Extra Items (fix)
Posted: 27 Nov 2018, 14:03
Hey all, i wanna convert 5 extra items it show errors for all of these guns on the compiler help me please !!
Balrog Etheral:
Coilgun:
Dark m4a1:
Frost m4a1:
Plasma Gun:
Balrog Etheral:
Code: Select all
/*================================================================================
--------------------------------
[ZE] Extra Item: Balrog Ethereal
--------------------------------
Balrog Ethereal
Copyright (C) 2017 by Crazy + ZE DEV TEAM
-------------------
-*- Description -*-
-------------------
This plugin add a new weapon into your zombie plague mod with
the name of Balrog Ethereal. That weapon launch a powerfull beams!
When the laser hit any object, a explosion effect with red color appers.
----------------
-*- Commands -*-
----------------
* zp_give_balrog_ethereal <target> - Give the item to target.
-------------
-*- Cvars -*-
-------------
* ze_balrog_ethereal_ammo <number> - Ammo amout.
* ze_balrog_ethereal_clip <number> - Clip amout. (Max: 100)
* ze_balrog_ethereal_one_round <0/1> - Only one round.
* ze_balrog_ethereal_damage <number> - Damage multiplier.
* ze_balrog_ethereal_unlimited <0/1> - Unlimited ammunition.
------------------
-*- Change Log -*-
------------------
* v1.5: (Mar 2017)
- Updated all the code, added explosion effect, added new cvars;
* v1.6: (Mar 2017)
- Added custom weapon hud;
---------------
-*- Credits -*-
---------------
* MeRcyLeZZ: for the nice zombie plague mod.
* Crazy: created the extra item code.
* deanamx: for the nice weapon model.
* And all zombie-mod players that use this weapon.
* ZE DEV TEAM : For converting this Item
=================================================================================*/
#include <zombie_escape>
#include <cstrike>
/*================================================================================
[Plugin Customization]
=================================================================================*/
// Item Name
#define ITEM_NAME "Balrog Ethereal"
/*================================================================================
Customization ends here! Yes, that's it. Editing anything beyond
here is not officially supported. Proceed at your own risk...
=================================================================================*/
new const PLUGIN_VERSION[] = "v1.6";
new const V_BALROG_MDL[64] = "models/Premuim_ZE/v_balrog_ethereal.mdl";
new const P_BALROG_MDL[64] = "models/Premuim_ZE/p_balrog_ethereal.mdl";
new const W_BALROG_MDL[64] = "models/Premuim_ZE/w_balrog_ethereal.mdl";
new const BALROG_SOUNDS[][] = { "weapons/ethereal_shoot.wav", "weapons/ethereal_reload.wav", "weapons/ethereal_idle1.wav", "weapons/ethereal_draw.wav" };
new g_has_balrog[33], g_laser_sprite, g_balrog_exp, g_balrog, g_event_balrog, g_playername[33][32], g_maxplayers, g_primary_attack, g_balrog_reload_clip[33], cvar_balrog_clip, cvar_balrog_ammo, cvar_balrog_damage, cvar_balrog_oneround, cvar_balrog_unlimited;
const BALROG_KEY = 0982478;
const m_iClip = 51;
const m_flNextAttack = 83;
const m_fInReload = 54;
const OFFSET_WEAPON_OWNER = 41;
const OFFSET_LINUX_WEAPONS = 4;
const OFFSET_LINUX = 5;
const OFFSET_ACTIVE_ITEM = 373;
const WEAPON_BITSUM = ((1<<CSW_SCOUT) | (1<<CSW_XM1014) | (1<<CSW_MAC10) | (1<<CSW_AUG) | (1<<CSW_UMP45) | (1<<CSW_SG550) | (1<<CSW_P90) | (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_GALIL));
enum
{
idle = 0,
reload,
draw,
shoot1,
shoot2,
shoot3
}
public plugin_init()
{
/* Plugin register */
register_plugin("[ZE] Extra Item: Balrog Ethereal", PLUGIN_VERSION, "Crazy");
/* Item register */
g_balrog = ze_register_item("Balrog Ethereal", 10, 0);
/* Events */
register_event("HLTV", "event_round_start", "a", "1=0", "2=0");
/* Messages */
register_message(get_user_msgid("CurWeapon"), "message_cur_weapon");
/* Forwards */
register_forward(FM_UpdateClientData, "fw_UpdateData_Post", 1);
register_forward(FM_SetModel, "fw_SetModel");
register_forward(FM_PlaybackEvent, "fw_PlaybackEvent");
/* Ham Forwards */
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_TraceAttack, "func_breakable", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_TraceAttack, "func_wall", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_TraceAttack, "func_door", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_TraceAttack, "func_door_rotating", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_TraceAttack, "func_plat", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_TraceAttack, "func_rotating", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_Item_Deploy, "weapon_ump45", "fw_Item_Deploy_Post", 1);
RegisterHam(Ham_Item_AddToPlayer, "weapon_ump45", "fw_Item_AddToPlayer_Post", 1);
RegisterHam(Ham_Item_PostFrame, "weapon_ump45", "fw_Item_PostFrame");
RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_ump45", "fw_PrimaryAttack");
RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_ump45", "fw_PrimaryAttack_Post", 1);
RegisterHam(Ham_Weapon_Reload, "weapon_ump45", "fw_Reload");
RegisterHam(Ham_Weapon_Reload, "weapon_ump45", "fw_Reload_Post", 1);
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage");
/* Cvars */
cvar_balrog_clip = register_cvar("ze_balrog_ethereal_clip", "50");
cvar_balrog_ammo = register_cvar("ze_balrog_ethereal_ammo", "200");
cvar_balrog_damage = register_cvar("ze_balrog_ethereal_damage 3.0", "3.0");
cvar_balrog_oneround = register_cvar("ze_balrog_ethereal_one_round 0", "0");
cvar_balrog_unlimited = register_cvar("ze_balrog_ethereal_unlimited 0", "0");
/* Max Players */
g_maxplayers = get_maxplayers()
}
public plugin_precache()
{
engfunc(EngFunc_PrecacheModel, V_BALROG_MDL);
engfunc(EngFunc_PrecacheModel, P_BALROG_MDL);
engfunc(EngFunc_PrecacheModel, W_BALROG_MDL);
engfunc(EngFunc_PrecacheGeneric, "sprites/weapon_bethereal.txt");
engfunc(EngFunc_PrecacheGeneric, "sprites/640hud2_bethereal.spr");
engfunc(EngFunc_PrecacheGeneric, "sprites/640hud10_bethereal.spr");
engfunc(EngFunc_PrecacheGeneric, "sprites/640hud74_bethereal.spr");
for (new i = 0; i < sizeof BALROG_SOUNDS; i++)
engfunc(EngFunc_PrecacheSound, BALROG_SOUNDS[i]);
g_laser_sprite = precache_model("sprites/laserbeam.spr");
g_balrog_exp = precache_model("sprites/zombie_plague/balrog_ethereal_exp.spr");
register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1);
register_clcmd("weapon_bethereal", "cmd_balrog_selected");
}
public ze_user_infected(id)
{
g_has_balrog[id] = false;
}
public ze_user_humanized(id)
{
g_has_balrog[id] = false;
}
public client_putinserver(id)
{
g_has_balrog[id] = false;
get_user_name(id, g_playername[id], charsmax(g_playername[]));
}
public event_round_start()
{
for (new id = 0; id <= g_maxplayers; id++)
{
if (get_pcvar_num(cvar_balrog_oneround))
g_has_balrog[id] = false;
}
}
public cmd_balrog_selected(client)
{
engclient_cmd(client, "weapon_ump45");
return PLUGIN_HANDLED;
}
public message_cur_weapon(msg_id, msg_dest, msg_entity)
{
if (!is_user_alive(msg_entity))
return;
if (!g_has_balrog[msg_entity])
return;
if (get_user_weapon(msg_entity) != CSW_UMP45)
return;
if (get_msg_arg_int(1) != 1)
return;
if (get_pcvar_num(cvar_balrog_unlimited))
{
static ent;
ent = fm_cs_get_current_weapon_ent(msg_entity);
if (!pev_valid(ent))
return;
cs_set_weapon_ammo(ent, get_pcvar_num(cvar_balrog_clip));
set_msg_arg_int(3, get_msg_argtype(3), get_pcvar_num(cvar_balrog_clip));
}
}
public ze_select_item_pre(id, itemid)
{
// This not our item?
