M4a1S конфликт с обычной m4a1

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Конфликт с обычной M4a1
ОС
Windows
Amx Mod X
AMX Mod X 1.9.0.5229 (http://www.amxmodx.org)
Authors:
David "BAILOPAN" Anderson, Pavol "PM OnoTo" Marko
Felix "SniperBeamer" Geyer, Jonny "Got His Gun" Bergstrom
Lukasz "SidLuke" Wlasinski, Christian "Basic-Master" Hammacher
Borja "faluco" Ferrer, Scott "DS" Ehlert
Compiled: Sep 28 2018 08:24:33
Built from: https://github.com/alliedmodders/amxmodx/commit/a0ea98da
Build ID: 5229:a0ea98da
Core mode: JIT+ASM32
Билд
Protocol version 48
Exe version 1.1.2.7/Stdio (cstrike)
ReHLDS version: 3.4.0.668-dev
Build date: 09:47:42 Sep 29 2018 (1631)
Build from: https://github.com/dreamstalker/rehlds/commit/89be216
ReGamedll
ReGameDLL version: 5.7.0.314-dev
Build date: 10:33:17 Oct 5 2018
Build from: https://github.com/s1lentq/ReGameDLL_CS/commit/7aeca16
Версия Metamod
Metamod-r v1.3.0.128, API (5:13)
Metamod-r build: 15:47:38 Aug 24 2018
Metamod-r from: https://github.com/theAsmodai/metamod-r/commit/0cf2f70
Список метамодулей
[ 1] SafeNameAndChat  RUN   -    safenameandchat.dll   v1.1            ini  ANY   ANY
[ 2] VoiceTranscoder RUN - voicetranscoder.dll v2017RC3 ini ANY ANY
[ 3] Reunion RUN - reunion_mm.dll v0.1.0.133 ini Start Never
[ 4] AMX Mod X RUN - amxmodx_mm.dll v1.9.0.5229 ini Start ANY
[ 5] ReSemiclip RUN - resemiclip_mm.dll v2.3.9 ini Chlvl ANY
[ 6] MySQL RUN - mysql_amxx.dll v1.9.0.5229 pl4 ANY ANY
[ 7] ReAPI RUN - reapi_amxx.dll v5.6.0.160-dev pl4 ANY Never
[ 8] CStrike RUN - cstrike_amxx.dll v1.9.0.5229 pl4 ANY ANY
[ 9] Engine RUN - engine_amxx.dll v1.9.0.5229 pl4 ANY ANY
[10] FakeMeta RUN - fakemeta_amxx.dll v1.9.0.5229 pl4 ANY ANY
[11] Fun RUN - fun_amxx.dll v1.9.0.5229 pl4 ANY ANY
[12] Ham Sandwich RUN - hamsandwich_amxx.dll v1.9.0.5229 pl4 ANY ANY
Список плагинов
[  1] Admin Base              1.9.0.5232  AMXX Dev Team     admin.amxx       running
[ 2] Admin Commands 1.9.0.5232 AMXX Dev Team admincmd.amxx running
[ 3] Admin Help 1.9.0.5232 AMXX Dev Team adminhelp.amxx running
[ 4] Slots Reservation 1.9.0.5232 AMXX Dev Team adminslots.amxx running
[ 5] Multi-Lingual System 1.9.0.5232 AMXX Dev Team multilingual.am running
[ 6] Menus Front-End 1.9.0.5232 AMXX Dev Team menufront.amxx running
[ 7] Commands Menu 1.9.0.5232 AMXX Dev Team cmdmenu.amxx running
[ 8] Players Menu 1.9.0.5232 AMXX Dev Team plmenu.amxx running
[ 9] Plugin Menu 1.9.0.5232 AMXX Dev Team pluginmenu.amxx running
[ 10] Admin Chat 1.9.0.5232 AMXX Dev Team adminchat.amxx running
[ 11] Anti Flood 1.9.0.5232 AMXX Dev Team antiflood.amxx running
[ 12] Scrolling Message 1.9.0.5232 AMXX Dev Team scrollmsg.amxx running
[ 13] Info. Messages 1.9.0.5232 AMXX Dev Team imessage.amxx running
[ 14] Admin Votes 1.9.0.5232 AMXX Dev Team adminvote.amxx running
[ 15] NextMap 1.9.0.5232 AMXX Dev Team nextmap.amxx running
[ 16] Nextmap Chooser 1.9.0.5232 AMXX Dev Team mapchooser.amxx running
[ 17] TimeLeft 1.9.0.5232 AMXX Dev Team timeleft.amxx running
[ 18] Pause Plugins 1.9.0.5232 AMXX Dev Team pausecfg.amxx running
[ 19] CS:GO M4A4 & M4A1-S 2.4.4 Sneaky.amxx, dia csgo_m4a1s.amxx debug
Автор плагина
Sneaky.amxx, dias, MeRcyLeZZ, Arkshine, hellmonja
Версия плагина
2.4.4
Исходный код
/*
================================================
Counter-Strike Weapons System Mod v1.4.3 [CSWS1]
================================================
2017

This source code falls under the GNU General Public License.
(https://www.gnu.org/licenses/gpl-3.0.en.html)

Additionally, you are allowed to modify, improve or build
upon the code but under NO circumstances are you allowed to
sell, trade, or receive any compensation for the source code
whatsoever and should freely share said code to anyone,
modified or otherwise.

Description:
============
The CSWS script is built upon the endeavor
of adding an extra weapon that behaves like
a real CS 1.6 weapon in every way while
providing optimum performance. If you want
to improve the code feel free to do so and
share it with everyone.

