(szMsg, charsmax(szMsg))
remove_quotes(szMsg)
trim(szMsg)
if(equal(szMsg, NULL))
return PLUGIN_HANDLED
if(equal(szMsg[0], "@"))
return PLUGIN_CONTINUE
new szFormat[192]
new szName[32]
//get_user_name(id, szName, charsmax(szName))
//reapi
get_entvar(id, var_netname, szName, charsmax(szName));
switch(g_iTeam[id])
{
case TEAM_RED, TEAM_BLUE: formatex(szFormat, charsmax(szFormat), "^x01%s(%L) ^x03%s ^x01: %s", (g_bAlive[id] ? NULL : "*DEAD* "), LANG_PLAYER, g_szMLFlagTeam[g_iTeam[id]], szName, szMsg)
case TEAM_NONE, TEAM_SPEC: formatex(szFormat, charsmax(szFormat), "^x01*SPEC*(%L) ^x03%s ^x01: %s", LANG_PLAYER, g_szMLTeamName[TEAM_SPEC], szName, szMsg)
}
for(new i = 1; i <= g_iMaxPlayers; i++)
{
if(i == id || g_iTeam[i] == TEAM_NONE || g_iTeam[i] != g_iTeam[id] || g_bAlive[i] == g_bAlive[id] || g_bBot[id])
continue
message_begin(MSG_ONE, gMsg_SayText, _, i)
write_byte(id)
write_string(szFormat)
message_end()
}
#if FEATURE_BUY == true
if(equali(szMsg, "/buy"))
{
player_menu_buy(id, 0)
return CHAT_SHOW_COMMANDS ? PLUGIN_CONTINUE : PLUGIN_HANDLED
}
#endif // FEATURE_BUY
#if FEATURE_ADRENALINE == true
if(equali(szMsg, "/spawn"))
{
player_cmd_buySpawn(id)
return CHAT_SHOW_COMMANDS ? PLUGIN_CONTINUE : PLUGIN_HANDLED
}
if(equali(szMsg, "/adrenaline"))
{
player_cmd_adrenaline(id)
return CHAT_SHOW_COMMANDS ? PLUGIN_CONTINUE : PLUGIN_HANDLED
}
#endif // FEATURE_ADRENALINE
if(equali(szMsg, "/dropflag"))
{
player_cmd_dropFlag(id)
return CHAT_SHOW_COMMANDS ? PLUGIN_CONTINUE : PLUGIN_HANDLED
}
if(equali(szMsg, "/help"))
{
player_cmd_help(id)
return CHAT_SHOW_COMMANDS ? PLUGIN_CONTINUE : PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public player_cmd_help(id)
{
client_cmd(id, "hideconsole;toggleconsole")
client_print(id, print_console, "^n^n^n^n%s", SEPARATOR)
client_print(id, print_console, " %s v%s - %L^n Mod by %s", MOD_TITLE, MOD_VERSION, id, "HELP_TITLE", MOD_AUTHOR)
client_print(id, print_console, SEPARATOR)
client_print(id, print_console, " 1. %L^n 2. %L^n 3. %L^n 4. %L", id, "HELP_1", id, "HELP_2", id, "HELP_3", id, "HELP_4")
client_print(id, print_console, "^n --- 1: %L ---^n", id, "HELP_1")
client_print(id, print_console, "%L", id, "HELP_1_LINE1")
client_print(id, print_console, "%L", id, "HELP_1_LINE2")
client_print(id, print_console, "%L", id, "HELP_1_LINE3")
client_print(id, print_console, "%L", id, "HELP_1_LINE4")
client_print(id, print_console, "^n --- 2: %L ---", id, "HELP_2")
client_print(id, print_console, "%L", id, "HELP_2_NOTE")
client_print(id, print_console, "%L", id, "HELP_2_LINE1")
client_print(id, print_console, "%L", id, "HELP_2_LINE2")
#if FEATURE_ADRENALINE == true
client_print(id, print_console, "%L", id, "HELP_2_LINE3", INSTANTSPAWN_COST)
#endif // FEATURE_ADRENALINE
client_print(id, print_console, "%L", id, "HELP_2_LINE4")
#if FEATURE_ADRENALINE == true
client_print(id, print_console, "%L", id, "HELP_2_LINE5")
#endif // FEATURE_ADRENALINE
client_print(id, print_console, "^n --- 3: %L ---", id, "HELP_3")
client_print(id, print_console, " * %L", id, "HELP_3_INFROUND", id, get_pcvar_num(pCvar_ctf_infiniteround) ? "ON" : "OFF")
client_print(id, print_console, " * %L", id, "HELP_3_ROUNDEND", id, get_pcvar_num(pCvar_ctf_flagendround) ? "ON" : "OFF")
client_print(id, print_console, " * %L", id, "HELP_3_CAPTURESLAY", id, get_pcvar_num(pCvar_ctf_flagcaptureslay) ? "ON" : "OFF")
#if FEATURE_BUY == true
client_print(id, print_console, " * %L", id, "HELP_3_BUY", id, "ON")
#else
client_print(id, print_console, " * %L", id, "HELP_3_BUY", id, "OFF")
#endif
#if FEATURE_C4 == true
client_print(id, print_console, " * %L", id, "HELP_3_C4", id, "ON")
#else
client_print(id, print_console, " * %L", id, "HELP_3_C4", id, "OFF")
#endif
#if FEATURE_ADRENALINE == true
client_print(id, print_console, " * %L", id, "HELP_3_ADRENALINE", id, "ON")
#else
client_print(id, print_console, " * %L", id, "HELP_3_ADRENALINE", id, "OFF")
#endif
client_print(id, print_console, " * %L", id, "HELP_3_FLAGHEAL", id, get_pcvar_num(pCvar_ctf_flagheal) ? "ON" : "OFF")
client_print(id, print_console, " * %L", id, "HELP_3_RESPAWN", get_pcvar_num(pCvar_ctf_respawntime))
client_print(id, print_console, " * %L", id, "HELP_3_PROTECTION", get_pcvar_num(pCvar_ctf_protection))
client_print(id, print_console, " * %L", id, "HELP_3_FLAGRETURN", get_pcvar_num(pCvar_ctf_flagreturn))
client_print(id, print_console, " * %L", id, "HELP_3_WEAPONSTAY", get_pcvar_num(pCvar_ctf_weaponstay))
client_print(id, print_console, " * %L", id, "HELP_3_ITEMDROP", get_pcvar_num(pCvar_ctf_itempercent))
client_print(id, print_console, "^n --- 4: %L ---", id, "HELP_4")
client_print(id, print_console, " %L: http://forums.alliedmods.net/showthread.php?t=132115", id, "HELP_4_LINE1")
client_print(id, print_console, " %L: http://thehunters.ro/jctf", id, "HELP_4_LINE2")
client_print(id, print_console, SEPARATOR)
return PLUGIN_HANDLED
}
public player_cmd_setLights(id, const szMsg[])
{
switch(szMsg[1])
{
case 'n':
{
g_bLights[id] = true
player_print(id, id, "%L", id, "LIGHTS_ON", "^x04", "^x01")
}
case 'f':
{
g_bLights[id] = false
player_print(id, id, "%L", id, "LIGHTS_OFF", "^x04", "^x01")
}
default: player_print(id, id, "%L", id, "LIGHTS_INVALID", "^x04", "^x01", "^x04")
}
return PLUGIN_HANDLED
}
public player_cmd_setSounds(id, const szMsg[])
{
if(equali(szMsg, "test"))
{
player_print(id, id, "%L", id, "SOUNDS_TEST", "^x04 Red Flag Taken^x01")
client_cmd(id, "mp3 play ^"sound/ctf/red_flag_taken.mp3^"")
return PLUGIN_HANDLED
}
new iVol = (strlen(szMsg) ? str_to_num(szMsg) : -1)
if(0 <= iVol <= 10)
{
client_cmd(id, "mp3volume %.2f", iVol == 0 ? 0.0 : iVol * 0.1)
player_print(id, id, "%L", id, "SOUNDS_SET", "^x04", iVol)
}
else
player_print(id, id, "%L", id, "SOUNDS_INVALID", "^x04 0^x01", "^x04 10^x01", "^x04 test")
return PLUGIN_HANDLED
}
#if FEATURE_ADRENALINE == true
public player_cmd_adrenaline(id)
{
#if FEATURE_AESBONUS == false
player_hudAdrenaline(id)
#endif
if(!(TEAM_RED <= g_iTeam[id] <= TEAM_BLUE) || !g_bAlive[id])
return player_print(id, id, "%L", id, "ADR_ALIVE")
if(g_iAdrenalineUse[id])
return player_print(id, id, "%L", id, "ADR_USING")
if(g_iAdrenaline[id] < 100)
return player_print(id, id, "%L", id, "ADR_MORE", 100)
new szFormat[384]
formatex(szFormat, charsmax(szFormat), "\r%L:^n^n\w1. \y%L \d(%L)^n\w2. \y%L \d(%L)^n\w3. \y%L \d(%L)^n\w4. \y%L \d(%L)^n^n\d\w0. %L",
id, "ADR_MENU_TITLE",
id, "ADR_SPEED", id, "ADR_SPEED_DESC",
id, "ADR_BERSERK", id, "ADR_BERSERK_DESC",
id, "ADR_REGENERATE", id, "ADR_REGENERATE_DESC",
id, "ADR_INVISIBILITY", id, "ADR_INVISIBILITY_DESC",
id, "EXIT"
)
show_menu(id, MENU_KEYS_ADRENALINE, szFormat, -1, MENU_ADRENALINE)
return PLUGIN_HANDLED
}
public player_key_adrenaline(id, iKey)
{
if(!(TEAM_RED <= g_iTeam[id] <= TEAM_BLUE) || !g_bAlive[id])
return player_print(id, id, "%L", id, "ADR_ALIVE")
if(g_iAdrenalineUse[id])
return player_print(id, id, "%L", id, "ADR_USING")
if(g_iAdrenaline[id] < 100)
return player_print(id, id, "%L", id, "ADR_USING", 100)
iKey += 1
if(1 <= iKey <= 4)
player_useAdrenaline(id, iKey)
return PLUGIN_HANDLED
}
public player_useAdrenaline(id, iUse)
{
if(!(1 <= iUse <= 4))
return PLUGIN_HANDLED
if(!(TEAM_RED <= g_iTeam[id] <= TEAM_BLUE) || !g_bAlive[id])
return player_print(id, id, "%L", id, "ADR_ALIVE")
if(g_iAdrenalineUse[id])
return player_print(id, id, "%L", id, "ADR_USING")
if(g_iAdrenaline[id] < 100)
return player_print(id, id, "%L", id, "ADR_USING", 100)
if(g_bProtected[id])
player_removeProtection(id, "PROTECTION_ADRENALINE")
g_iAdrenalineUse[id] = iUse
task_set(0.25, "player_adrenalineDrain", id - TASK_ADRENALINE)
if(iUse == ADRENALINE_SPEED)
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW)
write_short(id)
write_short(gSpr_trail)
write_byte(8) // life in 0.1's
write_byte(6) // line width in 0.1's
write_byte(255)
write_byte(255)
write_byte(0)
write_byte(255) // brightness
message_end()
player_updateSpeed(id)
}
player_updateRender(id)
new iOrigin[3]
get_user_origin(id, iOrigin)
message_begin(MSG_PVS, SVC_TEMPENTITY, iOrigin)
write_byte(TE_IMPLOSION)
write_coord(iOrigin[x])
write_coord(iOrigin[y])
write_coord(iOrigin[z])
write_byte(128) // radius
write_byte(32) // count
write_byte(4) // life in 0.1's
message_end()
emit_sound(id, CHAN_ITEM, SND_ADRENALINE, VOL_NORM, ATTN_NORM, 0, 255)
