yek_combosprite

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Приветствую уважаемые!
Помогите пожалуйста убрать в исходнике все спрайты, кроме "headshot.spr" если такое возможно, буду очень вам признателен!!!
Давно ищу плагин (sprite) эффект при "headshot" вот подумал, что если из данного плагина сделать что-то подобное;)
 

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Код:
#include <amxmodx>
#include <cstrike>
#include <reapi>
#include <fakemeta>

#define PLUGIN "Yekta's Combo Sprite"
#define VERSION "1.3"
#define AUTHOR "Yek'-ta"

#define SHOWTIME 1.5  //it should be float

#define HUD_HIDE_FLASH (1<<1)
#define HUD_HIDE_CROSS (1<<6)
#define HUD_DRAW_CROSS (1<<7)

new g_msgHideWeapon,iMsgCrosshair;


#define CSW_SHIELD  2
new isitON[33]
new kills[33]

enum _:MESSAGES {
    g_iMsg_WeaponList,
    g_iMsg_ScreenFade,
    g_iMsg_CurWeapon,
    g_iMsg_ForceCam,
    g_iMsg_SetFOV,
    g_iMsg_HideWeapon
}
new g_Messages[MESSAGES];

new g_Messages_Name[MESSAGES][] = {
    "WeaponList",
    "ScreenFade",
    "CurWeapon",
    "ForceCam",
    "SetFOV",
    "HideWeapon"
}

public plugin_init(){

    register_plugin(PLUGIN, VERSION, AUTHOR)

    iMsgCrosshair = get_user_msgid("Crosshair");
    g_msgHideWeapon = get_user_msgid("HideWeapon");

    for(new i; i < sizeof g_Messages; i++){
        g_Messages[i] = get_user_msgid(g_Messages_Name[i]);
        //register_message(g_Messages[i], "block");
    }
    RegisterHookChain(RG_CBasePlayer_Spawn, "CBasePlayer_Spawn",true);
    RegisterHookChain(RG_CBasePlayer_Killed, "CBasePlayer_Killed", true);
    register_event("CurWeapon","comboHudGoster","be", "1=1")

}
public plugin_precache(){
    precache_model("sprites/yek_combo/spr/alarm_headshot.spr")

    new forstring[52];
    for(new i=0;i<15;i++){
        formatex(forstring,charsmax(forstring),"sprites/yek_combo/txt/%ialarm_headshot.txt", i)
        precache_generic(forstring)
    }
}
public CBasePlayer_Killed(iVictim, iKiller)
{
    if(!is_user_connected(iKiller) || iVictim == iKiller)
        return HC_CONTINUE;

    kills[iVictim] = 0
    kills[iKiller] += 1;
    remove_task(1997+iKiller);


    if(get_member(iVictim, m_bHeadshotKilled))
    {
        isitON[iKiller] = 12
        comboHudGoster(iKiller)
    }

    set_task(SHOWTIME,"RemoveHUD",1997+iKiller);

    return HC_CONTINUE;
}
public RemoveHUD(numara){
    Hide_NormalCrosshair(numara-1997, 0);
    show_crosshair(numara-1997, 0)
    isitON[numara-1997] = 0;
}
public CBasePlayer_Spawn(oyuncu){
    kills[oyuncu] = 0;
}
public comboHudGoster(id){
    if(isitON[id] == 0){
        return PLUGIN_HANDLED
    }
    else if(cs_get_user_zoom(id) >= 2){
        return PLUGIN_HANDLED
    }
    static userwpn, prim,sec, sprtxt[52], iAmmoType
    userwpn = get_user_weapon(id, prim, sec)
    iAmmoType = rg_get_weapon_info(userwpn, WI_AMMO_TYPE);
    //server_print("wpn id: %d", iAmmoType)

    if(isitON[id] == 11) {
        formatex(sprtxt,charsmax(sprtxt),"yek_combo/txt/%dalarm_headshot", iAmmoType)
    }