Credits:
========
Sneaky.amxx - original weapons code
dias - original weapons code
MeRcyLeZZ - price mechanic
Arkshine - HUD sprites replacement
HamletEagle - optimization
edon1337 - optimization
*/

#include <amxmodx>
#include <cstrike>
#include <engine>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <xs>

#define DAMAGE 33
#define CLIP 20
#define BPAMMO 40
#define RATEOFIRE 0.9 //M4A4
#define RECOIL 1.2
#define RELOAD_TIME 2.9
#define RELOAD_POINT 1.36
#define WALKSPEED 225.0
#define PRICE 3100
#define TEAM 2
#define ORIG_WPN_PRICE 3100
#define BOT_BUY_CHANCE 3

#define BODY_NUM 0
#define WEAPON_SECRETCODE 134011

#define BASEWPN_CLIP 30
#define BASEWPN_AMMO 90
#define AMMOID 4
#define ACOST 60
#define AUNITS 30

// MACROS
#define Get_BitVar(%1,%2) (%1 & (1 << (%2 & 31)))
#define Set_BitVar(%1,%2) %1 |= (1 << (%2 & 31))
#define UnSet_BitVar(%1,%2) %1 &= ~(1 << (%2 & 31))

new const PLUGIN[] = "CS:GO M4A4 & M4A1-S ";
new const VERSION[] = "3.4.1";
new const CSWS_VER[] = "1.4.3";
new const DATE[] = "1 December 2017";

new const W_MODEL[] = "models/csgo_ports/m4a1s/w_m4a1s.mdl";
new const V_MODEL[] = "models/csgo_ports/m4a1s/v_m4a1s.mdl";
new const V_MODEL_ALT[] = "models/csgo_ports/m4a1s/alt/v_m4a1s.mdl";
new const P_MODEL[][] = {"models/csgo_ports/m4a1s/p_m4a1s_unsil.mdl", "models/csgo_ports/m4a1s/p_m4a1s.mdl"};
new const V_MODEL_DEF[] = "models/alt/v_m4a1.mdl";

new const DRAW_ANIM[] = {12, 5,};
new const RELOAD_ANIM[] = {11, 4};
new const SHOOT_ANIM[] = {8, 1};
new const INSPECT_ANIM[]= {15, 14};

new const CSW_NEWPN = CSW_M4A1;
new const weapon_newpn[] = "weapon_m4a1";
new const WEAPON_EVENT[] = "events/m4a1.sc";
new const BASE_W_MODEL[] = "models/w_m4a1.mdl";
new const FIRE_SOUND[][] = {"weapons/csgo_ports/m4a1s/m4a1s_unsil-1.wav", "weapons/csgo_ports/m4a1s/m4a1s-1.wav"};

new const NEWPN_NAME[] = "weapon_m4a1s";
new const PRI_AMMO_ID = 4;
new const SLOT_ID = 0;
new const NUM_IN_SLOT = 6;
new const ITEM_FLAGS = 0;

new const newpn_shortname[] = "m4a1s";
new const basewpn_shortname[] = "m4a1";
new const basewpn_buynames[] = "m4a1";

new const weapon_classnames[][] =
{
"weapon_ak47",
"weapon_m4a1",
"weapon_awp",
"weapon_mp5navy",
"weapon_ump45",
"weapon_galil",
"weapon_famas",
"weapon_sg552",
"weapon_aug",
"weapon_p90",
"weapon_mac10",
"weapon_tmp",
"weapon_scout",
"weapon_m3",
"weapon_xm1014",
"weapon_g3sg1",
"weapon_sg550",
"weapon_m249"
}

new const weapon_sprites[][] =
{
"sprites/weapon_m4a1s.txt",
"sprites/640csws02.spr",
"sprites/640csws02_s.spr"
}

new Float:g_idletime[] =
{
1.0, // 0 draw
3.04, // 1 reload
0.55, // 2 shoot
4.8 // 3 inspect
}

const m_pPlayer = 41;
const m_flNextPrimaryAttack = 46;
const m_flTimeWeaponIdle = 48;
const m_iClip = 51;
const m_fInReload = 54;
const m_flNextAttack = 83;
const m_pActiveItem = 373;

// Weapon bitsums
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|
(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|
(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90);

new g_hambot, g_has_weapon, g_weapon_event, g_buytime_expire, g_rebuy[32], g_restart_round;
new Float:g_recoil[33][3], g_clip[33], g_prev_weapon[33], shell_model, smoke_sprite;
new cvar_bot_allow_wpns, cvar_freezetime, cvar_buytime, cvar_decals, cvar_alteam;
new msg_Money, msg_BlinkAcct, msg_WeaponList;

new TASKID_BUYTIME = 100000;

public plugin_init()
{
register_plugin(PLUGIN, VERSION, "Sneaky.amxx, dias, MeRcyLeZZ, Arkshine, hellmonja");

register_event("TextMsg", "Game_Commencing", "a", "2=#Game_Commencing", "2=#Game_will_restart_in");
register_event("HLTV", "Event_New_Round", "a", "1=0", "2=0");
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1");
register_message(get_user_msgid("DeathMsg"), "Message_DeathMsg");

register_forward(FM_UpdateClientData, "Fw_UpdateClientData_Post", 1);
register_forward(FM_PlaybackEvent, "Fw_PlaybackEvent");
register_forward(FM_SetModel, "Fw_SetModel");
register_forward(FM_CmdStart, "Fw_CmdStart");