return PLUGIN_HANDLED
}
public player_adrenalineDrain(id)
{
id += TASK_ADRENALINE
if(!g_bAlive[id] || !g_iAdrenalineUse[id] || !(TEAM_RED <= g_iTeam[id] <= TEAM_BLUE))
{
g_iAdrenaline[id] = 0
return
}
if(g_iAdrenaline[id] > 0)
{
new iDrain = (player_hasFlag(id) ? 2 : 1)
g_iAdrenaline[id] = clamp(g_iAdrenaline[id] - (g_iAdrenalineUse[id] == ADRENALINE_REGENERATE ? iDrain : iDrain * 2), 0, 100)
switch(g_iAdrenalineUse[id])
{
case ADRENALINE_REGENERATE:
{
//new iHealth = get_user_health(id)
//reapi
new Float:iHealth = get_entvar(id,var_health)
if(iHealth < (g_iMaxHealth[id] + REGENERATE_EXTRAHP))
//set_user_health(id, iHealth + 1)
//reapi
set_entvar(id,var_health,iHealth+1.0)
else
{
//new CsArmorType:armortype
//new iArmor = cs_get_user_armor(id, CsArmorType:armortype)
//reapi
new Float:iArmor = get_entvar(id,var_armorvalue)
if(iArmor < g_iMaxArmor[id])
//cs_set_user_armor(id, iArmor + 1, CsArmorType:armortype)
//reapi
set_entvar(id,var_armorvalue,iArmor + 1)
}
player_healingEffect(id)
}
}
task_set(0.25, "player_adrenalineDrain", id - TASK_ADRENALINE)
}
else
{
new iUsed = g_iAdrenalineUse[id]
g_iAdrenaline[id] = 0
g_iAdrenalineUse[id] = 0 /* to allow player_updateSpeed() to work correctly */
switch(iUsed)
{
case ADRENALINE_SPEED:
{
player_updateSpeed(id)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_KILLBEAM)
write_short(id)
message_end()
}
case ADRENALINE_BERSERK, ADRENALINE_INVISIBILITY: player_updateRender(id)
}
}
#if FEATURE_AESBONUS == false
player_hudAdrenaline(id)
#endif
}
#endif // FEATURE_ADRENALINE
public admin_cmd_moveFlag(id, level, cid)
{
if(!cmd_access(id, level, cid, 2))
return PLUGIN_HANDLED
new szTeam[2]
read_argv(1, szTeam, charsmax(szTeam))
new iTeam = str_to_num(szTeam)
if(!(TEAM_RED <= iTeam <= TEAM_BLUE))
{
switch(szTeam[0])
{
case 'r', 'R': iTeam = 1
case 'b', 'B': iTeam = 2
}
}
if(!(TEAM_RED <= iTeam <= TEAM_BLUE))
return PLUGIN_HANDLED
entity_get_vector(id, EV_VEC_origin, g_fFlagBase[iTeam])
//reapi
//get_entvar(id,var_origin,g_fFlagBase[iTeam])
entity_set_origin(g_iBaseEntity[iTeam], g_fFlagBase[iTeam])
//set_entvar(g_iBaseEntity[iTeam],var_origin,g_fFlagBase[iTeam])
entity_set_vector(g_iBaseEntity[iTeam], EV_VEC_velocity, FLAG_SPAWN_VELOCITY)
//reapi
//set_entvar(g_iBaseEntity[iTeam],var_velocity,FLAG_SPAWN_VELOCITY)
if(g_iFlagHolder[iTeam] == FLAG_HOLD_BASE)
{
entity_set_origin(g_iFlagEntity[iTeam], g_fFlagBase[iTeam])
//reapi
//get_entvar(g_iFlagEntity[iTeam],var_origin,g_fFlagBase[iTeam])
entity_set_vector(g_iFlagEntity[iTeam], EV_VEC_velocity, FLAG_SPAWN_VELOCITY)
//reapi
//set_entvar(g_iFlagEntity[iTeam],var_velocity,FLAG_SPAWN_VELOCITY)
}
new szName[32]
new szSteam[48]
//get_user_name(id, szName, charsmax(szName))
//reapi
get_entvar(id, var_netname, szName, charsmax(szName));
get_user_authid(id, szSteam, charsmax(szSteam))
log_amx("Admin %s<%s><%s> moved %s flag to %.2f %.2f %.2f", szName, szSteam, g_szTeamName[g_iTeam[id]], g_szTeamName[iTeam], g_fFlagBase[iTeam][0], g_fFlagBase[iTeam][1], g_fFlagBase[iTeam][2])
show_activity_key("ADMIN_MOVEBASE_1", "ADMIN_MOVEBASE_2", szName, LANG_PLAYER, g_szMLFlagTeam[iTeam])
client_print(id, print_console, "%s%L", CONSOLE_PREFIX, id, "ADMIN_MOVEBASE_MOVED", id, g_szMLFlagTeam[iTeam])
return PLUGIN_HANDLED
}
public admin_cmd_saveFlags(id, level, cid)
{
if(!cmd_access(id, level, cid, 1))
return PLUGIN_HANDLED
new iOrigin[3][3]
new szFile[96]
new szBuffer[1024]
FVecIVec(g_fFlagBase[TEAM_RED], iOrigin[TEAM_RED])
FVecIVec(g_fFlagBase[TEAM_BLUE], iOrigin[TEAM_BLUE])
formatex(szBuffer, charsmax(szBuffer), "%d %d %d^n%d %d %d", iOrigin[TEAM_RED][x], iOrigin[TEAM_RED][y], iOrigin[TEAM_RED][z], iOrigin[TEAM_BLUE][x], iOrigin[TEAM_BLUE][y], iOrigin[TEAM_BLUE][z])
formatex(szFile, charsmax(szFile), FLAG_SAVELOCATION, g_szMap)
if(file_exists(szFile))
delete_file(szFile)
write_file(szFile, szBuffer)
new szName[32]
new szSteam[48]
//get_user_name(id, szName, charsmax(szName))
//reapi
get_entvar(id, var_netname, szName, charsmax(szName));
get_user_authid(id, szSteam, charsmax(szSteam))
log_amx("Admin %s<%s><%s> saved flag positions.", szName, szSteam, g_szTeamName[g_iTeam[id]])
client_print(id, print_console, "%s%L %s", CONSOLE_PREFIX, id, "ADMIN_MOVEBASE_SAVED", szFile)
return PLUGIN_HANDLED
}
public admin_cmd_returnFlag(id, level, cid)
{
if(!cmd_access(id, level, cid, 2))
return PLUGIN_HANDLED
new szTeam[2]
read_argv(1, szTeam, charsmax(szTeam))
new iTeam = str_to_num(szTeam)
if(!(TEAM_RED <= iTeam <= TEAM_BLUE))
{
switch(szTeam[0])
{
case 'r', 'R': iTeam = 1
case 'b', 'B': iTeam = 2
}
}
if(!(TEAM_RED <= iTeam <= TEAM_BLUE))
return PLUGIN_HANDLED
if(g_iFlagHolder[iTeam] == FLAG_HOLD_DROPPED)
{
if(g_fFlagDropped[iTeam] < (get_gametime() - ADMIN_RETURNWAIT))
{
new szName[32]
new szSteam[48]
new Float:fFlagOrigin[3]
//entity_get_vector(g_iFlagEntity[iTeam], EV_VEC_origin, fFlagOrigin)
//reapi
get_entvar(g_iFlagEntity[iTeam],var_origin,fFlagOrigin)
flag_sendHome(iTeam)
ExecuteForward(g_iFW_flag, g_iForwardReturn, FLAG_ADMINRETURN, id, iTeam, false)
game_announce(EVENT_RETURNED, iTeam, NULL)
//get_user_name(id, szName, charsmax(szName))
//reapi
get_entvar(id, var_netname, szName, charsmax(szName));
get_user_authid(id, szSteam, charsmax(szSteam))
log_message("^"%s^" flag returned by admin %s<%s><%s>", g_szTeamName[iTeam], szName, szSteam, g_szTeamName[g_iTeam[id]])
log_amx("Admin %s<%s><%s> returned %s flag from %.2f %.2f %.2f", szName, szSteam, g_szTeamName[g_iTeam[id]], g_szTeamName[iTeam], fFlagOrigin[0], fFlagOrigin[1], fFlagOrigin[2])
show_activity_key("ADMIN_RETURN_1", "ADMIN_RETURN_2", szName, LANG_PLAYER, g_szMLFlagTeam[iTeam])
client_print(id, print_console, "%s%L", CONSOLE_PREFIX, id, "ADMIN_RETURN_DONE", id, g_szMLFlagTeam[iTeam])
}
else
client_print(id, print_console, "%s%L", CONSOLE_PREFIX, id, "ADMIN_RETURN_WAIT", id, g_szMLFlagTeam[iTeam], ADMIN_RETURNWAIT)
}
else
client_print(id, print_console, "%s%L", CONSOLE_PREFIX, id, "ADMIN_RETURN_NOTDROPPED", id, g_szMLFlagTeam[iTeam])
return PLUGIN_HANDLED
}
#if FEATURE_BUY == true
public player_inBuyZone(id)
{
if(!g_bAlive[id])
return
g_bBuyZone[id] = (read_data(1) ? true : false)
if(!g_bBuyZone[id])
set_pdata_int(id, 205, 0) // no "close menu upon exit buyzone" thing
}
public player_cmd_setAutobuy(id)
{
new iIndex
new szWeapon[24]
new szArgs[1024]
read_args(szArgs, charsmax(szArgs))
remove_quotes(szArgs)
trim(szArgs)
while(contain(szArgs, WHITESPACE) != -1)
{
argbreak(szArgs, szWeapon, charsmax(szWeapon), szArgs, charsmax(szArgs))
for(new bool:bFound, w = W_P228; w <= W_NVG; w++)
{
if(!bFound)
{
for(new i = 0; i < 2; i++)
{
if(!bFound && equali(g_szWeaponCommands[w][i], szWeapon))
{
bFound = true
g_iAutobuy[id][iIndex++] = w
}
}
}
}
}
player_cmd_autobuy(id)
return PLUGIN_HANDLED
}
public player_cmd_autobuy(id)
{
if(!g_bAlive[id])
return PLUGIN_HANDLED
if(!g_bBuyZone[id])
{
client_print(id, print_center, "%L", id, "BUY_NOTINZONE")
return PLUGIN_HANDLED
}
//new iMoney = cs_get_user_money(id)
//reapi
new iMoney = get_member(id,m_iAccount)
for(new bool:bBought[6], iWeapon, i = 0; i < sizeof g_iAutobuy[]; i++)
{
if(!g_iAutobuy[id][i])
return PLUGIN_HANDLED
iWeapon = g_iAutobuy[id][i]
if(bBought[g_iWeaponSlot[iWeapon]])
continue
#if FEATURE_ADRENALINE == true
if((g_iWeaponPrice[iWeapon] > 0 && g_iWeaponPrice[iWeapon] > iMoney) || (g_iWeaponAdrenaline[iWeapon] > 0 && g_iWeaponAdrenaline[iWeapon] > g_iAdrenaline[id]))
continue
#else // FEATURE_ADRENALINE
if(g_iWeaponPrice[iWeapon] > 0 && g_iWeaponPrice[iWeapon] > iMoney)
continue
#endif // FEATURE_ADRENALINE
player_buyWeapon(id, iWeapon)
bBought[g_iWeaponSlot[iWeapon]] = true
}
return PLUGIN_HANDLED
}
public player_cmd_setRebuy(id)
{
new iIndex
new szType[18]
new szArgs[256]
read_args(szArgs, charsmax(szArgs))
replace_all(szArgs, charsmax(szArgs), "^"", NULL)
trim(szArgs)
while(contain(szArgs, WHITESPACE) != -1)
{
split(szArgs, szType, charsmax(szType), szArgs, charsmax(szArgs), WHITESPACE)
for(new i = 1; i < sizeof g_szRebuyCommands; i++)
{
if(equali(szType, g_szRebuyCommands[i]))
g_iRebuy[id][++iIndex] = i
}
}
player_cmd_rebuy(id)
return PLUGIN_HANDLED
}
public player_cmd_rebuy(id)
{
if(!g_bAlive[id])
return PLUGIN_HANDLED
if(!g_bBuyZone[id])
{
client_print(id, print_center, "%L", id, "BUY_NOTINZONE")