if (itemid != g_balrog)
return ZE_ITEM_AVAILABLE
// Available for Humans only, So don't show it for zombies
if (ze_is_user_zombie(id))
return ZE_ITEM_DONT_SHOW
// Finally return that it's available
return ZE_ITEM_AVAILABLE
}
public ze_select_item_post(id, itemid)
{
if (itemid != g_balrog)
return;
if (g_has_balrog[id])
{
client_print(id, print_chat, "[ZE] You already have the %s.", ITEM_NAME);
return;
}
give_balrog(id);
client_print(id, print_chat, "[ZE] You bought the %s.", ITEM_NAME);
}
public fw_UpdateData_Post(id, sendweapons, cd_handle)
{
if (!is_user_alive(id))
return FMRES_IGNORED;
if (!g_has_balrog[id])
return FMRES_IGNORED;
if (get_user_weapon(id) != CSW_UMP45)
return FMRES_IGNORED;
set_cd(cd_handle, CD_flNextAttack, halflife_time() + 0.001);
return FMRES_IGNORED;
}
public fw_SetModel(ent, const model[])
{
if (!pev_valid(ent))
return FMRES_IGNORED;
if (!equal(model, "models/w_ump45.mdl"))
return HAM_IGNORED;
static class_name[33];
pev(ent, pev_classname, class_name, charsmax(class_name));
if (!equal(class_name, "weaponbox"))
return FMRES_IGNORED;
static owner, weapon;
owner = pev(ent, pev_owner);
weapon = find_ent_by_owner(-1, "weapon_ump45", ent);
if (!g_has_balrog[owner] || !pev_valid(weapon))
return FMRES_IGNORED;
g_has_balrog[owner] = false;
set_pev(weapon, pev_impulse, BALROG_KEY);
engfunc(EngFunc_SetModel, ent, W_BALROG_MDL);
return FMRES_SUPERCEDE;
}
public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
if ((eventid != g_event_balrog) || !g_primary_attack)
return FMRES_IGNORED;
if (!(1 <= invoker <= g_maxplayers))
return FMRES_IGNORED;
playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2);
return FMRES_SUPERCEDE;
}
public fw_PrecacheEvent_Post(type, const name[])
{
if (!equal("events/ump45.sc", name))
return HAM_IGNORED;
g_event_balrog = get_orig_retval()
return FMRES_HANDLED;
}
public fw_Item_Deploy_Post(ent)
{
if (!pev_valid(ent))
return HAM_IGNORED;
new id = get_pdata_cbase(ent, OFFSET_WEAPON_OWNER, OFFSET_LINUX_WEAPONS);
if (!is_user_alive(id))
return HAM_IGNORED;
if (!g_has_balrog[id])
return HAM_IGNORED;
set_pev(id, pev_viewmodel2, V_BALROG_MDL);
set_pev(id, pev_weaponmodel2, P_BALROG_MDL);
play_weapon_anim(id, draw);
return HAM_IGNORED;
}
public fw_Item_AddToPlayer_Post(ent, id)
{
if (!pev_valid(ent))
return HAM_IGNORED;
if (!is_user_alive(id))
return HAM_IGNORED;
if (pev(ent, pev_impulse) == BALROG_KEY)
{
g_has_balrog[id] = true;
set_pev(ent, pev_impulse, 0);
}
message_begin(MSG_ONE, get_user_msgid("WeaponList"), _, id)
write_string((g_has_balrog[id] ? "weapon_bethereal" : "weapon_ump45"))
write_byte(6)
write_byte(100)
write_byte(-1)
write_byte(-1)
write_byte(0)
write_byte(15)
write_byte(CSW_UMP45)
write_byte(0)
message_end()
return HAM_IGNORED;
}
public fw_Item_PostFrame(ent)
{
if (!pev_valid(ent))
return HAM_IGNORED;
new id = get_pdata_cbase(ent, OFFSET_WEAPON_OWNER, OFFSET_LINUX_WEAPONS);
if (!is_user_alive(id))
return HAM_IGNORED;
if (!g_has_balrog[id])
return HAM_IGNORED;
static cvar_clip; cvar_clip = get_pcvar_num(cvar_balrog_clip);
new clip = get_pdata_int(ent, m_iClip, OFFSET_LINUX_WEAPONS);
new bpammo = cs_get_user_bpammo(id, CSW_UMP45);
new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, OFFSET_LINUX);
new fInReload = get_pdata_int(ent, m_fInReload, OFFSET_LINUX_WEAPONS);
if (fInReload && flNextAttack <= 0.0)
{
new temp_clip = min(cvar_clip - clip, bpammo);
set_pdata_int(ent, m_iClip, clip + temp_clip, OFFSET_LINUX_WEAPONS);
cs_set_user_bpammo(id, CSW_UMP45, bpammo-temp_clip);
set_pdata_int(ent, m_fInReload, 0, OFFSET_LINUX_WEAPONS);
fInReload = 0;
}
return HAM_IGNORED;
}
public fw_PrimaryAttack(ent)
{
if (!pev_valid(ent))
return HAM_IGNORED;
new id = get_pdata_cbase(ent, OFFSET_WEAPON_OWNER, OFFSET_LINUX_WEAPONS);
if (!is_user_alive(id))
return HAM_IGNORED;
if (!g_has_balrog[id])
return HAM_IGNORED;
if (!cs_get_weapon_ammo(ent))
return HAM_IGNORED;
g_primary_attack = true;
return HAM_IGNORED;
}
public fw_PrimaryAttack_Post(ent)
{
if (!pev_valid(ent))
return HAM_IGNORED;
new id = get_pdata_cbase(ent, OFFSET_WEAPON_OWNER, OFFSET_LINUX_WEAPONS);
if (!is_user_alive(id))
return HAM_IGNORED;
if (!g_has_balrog[id])
return HAM_IGNORED;
if (!cs_get_weapon_ammo(ent))
return HAM_IGNORED;
g_primary_attack = false;
play_weapon_anim(id, random_num(shoot1, shoot3));
emit_sound(id, CHAN_WEAPON, BALROG_SOUNDS[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
make_laser_beam(id, 7, 100, 0, 0);
return HAM_IGNORED;
}
public fw_Reload(ent)
{
if (!pev_valid(ent))
return HAM_IGNORED;
new id = get_pdata_cbase(ent, OFFSET_WEAPON_OWNER, OFFSET_LINUX_WEAPONS);
if (!is_user_alive(id))
return HAM_IGNORED;
if (!g_has_balrog[id])
return HAM_IGNORED;
static cvar_clip;
if (g_has_balrog[id])
cvar_clip = get_pcvar_num(cvar_balrog_clip);
g_balrog_reload_clip[id] = -1;
new clip = get_pdata_int(ent, m_iClip, OFFSET_LINUX_WEAPONS);
new bpammo = cs_get_user_bpammo(id, CSW_UMP45);
if (bpammo <= 0)
return HAM_SUPERCEDE;
if (clip >= cvar_clip)
return HAM_SUPERCEDE;
g_balrog_reload_clip[id] = clip;
return HAM_IGNORED;
}
public fw_Reload_Post(ent)
{
if (!pev_valid(ent))
return HAM_IGNORED;
new id = get_pdata_cbase(ent, OFFSET_WEAPON_OWNER, OFFSET_LINUX_WEAPONS);
if (!is_user_alive(id))
return HAM_IGNORED;
if (!g_has_balrog[id])
return HAM_IGNORED;
if (g_balrog_reload_clip[id] == -1)
return HAM_IGNORED;
set_pdata_int(ent, m_iClip, g_balrog_reload_clip[id], OFFSET_LINUX_WEAPONS);
set_pdata_int(ent, m_fInReload, 1, OFFSET_LINUX_WEAPONS);
play_weapon_anim(id, reload);
return HAM_IGNORED;
}
public fw_TakeDamage(victim, inflictor, attacker, Float:damage, dmg_bits)
{
if (!is_user_alive(attacker))
return HAM_IGNORED;
if (!g_has_balrog[attacker])
return HAM_IGNORED;
if (get_user_weapon(attacker) != CSW_UMP45)
return HAM_IGNORED;
SetHamParamFloat(OFFSET_LINUX_WEAPONS, damage * get_pcvar_float(cvar_balrog_damage));
make_explosion_effect(attacker);
return HAM_IGNORED;
}
public fw_TraceAttack_Post(ent, attacker, Float:damage, Float:dir[3], ptr, dmg_bits)
{
if (!is_user_alive(attacker))
return HAM_IGNORED;
if (get_user_weapon(attacker) != CSW_UMP45)
return HAM_IGNORED;
if (!g_has_balrog[attacker])
return HAM_IGNORED;
make_explosion_effect(attacker);
return HAM_IGNORED;
}
give_balrog(id)
{
drop_primary(id);
g_has_balrog[id] = true;
new weapon = fm_give_item(id, "weapon_ump45");
cs_set_weapon_ammo(weapon, get_pcvar_num(cvar_balrog_clip));
cs_set_user_bpammo(id, CSW_UMP45, get_pcvar_num(cvar_balrog_ammo));
}
play_weapon_anim(id, frame)
{
set_pev(id, pev_weaponanim, frame);
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = id)
write_byte(frame)
write_byte(pev(id, pev_body))
message_end()
}
make_laser_beam(id, Size, R, G, B)
{
static End[3];
get_user_origin(id, End, 3);
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte (TE_BEAMENTPOINT)
write_short( id |0x1000 )
write_coord(End[0])
write_coord(End[1])
write_coord(End[2])
write_short(g_laser_sprite)
write_byte(0)
write_byte(1)
write_byte(1)
write_byte(Size)
write_byte(4)
write_byte(R)
write_byte(G)
write_byte(B)
write_byte(255)
write_byte(0)
message_end()
}
make_explosion_effect(id)
{
static end[3];
get_user_origin(id, end, 3);
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(3)
write_coord(end[0])
write_coord(end[1])
write_coord(end[2])
write_short(g_balrog_exp)
write_byte(10)
write_byte(15)
write_byte(4)
message_end()
}
drop_primary(id)
{
static weapons[32], num;
get_user_weapons(id, weapons, num);
for (new i = 0; i < num; i++)
{
if (WEAPON_BITSUM & (1<<weapons[i]))
{
static wname[32];
get_weaponname(weapons[i], wname, sizeof wname - 1);
engclient_cmd(id, "drop", wname);
}
}
}
stock fm_give_item(index, const item[])
{
if (!equal(item, "weapon_", 7) && !equal(item, "ammo_", 5) && !equal(item, "item_", 5) && !equal(item, "tf_weapon_", 10))
return 0;
new ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item));
if (!pev_valid(ent))
return 0;
new Float:origin[3];
pev(index, pev_origin, origin);
set_pev(ent, pev_origin, origin);
set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN);
dllfunc(DLLFunc_Spawn, ent);
new save = pev(ent, pev_solid);
dllfunc(DLLFunc_Touch, ent, index);
if (pev(ent, pev_solid) != save)
return ent;
engfunc(EngFunc_RemoveEntity, ent);
return -1;
}
stock fm_cs_get_current_weapon_ent(id)
{
if (pev_valid(id) != 2)
return -1;
return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX);
}
Code: Select all
#include <zombie_escape>
#include <fakemeta_util>
#include <cstrike>
#include <xs>
#include <fun>
#define PLUGIN "[CSO] Coilgun"
#define VERSION "1.0"
#define AUTHOR "Dias + ZE DEV TEAM"
#define DAMAGE 30 // 62 for zombie
#define CLIP 100
#define BPAMMO 200
#define TIME_RELOAD 3.5
#define TIME_SHOOT 1.0
#define MODEL_V "models/Premuim_ZE/v_coil_gun.mdl"
#define MODEL_P "models/Premuim_ZE/p_coil_gun.mdl"
#define MODEL_W "models/Premuim_ZE/w_coil_gun.mdl"
#define DARTPISTOL_OLDMODEL "models/w_m249.mdl"
new const WeaponSounds[5][] =
{
"weapons/coilmg-1.wav",
"weapons/coilmg_exp1.wav",
"weapons/coilmg_exp2.wav",
"weapons/coilmg_clipin.wav",
"weapons/coilmg_clipout.wav"
}
new const WeaponResources[3][] =
{
"sprites/weapon_coilmg.txt",
"sprites/640hud8_2.spr",
"sprites/640hud129_2.spr"
}
new const Muzzleflash[] = "sprites/muzzleflash19.spr"
new const Electric_Sprite[] = "sprites/ef_coilmg.spr"
enum
{
ANIME_IDLE = 0,
ANIME_RELOAD,
ANIME_DRAW,
ANIME_SHOOT,
ANIME_SHOOT2,
ANIME_SHOOT3
}
// 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))
// Vars
new g_Had_Coilgun, g_Clip[33]
new g_SprID, g_Event_Coilgun, g_SmokePuff_SprId
new g_MaxPlayers, g_MsgWeaponList, g_MsgCurWeapon
new g_Muzzleflash_Ent[33], g_Muzzleflash, g_iItemID
// Safety
new g_IsConnected, g_IsAlive, g_PlayerWeapon[33], g_HamBot
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
g_iItemID = ze_register_item("Coil Gun", 40, 0)
// Safety
Register_SafetyFunc()
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
// Forward
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")
register_forward(FM_CmdStart, "fw_CmdStart")
register_forward(FM_SetModel, "fw_SetModel")
register_forward(FM_AddToFullPack, "fw_AddToFullPack_Post", 1)
register_forward(FM_CheckVisibility, "fw_CheckVisibility")
// Ham
RegisterHam(Ham_Item_Deploy, "weapon_m249", "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, "weapon_m249", "fw_Item_AddToPlayer_Post", 1)
RegisterHam(Ham_Weapon_WeaponIdle, "weapon_m249", "fw_Weapon_WeaponIdle_Post", 1)
RegisterHam(Ham_Item_PostFrame, "weapon_m249", "fw_Item_PostFrame")
RegisterHam(Ham_Weapon_Reload, "weapon_m249", "fw_Weapon_Reload")
RegisterHam(Ham_Weapon_Reload, "weapon_m249", "fw_Weapon_Reload_Post", 1)
RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_m249", "fw_Weapon_PrimaryAttack_Post", 1)
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player")
g_MaxPlayers = get_maxplayers()
g_MsgCurWeapon = get_user_msgid("CurWeapon")
g_MsgWeaponList = get_user_msgid("WeaponList")
register_clcmd("weapon_coilmg", "Hook_Weapon")
}
public plugin_precache()
{
precache_model(MODEL_V)
precache_model(MODEL_P)
precache_model(MODEL_W)
for(new i = 0; i < sizeof(WeaponSounds); i++)
precache_sound(WeaponSounds[i])
precache_generic(WeaponResources[0])
precache_model(WeaponResources[1])
precache_model(WeaponResources[2])
g_SprID = precache_model(Electric_Sprite)
precache_model(Muzzleflash)
g_SmokePuff_SprId = engfunc(EngFunc_PrecacheModel, "sprites/wall_puff1.spr")
register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
}
public fw_PrecacheEvent_Post(type, const name[])
{
if(equal("events/m249.sc", name)) g_Event_Coilgun = get_orig_retval()
}
public client_putinserver(id)
{
Safety_Connected(id)
if(!g_HamBot && is_user_bot(id))
{
g_HamBot = 1
set_task(0.1, "Do_Register_HamBot", id)
}
}
public Do_Register_HamBot(id)
{
Register_SafetyFuncBot(id)
RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack_Player")
}
public client_disconnected(id)
{
Safety_Disconnected(id)
Muzzleflash_Reset(id)
}
public Hook_Weapon(id)
{
engclient_cmd(id, "weapon_m249")
return PLUGIN_HANDLED
}
public ze_select_item_pre(id, itemid)
{
// This not our item?
