Не выдает деньги в 1 раунде.

Статус
В этой теме нельзя размещать новые ответы.
Сообщения
64
Реакции
58
Основная информация

Проблема: Не выдает деньги в 1 раунде.

Ошибка:
После установки http://dev-cs.ru/resources/235/ заметил что не выдает деньги в 1 раунде даже на тех картах на которых отключен этот режим.
Дополнительная информация

Amx Mod X: ReAMXX

Билд:
Код:
Protocol version 48
Exe version 1.1.2.7/Stdio (cstrike)
ReHLDS version: 3.0.0.572-dev
Build date: 15:29:19 Jun 30 2017 (1175)
Build from: https://github.com/dreamstalker/rehlds/commit/534522f


ReGamedll:
Код:
ReGameDLL version: 5.3.0.217-dev
Build date: 18:18:45 Jul 17 2017
Build from: https://github.com/s1lentq/ReGameDLL_CS/commit/0f1f4c0


Список модулей:
PHP:
ReAPI 5.1.0.112- Asmodai & s1lent работает 
ReAimDetector 0.1.7 ReHLDS Team работает
FakeMeta 1.8.3-Re AMX Mod X Dev Team работает
MySQL 1.8.3-Re AMX Mod X Dev Team работает
Ham Sandwich 1.8.3-Re AMX Mod X Dev Team работает
nVault 1.8.3-Re AMX Mod X Dev Team работает
Engine 1.8.3-Re AMX Mod X Dev Team работает
Fun 1.8.3-Re AMX Mod X Dev Team работает
CStrike 1.8.3-Re AMX Mod X Dev Team работает
CSX 1.8.3-Re AMX Mod X Dev Team работает
Sockets 1.8.3-Re HLSW Dev Team работает
Всего 11 модулей


Список плагинов:
HTML:
[ 1] FreshBans 1.3.8b kanagava fresh_bans_138_ работает 
[ 2] ScreenMaker 1.1 neygomon screen_maker.am работает
[ 3] ReAimDetector API 0.1.8 ReHLDS Team reaimdetector.a debug
[ 4] Aliases checker 0.8.2 kanagava alias_detector0 работает
[ 5] unknown unknown unknown block_sound_esp работает
[ 6] New fastban 1.0 smoke(BLR) fastcupban.amxx работает
[ 7] Admin Loader 2.9 neygomon admin_loader.am работает
[ 8] [KZ] Anti Cheat 1.0 deniS & Fame anticheat.amxx работает
[ 9] unknown unknown unknown goodShot.amxx работает
[ 10] Admin Commands 1.8.3-Re AMXX Dev Team admincmd.amxx работает
[ 11] Menus Front-End 1.5 neugomon menufront_end.a работает
[ 12] Restrict Weapons 1.8.3-Re AMXX Dev Team restmenu.amxx работает
[ 13] Stats Configuration 1.8.3-Re AMXX Dev Team statscfg.amxx работает
[ 14] [ReApi] Killer ScreenF 0.0.4 Vaqtincha reapi_killer_sc работает
[ 15] [ReAPI] Flasher Punish 0.0.2b Vaqtincha reapi_flasher_p работает
[ 16] [ReAPI] IDEAL VIP by W 1.4.8 Wikiname (Remake reapi_ideal_vip работает
[ 17] [ReAPI] Parachute 1.1 ReHLDS Team parachute.amxx работает
[ 18] [ReAPI] Slay Loosers 1.1 neugomon reapi_slayloose работает
[ 19] AFK Control 1.4.1 [Rnd neygomon afk_control.amx работает
[ 20] Players Menu 1.7 neugomon players_menu.am работает
[ 21] resetscore(ReAPI) 1.0 Phantom resetscore.amxx работает
[ 22] Knife Duel with Telepo 1.2 neygomon knife_duel.amxx работает
[ 23] Mode 2x2 2.5re s1lent mode.amxx работает
[ 24] AWP limitter 1.03 neygomon awp_limitter.am остановлен
[ 25] Maps Menu 1.4.1 neugomon mapsmenu.amxx работает
[ 26] Advanced MapChooser 1.1.0 neygomon mapchooser.amxx работает
[ 27] Admin_Check 0.1 CepeH9 admin_check.amx работает
[ 28] Super WeaponMenu 1.1 neygomon s_weaponmenu.am работает
[ 29] Advert Messages 1.22 neygomon adverts.amxx работает
[ 30] Join IP Colored 1.1 Alternative join_ip_colored работает
[ 31] SF Bets 0.1.5 serfreeman1337 sf_bets.amxx работает
[ 32] Player Votes 1.1 neugomon player_votes.am работает
[ 33] DemoRecoder 1.1 neygomon amx_demorec_3.a работает
[ 34] Admin Cheater Menu 3.0 te$co admin_cheat.amx работает
[ 35] Show Damage 1.0 neygomon damager.amxx работает
[ 36] Grenade Touch Damage 1.3 xPaw GrenadeTouchDmg работает
[ 37] Ping Control 1.31 neygomon Ping_Control.am работает
[ 38] Lite Translit 2.8 neygomon lite_translit.a работает
[ 39] C4 Timer on roundtime 0.3.3a neygomon c4timer.amxx работает
[ 40] custom.hpk Control 2.0 Northon customhpk_contr работает
[ 41] Save Slot 1.0 Leo_[BH] save_slot.amxx работает
[ 42] Advanced Gag 1.9.0 neygomon amx_gag.amxx работает
[ 43] Money Bonus for Custom 1.1 Leo_[BH]/h1k3 money_bonus_cus работает
[ 44] [CS] Player Models API 1.2 WiLS cs_player_model работает
[ 45] Block grande info 1.0 neygomon BlockGrenadeInf работает
[ 46] Say me and Say hp 1.4 neygomon sayme.amxx работает
[ 47] Pop Grenades 1.0 EFFx/HamletEagle GrenadePop.amxx работает
[ 48] Restart Harlem Shake 1.5 EFFx RRHarlem.amxx работает
[ 49] Heard Shells 0.0.1 Vaqtincha HeartShells.amx работает
[ 50] Advanced Experience Sy 0.4 serfreeman1337 aes_main.amxx работает
[ 51] AES: Exp CSTRIKE 0.3 serfreeman1337 aes_exp_cstrike работает
[ 52] AES: Informer 0.2 serfreeman1337 aes_informer.am работает
[ 53] AES: Experience Editor 0.1 serfreeman1337 aes_exp_editor. работает
[ 54] AES: Bonus System 0.2 serfreeman1337 aes_bonus_syste работает
[ 55] AES: Bonus CSTRIKE 0.4 serfreeman1337 aes_bonus_cstri работает
[ 56] AES: StatsX 0.2 serfreeman1337 aes_statsx_cstr работает
[ 57] AES: CSTRIKE Say Tag 0.1.1 serfreeman1337 aes_say_tag.amx работает
57 plugins, 56 работает


