showequips добавлять +cl_show_team_equipment -cl_show_team_equipment

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хорошо, я хотел бы добавить эти 2 команды
+ cl_show_team_equipment: показывает спрайты игрока всегда, пока вы не отключите команду
-cl_show_team_equipment: перестает отображать спрайты игроку и отображается только во время периода заморозки
и еще одна вещь, сервер отключается с этим плагином, потому что он будет

PHP:
/*################################################################################################
_______           _______           _______  _______          _________ _______  _______
(  ____ \|\     /|(  ___  )|\     /|(  ____ \(  ___  )|\     /|\__   __/(  ____ )(  ____ \
| (    \/| )   ( || (   ) || )   ( || (    \/| (   ) || )   ( |   ) (   | (    )|| (    \/
| (_____ | (___) || |   | || | _ | || (__    | |   | || |   | |   | |   | (____)|| (_____
(_____  )|  ___  || |   | || |( )| ||  __)   | |   | || |   | |   | |   |  _____)(_____  )
      ) || (   ) || |   | || || || || (      | | /\| || |   | |   | |   | (            ) |
/\____) || )   ( || (___) || () () || (____/\| (_\ \ || (___) |___) (___| )      /\____) |
\_______)|/     \|(_______)(_______)(_______/(____\/_)(_______)\_______/|/       \_______)

This is my take on the https://forums.alliedmods.net/showthread.php?t=306558 plugin.
The code is a bit suckish and uses a lot of entities but i'm too much n00b to do it a better way :P
The sprites stay until freezetime is over and then the entities get removed so maybe it wont
interfere with gameplay.  Also the display_info task is removed when freezetime is over
so it should not consume much cpu after freeze. I hope so atleast...

If you want to disable displaying specific sprites:
#define DISPLAY_MONEY    0
#define DISPLAY_WEAPONS    0
#define DISPLAY_DOLLARSIGN    0
#define DISPLAY_ARROW    0

by DaniwA                    2018
#################################################################################################*/

#include <amxmodx>
#include <fakemeta>
#include <engine>
#include <cstrike>

#define DISPLAY_MONEY    1
#define DISPLAY_WEAPONS    1
#define DISPLAY_DOLLARSIGN    1
#define DISPLAY_ARROW    1

#define    PLUGIN    "SHOWEQUIPS"
#define VERSION    "1.4"
#define AUTHOR    "DaniwA"

#if DISPLAY_MONEY
#define NUMBER_OF_SPRITES    5
new userSpr[33][NUMBER_OF_SPRITES];
new tmpstr[6];
new value[2];
#endif

#if DISPLAY_WEAPONS
#define NUMBER_OF_WEAPTYPES    7
new const Float:Pistols[6] = {1.0,10.0,11.0,16.0,17.0,26.0};
new const Float:Rifles[18] = {3.0,5.0,7.0,8.0,12.0,13.0,14.0,15.0,18.0,19.0,20.0,21.0,22.0,23.0,24.0,27.0,28.0,30.0};
new userWeap[33][NUMBER_OF_WEAPTYPES];
new armor;
new weapons;
#endif

#if DISPLAY_DOLLARSIGN
new userDSign[33];
#endif

#if DISPLAY_ARROW
new userArrow[33];
#endif

new bool:NewRound;
new Float:userOrig[33][3];
new iPlayers[32], count;

public plugin_precache(){
#if DISPLAY_MONEY
    precache_model("sprites/10000.spr");
    precache_model("sprites/1000.spr");
    precache_model("sprites/100.spr");
    precache_model("sprites/10.spr");
    precache_model("sprites/1.spr");
#endif
#if DISPLAY_WEAPONS
    precache_model("sprites/weap.spr");
    precache_model("sprites/weap2.spr");
#endif
#if DISPLAY_DOLLARSIGN
    precache_model("sprites/cash.spr");
#endif
#if DISPLAY_ARROW
    precache_model("sprites/arrow.spr");
#endif
    }

