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Имеется плагин VIP Environment и аддоны к нему в виде кастомных оружий.
Прошу поправить item_ak47 и item_m4a1 таким образом, чтобы AK47 был доступен к покупке только для террористов, а M4A1 - только для контр-террористов, но при этом противоположная команда могла бы поднимать "чужую" пушку. Принцип такой же, как и у стандартных оружий.
Прошу поправить item_ak47 и item_m4a1 таким образом, чтобы AK47 был доступен к покупке только для террористов, а M4A1 - только для контр-террористов, но при этом противоположная команда могла бы поднимать "чужую" пушку. Принцип такой же, как и у стандартных оружий.
Код:
// Copyright В© 2016 Vaqtincha
// CONFIG START //
/** menu item settings */
#define WEAPON_COST 5000
new const ITEM_NAME[] = "Item Gold AK47"
new const ALIAS_CMD[] = "ak" // alias buy command
/** other settings */
#define WEAPON_STRIP //
/** weapon settings */
//#define WEAPON_AMMO 150 // or default bpammo
// #define WEAPON_SPEED 280 // or default speed
#define WEAPON_DAMAGE 1.1 // float
/********************* for advanced users! **********************/
new const V_MODEL[] = "models/s18/v_ak47.mdl" // view weapon model
#define P_MODEL "models/s18/p_ak47.mdl" // player weapon model
#define W_MODEL "models/s18/w_ak47.mdl" // world weapon model
#define WEAPON_ID CSW_AK47
// CONFIG END //
#define VERSION "0.0.4"
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <vip_environment>
#define IsPlayer(%1) (1 <= (%1) <= g_iMaxPlayers)
#define SetItemActive(%1) (g_bActiveItem |= (1<<(%1 & 31)))
#define ClearItemActive(%1) (g_bActiveItem &= ~(1<<(%1 & 31)))
#define IsItemActive(%1) (g_bActiveItem & 1<<(%1 & 31))
new g_iMaxPlayers, g_bActiveItem, g_iViewModel
new g_iCustomWeaponId
#if defined P_MODEL
new g_iWeaponModel
#endif
#if defined WEAPON_SPEED
new HamHook:g_hResetSpeed
#endif
public plugin_precache()
{
PrecacheModel(V_MODEL)
g_iViewModel = AllocString(V_MODEL)
#if defined P_MODEL
PrecacheModel(P_MODEL)
g_iWeaponModel = AllocString(P_MODEL)
#endif
#if defined W_MODEL
PrecacheModel(W_MODEL)
#endif
}
public plugin_init()
{
register_plugin(ITEM_NAME, VERSION, "Vaqtincha")
if(!vip_environment_loaded() || !IsAllowedMap())
{
pause("ad")
return
}
RegisterCustomItem(ITEM_NAME[5], ALIAS_CMD, "BuyCustomWeapon", WEAPON_COST, TEAM_ALL)
g_iCustomWeaponId = random_num(START_IMPULSE, FINITE_IMPULSE)
#if defined WEAPON_DAMAGE
RegisterHam(Ham_TakeDamage, "player", "TakeDamage_Pre", false)
#endif
#if defined WEAPON_SPEED
DisableHamForward(g_hResetSpeed = RegisterHam(Ham_CS_Player_ResetMaxSpeed, "player", "ResetMaxSpeed_Pre", false))
#endif
RegisterHam(Ham_Item_Deploy, g_szWeaponName[WEAPON_ID], "ItemDeploy_Post", true)
#if defined WEAPON_SPEED || defined WEAPON_DAMAGE
RegisterHam(Ham_Item_Holster, g_szWeaponName[WEAPON_ID], "ItemHolster_Post", true)
#endif
g_iMaxPlayers = get_maxplayers()
}
public BuyCustomWeapon(id)
{