RegisterHam(Ham_Item_Deploy, weapon_newpn, "Fw_ItemDeployPost", 1);
RegisterHam(Ham_AddPlayerItem, "player", "Fw_AddItem");
RegisterHam(Ham_RemovePlayerItem, "player", "Fw_RemoveItem");
RegisterHam(Ham_TraceAttack, "worldspawn", "Fw_TraceAttack_World");
RegisterHam(Ham_TraceAttack, "func_breakable", "Fw_TraceAttack_World");
RegisterHam(Ham_TraceAttack, "func_wall", "Fw_TraceAttack_World");
RegisterHam(Ham_TraceAttack, "func_door", "Fw_TraceAttack_World");
RegisterHam(Ham_TraceAttack, "func_door_rotating", "Fw_TraceAttack_World");
RegisterHam(Ham_TraceAttack, "func_plat", "Fw_TraceAttack_World");
RegisterHam(Ham_TraceAttack, "func_rotating", "Fw_TraceAttack_World");
RegisterHam(Ham_TraceAttack, "player", "Fw_TraceAttack_Player");
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_newpn, "Fw_Weapon_PrimaryAttack");
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_newpn, "Fw_Weapon_PrimaryAttack_Post", 1);
RegisterHam(Ham_Item_AddToPlayer, weapon_newpn, "Fw_Item_AddToPlayer_Post", 1);
RegisterHam(Ham_Item_PostFrame, weapon_newpn, "Fw_Item_PostFrame");
RegisterHam(Ham_Weapon_Reload, weapon_newpn, "Fw_Weapon_Reload");
RegisterHam(Ham_Weapon_Reload, weapon_newpn, "Fw_Weapon_Reload_Post", 1);
RegisterHam(Ham_CS_Item_GetMaxSpeed, weapon_newpn, "Player_Weapon_Walkspeed");
RegisterHam(Ham_Killed, "player", "Fw_Player_Death");

msg_WeaponList = get_user_msgid("WeaponList");
msg_Money = get_user_msgid("Money");
msg_BlinkAcct = get_user_msgid("BlinkAcct");

new clcmd[24]; formatex(clcmd, 25, "say %s", newpn_shortname);

register_clcmd(basewpn_buynames, "ClientCommand_BuyBaseWpn");
register_clcmd(clcmd, "Get_Weapon");
register_clcmd(NEWPN_NAME, "ClientCommand_SelectWeapon");
register_clcmd("buyammo1", "ClientCommand_BuyAmmo");
register_clcmd("primammo", "ClientCommand_BuyPrimAmmo");
register_concmd("repurchase", "ClientCommand_RePurchase");
register_concmd("inspect", "Inspect_Weapon");
register_concmd(newpn_shortname, "Get_Weapon");
register_concmd("ver_m4a1s", "Code_Version");

//CVARS
cvar_freezetime = get_cvar_pointer("mp_freezetime");
cvar_buytime = get_cvar_pointer("mp_buytime");
cvar_bot_allow_wpns = get_cvar_pointer("bot_allow_rifles");
cvar_alteam = register_cvar("armsw_team", "1");
cvar_decals = register_cvar("csws_decals", "0");
}

public plugin_precache()
{
for(new i = 1; i < sizeof weapon_sprites; i++)
precache_generic(weapon_sprites[i]);

precache_model(W_MODEL);
precache_model(V_MODEL);
precache_model(V_MODEL_ALT);
precache_model(V_MODEL_DEF);
precache_model(P_MODEL[0]);
precache_model(P_MODEL[1]);
precache_sound(FIRE_SOUND[0]);
precache_sound(FIRE_SOUND[1]);

smoke_sprite = engfunc(EngFunc_PrecacheModel, "sprites/gunsmoke.spr");
shell_model = engfunc(EngFunc_PrecacheModel, "models/rshell.mdl")

register_forward(FM_PrecacheEvent, "Fw_PrecacheEvent_Post", 1);
}

public Code_Version(id)
{
console_print(id, "==============================");
console_print(id, "%s v%s", PLUGIN, VERSION);
console_print(id, "Counter-Strike Weapons System v%s", CSWS_VER);
console_print(id, "%s", DATE);
console_print(id, "==============================");
}

public Fw_PrecacheEvent_Post(type, const name[])
{
if(equal(WEAPON_EVENT, name))
g_weapon_event = get_orig_retval();
}

public client_putinserver(id)
{
if(!g_hambot && is_user_bot(id))
{
g_hambot = 1
set_task(0.1, "Do_RegisterHam", id)
}
}

public Do_RegisterHam(id)
{
RegisterHamFromEntity(Ham_TraceAttack, id, "Fw_TraceAttack_Player");
RegisterHamFromEntity(Ham_AddPlayerItem, id, "Fw_AddItem", 1);
RegisterHamFromEntity(Ham_RemovePlayerItem, id, "Fw_RemoveItem", 1);
RegisterHamFromEntity(Ham_Killed, id, "Fw_Player_Death");
}

public Game_Commencing()
{
g_restart_round = 1;
}

public Event_New_Round()
{
new freezetime = get_pcvar_num(cvar_freezetime);
new buytime = floatround((get_pcvar_float(cvar_buytime) * 60));
new Float:t;

g_buytime_expire = 0;

if(g_restart_round)
{
Remove_Weapon(0, 1);
g_restart_round = 0;
}

remove_task(TASKID_BUYTIME);

if(get_pcvar_num(cvar_bot_allow_wpns) && g_buytime_expire == 0)
set_task(1.5, "Bot_Weapon");

if(buytime > freezetime)
t = float(buytime);
else
t = float(buytime+freezetime);

set_task(t, "Buytime_Expired", TASKID_BUYTIME);
}

public Buytime_Expired()
{
g_buytime_expire = 1;
}

public Bot_Weapon()
{
new players[32], pnum, wpn_id, sz_team[11];

switch(TEAM)
{
case 1: sz_team = "TERRORIST";
case 2: sz_team = "CT";
default: sz_team = "";
}