Список метамодулей:
PHP:
[ 1] AMX Mod X RUN - amxmodx_mm_i386. v1.8.3-R ini Start ANY 
[ 2] VoiceTranscoder RUN - VoiceTranscoder. v2017RC3 ini ANY ANY
[ 3] Reunion RUN - reunion_mm_i386. v0.1.75 ini Start Never
[ 4] ReAuthCheck RUN - reauthcheck_mm_i v0.1.6 ini Start Never
[ 5] Rechecker RUN - rechecker_mm_i38 v2.3 ini Chlvl ANY
[ 6] WHBlocker RUN - whblocker_mm_i38 v1.5.692 ini Chlvl ANY
[ 7] ReSemiclip RUN - resemiclip_mm_i3 v2.3.9 ini Chlvl ANY
[ 8] ReAPI RUN - reapi_amxx_i386. v5.1.0.1 pl1 ANY Never
[ 9] ReAimDetector RUN - reaimdetector_am v0.1.7 pl1 ANY Never
[10] FakeMeta RUN - fakemeta_amxx_i3 v1.8.3-R pl1 ANY ANY
[11] MySQL RUN - mysql_amxx_i386. v1.8.3-R pl1 ANY ANY
[12] Ham Sandwich RUN - hamsandwich_amxx v1.8.3-R pl1 ANY ANY
[13] Engine RUN - engine_amxx_i386 v1.8.3-R pl1 ANY ANY
[14] Fun RUN - fun_amxx_i386.so v1.8.3-R pl1 ANY ANY
[15] CStrike RUN - cstrike_amxx_i38 v1.8.3-R pl1 ANY ANY
[16] CSX RUN - csx_amxx_i386.so v1.8.3-R pl1 ANY ANY
16 plugins, 16 работает