if(UserHasCustomWeapon(id, WEAPON_ID, g_iCustomWeaponId))
{
client_print(id, print_center, "#Cstrike_Already_Own_Weapon")
return PLUGIN_HANDLED
}
DoDropWeapon(id, WEAPON_ID)
#if defined WEAPON_AMMO
GiveCustomWeapon(id, WEAPON_ID, g_iCustomWeaponId, WEAPON_AMMO)
#else
GiveCustomWeapon(id, WEAPON_ID, g_iCustomWeaponId, g_iMaxBPAmmo[WEAPON_ID])
#endif
return BUY_SUCCESS
}
public ItemDeploy_Post(wEnt)
{
if(wEnt <=0 || GetCustomWeapon(wEnt) != g_iCustomWeaponId)
{
return HAM_IGNORED
}
new id = get_weapon_owner(wEnt)
if(IsPlayer(id))
{
set_pev(id, pev_viewmodel, g_iViewModel)
#if defined P_MODEL
set_pev(id, pev_weaponmodel, g_iWeaponModel)
#endif
#if defined WEAPON_SPEED
EnableHamForward(g_hResetSpeed)
#endif
SetItemActive(id)
}
return HAM_IGNORED
}
public ItemHolster_Post(wEnt)
{
if(wEnt <=0 || GetCustomWeapon(wEnt) != g_iCustomWeaponId)
{
return HAM_IGNORED
}
ClearItemActive(get_weapon_owner(wEnt))
#if defined WEAPON_SPEED
DisableHamForward(g_hResetSpeed)
#endif
return HAM_IGNORED
}
#if defined WEAPON_SPEED
public ResetMaxSpeed_Pre(id)
{
if(IsItemActive(id))
{
set_pev(id, pev_maxspeed, WEAPON_SPEED.0)
return HAM_SUPERCEDE
}
return HAM_IGNORED
}
#endif
#if defined W_MODEL
public SetWeaponWorldModel(iEnt, wEnt, iImpulse, iOwner, const szModel[])
{
if(equal(szModel[7], g_szWorldModel[WEAPON_ID]) && iImpulse == g_iCustomWeaponId)
{
SetModel(iEnt, W_MODEL)
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
#endif
#if defined WEAPON_DAMAGE
public TakeDamage_Pre(Victim, Inflictor, Attacker, Float:flDamage, DamageBits)
{
if(!IsPlayer(Attacker) || ~DamageBits & DMG_BULLET)
{
return HAM_IGNORED
}
if(Attacker == Inflictor && IsItemActive(Attacker))
{
SetHamParamFloat(4, flDamage * WEAPON_DAMAGE)
return HAM_HANDLED
}
return HAM_IGNORED
}
#endif
Код:
// Copyright В© 2016 Vaqtincha
// CONFIG START //
/** menu item settings */
#define WEAPON_COST 5000
new const ITEM_NAME[] = "Item Gold M4A1"
new const ALIAS_CMD[] = "m16" // alias buy command
/** other settings */
#define WEAPON_STRIP //
/** weapon settings */
//#define WEAPON_AMMO 120 // or default bpammo
// #define WEAPON_SPEED 280 // or default speed
#define WEAPON_DAMAGE 1.1 // float
/********************* for advanced users! **********************/
new const V_MODEL[] = "models/s18/v_m4a1.mdl" // view weapon model
#define P_MODEL "models/s18/p_m4a1.mdl" // player weapon model
#define W_MODEL "models/s18/w_m4a1.mdl" // world weapon model
#define WEAPON_ID CSW_M4A1
// CONFIG END //
#define VERSION "0.0.4"
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <vip_environment>
#define IsPlayer(%1) (1 <= (%1) <= g_iMaxPlayers)
#define SetItemActive(%1) (g_bActiveItem |= (1<<(%1 & 31)))
#define ClearItemActive(%1) (g_bActiveItem &= ~(1<<(%1 & 31)))
#define IsItemActive(%1) (g_bActiveItem & 1<<(%1 & 31))
new g_iMaxPlayers, g_bActiveItem, g_iViewModel
new g_iCustomWeaponId
#if defined P_MODEL
new g_iWeaponModel
#endif