if (itemid != g_iItemID)
return ZE_ITEM_AVAILABLE
// Available for Humans only, So don't show it for zombies
if (ze_is_user_zombie(id))
return ZE_ITEM_DONT_SHOW
// Finally return that it's available
return ZE_ITEM_AVAILABLE
}
public ze_select_item_post(id, itemid)
{
// This is not our item, Block it here and don't execute the blew code
if (itemid != g_iItemID)
return
Get_Coilgun(id)
}
public Get_Coilgun(id)
{
Set_BitVar(g_Had_Coilgun, id)
give_item(id, "weapon_m249")
// Clip & Ammo
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_M249)
if(!pev_valid(Ent)) return
cs_set_weapon_ammo(Ent, CLIP)
cs_set_user_bpammo(id, CSW_M249, BPAMMO)
message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, _, id)
write_byte(1)
write_byte(CSW_M249)
write_byte(CLIP)
message_end()
MuzzleFlash_Set(id, Muzzleflash, 0.1)
}
public Remove_Coilgun(id)
{
UnSet_BitVar(g_Had_Coilgun, id)
}
public Event_CurWeapon(id)
{
static CSW; CSW = read_data(2)
if(CSW != CSW_M249)
return
if(!Get_BitVar(g_Had_Coilgun, id))
return
static Float:Delay, Float:Delay2
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_M249)
if(!pev_valid(Ent)) return
Delay = get_pdata_float(Ent, 46, 4) * TIME_SHOOT
Delay2 = get_pdata_float(Ent, 47, 4) * TIME_SHOOT
if(Delay > 0.0)
{
set_pdata_float(Ent, 46, Delay, 4)
set_pdata_float(Ent, 47, Delay2, 4)
}
}
public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
if(!is_alive(id))
return FMRES_IGNORED
if(get_user_weapon(id) == CSW_M249 && Get_BitVar(g_Had_Coilgun, 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_connected(invoker))
return FMRES_IGNORED
if(get_player_weapon(invoker) != CSW_M249 || !Get_BitVar(g_Had_Coilgun, invoker))
return FMRES_IGNORED
if(eventid != g_Event_Coilgun)
return FMRES_IGNORED
engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
Set_WeaponAnim(invoker, ANIME_SHOOT)
emit_sound(invoker, CHAN_WEAPON, WeaponSounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
return FMRES_SUPERCEDE
}
public fw_SetModel(entity, model[])
{
if(!pev_valid(entity))
return FMRES_IGNORED
static Classname[32]
pev(entity, pev_classname, Classname, sizeof(Classname))
if(!equal(Classname, "weaponbox"))
return FMRES_IGNORED
static iOwner
iOwner = pev(entity, pev_owner)
if(equal(model, DARTPISTOL_OLDMODEL))
{
static weapon; weapon = find_ent_by_owner(-1, "weapon_m249", entity)
if(!pev_valid(weapon))
return FMRES_IGNORED;
if(Get_BitVar(g_Had_Coilgun, iOwner))
{
set_pev(weapon, pev_impulse, 1372015)
engfunc(EngFunc_SetModel, entity, MODEL_W)
Remove_Coilgun(iOwner)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED;
}
public fw_CmdStart(id, uc_handle, seed)
{
if(!is_alive(id))
return FMRES_IGNORED
if(get_user_weapon(id) != CSW_M249 || !Get_BitVar(g_Had_Coilgun, id))
return FMRES_IGNORED
return FMRES_HANDLED
}
public fw_AddToFullPack_Post(esState, iE, iEnt, iHost, iHostFlags, iPlayer, pSet)
{
if(iEnt != g_Muzzleflash_Ent[iHost])
return
if(Get_BitVar(g_Muzzleflash, iHost))
{
set_es(esState, ES_Frame, float(random_num(0, 2)))
set_es(esState, ES_RenderMode, kRenderTransAdd)
set_es(esState, ES_RenderAmt, 255.0)
UnSet_BitVar(g_Muzzleflash, iHost)
}
set_es(esState, ES_Skin, iHost)
set_es(esState, ES_Body, 1)
set_es(esState, ES_AimEnt, iHost)
set_es(esState, ES_MoveType, MOVETYPE_FOLLOW)
}
public fw_CheckVisibility(iEntity, pSet)
{
if(pev(iEntity, pev_impulse) != 2015)
return FMRES_IGNORED
forward_return(FMV_CELL, 1)
return FMRES_SUPERCEDE
}
public fw_Item_Deploy_Post(Ent)
{
if(pev_valid(Ent) != 2)
return
static Id; Id = get_pdata_cbase(Ent, 41, 4)
if(get_pdata_cbase(Id, 373) != Ent)
return
if(!Get_BitVar(g_Had_Coilgun, Id))
return
set_pev(Id, pev_viewmodel2, MODEL_V)
set_pev(Id, pev_weaponmodel2, MODEL_P)
Set_WeaponAnim(Id, ANIME_DRAW)
}
public fw_Item_AddToPlayer_Post(Ent, id)
{
if(!pev_valid(Ent))
return HAM_IGNORED
if(pev(Ent, pev_impulse) == 1372015)
{
Set_BitVar(g_Had_Coilgun, id)
set_pev(Ent, pev_impulse, 0)
}
if(Get_BitVar(g_Had_Coilgun, id))
{
message_begin(MSG_ONE_UNRELIABLE, g_MsgWeaponList, _, id)
write_string("weapon_coilmg")
write_byte(3)
write_byte(200)
write_byte(-1)
write_byte(-1)
write_byte(0)
write_byte(4)
write_byte(CSW_M249)
write_byte(0)
message_end()
}
return HAM_HANDLED
}
public fw_Item_PostFrame(ent)
{
static id; id = pev(ent, pev_owner)
if(!is_user_alive(id))
return HAM_IGNORED
if(!Get_BitVar(g_Had_Coilgun, id))
return HAM_IGNORED
static Float:flNextAttack; flNextAttack = get_pdata_float(id, 83, 5)
static bpammo; bpammo = cs_get_user_bpammo(id, CSW_M249)
static iClip; iClip = get_pdata_int(ent, 51, 4)
static fInReload; fInReload = get_pdata_int(ent, 54, 4)
if(fInReload && flNextAttack <= 0.0)
{
static temp1
temp1 = min(CLIP - iClip, bpammo)
set_pdata_int(ent, 51, iClip + temp1, 4)
cs_set_user_bpammo(id, CSW_M249, bpammo - temp1)
set_pdata_int(ent, 54, 0, 4)
fInReload = 0
}
return HAM_IGNORED
}
public fw_Weapon_Reload(ent)
{
static id; id = pev(ent, pev_owner)
if(!is_user_alive(id))
return HAM_IGNORED
if(!Get_BitVar(g_Had_Coilgun, id))
return HAM_IGNORED
g_Clip[id] = -1
static BPAmmo; BPAmmo = cs_get_user_bpammo(id, CSW_M249)
static iClip; iClip = get_pdata_int(ent, 51, 4)
if(BPAmmo <= 0)
return HAM_SUPERCEDE
if(iClip >= CLIP)
return HAM_SUPERCEDE
g_Clip[id] = iClip
return HAM_HANDLED
}
public fw_Weapon_Reload_Post(ent)
{
static id; id = pev(ent, pev_owner)
if(!is_user_alive(id))
return HAM_IGNORED
if(!Get_BitVar(g_Had_Coilgun, id))
return HAM_IGNORED
if((get_pdata_int(ent, 54, 4) == 1))
{ // Reload
if(g_Clip[id] == -1)
return HAM_IGNORED
set_pdata_int(ent, 51, g_Clip[id], 4)
Set_WeaponAnim(id, ANIME_RELOAD)
Set_PlayerNextAttack(id, TIME_RELOAD)
}
return HAM_HANDLED
}
public fw_Weapon_WeaponIdle_Post( iEnt )
{
if(pev_valid(iEnt) != 2)
return
static Id; Id = get_pdata_cbase(iEnt, 41, 4)
if(get_pdata_cbase(Id, 373) != iEnt)
return
if(!Get_BitVar(g_Had_Coilgun, Id))
return
//if(get_pdata_float(iEnt, 48, 4) <= 0.25)
//{
//Set_WeaponAnim(Id, g_Ammo[Id] > 0 ? ANIME_IDLE : ANIME_IDLE_EMPTY)
//set_pdata_float(iEnt, 48, 20.0, 4)
//}
}
public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
if(!is_connected(Attacker))
return HAM_IGNORED
if(get_player_weapon(Attacker) != CSW_M249 || !Get_BitVar(g_Had_Coilgun, Attacker))
return HAM_IGNORED
static Float:flEnd[3], Float:vecPlane[3]
get_tr2(Ptr, TR_vecEndPos, flEnd)
get_tr2(Ptr, TR_vecPlaneNormal, vecPlane)
Make_BulletHole(Attacker, flEnd, Damage)
Make_BulletSmoke(Attacker, Ptr)
SetHamParamFloat(3, float(DAMAGE))
return HAM_HANDLED
}
public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
if(!is_connected(Attacker))
return HAM_IGNORED
if(get_player_weapon(Attacker) != CSW_M249 || !Get_BitVar(g_Had_Coilgun, Attacker))
return HAM_IGNORED
SetHamParamFloat(3, float(DAMAGE))
static Float:Origin[3]; pev(Victim, pev_origin, Origin)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_short(g_SprID)
write_byte(6)
write_byte(15)
write_byte(TE_EXPLFLAG_NODLIGHTS | TE_EXPLFLAG_NOPARTICLES | TE_EXPLFLAG_NOSOUND)
message_end()
emit_sound(Victim, CHAN_STATIC, WeaponSounds[random_num(1, 2)], VOL_NORM, ATTN_NONE, 0, PITCH_NORM)
Check_Damage(Attacker, Victim, Origin, Attacker)
return HAM_HANDLED
}
public Check_Damage(Atk, id, Float:Origin[3], Except)
{
for(new i = 0; i < g_MaxPlayers; i++)
{
if(!is_alive(i))
continue
if(entity_range(id, i) > 48.0)
continue
if(Except == i)
continue
if(id != i) ExecuteHamB(Ham_TakeDamage, i, 0, id, float(DAMAGE), DMG_BURN)
}
}
public fw_Weapon_PrimaryAttack_Post(Ent)
{
if(pev_valid(Ent) != 2)
return
static Id; Id = get_pdata_cbase(Ent, 41, 4)
if(get_pdata_cbase(Id, 373) != Ent)
return
if(!Get_BitVar(g_Had_Coilgun, Id))
return
if(cs_get_weapon_ammo(Ent) > 0) Muzzleflash_Activate(Id)
}
public MuzzleFlash_Set(id, const Muzzleflash[], Float:Scale)
{
if(!is_user_connected(id))
return
if(!pev_valid(g_Muzzleflash_Ent[id]))
g_Muzzleflash_Ent[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
engfunc(EngFunc_SetModel, g_Muzzleflash_Ent[id], Muzzleflash)
set_pev(g_Muzzleflash_Ent[id], pev_scale, Scale)
set_pev(g_Muzzleflash_Ent[id], pev_rendermode, kRenderTransTexture)
set_pev(g_Muzzleflash_Ent[id], pev_renderamt, 0.0)
set_pev(g_Muzzleflash_Ent[id], pev_impulse, 2015)
}
public Muzzleflash_Reset(id)
{
if(1 > id || id > 32)
return
if(pev_valid(g_Muzzleflash_Ent[id])) set_pev(id, pev_flags, FL_KILLME)