public plugin_init(){
    register_plugin(PLUGIN,VERSION,AUTHOR);
    NewRound = true;
    register_event("HLTV", "event_new_round", "a", "1=0", "2=0");
    }

public event_new_round(){
    remove_task(9678);
    remove_ents();
    NewRound = true;
    set_task(get_cvar_float("mp_freezetime"),"remove_ents",9678);
    set_task(0.2,"display_info",4563,"",0,"b");
    }

public remove_ents(){
    remove_task(4563);
    for(new i; i<33; i++){
#if DISPLAY_MONEY
        for(new e; e<NUMBER_OF_SPRITES; e++)
            if(userSpr[i][e])
                remove_entity(userSpr[i][e]);
#endif
#if DISPLAY_WEAPONS
        for(new e; e<NUMBER_OF_WEAPTYPES; e++)
            if(userWeap[i][e])
                remove_entity(userWeap[i][e]);
#endif
#if DISPLAY_DOLLARSIGN
        if(userDSign[i])
            remove_entity(userDSign[i]);
#endif
#if DISPLAY_ARROW
        if(userArrow[i])
            remove_entity(userArrow[i]);
#endif
        }
    }

public display_info(){

    if (NewRound)
        get_players(iPlayers, count, "ah");

    for(new c; c<count; c++){

        if(!is_user_alive(iPlayers[c]) || !is_user_connected(iPlayers[c]) || cs_get_user_team(iPlayers[c]) == CS_TEAM_SPECTATOR){
            if(!NewRound){
#if DISPLAY_MONEY
                drawsprite(userSpr[iPlayers[c]][4],iPlayers[c],"sprites/10000.spr",1.0,34.0,0,0,255,0);
                drawsprite(userSpr[iPlayers[c]][3],iPlayers[c],"sprites/1000.spr",1.0,34.0,0,0,255,0);
                drawsprite(userSpr[iPlayers[c]][2],iPlayers[c],"sprites/100.spr",1.0,34.0,0,0,255,0);
                drawsprite(userSpr[iPlayers[c]][1],iPlayers[c],"sprites/10.spr",1.0,34.0,0,0,255,0);
                drawsprite(userSpr[iPlayers[c]][0],iPlayers[c],"sprites/1.spr",1.0,34.0,0,0,255,0);
#endif
#if DISPLAY_DOLLARSIGN
                drawsprite(userDSign[iPlayers[c]],iPlayers[c],"sprites/cash.spr",1.0,34.0,0,0,255,0);
#endif
#if DISPLAY_ARROW
                drawsprite(userArrow[iPlayers[c]],iPlayers[c],"sprites/arrow.spr",1.0,34.0,0,255,255,0);
#endif
#if DISPLAY_WEAPONS
                drawsprite(userWeap[iPlayers[c]][0],iPlayers[c],"sprites/weap.spr",Pistols[0],50.0,0,255,255,0);
                drawsprite(userWeap[iPlayers[c]][1],iPlayers[c],"sprites/weap.spr",Rifles[0],50.0,0,255,255,0);
                drawsprite(userWeap[iPlayers[c]][2],iPlayers[c],"sprites/weap.spr",4.0,50.0,0,255,255,255);
                drawsprite(userWeap[iPlayers[c]][3],iPlayers[c],"sprites/weap.spr",25.0,50.0,0,255,255,255);
                drawsprite(userWeap[iPlayers[c]][4],iPlayers[c],"sprites/weap.spr",9.0,50.0,0,255,255,255);
                drawsprite(userWeap[iPlayers[c]][5],iPlayers[c],"sprites/weap2.spr",1.0,50.0,0,0,0,255);
                drawsprite(userWeap[iPlayers[c]][6],iPlayers[c],"sprites/weap2.spr",3.0,50.0,0,0,0,255);
#endif
                }
            continue;
            }