return PLUGIN_HANDLED
}
new iBought
for(new iType, iBuy, i = 1; i < sizeof g_iRebuy[]; i++)
{
iType = g_iRebuy[id][i]
if(!iType)
continue
iBuy = g_iRebuyWeapons[id][iType]
if(!iBuy)
continue
switch(iType)
{
case primary, secondary: player_buyWeapon(id, iBuy)
case armor: player_buyWeapon(id, (iBuy == 2 ? W_VESTHELM : W_VEST))
case he: player_buyWeapon(id, W_HEGRENADE)
case flash:
{
player_buyWeapon(id, W_FLASHBANG)
if(iBuy == 2)
player_buyWeapon(id, W_FLASHBANG)
}
case smoke: player_buyWeapon(id, W_SMOKEGRENADE)
case nvg: player_buyWeapon(id, W_NVG)
}
iBought++
if(iType == flash && iBuy == 2)
iBought++
}
if(iBought)
client_print(id, print_center, "%L", id, "BUY_REBOUGHT", iBought)
return PLUGIN_HANDLED
}
public player_addRebuy(id, iWeapon)
{
if(!g_bAlive[id])
return
switch(g_iWeaponSlot[iWeapon])
{
case 1: g_iRebuyWeapons[id][primary] = iWeapon
case 2: g_iRebuyWeapons[id][secondary] = iWeapon
default:
{
switch(iWeapon)
{
case W_VEST: g_iRebuyWeapons[id][armor] = (g_iRebuyWeapons[id][armor] == 2 ? 2 : 1)
case W_VESTHELM: g_iRebuyWeapons[id][armor] = 2
case W_FLASHBANG: g_iRebuyWeapons[id][flash] = clamp(g_iRebuyWeapons[id][flash] + 1, 0, 2)
case W_HEGRENADE: g_iRebuyWeapons[id][he] = 1
case W_SMOKEGRENADE: g_iRebuyWeapons[id][smoke] = 1
case W_NVG: g_iRebuyWeapons[id][nvg] = 1
}
}
}
}
public player_cmd_buy_main(id)
return player_menu_buy(id, 0)
public player_cmd_buy_equipament(id)
return player_menu_buy(id, 8)
public player_cmd_buyVGUI(id)
{
message_begin(MSG_ONE, gMsg_BuyClose, _, id)
message_end()
return player_menu_buy(id, 0)
}
public player_menu_buy(id, iMenu)
{
if(!g_bAlive[id])
return PLUGIN_HANDLED
if(!g_bBuyZone[id])
{
client_print(id, print_center, "%L", id, "BUY_NOTINZONE")
return PLUGIN_HANDLED
}
static szMenu[1024]
//new iMoney = cs_get_user_money(id)
//reapi
new iMoney = get_member(id,m_iAccount)
switch(iMenu)
{
case 1:
{
formatex(szMenu, charsmax(szMenu),
"\y%L: %L^n^n\d1. \%sGlock 18\R$%d^n\d2. \%sUSP\R$%d^n\d3. \%sP228\R$%d^n\d4. \%sDesert Eagle\R$%d^n\d5. \%sFiveseven\R$%d^n\d6. \%sDual Elites\R$%d^n^n\d0. \w%L",
id, "BUYMENU_TITLE", id, "BUYMENU_PISTOLS",
(iMoney >= g_iWeaponPrice[W_GLOCK18] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_GLOCK18],
(iMoney >= g_iWeaponPrice[W_USP] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_USP],
(iMoney >= g_iWeaponPrice[W_P228] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_P228],
(iMoney >= g_iWeaponPrice[W_DEAGLE] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_DEAGLE],
(iMoney >= g_iWeaponPrice[W_FIVESEVEN] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_FIVESEVEN],
(iMoney >= g_iWeaponPrice[W_ELITE] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_ELITE],
id, "EXIT"
)
}
case 2:
{
formatex(szMenu, charsmax(szMenu),
"\y%L: %L^n^n\d1. \%sM3 Super90\R$%d^n\d2. \%sXM1014\R$%d^n^n\d0. \w%L",
id, "BUYMENU_TITLE", id, "BUYMENU_SHOTGUNS",
(iMoney >= g_iWeaponPrice[W_M3] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_M3],
(iMoney >= g_iWeaponPrice[W_XM1014] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_XM1014],
id, "EXIT"
)
}
case 3:
{
formatex(szMenu, charsmax(szMenu),
"\y%L: %L^n^n\d1. \%sTMP\R$%d^n\d2. \%sMac-10\R$%d^n\d3. \%sMP5 Navy\R$%d^n\d4. \%sUMP-45\R$%d^n\d5. \%sP90\R$%d^n^n\d0. \w%L",
id, "BUYMENU_TITLE", id, "BUYMENU_SMGS",
(iMoney >= g_iWeaponPrice[W_TMP] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_TMP],
(iMoney >= g_iWeaponPrice[W_MAC10] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_MAC10],
(iMoney >= g_iWeaponPrice[W_MP5NAVY] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_MP5NAVY],
(iMoney >= g_iWeaponPrice[W_UMP45] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_UMP45],
(iMoney >= g_iWeaponPrice[W_P90] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_P90],
id, "EXIT"
)
}
case 4:
{
formatex(szMenu, charsmax(szMenu),
"\y%L: %L^n^n\d1. \%sGalil\R$%d^n\d2. \%sFamas\R$%d^n\d3. \%sAK-47\R$%d^n\d4. \%sM4A1\R$%d^n\d5. \%sAUG\R$%d^n\d6. \%sSG552\R$%d^n^n\d0. \w%L",
id, "BUYMENU_TITLE", id, "BUYMENU_RIFLES",
(iMoney >= g_iWeaponPrice[W_GALIL] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_GALIL],
(iMoney >= g_iWeaponPrice[W_FAMAS] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_FAMAS],
(iMoney >= g_iWeaponPrice[W_AK47] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_AK47],
(iMoney >= g_iWeaponPrice[W_M4A1] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_M4A1],
(iMoney >= g_iWeaponPrice[W_AUG] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_AUG],
(iMoney >= g_iWeaponPrice[W_SG552] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SG552],
id, "EXIT"
)
}
case 5:
{
#if FEATURE_ADRENALINE == true
#if FEATURE_C4 == true
formatex(szMenu, charsmax(szMenu),
"\y%L: %L^n^n\d1. \%sM249 \w(\%s%d %L\w)\R\%s$%d^n\d3. \%sSG550 \w(\%s%d %L\w)\R\%s$%d^n\d3. \%sG3SG1 \w(\%s%d %L\w)\R\%s$%d^n\d4. \%sScout \w(\%s%d %L\w)\R\%s$%d^n\d5. \%sAWP \w(\%s%d %L\w)\R\%s$%d^n\d6. \%s%L \w(\%s%d %L\w)\R\%s$%d^n\d7. \%s%L \w(\%s%d %L\w)\R\%s$%d^n^n\d0. \w%L",
id, "BUYMENU_TITLE", id, "BUYMENU_SPECIAL",
(iMoney >= g_iWeaponPrice[W_M249] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_M249] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_M249] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_M249], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_M249] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_M249],
(iMoney >= g_iWeaponPrice[W_SG550] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_SG550] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_SG550] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_SG550], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_SG550] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SG550],
(iMoney >= g_iWeaponPrice[W_G3SG1] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_G3SG1] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_G3SG1] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_G3SG1], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_G3SG1] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_G3SG1],
(iMoney >= g_iWeaponPrice[W_SCOUT] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_SCOUT] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_SCOUT] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_SCOUT], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_SCOUT] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SCOUT],
(iMoney >= g_iWeaponPrice[W_AWP] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_AWP] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_AWP] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_AWP], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_AWP] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_AWP],
(iMoney >= g_iWeaponPrice[W_SHIELD] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_SHIELD] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_ITEM_SHIELD", (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_SHIELD] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_SHIELD], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_SHIELD] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SHIELD],
(iMoney >= g_iWeaponPrice[W_C4] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_C4] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_ITEM_C4", (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_C4] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_C4], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_C4] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_C4],
id, "EXIT"
)
#else // FEATURE_C4
formatex(szMenu, charsmax(szMenu),
"\y%L: %L^n^n\d1. \%sM249 \w(\%s%d %L\w)\R\%s$%d^n\d3. \%sSG550 \w(\%s%d %L\w)\R\%s$%d^n\d3. \%sG3SG1 \w(\%s%d %L\w)\R\%s$%d^n\d4. \%sScout \w(\%s%d %L\w)\R\%s$%d^n\d5. \%sAWP \w(\%s%d %L\w)\R\%s$%d^n\d6. \%s%L \w(\%s%d %L\w)\R\%s$%d^n^n\d0. \w%L",
id, "BUYMENU_TITLE", id, "BUYMENU_SPECIAL",
(iMoney >= g_iWeaponPrice[W_M249] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_M249] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_M249] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_M249], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_M249] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_M249],