}
public Muzzleflash_Activate(id) Set_BitVar(g_Muzzleflash, id)
/* ===============================
------------- SAFETY -------------
=================================*/
public Register_SafetyFunc()
{
register_event("CurWeapon", "Safety_CurWeapon", "be", "1=1")
RegisterHam(Ham_Spawn, "player", "fw_Safety_Spawn_Post", 1)
RegisterHam(Ham_Killed, "player", "fw_Safety_Killed_Post", 1)
}
public Register_SafetyFuncBot(id)
{
RegisterHamFromEntity(Ham_Spawn, id, "fw_Safety_Spawn_Post", 1)
RegisterHamFromEntity(Ham_Killed, id, "fw_Safety_Killed_Post", 1)
}
public Safety_Connected(id)
{
Set_BitVar(g_IsConnected, id)
UnSet_BitVar(g_IsAlive, id)
g_PlayerWeapon[id] = 0
}
public Safety_Disconnected(id)
{
UnSet_BitVar(g_IsConnected, id)
UnSet_BitVar(g_IsAlive, id)
g_PlayerWeapon[id] = 0
}
public Safety_CurWeapon(id)
{
if(!is_alive(id))
return
static CSW; CSW = read_data(2)
if(g_PlayerWeapon[id] != CSW) g_PlayerWeapon[id] = CSW
}
public fw_Safety_Spawn_Post(id)
{
if(!is_user_alive(id))
return
Set_BitVar(g_IsAlive, id)
}
public fw_Safety_Killed_Post(id)
{
UnSet_BitVar(g_IsAlive, id)
}
public is_alive(id)
{
if(!(1 <= id <= 32))
return 0
if(!Get_BitVar(g_IsConnected, id))
return 0
if(!Get_BitVar(g_IsAlive, id))
return 0
return 1
}
public is_connected(id)
{
if(!(1 <= id <= 32))
return 0
if(!Get_BitVar(g_IsConnected, id))
return 0
return 1
}
public get_player_weapon(id)
{
if(!is_alive(id))
return 0
return g_PlayerWeapon[id]
}
/* ===============================
--------- End of SAFETY ----------
=================================*/
stock Set_WeaponAnim(id, anim)
{
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()
}
stock Make_BulletHole(id, Float:Origin[3], Float:Damage)
{
// Find target
static Decal; Decal = random_num(41, 45)
static LoopTime;
if(Damage > 100.0) LoopTime = 2
else LoopTime = 1
for(new i = 0; i < LoopTime; i++)
{
// Put decal on "world" (a wall)
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()
// Show sparcles
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(id)
write_byte(Decal)
message_end()
}
}
stock Make_BulletSmoke(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(g_SmokePuff_SprId)
write_byte(2)
write_byte(50)
write_byte(TE_FLAG)
message_end()
}
stock 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)
}
stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_origin, vOrigin)
pev(id, pev_view_ofs,vUp) //for player
xs_vec_add(vOrigin,vUp,vOrigin)
pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}
stock 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;
}
stock Set_WeaponIdleTime(id, WeaponId ,Float:TimeIdle)
{
static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)
if(!pev_valid(entwpn))
return
set_pdata_float(entwpn, 46, TimeIdle, 4)
set_pdata_float(entwpn, 47, TimeIdle, 4)
set_pdata_float(entwpn, 48, TimeIdle + 0.5, 4)
}
stock Set_PlayerNextAttack(id, Float:nexttime)
{
set_pdata_float(id, 83, nexttime, 5)
}
stock Get_Position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_origin, vOrigin)
pev(id, pev_view_ofs,vUp) //for player
xs_vec_add(vOrigin,vUp,vOrigin)
pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1042\\ f0\\ fs16 \n\\ par }
*/
Code: Select all
#include <zombie_escape>
#include <fakemeta_util>
#include <cstrike>
#include <xs>
#include <fun>
#define PLUGIN "[CSO] M4A1 Dark Knight"
#define VERSION "1.0"
#define AUTHOR "Dias Pendragon"
// Data Config
#define MODEL_V "models/Premuim_ZE/v_dark_m4a1.mdl"
#define MODEL_P "models/Premuim_ZE/p_dark_m4a1.mdl"
#define MODEL_W "models/Premuim_ZE/w_dark_m4a1.mdl"
#define MODEL_W_OLD "models/w_m4a1.mdl"
#define CSW_BASE CSW_M4A1
#define weapon_base "weapon_m4a1"
#define SUBMODEL -1 // can -1
#define WEAPON_CODE 2692015
#define WEAPON_EVENT "events/m4a1.sc"
#define ANIME_SHOOT 3
#define ANIME_RELOAD 1 // can -1
#define ANIME_DRAW 2 // can -1
#define ANIME_IDLE 0 // can -1
new const WeaponSounds[6][] =
{
"weapons/m4a1buff-1.wav",
"weapons/m4a1buff-2.wav",
"weapons/m4a1buff_idle.wav",
"weapons/m4a1buff_clipin1.wav",
"weapons/m4a1buff_clipin2.wav",
"weapons/m4a1buff_clipout.wav"
}
// Weapon Config
#define DAMAGE_A 30 // 60 for Zombie
#define DAMAGE_B 43 // 200 for Zombie
#define ACCURACY 70 // 0 - 100 ; -1 Default
#define CLIP 50
#define BPAMMO 250
#define SPEED_A 0.0875
#define SPEED_B 0.25
#define RECOIL 0.75
#define RELOAD_TIME 2.0
// Muzzleflash
#define MUZZLEFLASH1 "sprites/muzzleflash43.spr"
#define MUZZLEFLASH2 "sprites/muzzleflash44.spr"
// 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 g_Base
new g_Had_Base, g_Clip[33], g_OldWeapon[33], Float:g_Recoil[33][3]
new g_Event_Base, g_SmokePuff_SprId, g_MsgCurWeapon, m_spriteTexture
new g_Muzzleflash_Ent, g_Muzzleflash
new g_Muzzleflash_Ent2, g_Muzzleflash2
// Safety
new g_HamBot
new g_IsConnected, g_IsAlive, g_PlayerWeapon[33]
new g_iItemID
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
// Safety
Register_SafetyFunc()
// Event
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
g_iItemID = ze_register_item("Dark M4A1", 80, 0)
// Forward
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")
register_forward(FM_AddToFullPack, "fw_AddToFullPack_Post", 1)
register_forward(FM_CheckVisibility, "fw_CheckVisibility")
// Ham
RegisterHam(Ham_Item_Deploy, weapon_base, "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, weapon_base, "fw_Item_AddToPlayer_Post", 1)
RegisterHam(Ham_Weapon_WeaponIdle, weapon_base, "fw_Weapon_WeaponIdle_Post", 1)
RegisterHam(Ham_Item_PostFrame, weapon_base, "fw_Item_PostFrame")
RegisterHam(Ham_Weapon_Reload, weapon_base, "fw_Weapon_Reload")
RegisterHam(Ham_Weapon_Reload, weapon_base, "fw_Weapon_Reload_Post", 1)
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base, "fw_Weapon_PrimaryAttack")
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base, "fw_Weapon_PrimaryAttack_Post", 1)
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player")
// Cache
g_MsgCurWeapon = get_user_msgid("CurWeapon")
// Get
}
public plugin_precache()
{
precache_model(MODEL_V)
precache_model(MODEL_P)
precache_model(MODEL_W)
for(new i = 0; i < sizeof(WeaponSounds); i++)
precache_sound(WeaponSounds[i])
m_spriteTexture = precache_model( "sprites/lgtning.spr" )
g_SmokePuff_SprId = engfunc(EngFunc_PrecacheModel, "sprites/wall_puff1.spr")
register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
// Muzzleflash
g_Muzzleflash_Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
g_Muzzleflash_Ent2 = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
precache_model(MUZZLEFLASH1)
precache_model(MUZZLEFLASH2)
engfunc(EngFunc_SetModel, g_Muzzleflash_Ent, MUZZLEFLASH1)
engfunc(EngFunc_SetModel, g_Muzzleflash_Ent2, MUZZLEFLASH2)
set_pev(g_Muzzleflash_Ent, pev_scale, 0.075)
set_pev(g_Muzzleflash_Ent2, pev_scale, 0.1)
set_pev(g_Muzzleflash_Ent, pev_rendermode, kRenderTransTexture)
set_pev(g_Muzzleflash_Ent, pev_renderamt, 0.0)
set_pev(g_Muzzleflash_Ent2, pev_rendermode, kRenderTransTexture)
set_pev(g_Muzzleflash_Ent2, pev_renderamt, 0.0)
}
public fw_PrecacheEvent_Post(type, const name[])
{
if(equal(WEAPON_EVENT, name)) g_Event_Base = get_orig_retval()
}
public client_putinserver(id)
{
Safety_Connected(id)
if(!g_HamBot && is_user_bot(id))
{
g_HamBot = 1
set_task(0.1, "Register_HamBot", id)
}
}
public Register_HamBot(id)
{
Register_SafetyFuncBot(id)
RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack_Player")
}
public client_disconnected(id)
{
Safety_Disconnected(id)
}
/*
public Mileage_WeaponGet(id, ItemID)
{
if(ItemID == g_Base) Get_Base(id)
}
public Mileage_WeaponRefillAmmo(id, ItemID)
{
if(ItemID == g_Base) cs_set_user_bpammo(id, CSW_BASE, BPAMMO)
}
public Mileage_WeaponRemove(id, ItemID)
{
if(ItemID == g_Base) Remove_Base(id)
}*/
public Get_Base(id)
{
Set_BitVar(g_Had_Base, id)
give_item(id, weapon_base)
// Clip & Ammo
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BASE)
if(!pev_valid(Ent)) return
cs_set_weapon_ammo(Ent, CLIP)
cs_set_user_bpammo(id, CSW_BASE, BPAMMO)
message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, _, id)
write_byte(1)
write_byte(CSW_BASE)
write_byte(CLIP)
message_end()
cs_set_weapon_silen(Ent, 0, 0)
}
public ze_user_infected(id)
{
Remove_Base(id)
}
public ze_user_humanized(id)
{
Remove_Base(id)
}
public ze_select_item_pre(id, itemid)
{
// This not our item?