Исходник:
Код:
#include <amxmodx>
#include <cstrike>
#include <fun>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>




enum {
XO_WEAPON = 4,
m_pPlayer = 41,
m_iFOV = 363,
m_flAccuracy = 62,
m_flLastFire = 63,
m_iId = 43,
#if !defined MAX_CLIENTS
MAX_CLIENTS = 32,
#endif

random_seed = 96
}

new bool: g_bModeEnabled;
new Float:g_vecVelocity[MAX_CLIENTS + 1][3];

enum any: H_TYPES_s {
_PrimaryAttack_Pre,
_PrimaryAttack_Post,
_CBasePlayer_Spawn,
_CBaseEntity_Touch
}

new any: Hooks[H_TYPES_s];

new const CLASS_WEAPON[] = "weapon_scout";
new const CLASS_ArouryEntity[] = "armoury_entity";

public plugin_init() {
register_plugin("Mode: Flying Scoutsman", "0.0.1", "[email protected]");

Hooks[_PrimaryAttack_Pre] = RegisterHam(Ham_Weapon_PrimaryAttack, CLASS_WEAPON, "CBasePlayerWeapon_PrimAttack", .Post = false);
Hooks[_PrimaryAttack_Post] = RegisterHam(Ham_Weapon_PrimaryAttack, CLASS_WEAPON, "CBasePlayerWeapon_PrimAttackP", .Post = true);
Hooks[_CBasePlayer_Spawn] = RegisterHam(Ham_Spawn, "player", "CBasePlayer_Spawn", .Post = true, .specialbot = true);
Hooks[_CBaseEntity_Touch] = RegisterHam(Ham_Touch, CLASS_ArouryEntity, "CBaseEntity_Touch", .Post = false, .specialbot = true);

#if defined HIDE_ARMORYENTS
register_event("HLTV", "event_NewRound", "a", "1=0", "2=0");
#endif

new pCvar = create_cvar(
.name = "mp_gamemode_Flying_Scoutsman",
.string = "1",
.flags = FCVAR_PROTECTED,
.description = "Toggle Flying Scoutsman mode.",
.has_min = true,
.min_val = 0.0,
.has_max = true,
.max_val = 1.0
);

hook_cvar_change(pCvar, "hookCvar_ModeChange");
bind_pcvar_num(pCvar, g_bModeEnabled);

Toggle_Mode(g_bModeEnabled);
}

public hookCvar_ModeChange(pCvar) {
Toggle_Mode(g_bModeEnabled);

// log_amx("== [Mode %s]", g_bModeEnabled ? "enabled" : "disabled");
}

new g_szCvars_Enabled[][] = {
"sv_gravity 200",
"mp_startmoney 0",
"mp_buytime 0",
"sv_restart 1"
}

new g_szCvars_Disabled[][] = {
"sv_gravity 800",
"mp_startmoney 800",
"mp_buytime 0.25",
"sv_restart 1"
}

Toggle_Mode(iStatus) {
switch(iStatus){
case true: {
for(new i; i < H_TYPES_s; i++) {
if(Hooks)
EnableHamForward(Hooks);
}

ExecCMDS(g_szCvars_Enabled, sizeof g_szCvars_Enabled);
}
case false: {
for(new i; i < H_TYPES_s; i++) {
if(Hooks)
DisableHamForward(Hooks);
}

ExecCMDS(g_szCvars_Disabled, sizeof g_szCvars_Disabled);
}
}
}

enum any: tasks ( +=12 ) { TASK_SetWeapons = 1337 }

public CBasePlayer_Spawn(pPlayerId) {
if(is_user_connected(pPlayerId))
set_task(0.2, "set_user_weapons", .id = TASK_SetWeapons + pPlayerId);
}

public set_user_weapons(pPlayerId) {
pPlayerId -= TASK_SetWeapons;

if(!is_user_connected(pPlayerId))
return;

strip_user_weapons(pPlayerId);

give_item(pPlayerId, "weapon_scout");
cs_set_user_bpammo(pPlayerId, CSW_SCOUT, 90);

give_item(pPlayerId, "weapon_knife");
}

stock ExecCMDS(szBuffer[][], const iLen) {
for(new i; i < iLen; i++)
server_cmd(szBuffer);
}


public CBasePlayerWeapon_PrimAttackP(pWeapon)
{
if(pWeapon <= 0)
return;

new pPlayer = get_pdata_cbase(pWeapon, m_pPlayer, XO_WEAPON);
if(pPlayer > 0)
{
if(g_vecVelocity[pPlayer][0] && g_vecVelocity[pPlayer][0] && g_vecVelocity[pPlayer][0])
{
set_pev(pPlayer, pev_velocity, g_vecVelocity[pPlayer]);
set_pev(pPlayer, pev_fov, float(get_pdata_int(pPlayer, m_iFOV)));
set_pev(pPlayer, pev_flags, pev(pPlayer, pev_flags) & ~FL_ONGROUND);