(iMoney >= g_iWeaponPrice[W_SG550] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_SG550] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_SG550] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_SG550], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_SG550] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SG550],
(iMoney >= g_iWeaponPrice[W_G3SG1] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_G3SG1] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_G3SG1] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_G3SG1], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_G3SG1] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_G3SG1],
(iMoney >= g_iWeaponPrice[W_SCOUT] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_SCOUT] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_SCOUT] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_SCOUT], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_SCOUT] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SCOUT],
(iMoney >= g_iWeaponPrice[W_AWP] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_AWP] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_AWP] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_AWP], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_AWP] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_AWP],
(iMoney >= g_iWeaponPrice[W_SHIELD] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_SHIELD] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_ITEM_SHIELD", (g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_SHIELD] ? BUY_ITEM_AVAILABLE2 : BUY_ITEM_DISABLED), g_iWeaponAdrenaline[W_SHIELD], id, "ADRENALINE", (iMoney >= g_iWeaponPrice[W_SHIELD] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SHIELD],
id, "EXIT"
)
#endif // FEATURE_C4
#else // FEATURE_ADRENALINE
#if FEATURE_C4 == true
formatex(szMenu, charsmax(szMenu),
"\y%L: %L^n^n\d1. \%sM249\R\%s$%d^n\d3. \%sSG550\R\%s$%d^n\d3. \%sG3SG1\R\%s$%d^n\d4. \%sScout\R\%s$%d^n\d5. \%sAWP\R\%s$%d^n\d6. \%s%L\R\%s$%d^n\d7. \%s%L\R\%s$%d^n^n\d0. \w%L",
id, "BUYMENU_TITLE", id, "BUYMENU_SPECIAL",
(iMoney >= g_iWeaponPrice[W_M249] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED),(iMoney >= g_iWeaponPrice[W_M249] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_M249],
(iMoney >= g_iWeaponPrice[W_SG550] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (iMoney >= g_iWeaponPrice[W_SG550] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SG550],
(iMoney >= g_iWeaponPrice[W_G3SG1] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (iMoney >= g_iWeaponPrice[W_G3SG1] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_G3SG1],
(iMoney >= g_iWeaponPrice[W_SCOUT] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (iMoney >= g_iWeaponPrice[W_SCOUT] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SCOUT],
(iMoney >= g_iWeaponPrice[W_AWP] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (iMoney >= g_iWeaponPrice[W_AWP] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_AWP],
(iMoney >= g_iWeaponPrice[W_SHIELD] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_ITEM_SHIELD", (iMoney >= g_iWeaponPrice[W_SHIELD] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SHIELD],
(iMoney >= g_iWeaponPrice[W_C4] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_ITEM_C4", (iMoney >= g_iWeaponPrice[W_C4] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_C4],
id, "EXIT"
)
#else // FEATURE_C4
formatex(szMenu, charsmax(szMenu),
"\y%L: %L^n^n\d1. \%sM249\R\%s$%d^n\d3. \%sSG550\R\%s$%d^n\d3. \%sG3SG1\R\%s$%d^n\d4. \%sScout\R\%s$%d^n\d5. \%sAWP\R\%s$%d^n\d6. \%s%L\R\%s$%d^n^n\d0. \w%L",
id, "BUYMENU_TITLE", id, "BUYMENU_SPECIAL",
(iMoney >= g_iWeaponPrice[W_M249] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED),(iMoney >= g_iWeaponPrice[W_M249] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_M249],
(iMoney >= g_iWeaponPrice[W_SG550] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (iMoney >= g_iWeaponPrice[W_SG550] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SG550],
(iMoney >= g_iWeaponPrice[W_G3SG1] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (iMoney >= g_iWeaponPrice[W_G3SG1] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_G3SG1],
(iMoney >= g_iWeaponPrice[W_SCOUT] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (iMoney >= g_iWeaponPrice[W_SCOUT] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SCOUT],
(iMoney >= g_iWeaponPrice[W_AWP] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), (iMoney >= g_iWeaponPrice[W_AWP] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_AWP],
(iMoney >= g_iWeaponPrice[W_SHIELD] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_ITEM_SHIELD", (iMoney >= g_iWeaponPrice[W_SHIELD] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), g_iWeaponPrice[W_SHIELD],
id, "EXIT"
)
#endif // FEATURE_C4
#endif // FEATURE_ADRENALINE
}
case 8:
{
formatex(szMenu, charsmax(szMenu),
"\y%L: %L^n^n\d1. \%s%L\R$%d^n\d2. \%s%L\R$%d^n^n\d3. \%s%L\R$%d^n\d4. \%s%L\R$%d^n\d5. \%s%L\R$%d^n^n\d7. \%s%L\R$%d^n^n\d0. \w%L",
id, "BUYMENU_TITLE", id, "BUYMENU_EQUIPAMENT",
(iMoney >= g_iWeaponPrice[W_VEST] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_ITEM_VEST", g_iWeaponPrice[W_VEST],
(iMoney >= g_iWeaponPrice[W_VESTHELM] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_ITEM_VESTHELM", g_iWeaponPrice[W_VESTHELM],
(iMoney >= g_iWeaponPrice[W_FLASHBANG] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_ITEM_FLASHBANG", g_iWeaponPrice[W_FLASHBANG],
(iMoney >= g_iWeaponPrice[W_HEGRENADE] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_ITEM_HE", g_iWeaponPrice[W_HEGRENADE],
(iMoney >= g_iWeaponPrice[W_SMOKEGRENADE] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_ITEM_SMOKE", g_iWeaponPrice[W_SMOKEGRENADE],
(iMoney >= g_iWeaponPrice[W_NVG] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_ITEM_NVG", g_iWeaponPrice[W_NVG],
id, "EXIT"
)
}
default:
{
#if FEATURE_ADRENALINE == true
formatex(szMenu, charsmax(szMenu),
"\y%L^n^n\d1. \%s%L^n\d2. \%s%L^n\d3. \%s%L^n\d4. \%s%L^n\d5. \%s%L^n^n\d6. \w%L\R$0^n^n\d8. \%s%L^n^n\d0. \w%L",
id, "BUYMENU_TITLE",
(iMoney >= g_iWeaponPrice[W_GLOCK18] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_PISTOLS",
(iMoney >= g_iWeaponPrice[W_M3] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_SHOTGUNS",
(iMoney >= g_iWeaponPrice[W_TMP] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_SMGS",
(iMoney >= g_iWeaponPrice[W_GALIL] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_RIFLES",
(iMoney >= g_iWeaponPrice[W_M249] && g_iAdrenaline[id] >= g_iWeaponAdrenaline[W_M249] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_SPECIAL",
id, "BUYMENU_AMMO",
(iMoney >= g_iWeaponPrice[W_FLASHBANG] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_EQUIPAMENT",
id, "EXIT"
)
#else // FEATURE_ADRENALINE
formatex(szMenu, charsmax(szMenu),
"\y%L^n^n\d1. \%s%L^n\d2. \%s%L^n\d3. \%s%L^n\d4. \%s%L^n\d5. \%s%L^n^n\d6. \w%L\R$0^n^n\d8. \%s%L^n^n\d0. \w%L",
id, "BUYMENU_TITLE",
(iMoney >= g_iWeaponPrice[W_GLOCK18] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_PISTOLS",
(iMoney >= g_iWeaponPrice[W_M3] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_SHOTGUNS",
(iMoney >= g_iWeaponPrice[W_TMP] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_SMGS",
(iMoney >= g_iWeaponPrice[W_GALIL] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_RIFLES",
(iMoney >= g_iWeaponPrice[W_M249] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_SPECIAL",
id, "BUYMENU_AMMO",
(iMoney >= g_iWeaponPrice[W_FLASHBANG] ? BUY_ITEM_AVAILABLE : BUY_ITEM_DISABLED), id, "BUYMENU_EQUIPAMENT",
id, "EXIT"
)
#endif // FEATURE_ADRENALINE
}
}
g_iMenu[id] = iMenu
show_menu(id, MENU_KEYS_BUY, szMenu, -1, MENU_BUY)
return PLUGIN_HANDLED
}
public player_key_buy(id, iKey)
{
iKey += 1
if(!g_bAlive[id] || iKey == 10)
return PLUGIN_HANDLED
if(!g_bBuyZone[id])
{
client_print(id, print_center, "%L", id, "BUY_NOTINZONE")
return PLUGIN_HANDLED
}
switch(g_iMenu[id])
{
case 1:
{
switch(iKey)
{
case 1: player_buyWeapon(id, W_GLOCK18)
case 2: player_buyWeapon(id, W_USP)
case 3: player_buyWeapon(id, W_P228)
case 4: player_buyWeapon(id, W_DEAGLE)
case 5: player_buyWeapon(id, W_FIVESEVEN)
case 6: player_buyWeapon(id, W_ELITE)
}
}
case 2:
{
switch(iKey)
{
case 1: player_buyWeapon(id, W_M3)
case 2: player_buyWeapon(id, W_XM1014)