get_players(players, pnum, "ade", sz_team);

for(new i = 0; i < pnum; i++)
if(random_num(0,100) <= BOT_BUY_CHANCE && get_user_armor(players[i]) != 99 && !is_weapon_slot_empty(players[i], 1, wpn_id))
{
Get_Weapon(players[i]);
cs_set_user_armor(players[i], 99, CS_ARMOR_VESTHELM);
}
}

public ClientCommand_BuyBaseWpn(id)
{
if(purchase_check(id, ORIG_WPN_PRICE) && Get_BitVar(g_has_weapon, id))
{
drop_weapons(id);
UnSet_BitVar(g_has_weapon,id);
g_rebuy[id] = 0;
cs_set_user_bpammo(id, CSW_NEWPN, 90);
}
}

public ClientCommand_RePurchase(id)
{
client_cmd(id, "rebuy");

if(g_rebuy[id] == 1 && !Get_BitVar(g_has_weapon, id))
Get_Weapon(id);
}

public ClientCommand_BuyAmmo(id)
{
if(!is_user_alive(id))
return PLUGIN_HANDLED

if(!cs_get_user_buyzone(id))
return PLUGIN_HANDLED

if(!Get_BitVar(g_has_weapon, id))
return PLUGIN_CONTINUE

new wpns[32], wnum;
get_user_weapons(id, wpns, wnum);

for (new i; i < wnum; i++)
if(wpns[i] == CSW_NEWPN)
{
new i_bpammo = cs_get_user_bpammo(id, CSW_NEWPN);

if(i_bpammo >= BPAMMO)
return PLUGIN_HANDLED

if(i_bpammo < BPAMMO)
if(i_bpammo > BPAMMO-AUNITS)
{
new i_ammo = BPAMMO - i_bpammo;
give_ammo(id, i_ammo, AMMOID, ACOST);
}
else
give_ammo(id, AUNITS, AMMOID, ACOST);

return PLUGIN_HANDLED
}

return PLUGIN_CONTINUE
}

public ClientCommand_BuyPrimAmmo(id)
{
if(!is_user_alive(id))
return PLUGIN_HANDLED

if(!cs_get_user_buyzone(id))
return PLUGIN_HANDLED

if(!Get_BitVar(g_has_weapon, id))
return PLUGIN_CONTINUE

new i_bpammo = cs_get_user_bpammo(id, CSW_NEWPN);

if(i_bpammo < BPAMMO)
{
new i_ammo = BPAMMO - i_bpammo;
give_ammo(id, i_ammo, AMMOID, ACOST);
}

return PLUGIN_HANDLED
}

public Get_Weapon(id)
{
if(!is_user_alive(id) || !is_user_connected(id))
return

if(TEAM > 0 && get_user_team(id) != TEAM)
{
client_print(id, print_center, "The M4A1-S is not available for your team to buy.");
return
}

// Player tries to buy the same gun
if(Get_BitVar(g_has_weapon, id))
{
client_print(id, print_center, "#Cstrike_Already_Own_Weapon");
return
}

if(purchase_check(id, PRICE))
{
if(cs_get_user_shield(id))
{
engclient_cmd(id, "slot1");
engclient_cmd(id, "drop");
}
else
drop_weapons(id);

Set_BitVar(g_has_weapon, id);
g_rebuy[id] = 1;
new weapon = give_item(id, weapon_newpn);

// Set Ammo
cs_set_weapon_ammo(weapon, CLIP);
cs_set_user_bpammo(id, CSW_NEWPN, BPAMMO);

// Calculate new money amount
static newmoney;
newmoney = cs_get_user_money(id) - PRICE;

// Update money offset
cs_set_user_money(id, newmoney);

// Update money on HUD
message_begin(MSG_ONE, msg_Money, _, id);
write_long(newmoney); // amount
write_byte(1); // flash
message_end();
}
}

public ClientCommand_SelectWeapon(id)
{
engclient_cmd(id, weapon_newpn);
return PLUGIN_HANDLED
}

public Fw_CmdStart(id, uc_handle, seed)
{
if(!is_user_alive(id))
return

if(get_user_weapon(id) != CSW_NEWPN)
return

static new_button; new_button = get_uc(uc_handle, UC_Buttons)
static model[32];
pev(id, pev_weaponmodel2, model, 31);

if(Get_BitVar(g_has_weapon, id))
{
if(new_button & IN_ATTACK2 || new_button & IN_ATTACK)
if(equal(model, P_MODEL[cs_get_weapon_silen(get_pdata_cbase(id, m_pActiveItem))]))
return
else
set_pev(id, pev_weaponmodel2, P_MODEL[cs_get_weapon_silen(get_pdata_cbase(id, m_pActiveItem))]);
}
else if(new_button & IN_ATTACK2)
{
set_weapon_anim(id, 0);
new_button &= ~IN_ATTACK2;
set_uc(uc_handle, UC_Buttons, new_button);
}
}

public Event_CurWeapon(id)
{
if(!is_user_alive(id))
return

static CSW_ID; CSW_ID = read_data(2);

if((CSW_ID == CSW_NEWPN && g_prev_weapon[id] == CSW_NEWPN))
{
static weapon;
weapon= find_ent_by_owner(-1, weapon_newpn, id);

if(Get_BitVar(g_has_weapon, id))
{
if(!pev_valid(weapon))
{
g_prev_weapon[id] = get_user_weapon(id)
return
}