if (itemid != g_iItemID)
return ZE_ITEM_AVAILABLE
// Available for Humans only, So don't show it for zombies
if (ze_is_user_zombie(id))
return ZE_ITEM_DONT_SHOW
// Finally return that it's available
return ZE_ITEM_AVAILABLE
}
public ze_select_item_post(id, itemid)
{
// This is not our item, Block it here and don't execute the blew code
if (itemid != g_iItemID)
return
Get_Base(id);
}
public Remove_Base(id)
{
UnSet_BitVar(g_Had_Base, id)
}
public Event_CurWeapon(id)
{
static CSWID; CSWID = read_data(2)
static SubModel; SubModel = SUBMODEL
if((CSWID == CSW_BASE && g_OldWeapon[id] != CSW_BASE) && Get_BitVar(g_Had_Base, id))
{
if(SubModel != -1) Draw_NewWeapon(id, CSWID)
} else if((CSWID == CSW_BASE && g_OldWeapon[id] == CSW_BASE) && Get_BitVar(g_Had_Base, id)) {
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BASE)
if(!pev_valid(Ent))
{
g_OldWeapon[id] = get_user_weapon(id)
return
}
static Float:Speed
if(cs_get_user_zoom(id) != CS_SET_AUGSG552_ZOOM) Speed = SPEED_A
else Speed = SPEED_B
set_pdata_float(Ent, 46, Speed, 4)
set_pdata_float(Ent, 47, Speed, 4)
} else if(CSWID != CSW_BASE && g_OldWeapon[id] == CSW_BASE) {
if(SubModel != -1) Draw_NewWeapon(id, CSWID)
}
g_OldWeapon[id] = get_user_weapon(id)
}
public Draw_NewWeapon(id, CSW_ID)
{
if(CSW_ID == CSW_BASE)
{
static ent
ent = fm_get_user_weapon_entity(id, CSW_BASE)
if(pev_valid(ent) && Get_BitVar(g_Had_Base, id))
{
set_pev(ent, pev_effects, pev(ent, pev_effects) &~ EF_NODRAW)
engfunc(EngFunc_SetModel, ent, MODEL_P)
set_pev(ent, pev_body, SUBMODEL)
}
} else {
static ent
ent = fm_get_user_weapon_entity(id, CSW_BASE)
if(pev_valid(ent)) set_pev(ent, pev_effects, pev(ent, pev_effects) | EF_NODRAW)
}
}
public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
if(!is_alive(id))
return FMRES_IGNORED
if(get_user_weapon(id) == CSW_BASE && Get_BitVar(g_Had_Base, 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_connected(invoker))
return FMRES_IGNORED
if(get_player_weapon(invoker) != CSW_BASE || !Get_BitVar(g_Had_Base, invoker))
return FMRES_IGNORED
if(eventid != g_Event_Base)
return FMRES_IGNORED
engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
Set_WeaponAnim(invoker, ANIME_SHOOT)
if(cs_get_user_zoom(invoker) != CS_SET_AUGSG552_ZOOM) emit_sound(invoker, CHAN_WEAPON, WeaponSounds[0], 1.0, 0.4, 0, 94 + random_num(0, 15))
else emit_sound(invoker, CHAN_WEAPON, WeaponSounds[1], 1.0, 0.4, 0, 94 + random_num(0, 15))
return FMRES_SUPERCEDE
}
public fw_SetModel(entity, model[])
{
if(!pev_valid(entity))
return FMRES_IGNORED
static Classname[32]
pev(entity, pev_classname, Classname, sizeof(Classname))
if(!equal(Classname, "weaponbox"))
return FMRES_IGNORED
static iOwner
iOwner = pev(entity, pev_owner)
if(equal(model, MODEL_W_OLD))
{
static weapon; weapon = find_ent_by_owner(-1, weapon_base, entity)
if(!pev_valid(weapon))
return FMRES_IGNORED;
if(Get_BitVar(g_Had_Base, iOwner))
{
set_pev(weapon, pev_impulse, WEAPON_CODE)
engfunc(EngFunc_SetModel, entity, MODEL_W)
set_pev(entity, pev_body, SUBMODEL)
Remove_Base(iOwner)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED;
}
public fw_CmdStart(id, uc_handle, seed)
{
if (!is_alive(id))
return FMRES_IGNORED
if(get_player_weapon(id) != CSW_BASE || !Get_BitVar(g_Had_Base, id))
return FMRES_IGNORED
static Button; Button = get_uc(uc_handle, UC_Buttons)
if(Button & IN_ATTACK2)
{
static Float:Time; Time = get_pdata_float(id, 83, 5)
if(Time > 0.0) return FMRES_IGNORED
if(cs_get_user_zoom(id) != CS_SET_AUGSG552_ZOOM) cs_set_user_zoom(id, CS_SET_AUGSG552_ZOOM, 1)
else cs_set_user_zoom(id, CS_RESET_ZOOM, 0)
Time = 0.25
set_pdata_float(id, 83, Time, 5)
}
return FMRES_IGNORED
}
public fw_AddToFullPack_Post(esState, iE, iEnt, iHost, iHostFlags, iPlayer, pSet)
{
if(iEnt == g_Muzzleflash_Ent)
{
if(Get_BitVar(g_Muzzleflash, iHost))
{
set_es(esState, ES_Frame, float(random_num(0, 2)))
set_es(esState, ES_RenderMode, kRenderTransAdd)
set_es(esState, ES_RenderAmt, 255.0)
UnSet_BitVar(g_Muzzleflash, iHost)
//remove_task(iHost+WEAPON_CODE)
set_task(0.001, "Set_NextMuzzleflash", iHost+WEAPON_CODE)
}
set_es(esState, ES_Skin, iHost)
set_es(esState, ES_Body, 1)
set_es(esState, ES_AimEnt, iHost)
set_es(esState, ES_MoveType, MOVETYPE_FOLLOW)
} else if(iEnt == g_Muzzleflash_Ent2) {
if(Get_BitVar(g_Muzzleflash2, iHost))
{
set_es(esState, ES_Frame, float(random_num(0, 2)))
set_es(esState, ES_RenderMode, kRenderTransAdd)
set_es(esState, ES_RenderAmt, 255.0)
UnSet_BitVar(g_Muzzleflash2, iHost)
}
set_es(esState, ES_Skin, iHost)
set_es(esState, ES_Body, 1)
set_es(esState, ES_AimEnt, iHost)
set_es(esState, ES_MoveType, MOVETYPE_FOLLOW)
}
}
public Set_NextMuzzleflash(id) Set_BitVar(g_Muzzleflash2, id-WEAPON_CODE)
public fw_CheckVisibility(iEntity, pSet)
{
if(iEntity == g_Muzzleflash_Ent || iEntity == g_Muzzleflash_Ent2)
{
forward_return(FMV_CELL, 1)
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
public fw_Item_Deploy_Post(Ent)
{
if(pev_valid(Ent) != 2)
return
static Id; Id = get_pdata_cbase(Ent, 41, 4)
if(get_pdata_cbase(Id, 373) != Ent)
return
if(!Get_BitVar(g_Had_Base, Id))
return
static SubModel; SubModel = SUBMODEL
set_pev(Id, pev_viewmodel2, MODEL_V)
set_pev(Id, pev_weaponmodel2, SubModel != -1 ? "" : MODEL_P)
static Draw; Draw = ANIME_DRAW
if(Draw != -1) Set_WeaponAnim(Id, ANIME_DRAW)
}
public fw_Item_AddToPlayer_Post(Ent, id)
{
if(!pev_valid(Ent))
return HAM_IGNORED
if(pev(Ent, pev_impulse) == WEAPON_CODE)
{
Set_BitVar(g_Had_Base, id)
set_pev(Ent, pev_impulse, 0)
}
return HAM_HANDLED
}
public fw_Item_PostFrame(ent)
{
static id; id = pev(ent, pev_owner)
if(!is_user_alive(id))
return HAM_IGNORED
if(!Get_BitVar(g_Had_Base, id))
return HAM_IGNORED
static Float:flNextAttack; flNextAttack = get_pdata_float(id, 83, 5)
static bpammo; bpammo = cs_get_user_bpammo(id, CSW_BASE)
static iClip; iClip = get_pdata_int(ent, 51, 4)
static fInReload; fInReload = get_pdata_int(ent, 54, 4)
if(fInReload && flNextAttack <= 0.0)
{
static temp1
temp1 = min(CLIP - iClip, bpammo)
set_pdata_int(ent, 51, iClip + temp1, 4)
cs_set_user_bpammo(id, CSW_BASE, bpammo - temp1)
set_pdata_int(ent, 54, 0, 4)
fInReload = 0
}
return HAM_IGNORED
}
public fw_Weapon_Reload(ent)
{
static id; id = pev(ent, pev_owner)
if(!is_user_alive(id))
return HAM_IGNORED
if(!Get_BitVar(g_Had_Base, id))
return HAM_IGNORED
g_Clip[id] = -1
static BPAmmo; BPAmmo = cs_get_user_bpammo(id, CSW_BASE)
static iClip; iClip = get_pdata_int(ent, 51, 4)
if(BPAmmo <= 0)
return HAM_SUPERCEDE
if(iClip >= CLIP)
return HAM_SUPERCEDE
g_Clip[id] = iClip
return HAM_HANDLED
}
public fw_Weapon_Reload_Post(ent)
{
static id; id = pev(ent, pev_owner)
if(!is_user_alive(id))
return HAM_IGNORED
if(!Get_BitVar(g_Had_Base, id))
return HAM_IGNORED
if((get_pdata_int(ent, 54, 4) == 1))
{ // Reload
if(g_Clip[id] == -1)
return HAM_IGNORED
set_pdata_int(ent, 51, g_Clip[id], 4)
static Reload; Reload = ANIME_RELOAD
if(Reload != -1) Set_WeaponAnim(id, ANIME_RELOAD)
Set_PlayerNextAttack(id, RELOAD_TIME)
}
return HAM_HANDLED
}
public fw_Weapon_WeaponIdle_Post( iEnt )
{
if(pev_valid(iEnt) != 2)
return
static Id; Id = get_pdata_cbase(iEnt, 41, 4)
if(get_pdata_cbase(Id, 373) != iEnt)
return
if(!Get_BitVar(g_Had_Base, Id))
return
static Idle; Idle = ANIME_IDLE
if(Idle != -1 && get_pdata_float(iEnt, 48, 4) <= 0.25)
{
Set_WeaponAnim(Id, ANIME_IDLE)
set_pdata_float(iEnt, 48, 20.0, 4)
}
}
public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
if(!is_connected(Attacker))
return HAM_IGNORED
if(get_player_weapon(Attacker) != CSW_BASE || !Get_BitVar(g_Had_Base, Attacker))
return HAM_IGNORED
static Float:flEnd[3], Float:vecPlane[3]