g_vecVelocity[pPlayer][0] = g_vecVelocity[pPlayer][0] = g_vecVelocity[pPlayer][0] = 0.0;
}
}
}

public CBasePlayerWeapon_PrimAttack(const pWeapon)
{
if(pWeapon <= 0)
return;

new pPlayer = get_pdata_cbase(pWeapon, m_pPlayer, XO_WEAPON);
if(pPlayer > 0)
{
set_pdata_int(pPlayer, random_seed, 0);

set_pdata_float(pWeapon, m_flLastFire, 0.0, XO_WEAPON);
set_pdata_float(pWeapon, m_flAccuracy, 1.0, XO_WEAPON);

pev(pPlayer, pev_velocity, g_vecVelocity[pPlayer]);

set_pev(pPlayer, pev_velocity, Float:{0.0, 0.0, 0.0});
set_pev(pPlayer, pev_fov, 40.0);
set_pev(pPlayer, pev_flags, pev(pPlayer, pev_flags) | FL_ONGROUND);
}
}

public CBaseEntity_Touch(pWeaponEnt, pPlayerId)
return HAM_SUPERCEDE;

#if defined HIDE_ARMORYENTS
enum ArmouryEnts_States ( +=1 ) { HIDE, SHOW }

public event_NewRound() {
if(g_bModeEnabled){
Hide_Armoury_Entity();
}
}

stock Hide_Armoury_Entity()
{
new pEnt = -1;
while((pEnt = fm_find_ent_by_class(pEnt, CLASS_ArouryEntity)))
Hide_ArmouryEntities(pEnt);
}

stock Hide_ArmouryEntities(pEnt)
{
if(!pev_valid(pEnt))
return;

static fOrigin[3];
pev(pEnt, pev_origin, fOrigin);
fOrigin[1] -= 2000.0;
set_pev(pEnt, pev_origin, fOrigin);
}
#endif