if(cs_get_user_bpammo(id, CSW_NEWPN) > BPAMMO)
cs_set_user_bpammo(id, CSW_NEWPN, BPAMMO);
}
else
set_pdata_float(weapon, m_flNextPrimaryAttack, get_pdata_float(weapon, m_flNextPrimaryAttack, 4) * RATEOFIRE, 4)
}
else if((CSW_ID != CSW_NEWPN && g_prev_weapon[id] == CSW_NEWPN) && Get_BitVar(g_has_weapon, id))
draw_new_weapon(id, get_user_weapon(id));

g_prev_weapon[id] = get_user_weapon(id);
}

public Fw_ItemDeployPost(weapon)
{
static id;
id = get_pdata_cbase(weapon, m_pPlayer, 4);

if(!is_user_alive(id))
return

arm_switch(id);

if(Get_BitVar(g_has_weapon,id) && cs_get_user_bpammo(id, CSW_NEWPN) > BPAMMO)
cs_set_user_bpammo(id, CSW_NEWPN, BPAMMO);
}

public Fw_AddItem(id, weapon)
{
static classname[24];
pev(weapon, pev_classname, classname, charsmax(classname));

if(!Get_BitVar(g_has_weapon,id) && g_rebuy[id] == 1)
{
for(new i = 0; i < sizeof weapon_classnames; i++)
if(equali(classname, weapon_classnames[i]))
{
g_rebuy[id] = 0;
return
}
}
else if(equali(classname, weapon_newpn) && Get_BitVar(g_has_weapon,id))
g_rebuy[id] = 1;
}

public Fw_RemoveItem(id)
{
set_task(0.01, "Fw_AddItem", id);
}

public Fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
if(!is_user_alive(id))
return FMRES_IGNORED

if(get_user_weapon(id) == CSW_NEWPN && Get_BitVar(g_has_weapon, id))
set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)

return FMRES_HANDLED
}

public Fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
if (!is_user_connected(invoker))
return FMRES_IGNORED

if(get_user_weapon(invoker) != CSW_NEWPN)
return FMRES_IGNORED

if(!Get_BitVar(g_has_weapon, invoker))
return FMRES_IGNORED

if(eventid != g_weapon_event)
return FMRES_IGNORED

engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2);
set_weapon_anim(invoker, SHOOT_ANIM[cs_get_weapon_silen(get_pdata_cbase(invoker, m_pActiveItem))]);
emit_sound(invoker, CHAN_WEAPON, FIRE_SOUND[cs_get_weapon_silen(get_pdata_cbase(invoker, m_pActiveItem))], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
make_shells(invoker);

return FMRES_SUPERCEDE
}

public Fw_SetModel(wpn_ent, model[])
{
if(!pev_valid(wpn_ent))
return FMRES_IGNORED

static classname[32];
pev(wpn_ent, pev_classname, classname, sizeof classname);

if(!equal(classname, "weaponbox"))
return FMRES_IGNORED

static id;
id= pev(wpn_ent, pev_owner);

if(equal(model, BASE_W_MODEL))
{
static weapon;
weapon = find_ent_by_owner(-1, weapon_newpn, wpn_ent);

if(!pev_valid(weapon))
return FMRES_IGNORED;

if(Get_BitVar(g_has_weapon, id))
{
UnSet_BitVar(g_has_weapon,id)

set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
engfunc(EngFunc_SetModel, wpn_ent, W_MODEL)
set_pev(wpn_ent, pev_body, BODY_NUM)

return FMRES_SUPERCEDE
}
}

return FMRES_IGNORED;
}

public Fw_TraceAttack_World(victim, attacker, Float:damage, Float:direction[3], prt, damage_bits)
{
if(!is_user_connected(attacker))
return HAM_IGNORED

if(get_user_weapon(attacker) != CSW_NEWPN || !Get_BitVar(g_has_weapon, attacker))
return HAM_IGNORED

static Float:origin[3], Float:vecPlane[3];

get_tr2(prt, TR_vecEndPos, origin);
get_tr2(prt, TR_vecPlaneNormal, vecPlane);

make_bullet_hole(victim, attacker, origin);
make_bullet_smoke(attacker, prt);

SetHamParamFloat(3, float(DAMAGE));

return HAM_IGNORED
}

public Fw_TraceAttack_Player(victim, attacker, Float:damage, Float:direction[3], ptr, damage_bits)
{
if(!is_user_connected(attacker))
return HAM_IGNORED

if(get_user_weapon(attacker) != CSW_NEWPN || !Get_BitVar(g_has_weapon, attacker))
return HAM_IGNORED

SetHamParamFloat(3, float(DAMAGE))

return HAM_IGNORED
}

public Fw_Weapon_PrimaryAttack(weapon)
{
static id;
id = pev(weapon, pev_owner);
pev(id, pev_punchangle, g_recoil[id]);

return HAM_IGNORED
}

public Fw_Weapon_PrimaryAttack_Post(weapon)
{
static id;
id = pev(weapon, pev_owner);

if(Get_BitVar(g_has_weapon, id))
{
static Float:Push[3]
pev(id, pev_punchangle, Push);
xs_vec_sub(Push, g_recoil[id], Push);

xs_vec_mul_scalar(Push, RECOIL, Push);
xs_vec_add(Push, g_recoil[id], Push);
set_pev(id, pev_punchangle, Push);

set_pdata_float(weapon, m_flTimeWeaponIdle, g_idletime[2], 4);
}
}

public Fw_Item_AddToPlayer_Post(weapon, id)
{
if(!pev_valid(weapon))
return HAM_IGNORED

if(pev(weapon, pev_impulse) == WEAPON_SECRETCODE)
{
Set_BitVar(g_has_weapon, id);
set_pev(weapon, pev_impulse, 0);
g_rebuy[id] = 1;
}