    switch (userwpn)
    {
        case CSW_P228: { Msg_WeaponList(id, sprtxt,9,52,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_HEGRENADE: { Msg_WeaponList(id, sprtxt,12,1,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_XM1014: { Msg_WeaponList(id, sprtxt,5,32,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_C4: { Msg_WeaponList(id, sprtxt,14,1,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_MAC10: { Msg_WeaponList(id, sprtxt,6,100,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_AUG: { Msg_WeaponList(id, sprtxt,4,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_SMOKEGRENADE: { Msg_WeaponList(id, sprtxt,13,1,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_ELITE: { Msg_WeaponList(id, sprtxt,10,120,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_FIVESEVEN: { Msg_WeaponList(id, sprtxt,7,100,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_UMP45: { Msg_WeaponList(id, sprtxt,6,100,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_GALIL: { Msg_WeaponList(id, sprtxt,4,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_FAMAS: { Msg_WeaponList(id, sprtxt,4,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_USP: { Msg_WeaponList(id, sprtxt,6,100,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_GLOCK18: { Msg_WeaponList(id, sprtxt,10,120,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_MP5NAVY: { Msg_WeaponList(id, sprtxt,10,120,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_M249: { Msg_WeaponList(id, sprtxt,3,200,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_M3: {Msg_WeaponList(id, sprtxt,5,32,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_M4A1: { Msg_WeaponList(id, sprtxt,4,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_TMP: { Msg_WeaponList(id, sprtxt,10,120,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_FLASHBANG: { Msg_WeaponList(id, sprtxt,11,2,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_DEAGLE: { Msg_WeaponList(id, sprtxt,8,35,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_SG552: { Msg_WeaponList(id, sprtxt,4,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_AK47: { Msg_WeaponList(id, sprtxt,2,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_KNIFE:{ Msg_WeaponList(id, sprtxt,-1,-1,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_P90: { Msg_WeaponList(id, sprtxt,7,100,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_SCOUT: { Msg_WeaponList(id, sprtxt,2,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 1); }
        case CSW_AWP: { Msg_WeaponList(id, sprtxt,1,30,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 1); }
        case CSW_SG550: { Msg_WeaponList(id, sprtxt,4,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 1); }
        case CSW_G3SG1: { Msg_WeaponList(id, sprtxt,2,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 1); }
    }
    Msg_SetFOV(id, 89);

    Msg_CurWeapon(id, 1,CSW_SHIELD,prim);


    Msg_SetFOV(id, 90);

    return PLUGIN_CONTINUE
}


stock Hide_NormalCrosshair(id, flag){
    if(flag == 1)
        {
        message_begin(MSG_ONE, g_msgHideWeapon, _, id);
        write_byte(HUD_HIDE_CROSS | HUD_HIDE_FLASH);
        message_end();
    }
    else
    {
        message_begin(MSG_ONE, g_msgHideWeapon, _, id);
        write_byte(HUD_DRAW_CROSS | HUD_HIDE_FLASH);
        message_end();
    }
}
stock show_crosshair(id, flag)
{
    message_begin(MSG_ONE_UNRELIABLE, iMsgCrosshair, _, id);
    write_byte(flag);
    message_end();
}
stock Msg_CurWeapon(id, IsActive,WeaponID,ClipAmmo){
    message_begin(MSG_ONE,g_Messages[g_iMsg_CurWeapon], {0,0,0}, id);

    write_byte(IsActive);
    write_byte(WeaponID);
    write_byte(ClipAmmo);

    message_end();
}
stock Msg_WeaponList(id, const WeaponName[],PrimaryAmmoID,PrimaryAmmoMaxAmount,SecondaryAmmoID,SecondaryAmmoMaxAmount,
SlotID,NumberInSlot,WeaponID,Flags){
    message_begin(MSG_ONE,g_Messages[g_iMsg_WeaponList], {0,0,0}, id);

    write_string(WeaponName);
    write_byte(PrimaryAmmoID);
    write_byte(PrimaryAmmoMaxAmount);
    write_byte(SecondaryAmmoID);
    write_byte(SecondaryAmmoMaxAmount);
    write_byte(SlotID);
    write_byte(NumberInSlot);
    write_byte(WeaponID);
    write_byte(Flags);

    message_end();
}

stock Msg_SetFOV(id, Degrees){
    message_begin(MSG_ONE,g_Messages[g_iMsg_SetFOV], {0,0,0}, id);

    write_byte(Degrees);

    message_end();
}

stock Msg_HideWeapon(id, Flags){
    message_begin(MSG_ONE,g_Messages[g_iMsg_HideWeapon], {0,0,0}, id);

    write_byte(Flags);

    message_end();
}
 
Сообщения
27
Реакции
1
Код:
#include <amxmodx>
#include <cstrike>
#include <reapi>
#include <fakemeta>