get_tr2(Ptr, TR_vecEndPos, flEnd)
get_tr2(Ptr, TR_vecPlaneNormal, vecPlane)
Make_BulletHole(Attacker, flEnd, Damage)
Make_BulletSmoke(Attacker, Ptr)
if(cs_get_user_zoom(Attacker) != CS_SET_AUGSG552_ZOOM) SetHamParamFloat(3, float(DAMAGE_A))
else {
SetHamParamFloat(3, float(DAMAGE_B))
Create_Tracer(Attacker, flEnd)
}
return HAM_HANDLED
}
public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
if(!is_connected(Attacker))
return HAM_IGNORED
if(get_player_weapon(Attacker) != CSW_BASE || !Get_BitVar(g_Had_Base, Attacker))
return HAM_IGNORED
static Float:flEnd[3]
get_tr2(Ptr, TR_vecEndPos, flEnd)
if(cs_get_user_zoom(Attacker) != CS_SET_AUGSG552_ZOOM) SetHamParamFloat(3, float(DAMAGE_A))
else {
SetHamParamFloat(3, float(DAMAGE_B))
Create_Tracer(Attacker, flEnd)
}
return HAM_HANDLED
}
public Create_Tracer(id, Float:Target[3])
{
static Float:Start[3];
Get_Position(id, 48.0, 6.0, -6.0, Start)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
write_coord(Start[0])
write_coord(Start[1])
write_coord(Start[2])
write_coord(Target[0])
write_coord(Target[1])
write_coord(Target[2])
write_short(m_spriteTexture)
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(5) // life
write_byte(2) // width
write_byte(0) // noise
write_byte(255) // r, g, b
write_byte(255) // r, g, b
write_byte(255) // r, g, b
write_byte(175) // brightness
write_byte(1) // speed
message_end()
}
public fw_Weapon_PrimaryAttack(Ent)
{
static id; id = pev(Ent, pev_owner)
if(!is_alive(id))
return
if(!Get_BitVar(g_Had_Base, id))
return
pev(id, pev_punchangle, g_Recoil[id])
}
public fw_Weapon_PrimaryAttack_Post(Ent)
{
static id; id = pev(Ent, pev_owner)
if(!is_alive(id))
return
if(!Get_BitVar(g_Had_Base, id))
return
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_BitVar(g_Muzzleflash, id)
// Acc
static Accena; Accena = ACCURACY
if(Accena != -1)
{
static Float:Accuracy
Accuracy = (float(100 - ACCURACY) * 1.5) / 100.0
set_pdata_float(Ent, 62, Accuracy, 4);
}
}
/* ===============================
------------- SAFETY -------------
=================================*/
public Register_SafetyFunc()
{
register_event("CurWeapon", "Safety_CurWeapon", "be", "1=1")
RegisterHam(Ham_Spawn, "player", "fw_Safety_Spawn_Post", 1)
RegisterHam(Ham_Killed, "player", "fw_Safety_Killed_Post", 1)
}
public Register_SafetyFuncBot(id)
{
RegisterHamFromEntity(Ham_Spawn, id, "fw_Safety_Spawn_Post", 1)
RegisterHamFromEntity(Ham_Killed, id, "fw_Safety_Killed_Post", 1)
}
public Safety_Connected(id)
{
Set_BitVar(g_IsConnected, id)
UnSet_BitVar(g_IsAlive, id)
g_PlayerWeapon[id] = 0
}
public Safety_Disconnected(id)
{
UnSet_BitVar(g_IsConnected, id)
UnSet_BitVar(g_IsAlive, id)
g_PlayerWeapon[id] = 0
}
public Safety_CurWeapon(id)
{
if(!is_alive(id))
return
static CSW; CSW = read_data(2)
if(g_PlayerWeapon[id] != CSW) g_PlayerWeapon[id] = CSW
}
public fw_Safety_Spawn_Post(id)
{
if(!is_user_alive(id))
return
Set_BitVar(g_IsAlive, id)
}
public fw_Safety_Killed_Post(id)
{
UnSet_BitVar(g_IsAlive, id)
}
public is_connected(id)
{
if(!(1 <= id <= 32))
return 0
if(!Get_BitVar(g_IsConnected, id))
return 0
return 1
}
public is_alive(id)
{
if(!is_connected(id))
return 0
if(!Get_BitVar(g_IsAlive, id))
return 0
return 1
}
public get_player_weapon(id)
{
if(!is_alive(id))
return 0
return g_PlayerWeapon[id]
}
/* ===============================
--------- END OF SAFETY ---------
=================================*/
stock Set_WeaponAnim(id, anim)
{
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()
}
stock Make_BulletHole(id, Float:Origin[3], Float:Damage)
{
// Find target
static Decal; Decal = random_num(41, 45)
static LoopTime;
if(Damage > 100.0) LoopTime = 2
else LoopTime = 1
for(new i = 0; i < LoopTime; i++)
{
// Put decal on "world" (a wall)
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()
// Show sparcles
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(id)
write_byte(Decal)
message_end()
}
}
stock Make_BulletSmoke(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(g_SmokePuff_SprId)
write_byte(2)
write_byte(50)
write_byte(TE_FLAG)
message_end()
}
stock 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)
}
stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_origin, vOrigin)
pev(id, pev_view_ofs,vUp) //for player
xs_vec_add(vOrigin,vUp,vOrigin)
pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}
stock 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;
}
stock Set_WeaponIdleTime(id, WeaponId ,Float:TimeIdle)
{
static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)
if(!pev_valid(entwpn))
return
set_pdata_float(entwpn, 46, TimeIdle, 4)
set_pdata_float(entwpn, 47, TimeIdle, 4)
set_pdata_float(entwpn, 48, TimeIdle + 0.5, 4)
}
stock Set_PlayerNextAttack(id, Float:nexttime)
{
set_pdata_float(id, 83, nexttime, 5)
}
stock Get_Position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_origin, vOrigin)
pev(id, pev_view_ofs,vUp) //for player
xs_vec_add(vOrigin,vUp,vOrigin)
pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1042\\ f0\\ fs16 \n\\ par }
*/
Code: Select all
#include <zombie_escape>
native ze_set_vip_discount(iItemid, bool:bSet, Float:flDiscount);
new const V_M4A1_MODEL[] = "models/Premuim_ZE/v_frost_m4a1.mdl"
new const P_M4A1_MODEL[] = "models/Premuim_ZE/p_frost_m4a1.mdl"
new const W_M4A1_MODEL[] = "models/Premuim_ZE/w_frost_m4a1.mdl"
new const W_OLD_M4A1_MODEL[] = "models/w_m4a1.mdl"
new g_iItemID, g_iHudSync, g_iSpriteLaser, g_iFreezeDmg, g_iDmgMultiplier
new bool:g_bHasFrostM4A1[33]
new g_iDmg[33]
public plugin_init()
{
register_plugin("[ZE] Extra Item: Frost M4A1", "1.1", "Spi")
// Cvars
g_iFreezeDmg = register_cvar("ze_freezing_m4a1_damage", "2000") // Damage Requried So Zombie got Frozen
g_iDmgMultiplier = register_cvar("ze_multiplier_m4a1_damage", "2") // Multiplie Weapon Damage
// Message IDS
g_iHudSync = CreateHudSyncObj()
// ITEM NAME & COST
g_iItemID = ze_register_item("Frost M4A1", 100, 0) // It's cost 30 Ammo Pack
ze_set_vip_discount(g_iItemID, true, 0.5)
// Events
register_event("WeapPickup", "CheckModel", "b", "1=19")
register_event("CurWeapon", "CurrentWeapon", "be", "1=1")
// Forwards
register_forward(FM_SetModel, "Fw_SetModel")
// HookChains
RegisterHookChain(RG_CBasePlayer_TakeDamage, "Fw_TakeDamage_Post", 1)
// Hams
RegisterHam(Ham_TraceAttack, "player", "Fw_TraceAttack_Post", 1)
RegisterHam(Ham_TraceAttack, "worldspawn", "Fw_TraceAttack_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, "weapon_m4a1", "Fw_AddFrostM4A1ToPlayer")
}
public plugin_precache()
{
// Models
precache_model(V_M4A1_MODEL)
precache_model(P_M4A1_MODEL)
precache_model(W_M4A1_MODEL)
// Sprites
g_iSpriteLaser = precache_model( "sprites/Newlightning.spr")
}
public client_disconnected(id)
{
g_bHasFrostM4A1[id] = false
}
public ze_select_item_pre(id, itemid)
{
// Return Available and we will block it in Post, So it dosen't affect other plugins
if (itemid != g_iItemID)
return ZE_ITEM_AVAILABLE
// Available for Humans only, So don't show it for zombies
if (ze_is_user_zombie(id))
return ZE_ITEM_DONT_SHOW
return ZE_ITEM_AVAILABLE
}
public ze_select_item_post(player, itemid)
{
if (itemid != g_iItemID)
return
g_bHasFrostM4A1[player] = true
rg_remove_item(player, "weapon_m4a1")
rg_give_item(player, "weapon_m4a1", GT_APPEND)
rg_set_user_bpammo(player, WeaponIdType:get_weaponid("weapon_m4a1"), 90)
new szName[32]
get_user_name(player, szName, charsmax(szName))
set_hudmessage(random(255), random(255), random(255), -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)
show_hudmessage(0, "%s Has bought Frost M4A1!", szName)
ze_colored_print(player, "!tYou Have bought Frost M4A1!y!")