#if defined WEAPON_SPEED
new HamHook:g_hResetSpeed
#endif
public plugin_precache()
{
PrecacheModel(V_MODEL)
g_iViewModel = AllocString(V_MODEL)
#if defined P_MODEL
PrecacheModel(P_MODEL)
g_iWeaponModel = AllocString(P_MODEL)
#endif
#if defined W_MODEL
PrecacheModel(W_MODEL)
#endif
}
public plugin_init()
{
register_plugin(ITEM_NAME, VERSION, "Vaqtincha")
if(!vip_environment_loaded() || !IsAllowedMap())
{
pause("ad")
return
}
RegisterCustomItem(ITEM_NAME[5], ALIAS_CMD, "BuyCustomWeapon", WEAPON_COST, TEAM_ALL)
g_iCustomWeaponId = random_num(START_IMPULSE, FINITE_IMPULSE)
#if defined WEAPON_DAMAGE
RegisterHam(Ham_TakeDamage, "player", "TakeDamage_Pre", false)
#endif
#if defined WEAPON_SPEED
DisableHamForward(g_hResetSpeed = RegisterHam(Ham_CS_Player_ResetMaxSpeed, "player", "ResetMaxSpeed_Pre", false))
#endif
RegisterHam(Ham_Item_Deploy, g_szWeaponName[WEAPON_ID], "ItemDeploy_Post", true)
#if defined WEAPON_SPEED || defined WEAPON_DAMAGE
RegisterHam(Ham_Item_Holster, g_szWeaponName[WEAPON_ID], "ItemHolster_Post", true)
#endif
g_iMaxPlayers = get_maxplayers()
}
public BuyCustomWeapon(id)
{
if(UserHasCustomWeapon(id, WEAPON_ID, g_iCustomWeaponId))
{
client_print(id, print_center, "#Cstrike_Already_Own_Weapon")
return PLUGIN_HANDLED
}
DoDropWeapon(id, WEAPON_ID)
#if defined WEAPON_AMMO
GiveCustomWeapon(id, WEAPON_ID, g_iCustomWeaponId, WEAPON_AMMO)
#else
GiveCustomWeapon(id, WEAPON_ID, g_iCustomWeaponId, g_iMaxBPAmmo[WEAPON_ID])
#endif
return BUY_SUCCESS
}
public ItemDeploy_Post(wEnt)
{
if(wEnt <=0 || GetCustomWeapon(wEnt) != g_iCustomWeaponId)
{
return HAM_IGNORED
}
new id = get_weapon_owner(wEnt)
if(IsPlayer(id))
{
set_pev(id, pev_viewmodel, g_iViewModel)
#if defined P_MODEL
set_pev(id, pev_weaponmodel, g_iWeaponModel)
#endif
#if defined WEAPON_SPEED
EnableHamForward(g_hResetSpeed)
#endif
SetItemActive(id)
}
return HAM_IGNORED
}
public ItemHolster_Post(wEnt)
{
if(wEnt <=0 || GetCustomWeapon(wEnt) != g_iCustomWeaponId)
{
return HAM_IGNORED
}
ClearItemActive(get_weapon_owner(wEnt))
#if defined WEAPON_SPEED
DisableHamForward(g_hResetSpeed)
#endif
return HAM_IGNORED
}
#if defined WEAPON_SPEED
public ResetMaxSpeed_Pre(id)
{
if(IsItemActive(id))
{
set_pev(id, pev_maxspeed, WEAPON_SPEED.0)
return HAM_SUPERCEDE
}
return HAM_IGNORED
}
#endif
#if defined W_MODEL
public SetWeaponWorldModel(iEnt, wEnt, iImpulse, iOwner, const szModel[])
{
if(equal(szModel[7], g_szWorldModel[WEAPON_ID]) && iImpulse == g_iCustomWeaponId)
{
SetModel(iEnt, W_MODEL)
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
#endif
#if defined WEAPON_DAMAGE
public TakeDamage_Pre(Victim, Inflictor, Attacker, Float:flDamage, DamageBits)
{
if(!IsPlayer(Attacker) || ~DamageBits & DMG_BULLET)
{
return HAM_IGNORED
}
if(Attacker == Inflictor && IsItemActive(Attacker))
{
SetHamParamFloat(4, flDamage * WEAPON_DAMAGE)
return HAM_HANDLED
}
return HAM_IGNORED
}
#endif
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