#define PLUGIN "Yekta's Combo Sprite"
#define VERSION "1.3"
#define AUTHOR "Yek'-ta"

#define SHOWTIME 1.5  //it should be float

#define HUD_HIDE_FLASH (1<<1)
#define HUD_HIDE_CROSS (1<<6)
#define HUD_DRAW_CROSS (1<<7)

new g_msgHideWeapon,iMsgCrosshair;


#define CSW_SHIELD  2
new isitON[33]
new kills[33]

enum _:MESSAGES {
    g_iMsg_WeaponList,
    g_iMsg_ScreenFade,
    g_iMsg_CurWeapon,
    g_iMsg_ForceCam,
    g_iMsg_SetFOV,
    g_iMsg_HideWeapon
}
new g_Messages[MESSAGES];

new g_Messages_Name[MESSAGES][] = {
    "WeaponList",
    "ScreenFade",
    "CurWeapon",
    "ForceCam",
    "SetFOV",
    "HideWeapon"
}

public plugin_init(){

    register_plugin(PLUGIN, VERSION, AUTHOR)

    iMsgCrosshair = get_user_msgid("Crosshair");
    g_msgHideWeapon = get_user_msgid("HideWeapon");

    for(new i; i < sizeof g_Messages; i++){
        g_Messages[i] = get_user_msgid(g_Messages_Name[i]);
        //register_message(g_Messages[i], "block");
    }
    RegisterHookChain(RG_CBasePlayer_Spawn, "CBasePlayer_Spawn",true);
    RegisterHookChain(RG_CBasePlayer_Killed, "CBasePlayer_Killed", true);
    register_event("CurWeapon","comboHudGoster","be", "1=1")

}
public plugin_precache(){
    precache_model("sprites/yek_combo/spr/alarm_headshot.spr")

    new forstring[52];
    for(new i=0;i<15;i++){
        formatex(forstring,charsmax(forstring),"sprites/yek_combo/txt/%ialarm_headshot.txt", i)
        precache_generic(forstring)
    }
}
public CBasePlayer_Killed(iVictim, iKiller)
{
    if(!is_user_connected(iKiller) || iVictim == iKiller)
        return HC_CONTINUE;

    kills[iVictim] = 0
    kills[iKiller] += 1;
    remove_task(1997+iKiller);


    if(get_member(iVictim, m_bHeadshotKilled))
    {
        isitON[iKiller] = 12
        comboHudGoster(iKiller)
    }

    set_task(SHOWTIME,"RemoveHUD",1997+iKiller);

    return HC_CONTINUE;
}
public RemoveHUD(numara){
    Hide_NormalCrosshair(numara-1997, 0);
    show_crosshair(numara-1997, 0)
    isitON[numara-1997] = 0;
}
public CBasePlayer_Spawn(oyuncu){
    kills[oyuncu] = 0;
}
public comboHudGoster(id){
    if(isitON[id] == 0){
        return PLUGIN_HANDLED
    }
    else if(cs_get_user_zoom(id) >= 2){
        return PLUGIN_HANDLED
    }
    static userwpn, prim,sec, sprtxt[52], iAmmoType
    userwpn = get_user_weapon(id, prim, sec)
    iAmmoType = rg_get_weapon_info(userwpn, WI_AMMO_TYPE);
    //server_print("wpn id: %d", iAmmoType)

    if(isitON[id] == 11) {
        formatex(sprtxt,charsmax(sprtxt),"yek_combo/txt/%dalarm_headshot", iAmmoType)
    }