}
public Fw_TraceAttack_Post(iEnt, iAttacker, Float:flDamage, Float:fDir[3], ptr, iDamageType)
{
if(!is_user_alive(iAttacker))
return
if(get_user_weapon(iAttacker) != CSW_M4A1 || !g_bHasFrostM4A1[iAttacker])
return
set_hudmessage(34, 138, 255, -1.0, 0.17, 1, 0.0, 2.0, 1.0, 1.0, -1)
ShowSyncHudMsg(iAttacker, g_iHudSync, "Freeze Damage^n%d/%d", g_iDmg[iAttacker], get_pcvar_num(g_iFreezeDmg))
new vec1[3], vec2[3]
get_user_origin(iAttacker, vec1, 1)
get_user_origin(iAttacker, vec2, 4)
make_beam(vec1, vec2, g_iSpriteLaser, 0, 50, 200, 200)
}
public ze_user_infected(infected)
{
if (g_bHasFrostM4A1[infected])
{
g_bHasFrostM4A1[infected] = false
}
}
public ze_user_humanized(id)
{
g_bHasFrostM4A1[id] = false
g_iDmg[id] = 0
}
public Fw_TakeDamage_Post(iVictim, iInflictor, iAttacker, Float:fDamage, bitsDamageType)
{
// Not Vaild Victim or Attacker
if (!is_user_connected(iVictim) || !is_user_connected(iAttacker))
return HC_CONTINUE
if (g_bHasFrostM4A1[iAttacker] && (get_user_weapon(iAttacker) == CSW_M4A1))
{
SetHookChainArg(4 , ATYPE_FLOAT, fDamage * get_pcvar_num(g_iDmgMultiplier))
}
if((get_user_weapon(iAttacker) == CSW_M4A1) && g_bHasFrostM4A1[iAttacker])
{
g_iDmg[iAttacker] += (floatround(fDamage) * get_pcvar_num(g_iDmgMultiplier))
}
if((g_iDmg[iAttacker] >= get_pcvar_num(g_iFreezeDmg)) && (get_user_weapon(iAttacker) == CSW_M4A1) && g_bHasFrostM4A1[iAttacker])
{
new szName[32]
get_user_name(iVictim, szName, charsmax(szName))
ze_set_frost_grenade(iVictim, true)
g_iDmg[iAttacker] = 0
set_dhudmessage(34, 138, 255, -1.0, 0.25, 2, 6.0, 3.0, 0.1, 1.5)
show_dhudmessage(iAttacker, "%s Has been Freezed!", szName)
}
return HC_CONTINUE
}
public CheckModel(id)
{
if (is_user_alive(id))
{
set_pev(id, pev_viewmodel2, V_M4A1_MODEL)
set_pev(id, pev_weaponmodel2, P_M4A1_MODEL)
}
return PLUGIN_CONTINUE
}
public CurrentWeapon(id)
{
if ((get_user_weapon(id) == CSW_M4A1) && g_bHasFrostM4A1[id] == true)
{
CheckModel(id)
}
else
{
ClearSyncHud(id, g_iHudSync)
}
return PLUGIN_CONTINUE
}
make_beam(const origin2[3], const origin[3], sprite, red, green, blue, alpha)
{
//BEAMENTPOINTS
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte (0) //TE_BEAMENTPOINTS 0
write_coord(origin2[0])
write_coord(origin2[1])
write_coord(origin2[2])
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_short(sprite) // sprite
write_byte(1) // framestart
write_byte(5) // framerate
write_byte(2) // life
write_byte(20) // width
write_byte(0) // noise
write_byte(red) // r, g, b
write_byte(green) // r, g, b
write_byte(blue) // r, g, b
write_byte(alpha) // brightness
write_byte(150) // speed
message_end()
}
public Fw_SetModel(entity, model[])
{
if(!is_valid_ent(entity))
return FMRES_IGNORED
if(!equali(model, W_OLD_M4A1_MODEL))
return FMRES_IGNORED
new className[33]
entity_get_string(entity, EV_SZ_classname, className, 32)
static iOwner, iStoredM4A1ID
// Frost M4A1 Owner
iOwner = entity_get_edict(entity, EV_ENT_owner)
// Get drop weapon index (Frost M4A1) to use in fw_FrostM4A1AddToPlayer forward
iStoredM4A1ID = find_ent_by_owner(-1, "weapon_m4a1", entity)
// If Player Has Frost M4A1 and It's weapon_m4a1
if(g_bHasFrostM4A1[iOwner] && is_valid_ent(iStoredM4A1ID))
{
// Setting weapon options
entity_set_int(iStoredM4A1ID, EV_INT_impulse, 1997)
// Rest Var
g_bHasFrostM4A1[iOwner] = false
// Set weaponbox new model
entity_set_model(entity, W_M4A1_MODEL)
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
public Fw_AddFrostM4A1ToPlayer(FrostM4A1, id)
{
// Make sure that this is M4A1
if(is_valid_ent(FrostM4A1) && is_user_connected(id) && entity_get_int(FrostM4A1, EV_INT_impulse) == 1997)
{
// Update Var
g_bHasFrostM4A1[id] = true
// Reset weapon options
entity_set_int(FrostM4A1, EV_INT_impulse, 0)
return HAM_HANDLED
}
return HAM_IGNORED
}
Code: Select all
#include <zombie_escape>
#include <fakemeta_util>
#include <cstrike>
native ze_set_vip_discount(iItemid, bool:bSet, Float:flDiscount);
#define PLUGIN "[CSO] PlasmaGun"
#define VERSION "1.0"
#define AUTHOR "Dias Leon"
// ================= Config =================
// ZP Config
#define COST 30
// Level 1 Config
#define V_MODEL "models/Premuim_ZE/v_plasma_gun.mdl"
#define P_MODEL "models/Premuim_ZE/p_plasma_gun.mdl"
#define W_MODEL "models/Premuim_ZE/w_plasma_gun.mdl"
new const WeaponSounds[7][] =
{
"weapons/plasmagun-1.wav",
"weapons/plasmagun_exp.wav",
"weapons/plasmagun_idle.wav",
"weapons/plasmagun_draw.wav",
"weapons/plasmagun_clipin1.wav",
"weapons/plasmagun_clipin2.wav",
"weapons/plasmagun_clipout.wav"
}
new const WeaponResources[3][] =
{
"sprites/weapon_plasmagun.txt",
"sprites/640hud3_2.spr",
"sprites/640hud91_2.spr"
}
new const WeaponFiles[2][] =
{
"sprites/plasmaball.spr",
"sprites/plasmabomb.spr"
}
new const MuzzleFlash[] = "sprites/muzzleflash27.spr"
// Level 2 Config
#define DAMAGE 86
#define CLIP 45
#define BPAMMO 250
#define SPEED 1.5
#define RECOIL 0.75
#define PLASMA_SPEED 1000.0
#define PLASMA_RADIUS 100.0
// Level 3 Config
#define CSW_PLASMA CSW_AK47
#define weapon_plasma "weapon_ak47"
#define WEAPON_EVENT "events/ak47.sc"
#define WEAPON_ANIMEXT "carbine"
#define WEAPON_OLD_WMODEL "models/w_ak47.mdl"
#define WEAPON_SECRETCODE 1946
#define WEAPONANIM_SHOOT random_num(3, 5)
#define WEAPONANIM_RELOAD 1
#define WEAPONTIME_DRAW 0.75
#define WEAPONTIME_RELOAD 3.5
// Level 4 Config
#define PLASMABALL_CLASSNAME "plasmaball"
// ============== End of Config ==============
// 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))
enum
{
TEAM_T = 1,
TEAM_CT
}
// Vars
new g_iItemID
new g_Had_Plasma, g_WeaponClip[33], Float:g_WeaponRecoil[33][3]
new g_Msg_WeaponList, g_Msg_CurWeapon, g_Msg_AmmoX
new g_MuzzleFlash_SprId, g_PlasmaExp_SprId, g_weapon_event, g_HamBot, g_MaxPlayers
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0")
g_iItemID = ze_register_item("Plasma Gun", 120, 0)
ze_set_vip_discount(g_iItemID, true, 0.5)
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")
register_forward(FM_SetModel, "fw_SetModel")
register_think(PLASMABALL_CLASSNAME, "fw_Think_Plasma")
register_touch(PLASMABALL_CLASSNAME, "*", "fw_Touch_Plasma")
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player")
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_plasma, "fw_Weapon_PrimaryAttack")
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_plasma, "fw_Weapon_PrimaryAttack_Post", 1)
RegisterHam(Ham_Item_Deploy, weapon_plasma, "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Item_PostFrame, weapon_plasma, "fw_Item_PostFrame")
RegisterHam(Ham_Weapon_Reload, weapon_plasma, "fw_Weapon_Reload")
RegisterHam(Ham_Weapon_Reload, weapon_plasma, "fw_Weapon_Reload_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, weapon_plasma, "fw_Item_AddToPlayer_Post", 1)
g_Msg_WeaponList = get_user_msgid("WeaponList")
g_Msg_CurWeapon = get_user_msgid("CurWeapon")
g_Msg_AmmoX = get_user_msgid("AmmoX")
g_MaxPlayers = get_maxplayers()
//register_clcmd("admin_get_plasmagun", "Get_Plasma", ADMIN_KICK)
register_clcmd("weapon_plasmagun", "Hook_WeaponHud")
}
public plugin_precache()
{
engfunc(EngFunc_PrecacheModel, V_MODEL)
engfunc(EngFunc_PrecacheModel, P_MODEL)
engfunc(EngFunc_PrecacheModel, W_MODEL)
new i
for(i = 0; i < sizeof(WeaponSounds); i++)
engfunc(EngFunc_PrecacheSound, WeaponSounds[i])
for(i = 0; i < sizeof(WeaponResources); i++)
{
if(i == 0) engfunc(EngFunc_PrecacheGeneric, WeaponResources[i])
else engfunc(EngFunc_PrecacheModel, WeaponResources[i])
}
for(i = 0; i < sizeof(WeaponFiles); i++)
{
if(i == 1) g_PlasmaExp_SprId = engfunc(EngFunc_PrecacheModel, WeaponFiles[i])
else engfunc(EngFunc_PrecacheModel, WeaponFiles[i])
}
g_MuzzleFlash_SprId = engfunc(EngFunc_PrecacheModel, MuzzleFlash)
register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
}
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")
}
public ze_user_infected(id) Remove_Plasma(id)
public ze_user_humanized(id) Remove_Plasma(id)
public ze_select_item_pre(id, itemid)
{
// This not our item?