}
}
case 3:
{
switch(iKey)
{
case 1: player_buyWeapon(id, W_TMP)
case 2: player_buyWeapon(id, W_MAC10)
case 3: player_buyWeapon(id, W_MP5NAVY)
case 4: player_buyWeapon(id, W_UMP45)
case 5: player_buyWeapon(id, W_P90)
}
}
case 4:
{
switch(iKey)
{
case 1: player_buyWeapon(id, W_GALIL)
case 2: player_buyWeapon(id, W_FAMAS)
case 3: player_buyWeapon(id, W_AK47)
case 4: player_buyWeapon(id, W_M4A1)
case 5: player_buyWeapon(id, W_AUG)
case 6: player_buyWeapon(id, W_SG552)
}
}
case 5:
{
switch(iKey)
{
case 1: player_buyWeapon(id, W_M249)
case 2: player_buyWeapon(id, W_SG550)
case 3: player_buyWeapon(id, W_G3SG1)
case 4: player_buyWeapon(id, W_SCOUT)
case 5: player_buyWeapon(id, W_AWP)
case 6: player_buyWeapon(id, W_SHIELD)
case 7: player_buyWeapon(id, W_C4)
}
}
case 8:
{
switch(iKey)
{
case 1: player_buyWeapon(id, W_VEST)
case 2: player_buyWeapon(id, W_VESTHELM)
case 3: player_buyWeapon(id, W_FLASHBANG)
case 4: player_buyWeapon(id, W_HEGRENADE)
case 5: player_buyWeapon(id, W_SMOKEGRENADE)
case 7: player_buyWeapon(id, W_NVG)
}
}
default:
{
switch(iKey)
{
case 1,2,3,4,5,8: player_menu_buy(id, iKey)
case 6,7: player_fillAmmo(id)
}
}
}
return PLUGIN_HANDLED
}
public player_cmd_buyWeapon(id)
{
if(!g_bBuyZone[id])
{
client_print(id, print_center, "%L", id, "BUY_NOTINZONE")
return PLUGIN_HANDLED
}
new szCmd[12]
read_argv(0, szCmd, charsmax(szCmd))
for(new w = W_P228; w <= W_NVG; w++)
{
for(new i = 0; i < 2; i++)
{
if(equali(g_szWeaponCommands[w][i], szCmd))
{
player_buyWeapon(id, w)
return PLUGIN_HANDLED
}
}
}
return PLUGIN_HANDLED
}
public player_buyWeapon(id, iWeapon)
{
if(!g_bAlive[id])
return
//new iArmor = cs_get_user_armor(id, CsArmorType:armortype)
//reapi
new iArmortype = get_member(id,m_iKevlar)
new Float:iArmor = Float:get_entvar(id,var_armorvalue)
//new iMoney = cs_get_user_money(id)
//reapi
new iMoney = get_member(id,m_iAccount)
/* apply discount if you already have a kevlar and buying a kevlar+helmet */
new iCost = g_iWeaponPrice[iWeapon] - (iArmortype == 1 && iWeapon == W_VESTHELM ? 650 : 0)
#if FEATURE_ADRENALINE == true
new iCostAdrenaline = g_iWeaponAdrenaline[iWeapon]
#endif // FEATURE_ADRENALINE
if(iCost > iMoney)
{
client_print(id, print_center, "%L", id, "BUY_NEEDMONEY", iCost)
return
}
#if FEATURE_ADRENALINE == true
else if(!(iCostAdrenaline <= g_iAdrenaline[id]))
{
client_print(id, print_center, "%L", id, "BUY_NEEDADRENALINE", iCostAdrenaline)
return
}
#endif // FEATURE_ADRENALINE
switch(iWeapon)
{
#if FEATURE_C4 == true
case W_C4:
{
//if(user_has_weapon(id, W_C4))
//reapi
if(get_member(id,m_bHasC4))
{
client_print(id, print_center, "%L", id, "BUY_HAVE_C4")
return
}
//player_giveC4(id)
rg_give_item(id, g_szWeaponEntity[W_C4], GT_REPLACE);
}
#endif // FEATURE_C4
case W_NVG:
{
//if(cs_get_user_nvg(id))
//reapi
if(get_member(id,m_bHasNightVision))
{
client_print(id, print_center, "%L", id, "BUY_HAVE_NVG")
return
}
//cs_set_user_nvg(id, 1)
//reapi
set_member(id,m_bHasNightVision,1)
}
case W_VEST:
{
if(iArmor >= 100.0)
{
client_print(id, print_center, "%L", id, "BUY_HAVE_KEVLAR")
return
}
}
case W_VESTHELM:
{
if(iArmor >= 100.0 && iArmortype == 2)
{
client_print(id, print_center, "%L", id, "BUY_HAVE_KEVLARHELM")
return
}
}
case W_FLASHBANG:
{
//new iGrenades = cs_get_user_bpammo(id, W_FLASHBANG)
//reapi
new iGrenades = rg_get_user_bpammo(id, WEAPON_FLASHBANG)
if(iGrenades >= 2)
{
client_print(id, print_center, "%L", id, "BUY_NOMORE_FLASH")
return
}
new iCvar = get_pcvar_num(pCvar_ctf_nospam_flash)
new Float:fGameTime = get_gametime()
if(g_fLastBuy[id][iGrenades] > fGameTime)
{
client_print(id, print_center, "%L", id, "BUY_DELAY_FLASH", iCvar)
return
}
g_fLastBuy[id][iGrenades] = fGameTime + iCvar
if(iGrenades == 1)
g_fLastBuy[id][0] = g_fLastBuy[id][iGrenades]
}
case W_HEGRENADE:
{
//if(cs_get_user_bpammo(id, W_HEGRENADE) >= 1)
//reapi
if(rg_get_user_bpammo(id, WEAPON_HEGRENADE) >= 1)
{
client_print(id, print_center, "%L", id, "BUY_NOMORE_HE")
return
}
new iCvar = get_pcvar_num(pCvar_ctf_nospam_he)
new Float:fGameTime = get_gametime()
if(g_fLastBuy[id][2] > fGameTime)
{
client_print(id, print_center, "%L", id, "BUY_DELAY_HE", iCvar)
return
}
g_fLastBuy[id][2] = fGameTime + iCvar
}
case W_SMOKEGRENADE:
{
//if(cs_get_user_bpammo(id, W_SMOKEGRENADE) >= 1)
//reapi
if(rg_get_user_bpammo(id, WEAPON_SMOKEGRENADE) >= 1)
{
client_print(id, print_center, "%L", id, "BUY_NOMORE_SMOKE")
return
}
new iCvar = get_pcvar_num(pCvar_ctf_nospam_smoke)
new Float:fGameTime = get_gametime()
if(g_fLastBuy[id][3] > fGameTime)
{
client_print(id, print_center, "%L", id, "BUY_DELAY_SMOKE", iCvar)
return
}
g_fLastBuy[id][3] = fGameTime + iCvar
}
}
if(1 <= g_iWeaponSlot[iWeapon] <= 2)
{
new iWeapons
new iWeaponList[32]
get_user_weapons(id, iWeaponList, iWeapons)
//if(cs_get_user_shield(id))
//reapi
if(get_member(id,m_bOwnsShield))
iWeaponList[iWeapons++] = W_SHIELD
for(new w, i = 0; i < iWeapons; i++)
{
w = iWeaponList[i]
if(1 <= g_iWeaponSlot[w] <= 2)
{
if(w == iWeapon)
{
client_print(id, print_center, "%L", id, "BUY_HAVE_WEAPON")
return
}
if(iWeapon == W_SHIELD && w == W_ELITE)
engclient_cmd(id, "drop", g_szWeaponEntity[W_ELITE]) // drop the dual elites too if buying a shield
if(iWeapon == W_ELITE && w == W_SHIELD)
engclient_cmd(id, "drop", g_szWeaponEntity[W_SHIELD]) // drop the too shield if buying dual elites
if(g_iWeaponSlot[w] == g_iWeaponSlot[iWeapon])
{
if(g_iWeaponSlot[w] == 2 && iWeaponList[iWeapons-1] == W_SHIELD)
{
engclient_cmd(id, "drop", g_szWeaponEntity[W_SHIELD]) // drop the shield
new ent = find_ent_by_owner(g_iMaxPlayers, g_szWeaponEntity[W_SHIELD], id)
//reapi
//new ent = rg_find_ent_by_owner(g_iMaxPlayers, "weapon_shield", id)
if(ent)
{
//entity_set_int(ent, EV_INT_flags, FL_KILLME) // kill the shield
set_entvar(ent, var_flags, FL_KILLME)
call_think(ent)
}
engclient_cmd(id, "drop", g_szWeaponEntity[w]) // drop the secondary
//give_item(id, g_szWeaponEntity[W_SHIELD]) // give back the shield
//reapi
rg_give_item(id, g_szWeaponEntity[W_SHIELD], GT_REPLACE);
}
else
engclient_cmd(id, "drop", g_szWeaponEntity[w]) // drop weapon if it's of the same slot
}
}
}
}
if(iWeapon != W_NVG && iWeapon != W_C4)
//give_item(id, g_szWeaponEntity[iWeapon])
//reapi
{
if(iWeapon == W_HEGRENADE)
{
rg_give_item(id, "weapon_hegrenade", GT_APPEND);
}
else if(iWeapon == W_SMOKEGRENADE)
{
rg_give_item(id, "weapon_smokegrenade", GT_APPEND);
}
else if(iWeapon == W_FLASHBANG)
{
rg_give_item(id, "weapon_flashbang", GT_APPEND);
}
else
{
rg_give_item(id, g_szWeaponEntity[iWeapon], GT_REPLACE);
}
}
player_addRebuy(id, iWeapon)
if(g_iWeaponPrice[iWeapon])
//cs_set_user_money(id, iMoney - iCost, 1)
//reapi
rg_add_account(id,-iCost)
#if FEATURE_ADRENALINE == true
if(iCostAdrenaline)
{
g_iAdrenaline[id] -= iCostAdrenaline
#if FEATURE_AESBONUS == false
player_hudAdrenaline(id)
#endif
}
#endif // FEATURE_ADRENALINE
if(g_iBPAmmo[iWeapon])
//cs_set_user_bpammo(id, iWeapon, g_iBPAmmo[iWeapon])
//reapi
rg_set_user_bpammo(id, iWeapon, g_iBPAmmo[iWeapon]);
}
public player_fillAmmo(id)
{
if(!g_bAlive[id])
return PLUGIN_HANDLED
if(!g_bBuyZone[id])
{
client_print(id, print_center, "%L", id, "BUY_NOTINZONE")
return PLUGIN_HANDLED
}
if(player_getAmmo(id))
{
emit_sound(id, CHAN_ITEM, SND_GETAMMO, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
client_print(id, print_center, "%L", id, "BUY_FULLAMMO")
}
return PLUGIN_HANDLED
}
#endif // FEATURE_BUY
#if FEATURE_C4 == true
public c4_used(msgid, dest, id)
{
if(g_iTeam[id])
player_updateSpeed(id)
if(get_msg_arg_int(1) == 0)
g_bDefuse[id] = false
return PLUGIN_HANDLED
}
public c4_planted()
{
new szLogUser[80], szName[32]
read_logargv(0, szLogUser, charsmax(szLogUser))
parse_loguser(szLogUser, szName, charsmax(szName))
new id = get_user_index(szName)
new ent = g_iMaxPlayers
new Float:fAngles[3]
new szFormat[40]
entity_get_vector(id, EV_VEC_angles, fAngles)
fAngles[pitch] = 0.0
fAngles[yaw] += 90.0
fAngles[roll] = 0.0
new iC4Timer = get_pcvar_num(pCvar_mp_c4timer)
client_print(id, print_center, "%L", id, "C4_ARMED", iC4Timer)
formatex(szFormat, charsmax(szFormat), "%L", LANG_PLAYER, "C4_ARMED_RADIO", iC4Timer)
for(new i = 1; i <= g_iMaxPlayers; i++)
{
if(g_iTeam[i] == g_iTeam[id] && !g_bBot[id])
{
/* fully fake hookable radio message and event */
//reapi may be use rg_send_audio?