        if (NewRound){
#if DISPLAY_MONEY
            for(new i; i<NUMBER_OF_SPRITES; i++)
                userSpr[iPlayers[c]][i]=create_entity("env_sprite");
#endif
#if DISPLAY_WEAPONS
            for(new i; i<NUMBER_OF_WEAPTYPES; i++)
                userWeap[iPlayers[c]][i]=create_entity("env_sprite");
#endif
#if DISPLAY_DOLLARSIGN
            userDSign[iPlayers[c]]=create_entity("env_sprite");
#endif
#if DISPLAY_ARROW
            userArrow[iPlayers[c]]=create_entity("env_sprite");
#endif
            }
   
#if DISPLAY_MONEY
        for (new x; x < NUMBER_OF_SPRITES; x++){
            arrayset(tmpstr, 0, sizeof tmpstr);
            num_to_str(cs_get_user_money(iPlayers[c]), tmpstr, charsmax(tmpstr))
            value[0]=tmpstr[x];
            value[1]=0;
           
            if(!tmpstr[x]){
                switch(x){
                    case 0: drawsprite(userSpr[iPlayers[c]][4],iPlayers[c],"sprites/10000.spr",1.0,34.0,0,0,255,0);
                    case 1: drawsprite(userSpr[iPlayers[c]][3],iPlayers[c],"sprites/1000.spr",1.0,34.0,0,0,255,0);
                    case 2: drawsprite(userSpr[iPlayers[c]][2],iPlayers[c],"sprites/100.spr",1.0,34.0,0,0,255,0);
                    case 3: drawsprite(userSpr[iPlayers[c]][1],iPlayers[c],"sprites/10.spr",1.0,34.0,0,0,255,0);
                    case 4: drawsprite(userSpr[iPlayers[c]][0],iPlayers[c],"sprites/1.spr",1.0,34.0,0,0,255,0);
                    }
                continue;
                }
               
            switch(x){
                case 0: drawsprite(userSpr[iPlayers[c]][4],iPlayers[c],"sprites/10000.spr",floatstr(value),34.0,255,0,255,0);
                case 1: drawsprite(userSpr[iPlayers[c]][3],iPlayers[c],"sprites/1000.spr",floatstr(value),34.0,255,0,255,0);
                case 2: drawsprite(userSpr[iPlayers[c]][2],iPlayers[c],"sprites/100.spr",floatstr(value),34.0,255,0,255,0);
                case 3: drawsprite(userSpr[iPlayers[c]][1],iPlayers[c],"sprites/10.spr",floatstr(value),34.0,255,0,255,0);
                case 4: drawsprite(userSpr[iPlayers[c]][0],iPlayers[c],"sprites/1.spr",floatstr(value),34.0,255,0,255,0);
                }
            }
#endif
#if DISPLAY_DOLLARSIGN
        drawsprite(userDSign[iPlayers[c]],iPlayers[c],"sprites/cash.spr",1.0,34.0,255,0,255,0);
#endif
#if DISPLAY_ARROW
        drawsprite(userArrow[iPlayers[c]],iPlayers[c],"sprites/arrow.spr",1.0,34.0,255,255,255,0);
#endif
#if DISPLAY_WEAPONS
        weapons = pev(iPlayers[c], pev_weapons);
       
        for(new i; i < sizeof Pistols; i++)
            if(weapons & 1<<floatround(Pistols[i])){
                drawsprite(userWeap[iPlayers[c]][0],iPlayers[c],"sprites/weap.spr",Pistols[i],50.0,255,255,255,0);
                goto jmp1;
                }
        drawsprite(userWeap[iPlayers[c]][0],iPlayers[c],"sprites/weap.spr",Pistols[0],50.0,0,255,255,0);
        jmp1:

