Cyclone
Posted: 18 Jan 2018, 22:51
Cyclone
Description:
- A new extra-item for Humans, It's Cyclone. Original plugin Here.
- Simply install it like any plugin and Don't forget to copy Models, Sounds, Sprites.
weapon_p228
to your new weapon name. EX:#define WEAPON_BASE "weapon_ak47"
Now it seems to work how it should but can't see the BPAMMORaheem wrote: ↑5 years ago You will need to changeweapon_p228
to your new weapon name. EX:
#include <zombie_escape> #include <engine> #include <fakemeta_util> #include <xs> #include <cstrike> #include <fun> #define WEAPON_BASE "weapon_ak47" #define ENG_NULLENT -1 #define EV_INT_WEAPONKEY EV_INT_impulse #define sfpistol_WEAPONKEY 625 #define MAX_PLAYERS 32 #define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers) const OFFSET_ACTIVE_ITEM = 373 const OFFSET_WEAPONOWNER = 41 const OFFSET_LINUX = 5 const OFFSET_LINUX_WEAPONS = 4 #define WEAP_LINUX_XTRA_OFF 4 #define m_fKnown 44 #define m_flNextPrimaryAttack 46 #define m_flTimeWeaponIdle 48 #define m_iClip 51 #define m_fInReload 54 #define PLAYER_LINUX_XTRA_OFF 5 #define m_flNextAttack 83 #define sfpistol_SHOOT1 1 #define sfpistol_SHOOTEND 2 #define sfpistol_RELOAD 3 #define sfpistol_DRAW 4 #define sfpistol_RELOAD_TIME 2.7 #define write_coord_f(%1) engfunc(EngFunc_WriteCoord,%1) new const Fire_Sounds[][] = { "weapons/sfpistol_shoot5.wav", "weapons/sfpistol_shoot5.wav" } new const MuzzleFlash[] = "sprites/muzzleflash27.spr" new sfpistol_V_MODEL[64] = "models/v_sfpistol.mdl" new sfpistol_P_MODEL[64] = "models/p_sfpistol.mdl" new sfpistol_W_MODEL[64] = "models/w_sfpistol.mdl" const m_iShotsFired = 64 new cvar_dmg_sfpistol, cvar_clip_sfpistol, cvar_sfpistol_ammo new g_MaxPlayers, g_orig_event_sfpistol, g_IsInPrimaryAttack, g_iClip, g_smokepuff_id, g_MuzzleFlash_SprId new Float:cl_pushangle[MAX_PLAYERS + 1][3] new g_has_sfpistol[33], g_clip_ammo[33], oldweap[33],g_sfpistol_TmpClip[33], zz[33], udah[33] new gmsgWeaponList, setrum, item_cyclone const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE) new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10", "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550", WEAPON_BASE, "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249", "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552", "weapon_ak47", "weapon_knife", "weapon_p90" } public plugin_init() { register_plugin("Cyclone", "1.0", "m4m3ts") register_cvar("cyclone_version", "m4m3ts", FCVAR_SERVER|FCVAR_SPONLY) register_event("CurWeapon","CurrentWeapon","be","1=1") RegisterHam(Ham_Item_AddToPlayer, WEAPON_BASE, "fw_sfpistol_AddToPlayer") for (new i = 1; i < sizeof WEAPONENTNAMES; i++) if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1) RegisterHam(Ham_Item_PostFrame, WEAPON_BASE, "sfpistol_ItemPostFrame") RegisterHam(Ham_Weapon_Reload, WEAPON_BASE, "sfpistol_Reload") RegisterHam(Ham_Weapon_Reload, WEAPON_BASE, "sfpistol_Reload_Post", 1) RegisterHam(Ham_Weapon_PrimaryAttack, WEAPON_BASE, "fw_sfpistol_PrimaryAttack") RegisterHam(Ham_Weapon_PrimaryAttack, WEAPON_BASE, "fw_sfpistol_PrimaryAttack_Post", 1) RegisterHam(Ham_Weapon_WeaponIdle, WEAPON_BASE, "fw_cycloneidleanim", 1) RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") RegisterHam(Ham_Spawn, "player", "Player_Spawn", 1) register_forward(FM_SetModel, "fw_SetModel") register_forward(FM_CmdStart, "fw_CmdStart") register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1) register_forward(FM_PlaybackEvent, "fwPlaybackEvent") RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack", 1) RegisterHam(Ham_TraceAttack, "func_breakable", "fw_TraceAttack", 1) RegisterHam(Ham_TraceAttack, "func_wall", "fw_TraceAttack", 1) RegisterHam(Ham_TraceAttack, "func_door", "fw_TraceAttack", 1) RegisterHam(Ham_TraceAttack, "func_door_rotating", "fw_TraceAttack", 1) RegisterHam(Ham_TraceAttack, "func_plat", "fw_TraceAttack", 1) RegisterHam(Ham_TraceAttack, "func_rotating", "fw_TraceAttack", 1) item_cyclone = ze_register_item("Cyclone", 20, 0) new const weaponIdentifiers[][] = { WEAPON_BASE } for( new i = 0; i < sizeof weaponIdentifiers; i++ ) { RegisterHam( Ham_Weapon_PrimaryAttack, weaponIdentifiers[ i ], "Pistols_PrimaryAttack_Pre", false ) } cvar_dmg_sfpistol = register_cvar("ze_sfpistol_dmg", "1.0") cvar_clip_sfpistol = register_cvar("ze_sfpistol_clip", "50") cvar_sfpistol_ammo = register_cvar("ze_sfpistol_ammo", "200") g_MaxPlayers = get_maxplayers() gmsgWeaponList = get_user_msgid("WeaponList") } public plugin_precache() { precache_model(sfpistol_V_MODEL) precache_model(sfpistol_P_MODEL) precache_model(sfpistol_W_MODEL) for(new i = 0; i < sizeof Fire_Sounds; i++) precache_sound(Fire_Sounds[i]) precache_sound("weapons/sfpistol_clipin.wav") precache_sound("weapons/sfpistol_clipout.wav") precache_sound("weapons/sfpistol_draw.wav") precache_sound("weapons/sfpistol_idle.wav") precache_sound("weapons/sfpistol_shoot_end.wav") precache_generic("sprites/weapon_sfpistol.txt") precache_generic("sprites/640hud104.spr") precache_generic("sprites/640hud4.spr") register_clcmd("weapon_sfpistol", "weapon_hook") setrum = precache_model("sprites/laserbeam.spr") g_smokepuff_id = engfunc(EngFunc_PrecacheModel, "sprites/ef_smoke_poison.spr") g_MuzzleFlash_SprId = engfunc(EngFunc_PrecacheModel, MuzzleFlash) register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1) } public weapon_hook(id) { engclient_cmd(id, WEAPON_BASE) return PLUGIN_HANDLED } public client_putinserver(id) { new g_Ham_Bot if(!g_Ham_Bot && is_user_bot(id)) { g_Ham_Bot = 1 set_task(0.1, "Do_RegisterHam_Bot", id) } } public Do_RegisterHam_Bot(id) { RegisterHamFromEntity(Ham_TakeDamage, id, "fw_TakeDamage") RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack", 1) } public Player_Spawn(id) { if (is_user_alive(id)) { g_has_sfpistol[id] = false zz[id] = 0 udah[id] = 0 } } public fw_TraceAttack(iEnt, iAttacker, Float:flDamage, Float:fDir[3], ptr, iDamageType) { if(!is_user_alive(iAttacker)) return new g_currentweapon = get_user_weapon(iAttacker) if(g_currentweapon != CSW_P228) return if(!g_has_sfpistol[iAttacker]) return static Float:flEnd[3] get_tr2(ptr, TR_vecEndPos, flEnd) } public Pistols_PrimaryAttack_Pre(weapon) { new Player = get_pdata_cbase(weapon, 41, 4) if (!g_has_sfpistol[Player]) return set_pdata_int( weapon, m_iShotsFired, -1 ); } public ze_user_humanized(id) { g_has_sfpistol[id] = false } public plugin_natives () { register_native("give_sfpistol", "native_give_sfpistol", 1) } public native_give_sfpistol(id) { give_sfpistol(id) } 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 != item_cyclone) 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 != item_cyclone) return give_sfpistol(player) } public fwPrecacheEvent_Post(type, const name[]) { if (equal("events/p228.sc", name)) { g_orig_event_sfpistol = get_orig_retval() return FMRES_HANDLED } return FMRES_IGNORED } public client_connect(id) { g_has_sfpistol[id] = false } public client_disconnected(id) { g_has_sfpistol[id] = false } public ze_user_infected(id) { g_has_sfpistol[id] = false zz[id] = 0 udah[id] = 0 } public fw_SetModel(entity, model[]) { if(!is_valid_ent(entity)) return FMRES_IGNORED static szClassName[33] entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName)) if(!equal(szClassName, "weaponbox")) return FMRES_IGNORED static iOwner iOwner = entity_get_edict(entity, EV_ENT_owner) if(equal(model, "models/w_p228.mdl")) { static iStoredAugID iStoredAugID = find_ent_by_owner(ENG_NULLENT, WEAPON_BASE, entity) if(!is_valid_ent(iStoredAugID)) return FMRES_IGNORED if(g_has_sfpistol[iOwner]) { entity_set_int(iStoredAugID, EV_INT_WEAPONKEY, sfpistol_WEAPONKEY) g_has_sfpistol[iOwner] = false entity_set_model(entity, sfpistol_W_MODEL) return FMRES_SUPERCEDE } } return FMRES_IGNORED } public give_sfpistol(id) { drop_weapons(id, 2) new iWep2 = fm_give_item(id,WEAPON_BASE) if( iWep2 > 0 ) { cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_sfpistol)) cs_set_user_bpammo (id, CSW_P228, get_pcvar_num(cvar_sfpistol_ammo)) set_weapons_timeidle(id, CSW_P228, 1.0) set_player_nextattackx(id, 1.0) message_begin(MSG_ONE, gmsgWeaponList, _, id) write_string("weapon_sfpistol") write_byte(1) write_byte(52) write_byte(-1) write_byte(-1) write_byte(1) write_byte(3) write_byte(CSW_P228) message_end() } g_has_sfpistol[id] = true zz[id] = 0 udah[id] = 0 } public setrums(id) { new Float:flAim[3] fm_get_aim_origin(id, flAim) message_begin(MSG_BROADCAST, SVC_TEMPENTITY ) write_byte(TE_BEAMENTPOINT) write_short(id | 0x1000) engfunc(EngFunc_WriteCoord, flAim[0]) engfunc(EngFunc_WriteCoord, flAim[1]) engfunc(EngFunc_WriteCoord, flAim[2]) write_short(setrum) write_byte(0) // framerate write_byte(0) // framerate write_byte(1) // life write_byte(12) // width write_byte(0)// noise write_byte(120)// r, g, b write_byte(238)// r, g, b write_byte(3)// r, g, b write_byte(255) // brightness write_byte(255) // speed message_end() } public fw_CmdStart(id, uc_handle, seed) { if(!is_user_alive(id) || !is_user_connected(id)) return if(get_user_weapon(id) != CSW_P228 || !g_has_sfpistol[id]) return static ent; ent = fm_get_user_weapon_entity(id, CSW_P228) if(!pev_valid(ent)) return if(get_pdata_float(ent, 46, WEAP_LINUX_XTRA_OFF) > 0.0 || get_pdata_float(ent, 47, WEAP_LINUX_XTRA_OFF) > 0.0) return if(!