Комментарий:
Как то так
 
В этой теме было размещено решение! Перейти к решению.
Сообщения
3
Реакции
0
Помог
1 раз(а)
#include <amxmodx>
#include <cstrike>
#include <fun>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
enum {
XO_WEAPON = 4,
m_pPlayer = 41,
m_iFOV = 363,
m_flAccuracy = 62,
m_flLastFire = 63,
m_iId = 43,
#if !defined MAX_CLIENTS
MAX_CLIENTS = 32,
#endif
random_seed = 96
}
new bool: g_bModeEnabled;
new Float:g_vecVelocity[MAX_CLIENTS + 1][3];
enum any: H_TYPES_s {
_PrimaryAttack_Pre,
_PrimaryAttack_Post,
_CBasePlayer_Spawn,
_CBaseEntity_Touch
}
new any: Hooks[H_TYPES_s];
new const CLASS_WEAPON[] = "weapon_scout";
new const CLASS_ArouryEntity[] = "armoury_entity";
public plugin_init() {
register_plugin("Mode: Flying Scoutsman", "0.0.1", "[email protected]");
Hooks[_PrimaryAttack_Pre] = RegisterHam(Ham_Weapon_PrimaryAttack, CLASS_WEAPON, "CBasePlayerWeapon_PrimAttack", .Post = false);
Hooks[_PrimaryAttack_Post] = RegisterHam(Ham_Weapon_PrimaryAttack, CLASS_WEAPON, "CBasePlayerWeapon_PrimAttackP", .Post = true);
Hooks[_CBasePlayer_Spawn] = RegisterHam(Ham_Spawn, "player", "CBasePlayer_Spawn", .Post = true, .specialbot = true);
Hooks[_CBaseEntity_Touch] = RegisterHam(Ham_Touch, CLASS_ArouryEntity, "CBaseEntity_Touch", .Post = false, .specialbot = true);
#if defined HIDE_ARMORYENTS
register_event("HLTV", "event_NewRound", "a", "1=0", "2=0");
#endif
new pCvar = create_cvar(
.name = "mp_gamemode_Flying_Scoutsman",
.string = "1",
.flags = FCVAR_PROTECTED,
.description = "Toggle Flying Scoutsman mode.",
.has_min = true,
.min_val = 0.0,
.has_max = true,
.max_val = 1.0
);
hook_cvar_change(pCvar, "hookCvar_ModeChange");
bind_pcvar_num(pCvar, g_bModeEnabled);
Toggle_Mode(g_bModeEnabled);
}
public hookCvar_ModeChange(pCvar) {
Toggle_Mode(g_bModeEnabled);
// log_amx("== [Mode %s]", g_bModeEnabled ? "enabled" : "disabled");
}
new g_szCvars_Enabled[][] = {
"sv_gravity 200",
"mp_startmoney 800",
"mp_buytime 0",
"sv_restart 1"
}
new g_szCvars_Disabled[][] = {
"sv_gravity 800",
"mp_startmoney 800",
"mp_buytime 0.25",
"sv_restart 1"
}
Toggle_Mode(iStatus) {
switch(iStatus){
case true: {
for(new i; i < H_TYPES_s; i++) {
if(Hooks)
EnableHamForward(Hooks);
}
ExecCMDS(g_szCvars_Enabled, sizeof g_szCvars_Enabled);
}
case false: {
for(new i; i < H_TYPES_s; i++) {
if(Hooks)
DisableHamForward(Hooks);
}
ExecCMDS(g_szCvars_Disabled, sizeof g_szCvars_Disabled);
}
}
}
enum any: tasks ( +=12 ) { TASK_SetWeapons = 1337 }
public CBasePlayer_Spawn(pPlayerId) {
if(is_user_connected(pPlayerId))
set_task(0.2, "set_user_weapons", .id = TASK_SetWeapons + pPlayerId);
}
public set_user_weapons(pPlayerId) {
pPlayerId -= TASK_SetWeapons;
if(!is_user_connected(pPlayerId))
return;
strip_user_weapons(pPlayerId);
give_item(pPlayerId, "weapon_scout");
cs_set_user_bpammo(pPlayerId, CSW_SCOUT, 90);
give_item(pPlayerId, "weapon_knife");
}
stock ExecCMDS(szBuffer[][], const iLen) {
for(new i; i < iLen; i++)
server_cmd(szBuffer);
}
public CBasePlayerWeapon_PrimAttackP(pWeapon)
{
if(pWeapon <= 0)
return;
new pPlayer = get_pdata_cbase(pWeapon, m_pPlayer, XO_WEAPON);
if(pPlayer > 0)
{
if(g_vecVelocity[pPlayer][0] && g_vecVelocity[pPlayer][0] && g_vecVelocity[pPlayer][0])
{
set_pev(pPlayer, pev_velocity, g_vecVelocity[pPlayer]);
set_pev(pPlayer, pev_fov, float(get_pdata_int(pPlayer, m_iFOV)));
set_pev(pPlayer, pev_flags, pev(pPlayer, pev_flags) & ~FL_ONGROUND);
g_vecVelocity[pPlayer][0] = g_vecVelocity[pPlayer][0] = g_vecVelocity[pPlayer][0] = 0.0;
}
}
}
public CBasePlayerWeapon_PrimAttack(const pWeapon)
{
if(pWeapon <= 0)
return;
new pPlayer = get_pdata_cbase(pWeapon, m_pPlayer, XO_WEAPON);
if(pPlayer > 0)
{
set_pdata_int(pPlayer, random_seed, 0);
set_pdata_float(pWeapon, m_flLastFire, 0.0, XO_WEAPON);
set_pdata_float(pWeapon, m_flAccuracy, 1.0, XO_WEAPON);
pev(pPlayer, pev_velocity, g_vecVelocity[pPlayer]);
set_pev(pPlayer, pev_velocity, Float:{0.0, 0.0, 0.0});
set_pev(pPlayer, pev_fov, 40.0);
set_pev(pPlayer, pev_flags, pev(pPlayer, pev_flags) | FL_ONGROUND);
}
}
public CBaseEntity_Touch(pWeaponEnt, pPlayerId)
return HAM_SUPERCEDE;
#if defined HIDE_ARMORYENTS
enum ArmouryEnts_States ( +=1 ) { HIDE, SHOW }
public event_NewRound() {
if(g_bModeEnabled){
Hide_Armoury_Entity();
}
}
stock Hide_Armoury_Entity()
{
new pEnt = -1;
while((pEnt = fm_find_ent_by_class(pEnt, CLASS_ArouryEntity)))
Hide_ArmouryEntities(pEnt);
}
stock Hide_ArmouryEntities(pEnt)
{
if(!pev_valid(pEnt))
return;
static fOrigin[3];
pev(pEnt, pev_origin, fOrigin);
fOrigin[1] -= 2000.0;
set_pev(pEnt, pev_origin, fOrigin);
}
#endif
 
Статус
В этой теме нельзя размещать новые ответы.

Пользователи, просматривающие эту тему

Сейчас на форуме нет ни одного пользователя.
Сверху Снизу