        for(new i; i < sizeof Rifles; i++)
            if(weapons & 1<<floatround(Rifles[i])){
                drawsprite(userWeap[iPlayers[c]][1],iPlayers[c],"sprites/weap.spr",Rifles[i],50.0,255,255,255,0);
                goto jmp2;
                }
        drawsprite(userWeap[iPlayers[c]][1],iPlayers[c],"sprites/weap.spr",Rifles[0],50.0,0,255,255,0);
        jmp2:
       
        if(weapons & 1<<CSW_HEGRENADE)
            drawsprite(userWeap[iPlayers[c]][2],iPlayers[c],"sprites/weap.spr",4.0,50.0,255,255,255,255);
        else
            drawsprite(userWeap[iPlayers[c]][2],iPlayers[c],"sprites/weap.spr",4.0,50.0,0,255,255,255);
       
        if(weapons & 1<<CSW_FLASHBANG)
            drawsprite(userWeap[iPlayers[c]][3],iPlayers[c],"sprites/weap.spr",25.0,50.0,255,255,255,255);
        else
            drawsprite(userWeap[iPlayers[c]][3],iPlayers[c],"sprites/weap.spr",25.0,50.0,0,255,255,255);
       
        if(weapons & 1<<CSW_SMOKEGRENADE)
            drawsprite(userWeap[iPlayers[c]][4],iPlayers[c],"sprites/weap.spr",9.0,50.0,255,255,255,255);
        else
            drawsprite(userWeap[iPlayers[c]][4],iPlayers[c],"sprites/weap.spr",9.0,50.0,0,255,255,255);

        cs_get_user_armor(iPlayers[c],CsArmorType:armor);
        if(armor == 2)
            drawsprite (userWeap [iPlayers [c]] [5], iPlayers [c], "sprites / ring2.spr", 2.0,50.0,255,0,0,255);
        si no (armadura == 1)
            drawsprite (userWeap [iPlayers [c]] [5], iPlayers [c], "sprites / ring2.spr", 1.0,50.0,255,0,0,255);
        otra cosa
            drawsprite (userWeap [iPlayers [c]] [5], iPlayers [c], "sprites / ring2.spr", 1.0,50.0,0,0,0,0,255);

       
        si (armas y 1 << CSW_C4)
            drawsprite (userWeap [iPlayers [c]] [6], iPlayers [c], "sprites / ring2.spr", 3.0,50.0,255,0,0,255);
        else if (cs_get_user_defuse (iPlayers [c]))
            drawsprite (userWeap [iPlayers [c]] [6], iPlayers [c], "sprites / ring2.spr", 4.0,50.0,255,0,0,255);
        otra cosa
            drawsprite (userWeap [iPlayers [c]] [6], iPlayers [c], "sprites / ring2.spr", 3.0,50.0,0,0,0,0,255);

#endif
        }
    NewRound = falso;
    }

drawsprite (ent, player, str [], float: frame, float: offset, render, r, g, b) {

// if (! is_user_alive (player) ||! is_user_connected (player) || cs_get_user_team (player) == CS_TEAM_SPECTATOR)
// return;

        if (NewRound) {       
            engfunc (EngFunc_SetModel, ent, str);
            set_pev (ent, pev_movetype, MOVETYPE_NOCLIP);
            set_pev (ent, pev_framerate, 1.0)
            set_pev (ent, pev_scale, 0.3)
            }

        set_pev (ent, pev_frame, frame)
        set_rendering (ent, kRenderFxNone, r, g, b, kRenderTransAdd, render)
        pev (jugador, pev_origin, userOrig [jugador]);
        userOrig [jugador] [2] + = desplazamiento;
        set_pev (ent, pev_origin, userOrig [player]);
        }

[/ php]
 
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58 раз(а)
Deberías escribir en inglés o ruso en este foro. Además, esta es una sección donde pides ayuda, no que escriban el código por ti. Si no tienes intentos o no quieres intentar, tienes que hacer tu pedido en la sección de pedidos.

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