(pev(id, pev_oldbuttons) & IN_ATTACK)) { if(zz[id] && g_clip_ammo[id]) { zz[id] = 0 udah[id] = 0 emit_sound(id, CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM, 0, PITCH_NORM) UTIL_PlayWeaponAnimation(id, sfpistol_SHOOTEND) set_weapons_timeidle(id, CSW_P228, 0.5) set_player_nextattackx(id, 0.5) } } } public fw_cycloneidleanim(Weapon) { new id = get_pdata_cbase(Weapon, 41, 4) if(!is_user_alive(id) || ze_is_user_zombie(id) || !g_has_sfpistol[id] || get_user_weapon(id) != CSW_P228) return HAM_IGNORED; if(get_pdata_float(Weapon, 48, 4) <= 0.25) { UTIL_PlayWeaponAnimation(id, 0) set_pdata_float(Weapon, 48, 20.0, 4) return HAM_SUPERCEDE; } return HAM_IGNORED; } public fw_sfpistol_AddToPlayer(sfpistol, id) { if(!is_valid_ent(sfpistol) || !is_user_connected(id)) return HAM_IGNORED if(entity_get_int(sfpistol, EV_INT_WEAPONKEY) == sfpistol_WEAPONKEY) { g_has_sfpistol[id] = true entity_set_int(sfpistol, EV_INT_WEAPONKEY, 0) message_begin(MSG_ONE, gmsgWeaponList, {0,0,0}, id) write_string("weapon_sfpistol") write_byte(9) write_byte(52) write_byte(-1) write_byte(-1) write_byte(1) write_byte(3) write_byte(CSW_P228) message_end() return HAM_HANDLED } else { message_begin(MSG_ONE, gmsgWeaponList, {0,0,0}, id) write_string(WEAPON_BASE) write_byte(9) write_byte(52) write_byte(-1) write_byte(-1) write_byte(1) write_byte(3) write_byte(CSW_P228) message_end() } return HAM_IGNORED } public fw_Item_Deploy_Post(weapon_ent) { static owner owner = fm_cs_get_weapon_ent_owner(weapon_ent) static weaponid weaponid = cs_get_weapon_id(weapon_ent) replace_weapon_models(owner, weaponid) zz[owner] = 0 udah[owner] = 0 } public CurrentWeapon(id) { replace_weapon_models(id, read_data(2)) if(read_data(2) != CSW_P228 || !g_has_sfpistol[id]) return static Float:iSpeed if(g_has_sfpistol[id]) iSpeed = 0.075 static weapon[32],Ent get_weaponname(read_data(2),weapon,31) Ent = find_ent_by_owner(-1,weapon,id) if(Ent) { static Float:Delay Delay = get_pdata_float( Ent, 46, 4) * iSpeed if (Delay > 0.0) { set_pdata_float(Ent, 46, Delay, 4) } } } replace_weapon_models(id, weaponid) { switch (weaponid) { case CSW_P228: { if (ze_is_user_zombie(id)) return if(g_has_sfpistol[id]) { set_pev(id, pev_viewmodel2, sfpistol_V_MODEL) set_pev(id, pev_weaponmodel2, sfpistol_P_MODEL) if(oldweap[id] != CSW_P228) { UTIL_PlayWeaponAnimation(id, sfpistol_DRAW) set_weapons_timeidle(id, CSW_P228, 1.0) set_player_nextattackx(id, 1.0) message_begin(MSG_ONE, gmsgWeaponList, _, id) write_string("weapon_sfpistol") write_byte(9) write_byte(52) write_byte(-1) write_byte(-1) write_byte(1) write_byte(3) write_byte(CSW_P228) message_end() } } } } oldweap[id] = weaponid } public fw_UpdateClientData_Post(Player, SendWeapons, CD_Handle) { if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_P228 || !g_has_sfpistol[Player])) return FMRES_IGNORED set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001) return FMRES_HANDLED } public fw_sfpistol_PrimaryAttack(Weapon) { new Player = get_pdata_cbase(Weapon, 41, 4) if (!g_has_sfpistol[Player]) return g_IsInPrimaryAttack = 1 pev(Player,pev_punchangle,cl_pushangle[Player]) g_clip_ammo[Player] = cs_get_weapon_ammo(Weapon) g_iClip = cs_get_weapon_ammo(Weapon) } public fwPlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2) { if ((eventid != g_orig_event_sfpistol) || !g_IsInPrimaryAttack) 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_sfpistol_PrimaryAttack_Post(Weapon) { g_IsInPrimaryAttack = 0 new Player = get_pdata_cbase(Weapon, 41, 4) new szClip, szAmmo