if(Get_BitVar(g_has_weapon,id))
{
message_begin(MSG_ONE, msg_WeaponList, .player = id);
write_string(NEWPN_NAME); // WeaponName
write_byte(PRI_AMMO_ID); // PrimaryAmmoID
write_byte(BPAMMO); // PrimaryAmmoMaxAmount
write_byte(-1); // SecondaryAmmoID
write_byte(-1); // SecondaryAmmoMaxAmount
write_byte(SLOT_ID); // SlotID (0...N)
write_byte(NUM_IN_SLOT); // NumberInSlot (1...N)
write_byte(CSW_NEWPN); // WeaponID
write_byte(ITEM_FLAGS); // Flags
message_end();
} else {
message_begin(MSG_ONE, msg_WeaponList, .player = id);
write_string(weapon_newpn); // WeaponName
write_byte(PRI_AMMO_ID); // PrimaryAmmoID
write_byte(BPAMMO); // PrimaryAmmoMaxAmount
write_byte(-1); // SecondaryAmmoID
write_byte(-1); // SecondaryAmmoMaxAmount
write_byte(SLOT_ID); // SlotID (0...N)
write_byte(NUM_IN_SLOT); // NumberInSlot (1...N)
write_byte(CSW_NEWPN); // WeaponID
write_byte(ITEM_FLAGS); // Flags
message_end();
}

return HAM_HANDLED
}

public Fw_Item_PostFrame(weapon)
{
if(!pev_valid(weapon))
return HAM_IGNORED

static id
id = pev(weapon, pev_owner)

if(is_user_alive(id) && Get_BitVar(g_has_weapon, id))
{
static Float:flNextAttack; flNextAttack = get_pdata_float(id, m_flNextAttack, 5);
static bpammo; bpammo = cs_get_user_bpammo(id, CSW_NEWPN);
static i_clip; i_clip = get_pdata_int(weapon, m_iClip , 4);
static fInReload; fInReload = get_pdata_int(weapon, m_fInReload, 4);

if(fInReload && flNextAttack <= 0.0)
{
static temp1; temp1 = min(CLIP - i_clip, bpammo);

set_pdata_int(weapon, m_iClip , i_clip + temp1, 4);
cs_set_user_bpammo(id, CSW_NEWPN, bpammo - temp1);

set_pdata_int(weapon, m_fInReload, 0, 4);

fInReload = 0;

set_pdata_float(weapon, m_flNextPrimaryAttack, RELOAD_TIME - RELOAD_POINT, 4);
}
}

return HAM_IGNORED
}

public Fw_Weapon_Reload(weapon)
{
static id; id = pev(weapon, pev_owner);

if(!is_user_alive(id))
return HAM_IGNORED

if(!Get_BitVar(g_has_weapon, id))
return HAM_IGNORED

g_clip[id] = -1;

static bpammo; bpammo = cs_get_user_bpammo(id, CSW_NEWPN);
static i_clip; i_clip = get_pdata_int(weapon, m_iClip , 4);

if(bpammo <= 0)
return HAM_SUPERCEDE

if(i_clip >= CLIP)
return HAM_SUPERCEDE

g_clip[id] = i_clip;

return HAM_HANDLED
}

public Fw_Weapon_Reload_Post(weapon)
{
static id;
id = pev(weapon, pev_owner);

if(!is_user_alive(id))
return HAM_IGNORED

if(!Get_BitVar(g_has_weapon, id))
return HAM_IGNORED

if (g_clip[id] == -1)
return HAM_IGNORED

set_pdata_int(weapon, m_iClip , g_clip[id], 4);
set_pdata_int(weapon, m_fInReload, 1, 4);

set_weapon_anim(id, RELOAD_ANIM[cs_get_weapon_silen(weapon)]);
set_pdata_float(id, m_flNextAttack, RELOAD_POINT, 5);

return HAM_HANDLED
}

public Fw_Player_Death(id)
{
if(!is_user_connected(id))
return HAM_IGNORED

if(Get_BitVar(g_has_weapon, id))
{
set_task(0.1, "Remove_Weapon", id);
g_rebuy[id] = 1;
}

return HAM_HANDLED
}

public Message_DeathMsg(msg_id, msg_dest, id)
{
static attacker, weapon[33];

attacker = get_msg_arg_int(1);
get_msg_arg_string(4, weapon, charsmax(weapon))

if(!is_user_connected(attacker))
return PLUGIN_CONTINUE

if(equal(weapon, basewpn_shortname))
{
if(Get_BitVar(g_has_weapon, attacker))
set_msg_arg_string(4, newpn_shortname);
else
set_msg_arg_string(4, "m4a4");
}

return PLUGIN_CONTINUE
}

public Player_Weapon_Walkspeed(weapon)
{
new id = get_pdata_cbase(weapon, m_pPlayer, 4);

if(!is_user_alive(id))
return HAM_IGNORED

if(Get_BitVar(g_has_weapon,id))
SetHamReturnFloat(WALKSPEED);
else
return HAM_IGNORED

return HAM_SUPERCEDE
}

public Inspect_Weapon(id)
{
if(!is_user_alive(id))
return

static weapon; weapon = get_pdata_cbase(id, m_pActiveItem);
new current_anim = pev(get_pdata_cbase(weapon, m_pPlayer, 4), pev_weaponanim);

if(current_anim && current_anim != 7)
return

if(get_user_weapon(id) == CSW_NEWPN)
if(Get_BitVar(g_has_weapon, id))
set_weapon_anim(id, INSPECT_ANIM[cs_get_weapon_silen(get_pdata_cbase(id, m_pActiveItem))]);
else
set_weapon_anim(id, 14);
}

public Remove_Weapon(id, all)
{
switch(all)
{
case 1:
{
new players[32], pnum;
get_players(players, pnum);

for(new i = 0; i <= pnum; i++)
UnSet_BitVar(g_has_weapon, players[i]);
}
default:
UnSet_BitVar(g_has_weapon, id);
}
}

bool:purchase_check(id, cost)
{
if (!cs_get_user_buyzone(id))
return false

// Check for buy time
if(g_buytime_expire)
{
client_print(id, print_center, "%d seconds have passed.^n You can't buy anything now!",floatround(get_cvar_float("mp_buytime") * 60));
return false
}