if (itemid != g_iItemID)
return ZE_ITEM_AVAILABLE
// Available for Humans only, So don't show it for zombies
if (ze_is_user_zombie(id))
return ZE_ITEM_DONT_SHOW
// Finally return that it's available
return ZE_ITEM_AVAILABLE
}
public ze_select_item_post(id, itemid)
{
// This is not our item, Block it here and don't execute the blew code
if (itemid != g_iItemID)
return
Get_Plasma(id)
}
public Get_Plasma(id)
{
if(!is_user_alive(id))
return
Set_BitVar(g_Had_Plasma, id)
fm_give_item(id, weapon_plasma)
// Set Weapon
engclient_cmd(id, weapon_plasma)
set_pev(id, pev_viewmodel2, V_MODEL)
set_pev(id, pev_weaponmodel2, P_MODEL)
set_pdata_string(id, (492) * 4, WEAPON_ANIMEXT, -1 , 20)
// Set Weapon Base
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_PLASMA)
if(!pev_valid(Ent)) return
cs_set_weapon_ammo(Ent, CLIP)
cs_set_user_bpammo(id, CSW_PLASMA, BPAMMO)
Update_AmmoHud(id, CSW_PLASMA, CLIP, BPAMMO)
}
public Remove_Plasma(id)
{
UnSet_BitVar(g_Had_Plasma, id)
}
public Hook_WeaponHud(id)
{
engclient_cmd(id, weapon_plasma)
return PLUGIN_HANDLED
}
public Event_NewRound() remove_entity_name(PLASMABALL_CLASSNAME)
public fw_Think_Plasma(Ent)
{
if(!pev_valid(Ent))
return
static Float:RenderAmt; pev(Ent, pev_renderamt, RenderAmt)
RenderAmt += 50.0
RenderAmt = float(clamp(floatround(RenderAmt), 0, 255))
set_pev(Ent, pev_renderamt, RenderAmt)
set_pev(Ent, pev_nextthink, halflife_time() + 0.1)
}
public fw_Touch_Plasma(Ent, Id)
{
if(!pev_valid(Ent))
return
if(pev(Ent, pev_movetype) == MOVETYPE_NONE)
return
// Exp Sprite
static Float:Origin[3], TE_FLAG
pev(Ent, pev_origin, Origin)
TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
TE_FLAG |= TE_EXPLFLAG_NOSOUND
TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_short(g_PlasmaExp_SprId)
write_byte(7)
write_byte(30)
write_byte(TE_FLAG)
message_end()
// Exp Sound
emit_sound(Ent, CHAN_BODY, WeaponSounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
// Damage
Damage_Plasma(Ent, Id)
// Remove Ent
set_pev(Ent, pev_movetype, MOVETYPE_NONE)
set_task(0.1, "Remove_PlasmaBall", Ent)
}
public Damage_Plasma(Ent, Id)
{
static Owner; Owner = pev(Ent, pev_iuser1)
static Attacker;
if(!is_user_alive(Owner))
{
Attacker = 0
return
} else Attacker = Owner
if(is_user_alive(Id) && ze_is_user_zombie(Id))
ExecuteHamB(Ham_TakeDamage, Id, 0, Attacker, float(DAMAGE), DMG_ACID)
for(new i = 0; i < g_MaxPlayers; i++)
{
if(!is_user_alive(i))
continue
if(entity_range(i, Ent) > PLASMA_RADIUS)
continue
if(!ze_is_user_zombie(i))
continue
ExecuteHamB(Ham_TakeDamage, i, 0, Attacker, float(DAMAGE) / random_float(1.25, 1.5), DMG_ACID)
}
}
public Remove_PlasmaBall(Ent)
{
if(!pev_valid(Ent)) return
engfunc(EngFunc_RemoveEntity, Ent)
}
public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
if(!is_user_alive(id))
return FMRES_IGNORED
if(get_user_weapon(id) == CSW_PLASMA && Get_BitVar(g_Had_Plasma, 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_PLASMA || !Get_BitVar(g_Had_Plasma, 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)
return FMRES_SUPERCEDE
}
public fw_SetModel(entity, model[])
{
if(!pev_valid(entity))
return FMRES_IGNORED
static Classname[32]
pev(entity, pev_classname, Classname, sizeof(Classname))
if(!equal(Classname, "weaponbox"))
return FMRES_IGNORED
static iOwner
iOwner = pev(entity, pev_owner)
if(equal(model, WEAPON_OLD_WMODEL))
{
static weapon; weapon = fm_find_ent_by_owner(-1, weapon_plasma, entity)
if(!pev_valid(weapon))
return FMRES_IGNORED;
if(Get_BitVar(g_Had_Plasma, iOwner))
{
Remove_Plasma(iOwner)
set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
engfunc(EngFunc_SetModel, entity, W_MODEL)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED;
}
public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
if(!is_user_connected(Attacker))
return HAM_IGNORED
if(get_user_weapon(Attacker) != CSW_PLASMA || !Get_BitVar(g_Had_Plasma, Attacker))
return HAM_IGNORED
return HAM_SUPERCEDE
}
public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
if(!is_user_connected(Attacker))
return HAM_IGNORED
if(get_user_weapon(Attacker) != CSW_PLASMA || !Get_BitVar(g_Had_Plasma, Attacker))
return HAM_IGNORED
return HAM_SUPERCEDE
}
public fw_Weapon_PrimaryAttack(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Plasma, Id))
return
static Ammo; Ammo = cs_get_weapon_ammo(Ent)
if(Ammo <= 0) return
// Weapon Shoot
Set_Weapon_Anim(Id, WEAPONANIM_SHOOT)
emit_sound(Id, CHAN_WEAPON, WeaponSounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
// MuzzleFlash & Effect
Make_Muzzleflash(Id)
// Create Plasma Effect
Create_PlasmaBall(Id)
// Speed & Recoil
pev(Ent, pev_punchangle, g_WeaponRecoil[Id])
}
public fw_Weapon_PrimaryAttack_Post(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Plasma, Id))
return
static Ammo; Ammo = cs_get_weapon_ammo(Ent)
if(Ammo <= 0) return
// Speed & Recoil
set_pdata_float(Ent, 46, get_pdata_float(Ent, 46, 4) * SPEED, 4)
static Float:Push[3]; pev(Id, pev_punchangle, Push)
xs_vec_sub(Push, g_WeaponRecoil[Id], Push)
xs_vec_mul_scalar(Push, RECOIL, Push)
xs_vec_add(Push, g_WeaponRecoil[Id], Push)
set_pev(Id, pev_punchangle, Push)
}
public fw_Item_Deploy_Post(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Plasma, Id))
return
set_pev(Id, pev_viewmodel2, V_MODEL)
set_pev(Id, pev_weaponmodel2, P_MODEL)
set_pdata_string(Id, (492) * 4, WEAPON_ANIMEXT, -1 , 20)
// Set Draw
Set_Player_NextAttack(Id, WEAPONTIME_DRAW)
Set_Weapon_TimeIdle(Id, CSW_PLASMA, WEAPONTIME_DRAW)
}
public fw_Item_PostFrame(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Plasma, Id))
return
static Float:flNextAttack; flNextAttack = get_pdata_float(Id, 83, 5)
static bpammo; bpammo = cs_get_user_bpammo(Id, CSW_PLASMA)
static iClip; iClip = get_pdata_int(Ent, 51, 4)
if(get_pdata_int(Ent, 54, 4) && flNextAttack <= 0.0)
{
static temp1; temp1 = min(CLIP - iClip, bpammo)
set_pdata_int(Ent, 51, iClip + temp1, 4)
cs_set_user_bpammo(Id, CSW_PLASMA, bpammo - temp1)
set_pdata_int(Ent, 54, 0, 4)
}
}
public fw_Weapon_Reload(Ent)
{
if(!pev_valid(Ent))
return HAM_IGNORED
static Id; Id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Plasma, Id))
return HAM_IGNORED
g_WeaponClip[Id] = -1
static bpammo; bpammo = cs_get_user_bpammo(Id, CSW_PLASMA)
static iClip; iClip = get_pdata_int(Ent, 51, 4)
if(bpammo <= 0) return HAM_SUPERCEDE
if(iClip >= CLIP) return HAM_SUPERCEDE
g_WeaponClip[Id] = iClip
return HAM_IGNORED
}
public fw_Weapon_Reload_Post(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Plasma, Id))
return
if(g_WeaponClip[Id] == -1)
return
set_pdata_int(Ent, 51, g_WeaponClip[Id], 4)
set_pdata_int(Ent, 54, 1, 4)
Set_Weapon_Anim(Id, WEAPONANIM_RELOAD)
set_pdata_float(Id, 83, WEAPONTIME_RELOAD, 5)
}
public fw_Item_AddToPlayer_Post(Ent, Id)
{
if(!pev_valid(Ent))
return
if(pev(Ent, pev_impulse) == WEAPON_SECRETCODE)
{
Set_BitVar(g_Had_Plasma, Id)
set_pev(Ent, pev_impulse, 0)
set_task(0.01, "AddToPlayer_Delay", Id)
}
message_begin(MSG_ONE_UNRELIABLE, g_Msg_WeaponList, _, Id)
write_string(Get_BitVar(g_Had_Plasma, Id) ? "weapon_plasmagun" : "weapon_ak47")
write_byte(2)
write_byte(Get_BitVar(g_Had_Plasma, Id) ? 200 : 90)
write_byte(-1)
write_byte(-1)
write_byte(0)
write_byte(1)
write_byte(Get_BitVar(g_Had_Plasma, Id) ? CSW_PLASMA : CSW_AK47)
write_byte(0)
message_end()
return
}
public AddToPlayer_Delay(Id)
{
set_pev(Id, pev_viewmodel2, V_MODEL)
set_pev(Id, pev_weaponmodel2, P_MODEL)
set_pdata_string(Id, (492) * 4, WEAPON_ANIMEXT, -1 , 20)
}
public Create_PlasmaBall(id)
{
static Float:StartOrigin[3], Float:TargetOrigin[3], Float:MyVelocity[3], Float:VecLength
get_position(id, 48.0, 10.0, -5.0, StartOrigin)
get_position(id, 1024.0, 0.0, 0.0, TargetOrigin)
pev(id, pev_velocity, MyVelocity)
VecLength = vector_length(MyVelocity)
if(VecLength)
{
TargetOrigin[0] += random_float(-16.0, 16.0); TargetOrigin[1] += random_float(-16.0, 16.0); TargetOrigin[2] += random_float(-16.0, 16.0)
} else {
TargetOrigin[0] += random_float(-8.0, 8.0); TargetOrigin[1] += random_float(-8.0, 8.0); TargetOrigin[2] += random_float(-8.0, 8.0)
}
static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite"))
if(!pev_valid(Ent)) return
// Set info for ent
set_pev(Ent, pev_movetype, MOVETYPE_FLY)
set_pev(Ent, pev_rendermode, kRenderTransAdd)
set_pev(Ent, pev_renderamt, 10.0)
set_pev(Ent, pev_iuser1, id) // Better than pev_owner
set_pev(Ent, pev_iuser2, Get_SpecialTeam(id, cs_get_user_team(id)))
set_pev(Ent, pev_fuser1, get_gametime() + 3.0)
set_pev(Ent, pev_scale, random_float(0.1, 0.25))
set_pev(Ent, pev_nextthink, halflife_time() + 0.1)
entity_set_string(Ent, EV_SZ_classname, PLASMABALL_CLASSNAME)
engfunc(EngFunc_SetModel, Ent, WeaponFiles[0])
set_pev(Ent, pev_mins, Float:{-1.0, -1.0, -1.0})
set_pev(Ent, pev_maxs, Float:{1.0, 1.0, 1.0})
set_pev(Ent, pev_origin, StartOrigin)
set_pev(Ent, pev_gravity, 0.01)
set_pev(Ent, pev_solid, SOLID_TRIGGER)
set_pev(Ent, pev_frame, 0.0)
static Float:Velocity[3]
get_speed_vector(StartOrigin, TargetOrigin, PLASMA_SPEED, Velocity)
set_pev(Ent, pev_velocity, Velocity)
}
public Make_Muzzleflash(id)
{
static Float:Origin[3], TE_FLAG
get_position(id, 32.0, 6.0, -15.0, Origin)
TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
TE_FLAG |= TE_EXPLFLAG_NOSOUND
TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, Origin, id)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_short(g_MuzzleFlash_SprId)
write_byte(2)
write_byte(30)
write_byte(TE_FLAG)
message_end()
}
public Update_AmmoHud(id, CSWID, Ammo, BpAmmo)
{
message_begin(MSG_ONE_UNRELIABLE, g_Msg_CurWeapon, _, id)
write_byte(1)
write_byte(CSWID)
write_byte(Ammo)
message_end()
message_begin(MSG_ONE_UNRELIABLE, g_Msg_AmmoX, _, id)
write_byte(10)
write_byte(BpAmmo)
message_end()
}
public Get_SpecialTeam(Ent, CsTeams:Team)
{
if(Team == CS_TEAM_T) return TEAM_T
else if(Team == CS_TEAM_CT) return TEAM_CT
return 0
}
public CsTeams:Get_PlasmaTeam(Ent)
{
if(pev(Ent, pev_iuser2) == TEAM_T) return CS_TEAM_T
else if(pev(Ent, pev_iuser2) == TEAM_CT) return CS_TEAM_CT
return CS_TEAM_UNASSIGNED
}
stock 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]
static Float:num; 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;
}
stock Set_Weapon_TimeIdle(id, WeaponId, Float:TimeIdle)
{
static Ent; Ent = fm_get_user_weapon_entity(id, WeaponId)
if(!pev_valid(Ent)) return
set_pdata_float(Ent, 46, TimeIdle, 4)
set_pdata_float(Ent, 47, TimeIdle, 4)
set_pdata_float(Ent, 48, TimeIdle + 0.5, 4)
}
stock Set_Player_NextAttack(id, Float:nexttime)
{
set_pdata_float(id, 83, nexttime, 5)
}
stock Set_Weapon_Anim(id, WeaponAnim)
{
set_pev(id, pev_weaponanim, WeaponAnim)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
write_byte(WeaponAnim)
write_byte(pev(id, pev_body))
message_end()
}
stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_origin, vOrigin)
pev(id, pev_view_ofs, vUp) //for player
xs_vec_add(vOrigin, vUp, vOrigin)
pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
angle_vector(vAngle, ANGLEVECTOR_FORWARD, vForward) //or use EngFunc_AngleVectors
angle_vector(vAngle, ANGLEVECTOR_RIGHT, vRight)
angle_vector(vAngle, ANGLEVECTOR_UP, vUp)
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}