get_user_weapon(Player, szClip, szAmmo) if(!is_user_alive(Player)) return if (g_iClip <= cs_get_weapon_ammo(Weapon)) return if(g_has_sfpistol[Player]) { if (!g_clip_ammo[Player]) return new Float:push[3] pev(Player,pev_punchangle,push) xs_vec_sub(push,cl_pushangle[Player],push) xs_vec_mul_scalar(push,0.0,push) xs_vec_add(push,cl_pushangle[Player],push) set_pev(Player,pev_punchangle,push) set_weapons_timeidle(Player, CSW_P228, 0.075) set_player_nextattackx(Player, 0.075) UTIL_PlayWeaponAnimation(Player, sfpistol_SHOOT1) Make_Muzzleflash(Player) entity_set_int(Player, EV_INT_sequence, 19) zz[Player] = 1 fake_smoke(Player) setrums(Player) if(!udah[Player]) { emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], 1.0, ATTN_NORM, 0, PITCH_NORM) udah[Player] = 1 } } } public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if (victim != attacker && is_user_connected(attacker)) { if(get_user_weapon(attacker) == CSW_P228) { if(g_has_sfpistol[attacker]) SetHamParamFloat(4, damage * get_pcvar_float(cvar_dmg_sfpistol)) } } } stock fm_cs_get_current_weapon_ent(id) { return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX) } stock fm_cs_get_weapon_ent_owner(ent) { return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS) } stock UTIL_PlayWeaponAnimation(const Player, const Sequence) { set_pev(Player, pev_weaponanim, Sequence) message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player) write_byte(Sequence) write_byte(pev(Player, pev_body)) message_end() } public sfpistol_ItemPostFrame(weapon_entity) { new id = pev(weapon_entity, pev_owner) if (!is_user_connected(id)) return HAM_IGNORED if (!g_has_sfpistol[id]) return HAM_IGNORED static iClipExtra iClipExtra = get_pcvar_num(cvar_clip_sfpistol) new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF) new iBpAmmo = cs_get_user_bpammo(id, CSW_P228); new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF) new fInReload = get_pdata_int(weapon_entity, m_fInReload, WEAP_LINUX_XTRA_OFF) if( fInReload && flNextAttack <= 0.0 ) { new j = min(iClipExtra - iClip, iBpAmmo) set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF) cs_set_user_bpammo(id, CSW_P228, iBpAmmo-j) set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF) fInReload = 0 } return HAM_IGNORED } public sfpistol_Reload(weapon_entity) { new id = pev(weapon_entity, pev_owner) if (!is_user_connected(id)) return HAM_IGNORED if (!g_has_sfpistol[id]) return HAM_IGNORED static iClipExtra if(g_has_sfpistol[id]) iClipExtra = get_pcvar_num(cvar_clip_sfpistol) g_sfpistol_TmpClip[id] = -1 new iBpAmmo = cs_get_user_bpammo(id, CSW_P228) new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF) if (iBpAmmo <= 0) return HAM_SUPERCEDE if (iClip >= iClipExtra) return HAM_SUPERCEDE g_sfpistol_TmpClip[id] = iClip return HAM_IGNORED } public Make_Muzzleflash(id) { static Float:Origin[3], TE_FLAG get_position(id, 32.0, 0.0, -18.0, 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 sfpistol_Reload_Post(weapon_entity) { new id = pev(weapon_entity, pev_owner) if (!is_user_connected(id)) return HAM_IGNORED if (!g_has_sfpistol[id]) return HAM_IGNORED if (g_sfpistol_TmpClip[id] == -1) return HAM_IGNORED