emessage_begin(MSG_ONE, gMsg_TextMsg, _, i)
ewrite_byte(3)
ewrite_string("#Game_radio")
ewrite_string(szName)
ewrite_string(szFormat)
emessage_end()
emessage_begin(MSG_ONE, gMsg_SendAudio, _, i)
ewrite_byte(id)
ewrite_string("%!MRAD_BLOW")
ewrite_short(100)
emessage_end()
}
}
while((ent = find_ent_by_owner(ent, GRENADE, id)))
{
if(get_pdata_int(ent, 96) & (1<<8))
{
entity_set_int(ent, EV_INT_solid, SOLID_NOT)
entity_set_int(ent, EV_INT_movetype, MOVETYPE_TOSS)
entity_set_float(ent, EV_FL_gravity, 1.0)
entity_set_vector(ent, EV_VEC_angles, fAngles)
return
}
}
}
public c4_defuse(ent, id, activator, iType, Float:fValue)
{
if(g_bAlive[id] && get_pdata_int(ent, 96) & (1<<8))
{
new iOwner = entity_get_edict(ent, EV_ENT_owner)
if(id != iOwner && IsPlayer(iOwner) && g_iTeam[id] == g_iTeam[iOwner])
{
client_print(id, print_center, "%L", id, "C4_NODEFUSE")
client_cmd(id, "-use")
return HAM_SUPERCEDE
}
if(g_iTeam[id] == TEAM_RED)
{
set_pdata_int(id, 114, TEAM_BLUE, 5)
ExecuteHam(Ham_Use, ent, id, activator, iType, fValue)
set_pdata_int(id, 114, TEAM_RED, 5)
}
if(!g_bDefuse[id])
{
client_print(id, print_center, "%L", id, "C4_DEFUSING", C4_DEFUSETIME)
message_begin(MSG_ONE_UNRELIABLE, gMsg_BarTime, _, id)
write_short(C4_DEFUSETIME)
message_end()
set_pdata_float(ent, 99, get_gametime() + C4_DEFUSETIME, 5)
g_bDefuse[id] = true
}
}
return HAM_IGNORED
}
public c4_defused()
{
new szLogUser[80], szName[32]
read_logargv(0, szLogUser, charsmax(szLogUser))
parse_loguser(szLogUser, szName, charsmax(szName))
new id = get_user_index(szName)
if(!g_bAlive[id])
return
g_bDefuse[id] = false
//player_giveC4(id)
rg_give_item(id, g_szWeaponEntity[W_C4], GT_REPLACE);
client_print(id, print_center, "%L", id, "C4_DEFUSED")
}
public c4_pickup(ent, id)
{
///////////2 test
/// not work, bomb is remove from ground: if(g_bAlive[id] && is_entity(ent) && (entity_get_int(ent, EV_INT_flags) & FL_ONGROUND) && get_member(ent,m_WeaponBox_bIsBomb) && !get_member(id,m_bHasC4)))
//if(g_bAlive[id] && is_entity(ent) && (entity_get_int(ent, EV_INT_flags) & FL_ONGROUND) && get_member(ent,m_WeaponBox_bIsBomb))
//if(g_bAlive[id] && is_entity(ent) && (entity_get_int(ent, EV_INT_flags) & FL_ONGROUND) && get_member(ent,m_WeaponBox_bIsBomb) && !get_member(id,m_bHasC4))
if(g_bAlive[id] && is_entity(ent) && (get_entvar(ent, var_flags) & FL_ONGROUND) && get_member(ent,m_WeaponBox_bIsBomb) && !get_member(id,m_bHasC4))
{
rg_give_item(id, g_szWeaponEntity[W_C4], GT_REPLACE);
remove_entity(ent)
return PLUGIN_HANDLED
}
/*
//if(g_bAlive[id] && is_valid_ent(ent) && (entity_get_int(ent, EV_INT_flags) & FL_ONGROUND))
//reapi
if(g_bAlive[id] && is_entity(ent) && (entity_get_int(ent, EV_INT_flags) & FL_ONGROUND))
{
//static szModel[32]
//entity_get_string(ent, EV_SZ_model, szModel, charsmax(szModel))
//if(equal(szModel, "models/w_backpack.mdl"))
//reapi
if(get_member(ent,m_WeaponBox_bIsBomb))
{
//if(user_has_weapon(id, W_C4))
//reapi
if(get_member(id,m_bHasC4))
return PLUGIN_HANDLED
player_giveC4(id)
//weapon_remove(ent)
//fix c4 dupe
remove_entity(ent)
return PLUGIN_HANDLED
}
}
*/
return PLUGIN_CONTINUE
}
#endif // FEATURE_C4 == true
public weapon_spawn(ent)
{
//if(!is_valid_ent(ent))
//reapi
if(!is_entity(ent))
return
new Float:fWeaponStay = get_pcvar_float(pCvar_ctf_weaponstay)
if(fWeaponStay > 0)
{
task_remove(ent)
task_set(fWeaponStay, "weapon_startFade", ent)
}
}
public weapon_startFade(ent)
{
//if(!is_valid_ent(ent))
//reapi
if(!is_entity(ent))
return
new szClass[32]
//entity_get_string(ent, EV_SZ_classname, szClass, charsmax(szClass))
//reapi
get_entvar(ent,var_classname, szClass, charsmax(szClass))
if(!equal(szClass, WEAPONBOX) && !equal(szClass, ITEM_CLASSNAME))
return
entity_set_int(ent, EV_INT_movetype, MOVETYPE_FLY)
//entity_set_int(ent, EV_INT_rendermode, kRenderTransAlpha)
//reapi
set_entvar(ent,var_rendermode,kRenderTransAlpha)
if(get_pcvar_num(pCvar_ctf_glows))
//entity_set_int(ent, EV_INT_renderfx, kRenderFxGlowShell)
//reapi
set_entvar(ent,var_renderfx,kRenderFxGlowShell)
//entity_set_float(ent, EV_FL_renderamt, 255.0)
//reapi
set_entvar(ent,var_renderamt,255.0)
//entity_set_vector(ent, EV_VEC_rendercolor, Float:{255.0, 255.0, 0.0})
//reapi
set_entvar(ent,var_rendercolor,Float:{255.0, 255.0, 0.0})
//entity_set_vector(ent, EV_VEC_velocity, Float:{0.0, 0.0, 20.0})
//reapi
set_entvar(ent,var_velocity, Float:{0.0, 0.0, 20.0})
weapon_fadeOut(ent, 255.0)
}
public weapon_fadeOut(ent, Float:fStart)
{
//if(!is_valid_ent(ent))
//reapi
if(!is_entity(ent))
{
task_remove(ent)
return
}
static Float:fFadeAmount[4096]
if(fStart)
{
task_remove(ent)
fFadeAmount[ent] = fStart
}
fFadeAmount[ent] -= 25.5
if(fFadeAmount[ent] > 0.0)
{
//entity_set_float(ent, EV_FL_renderamt, fFadeAmount[ent])
//reapi
set_entvar(ent,var_renderamt,fFadeAmount[ent])
task_set(0.1, "weapon_fadeOut", ent)
}
else
{
new szClass[32]
//entity_get_string(ent, EV_SZ_classname, szClass, charsmax(szClass))
//reapi
get_entvar(ent,var_classname,szClass, charsmax(szClass))
if(equal(szClass, WEAPONBOX))
weapon_remove(ent)
else
entity_remove(ent)
}
}
public item_touch(ent, id)
{
//if(g_bAlive[id] && is_valid_ent(ent) && entity_get_int(ent, EV_INT_flags) & FL_ONGROUND)
//repai
if(g_bAlive[id] && is_entity(ent) && get_entvar(ent, var_flags) & FL_ONGROUND)
{
//new iType = entity_get_int(ent, EV_INT_iuser2)
//reapi
new iType = get_entvar(ent, var_iuser2)
switch(iType)
{
case ITEM_KEVLAR:
{
new iArmor = floatround(get_entvar(id,var_armorvalue))
if(iArmor >= 100)
return PLUGIN_HANDLED
//set_user_health(id, clamp(iHealth + ITEM_MEDKIT_GIVE, 0, 100))
set_member(id,m_iKevlar,2)
set_entvar(id,var_armorvalue,float(clamp(iArmor + ITEM_MEDKIT_GIVE, 0, 100)))
client_print(id, print_center, "%L", id, "PICKED_KEVLAR", ITEM_KEVLAR_GIVE)
emit_sound(id, CHAN_ITEM, SND_GETKEVLAR, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
#if FEATURE_ARTEFACTS == true
_isChanceGetArtefact(id)
#endif
}
case ITEM_AMMO:
{
if(!player_getAmmo(id))
return PLUGIN_HANDLED
client_print(id, print_center, "%L", id, "PICKED_AMMO")
emit_sound(id, CHAN_ITEM, SND_GETAMMO, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
#if FEATURE_ARTEFACTS == true
_isChanceGetArtefact(id)
#endif
}
case ITEM_MEDKIT:
{
//new iHealth = get_user_health(id)
//reapi
new iHealth = floatround(get_entvar(id,var_health),floatround_round)
if(iHealth >= g_iMaxHealth[id])
return PLUGIN_HANDLED
//set_user_health(id, clamp(iHealth + ITEM_MEDKIT_GIVE, 0, 100))
set_entvar(id,var_health,float(clamp(iHealth + ITEM_MEDKIT_GIVE, 0, 100)))
client_print(id, print_center, "%L", id, "PICKED_HEALTH", ITEM_MEDKIT_GIVE)
emit_sound(id, CHAN_ITEM, SND_GETMEDKIT, VOL_NORM, ATTN_NORM, 0, 110)
#if FEATURE_ARTEFACTS == true
_isChanceGetArtefact(id)
#endif
}
#if FEATURE_ADRENALINE == true
case ITEM_ADRENALINE:
{
if(g_iAdrenaline[id] >= 100)
return PLUGIN_HANDLED