    switch (userwpn)
    {
        case CSW_P228: { Msg_WeaponList(id, sprtxt,9,52,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_HEGRENADE: { Msg_WeaponList(id, sprtxt,12,1,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_XM1014: { Msg_WeaponList(id, sprtxt,5,32,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_C4: { Msg_WeaponList(id, sprtxt,14,1,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_MAC10: { Msg_WeaponList(id, sprtxt,6,100,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_AUG: { Msg_WeaponList(id, sprtxt,4,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_SMOKEGRENADE: { Msg_WeaponList(id, sprtxt,13,1,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_ELITE: { Msg_WeaponList(id, sprtxt,10,120,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_FIVESEVEN: { Msg_WeaponList(id, sprtxt,7,100,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_UMP45: { Msg_WeaponList(id, sprtxt,6,100,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_GALIL: { Msg_WeaponList(id, sprtxt,4,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_FAMAS: { Msg_WeaponList(id, sprtxt,4,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_USP: { Msg_WeaponList(id, sprtxt,6,100,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_GLOCK18: { Msg_WeaponList(id, sprtxt,10,120,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_MP5NAVY: { Msg_WeaponList(id, sprtxt,10,120,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_M249: { Msg_WeaponList(id, sprtxt,3,200,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_M3: {Msg_WeaponList(id, sprtxt,5,32,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_M4A1: { Msg_WeaponList(id, sprtxt,4,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_TMP: { Msg_WeaponList(id, sprtxt,10,120,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_FLASHBANG: { Msg_WeaponList(id, sprtxt,11,2,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_DEAGLE: { Msg_WeaponList(id, sprtxt,8,35,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_SG552: { Msg_WeaponList(id, sprtxt,4,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_AK47: { Msg_WeaponList(id, sprtxt,2,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_KNIFE:{ Msg_WeaponList(id, sprtxt,-1,-1,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_P90: { Msg_WeaponList(id, sprtxt,7,100,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 0); }
        case CSW_SCOUT: { Msg_WeaponList(id, sprtxt,2,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 1); }
        case CSW_AWP: { Msg_WeaponList(id, sprtxt,1,30,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 1); }
        case CSW_SG550: { Msg_WeaponList(id, sprtxt,4,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 1); }
        case CSW_G3SG1: { Msg_WeaponList(id, sprtxt,2,90,-1,-1,0,11,CSW_SHIELD,0);Hide_NormalCrosshair(id, 1); }
    }
    Msg_SetFOV(id, 89);

    Msg_CurWeapon(id, 1,CSW_SHIELD,prim);


    Msg_SetFOV(id, 90);

    return PLUGIN_CONTINUE
}


stock Hide_NormalCrosshair(id, flag){
    if(flag == 1)
        {
        message_begin(MSG_ONE, g_msgHideWeapon, _, id);
        write_byte(HUD_HIDE_CROSS | HUD_HIDE_FLASH);
        message_end();
    }
    else
    {
        message_begin(MSG_ONE, g_msgHideWeapon, _, id);
        write_byte(HUD_DRAW_CROSS | HUD_HIDE_FLASH);
        message_end();
    }
}
stock show_crosshair(id, flag)
{
    message_begin(MSG_ONE_UNRELIABLE, iMsgCrosshair, _, id);
    write_byte(flag);
    message_end();
}
stock Msg_CurWeapon(id, IsActive,WeaponID,ClipAmmo){
    message_begin(MSG_ONE,g_Messages[g_iMsg_CurWeapon], {0,0,0}, id);

    write_byte(IsActive);
    write_byte(WeaponID);
    write_byte(ClipAmmo);

    message_end();
}
stock Msg_WeaponList(id, const WeaponName[],PrimaryAmmoID,PrimaryAmmoMaxAmount,SecondaryAmmoID,SecondaryAmmoMaxAmount,
SlotID,NumberInSlot,WeaponID,Flags){
    message_begin(MSG_ONE,g_Messages[g_iMsg_WeaponList], {0,0,0}, id);

    write_string(WeaponName);
    write_byte(PrimaryAmmoID);
    write_byte(PrimaryAmmoMaxAmount);
    write_byte(SecondaryAmmoID);
    write_byte(SecondaryAmmoMaxAmount);
    write_byte(SlotID);
    write_byte(NumberInSlot);
    write_byte(WeaponID);
    write_byte(Flags);

    message_end();
}

stock Msg_SetFOV(id, Degrees){
    message_begin(MSG_ONE,g_Messages[g_iMsg_SetFOV], {0,0,0}, id);

    write_byte(Degrees);

    message_end();
}

stock Msg_HideWeapon(id, Flags){
    message_begin(MSG_ONE,g_Messages[g_iMsg_HideWeapon], {0,0,0}, id);

    write_byte(Flags);

    message_end();
}
@WILL_BE, Спасибо тебе большое, начало положено, это уже хорошо! Может еще кому пригодится;)
 
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1
Неверный раздел форума
Приветствую уважаемые!
Помогите пожалуйста убрать в исходнике все спрайты кроме "headshot.spr" если такое возможно, буду очень вам признателен!!!
Давно ищу плагин (sprite) эффект при "headshot" вот подумал, что если из данного плагина сделать что-то подобное;)

150-200руб. тому, кто сделает)) помогите пожалуйста ;)
 

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