set_pdata_int(weapon_entity, m_iClip, g_sfpistol_TmpClip[id], WEAP_LINUX_XTRA_OFF) set_weapons_timeidle(id, CSW_P228, sfpistol_RELOAD_TIME) set_player_nextattackx(id, sfpistol_RELOAD_TIME) zz[id] = 0 udah[id] = 0 set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF) UTIL_PlayWeaponAnimation(id, sfpistol_RELOAD) return HAM_IGNORED } stock set_player_nextattackx(id, Float:nexttime) { if(!is_user_alive(id)) return set_pdata_float(id, m_flNextAttack, nexttime, 5) } stock set_weapons_timeidle(id, WeaponId ,Float:TimeIdle) { if(!is_user_alive(id)) return static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId) if(!pev_valid(entwpn)) return set_pdata_float(entwpn, 46, TimeIdle, WEAP_LINUX_XTRA_OFF) set_pdata_float(entwpn, 47, TimeIdle, WEAP_LINUX_XTRA_OFF) set_pdata_float(entwpn, 48, TimeIdle + 0.5, WEAP_LINUX_XTRA_OFF) } stock fake_smoke(id) { static Float:vecEnd[3], TE_FLAG fm_get_aim_origin(id, 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]-5) write_short(g_smokepuff_id) write_byte(2) write_byte(50) write_byte(TE_FLAG) 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 } stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0) { new Float:vfEnd[3], viEnd[3] get_user_origin(id, viEnd, 3) IVecFVec(viEnd, vfEnd) new Float:fOrigin[3], Float:fAngle[3] pev(id, pev_origin, fOrigin) pev(id, pev_view_ofs, fAngle) xs_vec_add(fOrigin, fAngle, fOrigin) new Float:fAttack[3] xs_vec_sub(vfEnd, fOrigin, fAttack) xs_vec_sub(vfEnd, fOrigin, fAttack) new Float:fRate fRate = fDis / vector_length(fAttack) xs_vec_mul_scalar(fAttack, fRate, fAttack) xs_vec_add(fOrigin, fAttack, output) } stock drop_weapons(id, dropwhat) { static weapons[32], num, i, weaponid num = 0 get_user_weapons(id, weapons, num) for (i = 0; i < num; i++) { weaponid = weapons[i] if (dropwhat == 2 && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM)) { static wname[32] get_weaponname(weaponid, wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } } }
Change now from:#define WEAPON_BASE "weapon_ak47"
I’m sure I did that I’ll check again when I get off workRaheem wrote: ↑5 years ago
public give_sfpistol(id) { drop_weapons(id, 2) new iWep2 = fm_give_item(id,WEAPON_BASE) if( iWep2 > 0 ) { cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_sfpistol)) cs_set_user_bpammo (id, CSW_P228, get_pcvar_num(cvar_sfpistol_ammo)) set_weapons_timeidle(id, CSW_P228, 1.0) set_player_nextattackx(id, 1.0) message_begin(MSG_ONE, gmsgWeaponList, _, id) write_string("weapon_sfpistol") write_byte(1) write_byte(52) write_byte(-1) write_byte(-1) write_byte(1) write_byte(3) write_byte(CSW_P228) message_end() } g_has_sfpistol[id] = true zz[id] = 0 udah[id] = 0 }☟
public give_sfpistol(id) { drop_weapons(id, 2) new iWep2 = fm_give_item(id,WEAPON_BASE) if( iWep2 > 0 ) { cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_sfpistol)) cs_set_user_bpammo (id, CSW_AK47, get_pcvar_num(cvar_sfpistol_ammo)) set_weapons_timeidle(id, CSW_AK47, 1.0) set_player_nextattackx(id, 1.0) message_begin(MSG_ONE, gmsgWeaponList, _, id) write_string("weapon_sfpistol") write_byte(1) write_byte(52) write_byte(-1) write_byte(-1) write_byte(1) write_byte(3) write_byte(CSW_AK47) message_end() } g_has_sfpistol[id] = true zz[id] = 0 udah[id] = 0 }