g_iAdrenaline[id] = clamp(g_iAdrenaline[id] + ITEM_ADRENALINE_GIVE, 0, 100)
#if FEATURE_AESBONUS == false
player_hudAdrenaline(id)
#endif
client_print(id, print_center, "%L", id, "PICKED_ADRENALINE", ITEM_ADRENALINE_GIVE)
emit_sound(id, CHAN_ITEM, SND_GETADRENALINE, VOL_NORM, ATTN_NORM, 0, 140)
//_isChance
#if FEATURE_ARTEFACTS == true
_isChanceGetArtefact(id)
#endif
}
#endif // FEATURE_ADRENALINE == true
}
task_remove(ent)
entity_remove(ent)
}
return PLUGIN_CONTINUE
}
public event_restartGame()
g_bRestarting = true
public event_roundStart()
{
new ent = -1
//while((ent = find_ent_by_class(ent, WEAPONBOX)) > 0)
//reapi
while((ent = rg_find_ent_by_class(ent,WEAPONBOX)) > 0)
{
task_remove(ent)
weapon_remove(ent)
}
ent = -1
//while((ent = find_ent_by_class(ent, ITEM_CLASSNAME)) > 0)
//reapi
while((ent = rg_find_ent_by_class(ent,ITEM_CLASSNAME)) > 0)
{
task_remove(ent)
entity_remove(ent)
}
for(new id = 1; id < g_iMaxPlayers; id++)
{
if(!g_bAlive[id])
continue
g_bDefuse[id] = false
g_bFreeLook[id] = false
g_fLastBuy[id] = Float:{0.0, 0.0, 0.0, 0.0}
task_remove(id - TASK_EQUIPAMENT)
#if FEATURE_TEAMBALANCE == true
task_remove(id - TASK_TEAMBALANCE)
#endif
task_remove(id - TASK_DEFUSE)
if(g_bRestarting)
{
task_remove(id)
task_remove(id - TASK_ADRENALINE)
g_bRestarted[id] = true
g_iAdrenaline[id] = 0
g_iAdrenalineUse[id] = 0
}
player_updateSpeed(id)
}
for(new iFlagTeam = TEAM_RED; iFlagTeam <= TEAM_BLUE; iFlagTeam++)
{
flag_sendHome(iFlagTeam)
task_remove(g_iFlagEntity[iFlagTeam])
log_message("%s, %s flag returned back to base.", (g_bRestarting ? "Game restarted" : "New round started"), g_szTeamName[iFlagTeam])
}
if(g_bRestarting)
{
g_iScore = {0,0,0}
g_bRestarting = false
}
}
public msg_block()
return PLUGIN_HANDLED
#if FEATURE_C4 == true
public msg_sendAudio()
{
new szAudio[14]
get_msg_arg_string(2, szAudio, charsmax(szAudio))
return equal(szAudio, "%!MRAD_BOMB", 11) ? PLUGIN_HANDLED : PLUGIN_CONTINUE
}
#endif // FEATURE_C4 == true
public msg_screenFade(msgid, dest, id)
return (g_bProtected[id] && g_bAlive[id] && get_msg_arg_int(4) == 255 && get_msg_arg_int(5) == 255 && get_msg_arg_int(6) == 255 && get_msg_arg_int(7) > 199 ? PLUGIN_HANDLED : PLUGIN_CONTINUE)
public msg_scoreAttrib()
return (get_msg_arg_int(2) & (1<<1) ? PLUGIN_HANDLED : PLUGIN_CONTINUE)
public msg_teamScore()
{
new szTeam[2]
get_msg_arg_string(1, szTeam, 1)
switch(szTeam[0])
{
case 'T': set_msg_arg_int(2, ARG_SHORT, g_iScore[TEAM_RED])
case 'C': set_msg_arg_int(2, ARG_SHORT, g_iScore[TEAM_BLUE])
}
}
public msg_roundTime()
set_msg_arg_int(1, ARG_SHORT, get_timeleft())
public msg_sayText(msgid, dest, id)
{
new szString[32]
get_msg_arg_string(2, szString, charsmax(szString))
new iTeam = (szString[14] == 'T' ? TEAM_RED : (szString[14] == 'C' ? TEAM_BLUE : TEAM_SPEC))
new bool:bDead = (szString[16] == 'D' || szString[17] == 'D')
if(TEAM_RED <= iTeam <= TEAM_BLUE && equali(szString, "#Cstrike_Chat_", 14))
{
formatex(szString, charsmax(szString), "^x01%s(%L)^x03 %%s1^x01 : %%s2", (bDead ? "*DEAD* " : NULL), id, g_szMLFlagTeam[iTeam])
set_msg_arg_string(2, szString)
}
}
#if FEATURE_DISABLEDWEAPONDROP == true
public CSGameRules_DeadPlayerWeapons(wEnt)
{
new Weapons[32]
new numWeapons, i, weapon
get_user_weapons(wEnt, Weapons, numWeapons)
new szWeapon[2][24]
get_pcvar_string(pCvar_ctf_spawn_prim, szWeapon[1], charsmax(szWeapon[]))
new weapon_prim_name[63]
format(weapon_prim_name,64,"weapon_%s",szWeapon[1])
new prim_wid_spawn = rg_get_weapon_info(weapon_prim_name, WI_ID)
for (i=0; i<numWeapons; i++)
{
weapon = Weapons[i]
if(weapon == prim_wid_spawn)
{
SetHookChainReturn(ATYPE_INTEGER, GR_PLR_DROP_GUN_NO);
return HC_SUPERCEDE;
}
}
return HC_CONTINUE
}
#endif
public msg_textMsg(msgid, dest, id)
{
static szMsg[48]
get_msg_arg_string(2, szMsg, charsmax(szMsg))
if(equal(szMsg, "#Spec_Mode", 10) && !get_pcvar_num(pCvar_mp_fadetoblack) && (get_pcvar_num(pCvar_mp_forcecamera) || get_pcvar_num(pCvar_mp_forcechasecam)))
{
if(TEAM_RED <= g_iTeam[id] <= TEAM_BLUE && szMsg[10] == '3')
{
if(!g_bFreeLook[id])
{
player_screenFade(id, {0,0,0,255}, 0.25, 9999.0, FADE_IN, true)
g_bFreeLook[id] = true
}
formatex(szMsg, charsmax(szMsg), "%L", id, "DEATH_NOFREELOOK")
set_msg_arg_string(2, szMsg)
}
else if(g_bFreeLook[id])
{
player_screenFade(id, {0,0,0,255}, 0.25, 0.0, FADE_OUT, true)
g_bFreeLook[id] = false
}
}
else if(equal(szMsg, "#Terrorists_Win") || equal(szMsg, "#CTs_Win"))
{
static szString[32]
formatex(szString, charsmax(szString), "%L", LANG_PLAYER, "STARTING_NEWROUND")
set_msg_arg_string(2, szString)
}
else if(equal(szMsg, "#Only_1", 7))
{
formatex(szMsg, charsmax(szMsg), "%L", id, "DEATH_ONLY1CHANGE")
set_msg_arg_string(2, szMsg)
}
#if FEATURE_C4 == true
else if(equal(szMsg, "#Defusing", 9) || equal(szMsg, "#Got_bomb", 9) || equal(szMsg, "#Game_bomb", 10) || equal(szMsg, "#Bomb", 5) || equal(szMsg, "#Target", 7))
return PLUGIN_HANDLED
#endif // FEATURE_C4 == true
return PLUGIN_CONTINUE
}
player_award(id, iMoney, iFrags, iAdrenaline, szText[], any:...)
{
#if FEATURE_ADRENALINE == false
iAdrenaline = 0
#endif // FEATURE_ADRENALINE
if(!g_iTeam[id] || (!iMoney && !iFrags && !iAdrenaline))
return
new szMsg[48]
new szMoney[24]
new szFrags[48]
new szFormat[192]
new szAdrenaline[48]
if(iMoney != 0)
{
//cs_set_user_money(id, clamp(cs_get_user_money(id) + iMoney, 0, 99999), 1)
rg_add_account(id,iMoney)
formatex(szMoney, charsmax(szMoney), "%s%d$", iMoney > 0 ? "+" : NULL, iMoney)
}
if(iFrags != 0)
{
player_setScore(id, iFrags, 0)
formatex(szFrags, charsmax(szFrags), "%s%d %L", iFrags > 0 ? "+" : NULL, iFrags, id, (iFrags > 1 ? "FRAGS" : "FRAG"))
}
#if FEATURE_ADRENALINE == true
if(iAdrenaline != 0)
{
g_iAdrenaline[id] = clamp(g_iAdrenaline[id] + iAdrenaline, 0, 100)
#if FEATURE_AESBONUS == false
player_hudAdrenaline(id)
#endif
formatex(szAdrenaline, charsmax(szAdrenaline), "%s%d %L", iAdrenaline > 0 ? "+" : NULL, iAdrenaline, id, "ADRENALINE")
}
#endif // FEATURE_ADRENALINE == true
vformat(szMsg, charsmax(szMsg), szText, 6)
formatex(szFormat, charsmax(szFormat), "%s%s%s%s%s %s", szMoney, (szMoney[0] && (szFrags[0] || szAdrenaline[0]) ? ", " : NULL), szFrags, (szFrags[0] && szAdrenaline[0] ? ", " : NULL), szAdrenaline, szMsg)
client_print(id, print_console, "%s%L: %s", CONSOLE_PREFIX, id, "REWARD", szFormat)
client_print(id, print_center, szFormat)
}
#if FEATURE_ADRENALINE == true && FEATURE_AESBONUS == false
player_hudAdrenaline(id)
{
set_hudmessage(HUD_ADRENALINE)
if(g_iAdrenalineUse[id])
show_hudmessage(id, "%L", id, "HUD_ADRENALINECOMBO", id, g_szAdrenalineUseML[g_iAdrenalineUse[id]], g_iAdrenaline[id], 100)
else if(g_iAdrenaline[id] >= 100)
show_hudmessage(id, "%L", id, "HUD_ADRENALINEFULL")
else
show_hudmessage(id, "%L", id, "HUD_ADRENALINE", g_iAdrenaline[id], 100)
}
#endif // FEATURE_ADRENALINE == true
player_print(id, iSender, szMsg[], any:...)