// Check if player has enough money
if (cs_get_user_money(id) < cost)
{
client_print(id, print_center, "#Cstrike_TitlesTXT_Not_Enough_Money");

// Blink money
message_begin(MSG_ONE_UNRELIABLE, msg_BlinkAcct, _, id);
write_byte(2); // times
message_end();
return false
}
return true
}

draw_new_weapon(id, CSW_ID)
{
static weapon;
weapon = find_ent_by_owner(-1, weapon_newpn, id);

if(CSW_ID == CSW_NEWPN)
{
if(pev_valid(weapon) && Get_BitVar(g_has_weapon, id))
{
set_pev(weapon, pev_effects, pev(weapon, pev_effects) &~ EF_NODRAW);
engfunc(EngFunc_SetModel, weapon, P_MODEL[cs_get_weapon_silen(get_pdata_cbase(id, m_pActiveItem))]);
set_pev(weapon, pev_body, BODY_NUM);

if(cs_get_user_bpammo(id, CSW_NEWPN) > BPAMMO)
cs_set_user_bpammo(id, CSW_NEWPN, BPAMMO);
}
}
else
if(pev_valid(weapon))
set_pev(weapon, pev_effects, pev(weapon, pev_effects) | EF_NODRAW);
}

make_shells(id)
{
static Float:player_origin[3], Float:origin[3], Float:origin2[3], Float:gunorigin[3], Float:oldangles[3], Float:v_forward[3], Float:v_forward2[3], Float:v_up[3], Float:v_up2[3], Float:v_right[3], Float:v_right2[3], Float:viewoffsets[3];

pev(id,pev_v_angle, oldangles); pev(id,pev_origin,player_origin); pev(id, pev_view_ofs, viewoffsets);

engfunc(EngFunc_MakeVectors, oldangles)

global_get(glb_v_forward, v_forward); global_get(glb_v_up, v_up); global_get(glb_v_right, v_right);
global_get(glb_v_forward, v_forward2); global_get(glb_v_up, v_up2); global_get(glb_v_right, v_right2);

xs_vec_add(player_origin, viewoffsets, gunorigin);

xs_vec_mul_scalar(v_forward, 10.3, v_forward); xs_vec_mul_scalar(v_right, 2.9, v_right);
xs_vec_mul_scalar(v_up, -3.7, v_up);
xs_vec_mul_scalar(v_forward2, 10.0, v_forward2); xs_vec_mul_scalar(v_right2, 3.0, v_right2);
xs_vec_mul_scalar(v_up2, -4.0, v_up2);

xs_vec_add(gunorigin, v_forward, origin);
xs_vec_add(gunorigin, v_forward2, origin2);
xs_vec_add(origin, v_right, origin);
xs_vec_add(origin2, v_right2, origin2);
xs_vec_add(origin, v_up, origin);
xs_vec_add(origin2, v_up2, origin2);

static Float:velocity[3]
get_speed_vector(origin2, origin, random_float(140.0, 160.0), velocity)

static angle; angle = random_num(0, 360)

message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, id)
write_byte(TE_MODEL)
engfunc(EngFunc_WriteCoord, origin[0])
engfunc(EngFunc_WriteCoord,origin[1])
engfunc(EngFunc_WriteCoord,origin[2])
engfunc(EngFunc_WriteCoord,velocity[0])
engfunc(EngFunc_WriteCoord,velocity[1])
engfunc(EngFunc_WriteCoord,velocity[2])
write_angle(angle)
write_short(shell_model)
write_byte(1)
write_byte(20)
message_end()
}

make_bullet_smoke(id, TrResult)
{
static Float:vecSrc[3], Float:vecEnd[3], TE_FLAG;

get_weapon_attachment(id, vecSrc);
global_get(glb_v_forward, vecEnd);

xs_vec_mul_scalar(vecEnd, 8192.0, vecEnd);
xs_vec_add(vecSrc, vecEnd, vecEnd);

get_tr2(TrResult, TR_vecEndPos, vecSrc);
get_tr2(TrResult, TR_vecPlaneNormal, vecEnd);

xs_vec_mul_scalar(vecEnd, 2.5, vecEnd);
xs_vec_add(vecSrc, vecEnd, vecEnd);

TE_FLAG |= TE_EXPLFLAG_NODLIGHTS;
TE_FLAG |= TE_EXPLFLAG_NOSOUND;
TE_FLAG |= TE_EXPLFLAG_NOPARTICLES;

engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEnd, 0);
write_byte(TE_EXPLOSION);
engfunc(EngFunc_WriteCoord, vecEnd[0]);
engfunc(EngFunc_WriteCoord, vecEnd[1]);
engfunc(EngFunc_WriteCoord, vecEnd[2] - 10.0);
write_short(smoke_sprite);
write_byte(5);
write_byte(50);
write_byte(TE_FLAG);
message_end();
}

make_bullet_hole(victim, attacker, Float:origin[3])
{
static decal;

if(!get_pcvar_num(cvar_decals))
decal = random_num(41, 43);
else
decal = random_num(52, 55);