{
if(g_bBot[id] || (id && !g_iTeam[id]))
return PLUGIN_HANDLED
new szFormat[192]
vformat(szFormat, charsmax(szFormat), szMsg, 4)
format(szFormat, charsmax(szFormat), "%s%s", CHAT_PREFIX, szFormat)
if(id)
message_begin(MSG_ONE, gMsg_SayText, _, id)
else
message_begin(MSG_ALL, gMsg_SayText)
write_byte(iSender)
write_string(szFormat)
message_end()
return PLUGIN_HANDLED
}
bool:player_getAmmo(id)
{
if(!g_bAlive[id])
return false
new iWeapons
new iWeaponList[32]
new bool:bGotAmmo = false
get_user_weapons(id, iWeaponList, iWeapons)
for(new iAmmo, iClip, ent, w, i = 0; i < iWeapons; i++)
{
w = iWeaponList[i]
if(g_iBPAmmo[w])
{
ent = find_ent_by_owner(g_iMaxPlayers, g_szWeaponEntity[w], id)
//iAmmo = cs_get_user_bpammo(id, w)
//reapi
iAmmo = rg_get_user_bpammo(id,w)
//iClip = (ent ? cs_get_weapon_ammo(ent) : 0)
//reapi
iClip = (ent ? get_member(ent,m_Weapon_iClip) : 0)
if((iAmmo + iClip) < (g_iBPAmmo[w] + g_iClip[w]))
{
//cs_set_user_bpammo(id, w, g_iBPAmmo[w] + (g_iClip[w] - iClip))
//reapi
rg_set_user_bpammo(id, w, g_iBPAmmo[w] + (g_iClip[w] - iClip));
bGotAmmo = true
}
}
}
return bGotAmmo
}
player_setScore(id, iAddFrags, iAddDeaths)
{
//new iFrags = get_user_frags(id)
//reapi
new iFrags = floatround(get_entvar(id,var_frags),floatround_round)
//new iDeaths = cs_get_user_deaths(id)
//reapi
new iDeaths = get_member(id,m_iDeaths)
if(iAddFrags != 0)
{
iFrags += iAddFrags
//reapi
#if FEATURE_AESBONUS == true
aes_add_player_exp(id,iAddFrags)
#endif
//set_user_frags(id, iFrags)
set_entvar(id,var_frags,Float:get_entvar(id,var_frags)+float(iAddFrags))
}
if(iAddDeaths != 0)
{
iDeaths += iAddDeaths
//cs_set_user_deaths(id, iDeaths)
//reapi
set_member(id, m_iDeaths, iDeaths)
}
message_begin(MSG_BROADCAST, gMsg_ScoreInfo)
write_byte(id)
write_short(iFrags)
write_short(iDeaths)
write_short(0)
write_short(g_iTeam[id])
message_end()
}
player_spawnItem(id)
{
#if FEATURE_ADRENALINE == true
if(!ITEM_DROP_AMMO && !ITEM_DROP_MEDKIT && !ITEM_DROP_ADRENALINE && !ITEM_DROP_KEVLAR)
return
#else
if(!ITEM_DROP_AMMO && !ITEM_DROP_MEDKIT && !ITEM_DROP_KEVLAR)
return
#endif
if(random_num(1, 100) > get_pcvar_float(pCvar_ctf_itempercent))
return
//new ent = entity_create(INFO_TARGET)
//reapi
new ent = rg_create_entity(INFO_TARGET)
if(!ent)
return
new iType
new Float:fOrigin[3]
new Float:fAngles[3]
new Float:fVelocity[3]
//entity_get_vector(id, EV_VEC_origin, fOrigin)
//reapi
get_entvar(id,var_origin,fOrigin)
fVelocity[x] = random_float(-100.0, 100.0)
fVelocity[y] = random_float(-100.0, 100.0)
fVelocity[z] = 50.0
fAngles[yaw] = random_float(0.0, 360.0)
#if FEATURE_ADRENALINE == true
iType = random_num(1,4)
#else
iType = random_num(1,3)
#endif
switch(iType)
{
case ITEM_AMMO:
{
if(ITEM_DROP_AMMO)
{
entity_set_model(ent, ITEM_MODEL_AMMO)
}
}
case ITEM_MEDKIT:
{
if(ITEM_DROP_MEDKIT)
{
entity_set_model(ent, ITEM_MODEL_MEDKIT)
}
}
case ITEM_KEVLAR:
{
if(ITEM_DROP_KEVLAR)
{
entity_set_model(ent, ITEM_MODEL_KEVLAR)
}
}
#if FEATURE_ADRENALINE == true
case ITEM_ADRENALINE:
{
if(ITEM_DROP_ADRENALINE)
{
entity_set_model(ent, ITEM_MODEL_ADRENALINE)
entity_set_int(ent, EV_INT_skin, 2)
}
}
#endif // FEATURE_ADRENALINE == true
}
//entity_set_string(ent, EV_SZ_classname, ITEM_CLASSNAME)
//reapi
set_entvar(ent,var_classname,ITEM_CLASSNAME)
entity_spawn(ent)
entity_set_size(ent, ITEM_HULL_MIN, ITEM_HULL_MAX)
//entity_set_origin(ent, fOrigin)
//reapi
set_entvar(ent,var_origin,fOrigin)
//entity_set_vector(ent, EV_VEC_angles, fAngles)
//reapi
set_entvar(ent,var_angles,fAngles)
//entity_set_vector(ent, EV_VEC_velocity, fVelocity)
//reapi
set_entvar(ent,var_velocity,fVelocity)
//entity_set_int(ent, EV_INT_movetype, MOVETYPE_TOSS)
//reapi
set_entvar(ent,var_movetype, MOVETYPE_TOSS)
//entity_set_int(ent, EV_INT_solid, SOLID_TRIGGER)
//reapi
set_entvar(ent,var_solid,SOLID_TRIGGER)
//entity_set_int(ent, EV_INT_iuser2, iType)
//reapi
set_entvar(ent,var_iuser2,iType)
task_remove(ent)
task_set(get_pcvar_float(pCvar_ctf_weaponstay), "weapon_startFade", ent)
server_print("player item spawn end")
}
/*
#if FEATURE_C4 == true
player_giveC4(id)
{
//give_item(id, g_szWeaponEntity[W_C4])
//reapi
rg_give_item(id, g_szWeaponEntity[W_C4], GT_REPLACE);
//cs_set_user_plant(id, 1, 1)
//reapi no more need it?
}
#endif // FEATURE_C4
*/
player_healingEffect(id)
{
new iOrigin[3]
get_user_origin(id, iOrigin)
message_begin(MSG_PVS, SVC_TEMPENTITY, iOrigin)
write_byte(TE_PROJECTILE)
write_coord(iOrigin[x] + random_num(-10, 10))
write_coord(iOrigin[y] + random_num(-10, 10))
write_coord(iOrigin[z] + random_num(0, 30))
write_coord(0)
write_coord(0)
write_coord(15)
write_short(gSpr_regeneration)
write_byte(1)
write_byte(id)
message_end()
}
player_updateRender(id, Float:fDamage = 0.0)
{
new bool:bGlows = (get_pcvar_num(pCvar_ctf_glows) == 1)
new iTeam = g_iTeam[id]
new iMode = kRenderNormal
new iEffect = kRenderFxNone
//new iAmount = 0
//reapi
new Float:iAmount = 0.0
//new iColor[3] = {0,0,0}
//reapi
new Float:iColor[3] = {0.0,0.0,0.0}
if(g_bProtected[id])
{
if(bGlows)
iEffect = kRenderFxGlowShell
iAmount = 200.0
iColor[0] = (iTeam == TEAM_RED ? 155.0 : 0.0)
iColor[1] = (fDamage > 0.0 ? 100.0 - clamp(floatround(fDamage), 0, 100) : 0.0)
iColor[2] = (iTeam == TEAM_BLUE ? 155.0 : 0.0)
}
#if FEATURE_ADRENALINE == true
switch(g_iAdrenalineUse[id])
{
case ADRENALINE_BERSERK:
{
if(bGlows)
iEffect = kRenderFxGlowShell
iAmount = 160.0
iColor = {55.0, 0.0, 55.0}
}
case ADRENALINE_INVISIBILITY:
{
iMode = kRenderTransAlpha
if(bGlows)
iEffect = kRenderFxGlowShell
iAmount = 10.0
iColor = {15.0, 15.0, 15.0}
}
}
#endif // FEATURE_ADRENALINE == true
if(player_hasFlag(id))
{
if(iMode != kRenderTransAlpha)
iMode = kRenderNormal
if(bGlows)
iEffect = kRenderFxGlowShell
iColor[0] = (iTeam == TEAM_RED ? (iColor[0] > 0.0 ? 200.0 : 155.0) : 0.0)
iColor[1] = (iAmount == 160.0 ? 55.0 : 0.0)
iColor[2] = (iTeam == TEAM_BLUE ? (iColor[2] > 0.0 ? 200.0 : 155.0) : 0.0)
iAmount = (iAmount == 160.0 ? 50.0 : (iAmount == 10.0 ? 20.0 : 30.0))
}
//set_user_rendering(id, iEffect, iColor[0], iColor[1], iColor[2], iMode, iAmount)
//reapi render
set_entvar(id,var_renderfx,iEffect)
set_entvar(id,var_rendercolor,iColor)
set_entvar(id,var_rendermode,iMode)
set_entvar(id,var_renderamt,iAmount)
}
player_updateSpeed(id)
{
new Float:fSpeed = 1.0
if(player_hasFlag(id))
fSpeed *= SPEED_FLAG
#if FEATURE_ADRENALINE == true
if(g_iAdrenalineUse[id] == ADRENALINE_SPEED)
fSpeed *= SPEED_ADRENALINE
#endif // FEATURE_ADRENALINE
//set_user_maxspeed(id, g_fWeaponSpeed[id] * fSpeed)
//reapi
set_entvar(id,var_maxspeed,g_fWeaponSpeed[id] * fSpeed)
}
player_screenFade(id, iColor[4] = {0,0,0,0}, Float:fEffect = 0.0, Float:fHold = 0.0, iFlags = FADE_OUT, bool:bReliable = false)
{
if(id && !g_iTeam[id])
return
static iType
if(IsPlayer(id))
iType = (bReliable ? MSG_ONE : MSG_ONE_UNRELIABLE)
else
iType = (bReliable ? MSG_ALL : MSG_BROADCAST)
message_begin(iType, gMsg_ScreenFade, _, id)
write_short(clamp(floatround(fEffect * (1<<12)), 0, 0xFFFF))
write_short(clamp(floatround(fHold * (1<<12)), 0, 0xFFFF))
write_short(iFlags)
write_byte(iColor[0])
write_byte(iColor[1])
write_byte(iColor[2])
write_byte(iColor[3])
message_end()
}
game_announce(iEvent, iFlagTeam, szName[])
{
new iColor = iFlagTeam
new szText[64]
switch(iEvent)
{
case EVENT_TAKEN:
{
iColor = get_opTeam(iFlagTeam)
formatex(szText, charsmax(szText), "%L", LANG_PLAYER, "ANNOUNCE_FLAGTAKEN", szName, LANG_PLAYER, g_szMLFlagTeam[iFlagTeam])
}
case EVENT_DROPPED: formatex(szText, charsmax(szText), "%L", LANG_PLAYER, "ANNOUNCE_FLAGDROPPED", szName, LANG_PLAYER, g_szMLFlagTeam[iFlagTeam])
case EVENT_RETURNED:
{
if(strlen(szName) != 0)
formatex(szText, charsmax(szText), "%L", LANG_PLAYER, "ANNOUNCE_FLAGRETURNED", szName, LANG_PLAYER, g_szMLFlagTeam[iFlagTeam])
else
formatex(szText, charsmax(szText), "%L", LANG_PLAYER, "ANNOUNCE_FLAGAUTORETURNED", LANG_PLAYER, g_szMLFlagTeam[iFlagTeam])
}
case EVENT_SCORE: formatex(szText, charsmax(szText), "%L", LANG_PLAYER, "ANNOUNCE_FLAGCAPTURED", szName, LANG_PLAYER, g_szMLFlagTeam[get_opTeam(iFlagTeam)])
}
set_hudmessage(iColor == TEAM_RED ? 255 : 0, 0, iColor == TEAM_BLUE ? 255 : 0, HUD_ANNOUNCE)
show_hudmessage(0, szText)
client_print(0, print_console, "%s%L: %s", CONSOLE_PREFIX, LANG_PLAYER, "ANNOUNCEMENT", szText)
if(get_pcvar_num(pCvar_ctf_sound[iEvent]))
client_cmd(0, "mp3 play ^"sound/ctf/%s.mp3^"", g_szSounds[iEvent][iFlagTeam])
}
#if FEATURE_ARTEFACTS == true
stock _isChanceGetArtefact(id)
{
new shans = random_num(0, 100);
if(shans <= 10)
{
new giveart = random_num(0, 9);
art_set(id,giveart)
}
}
#endif
Добрый вечер, друзья
Может кто-нибудь мне помочь.
Я пытаюсь протестировать этот плагин уже несколько дней.
Но я не могу его скомпилировать и не могу установить на сервер
пожалуйста, помогите мне
Я сообщу вам результат
тестирование
Может кто-нибудь мне помочь.
Я пытаюсь протестировать этот плагин уже несколько дней.
Но я не могу его скомпилировать и не могу установить на сервер
пожалуйста, помогите мне
Я сообщу вам результат
тестирование
В этой теме было размещено решение! Перейти к решению.
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