if(victim)
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_DECAL)
engfunc(EngFunc_WriteCoord, origin[0])
engfunc(EngFunc_WriteCoord, origin[1])
engfunc(EngFunc_WriteCoord, origin[2])
write_byte(decal)
write_short(victim)
message_end()
}
else
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
engfunc(EngFunc_WriteCoord, origin[0])
engfunc(EngFunc_WriteCoord, origin[1])
engfunc(EngFunc_WriteCoord, origin[2])
write_byte(decal)
message_end()
}
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_GUNSHOTDECAL)
engfunc(EngFunc_WriteCoord, origin[0])
engfunc(EngFunc_WriteCoord, origin[1])
engfunc(EngFunc_WriteCoord, origin[2])
write_short(attacker)
write_byte(decal)
message_end()
}

get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
{
static Float:vfEnd[3], viEnd[3] ;
get_user_origin(id, viEnd, 3);
IVecFVec(viEnd, vfEnd);

static Float:fOrigin[3], Float:fAngle[3];

pev(id, pev_origin, fOrigin);
pev(id, pev_view_ofs, fAngle);

xs_vec_add(fOrigin, fAngle, fOrigin);

static Float:fAttack[3];

xs_vec_sub(vfEnd, fOrigin, fAttack);
xs_vec_sub(vfEnd, fOrigin, fAttack);

static Float:fRate;

fRate = fDis / vector_length(fAttack);
xs_vec_mul_scalar(fAttack, fRate, fAttack);

xs_vec_add(fOrigin, fAttack, output);
}

set_weapon_anim(id, anim)
{
if(!is_user_alive(id))
return

set_pev(id, pev_weaponanim, anim);

message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id);
write_byte(anim);
write_byte(pev(id, pev_body));
message_end();

static weapon;
weapon = find_ent_by_owner(-1, weapon_newpn, id);

new Float:idle;
switch(anim)
{
case 5, 12: idle = g_idletime[0];
case 4, 11: idle = g_idletime[1];
case 14, 15: idle = g_idletime[3];
}

set_pdata_float(weapon, m_flTimeWeaponIdle, idle, 4);
}

// Drop primary/secondary weapons
drop_weapons(id)
{
// Get user weapons
static weapons[32], num, i, wpn_id;
num = 0; // reset passed weapons count (bugfix)
get_user_weapons(id, weapons, num);

// Loop through them and drop primaries or secondaries
for (i = 0; i < num; i++)
{
// Prevent re-indexing the array
wpn_id = weapons[i];

if(1<<wpn_id & PRIMARY_WEAPONS_BIT_SUM)
{
// Get weapon entity
static wname[32];
get_weaponname(wpn_id, wname, charsmax(wname));

// Player drops the weapon
engclient_cmd(id, "drop", wname);
}
}
}

arm_switch(id)
{
if(Get_BitVar(g_has_weapon, id))
{
if(get_user_team(id) == get_pcvar_num(cvar_alteam))
set_pev(id, pev_viewmodel2, V_MODEL_ALT);
else
set_pev(id, pev_viewmodel2, V_MODEL);

set_pev(id, pev_weaponmodel2, P_MODEL[cs_get_weapon_silen(get_pdata_cbase(id, m_pActiveItem))])
}
else if(get_user_team(id) == get_pcvar_num(cvar_alteam))
set_pev(id, pev_viewmodel2, V_MODEL_DEF);

set_weapon_anim(id, DRAW_ANIM[cs_get_weapon_silen(get_pdata_cbase(id, m_pActiveItem))])
draw_new_weapon(id, CSW_NEWPN)
}

is_weapon_slot_empty( id , iSlot , &iEntity )
{
if ( !( 1 <= iSlot <= 5 ) )
return 0;

iEntity = 0;
const m_rgpPlayerItems_Slot0 = 367;
const m_iId = 43;
const EXTRAOFFSET_WEAPONS = 4;

iEntity = get_pdata_cbase( id , m_rgpPlayerItems_Slot0 + iSlot , EXTRAOFFSET_WEAPONS );

return ( iEntity > 0 ) ? get_pdata_int( iEntity , m_iId , EXTRAOFFSET_WEAPONS ) : 0;
}

get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3])
{
new_velocity[0] = origin2[0] - origin1[0]
new_velocity[1] = origin2[1] - origin1[1]
new_velocity[2] = origin2[2] - origin1[2]
new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
new_velocity[0] *= num
new_velocity[1] *= num
new_velocity[2] *= num

return 1;
}

give_ammo(id, ammo, ammo_id, cost)
{
if (cs_get_user_money(id) < cost)
{
client_print(id, print_center, "#Cstrike_TitlesTXT_Not_Enough_Money");

// Blink money
message_begin(MSG_ONE_UNRELIABLE, msg_BlinkAcct, _, id);
write_byte(2); // times
message_end();
return PLUGIN_HANDLED
}

new newammo = cs_get_user_bpammo(id, CSW_NEWPN) + ammo;
cs_set_user_bpammo(id, CSW_NEWPN, newammo);

message_begin(MSG_ONE,get_user_msgid("AmmoPickup"),_, id );
write_byte(ammo_id);
write_byte(ammo);
message_end();

emit_sound(id, CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM);

// Calculate new money amount
static newmoney;
newmoney = cs_get_user_money(id) - cost;

// Update money offset
cs_set_user_money(id, newmoney, 1);

return PLUGIN_CONTINUE
}
Плагин в целом работает. Но конфликтует с обычной m4a1. У обычной m4a1 не проигрывается анимация когда одеваешь глушитель,и во время выстрела мигает глушительно,и не понятно одет он или нет,вообщем бардак.Оригинал плагина прикрепил. Баг возникает независимо купил ты m4a1 или нет.

Так же с плагином для VIP кастомного оружия item_m4a1 проблем таких нет. Плагин прикрепил.
 

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