How To Make Native Of Gun
Give Turtorial Please
[ Turtorial ] Native
First of all, to make natives you need to follow this steps:
Add this:
After that, inside of those 2 brackets you'll need to add this
then this:
Add this:
Code: Select all
public plugin_natives()
{
}
Code: Select all
register_native("ze_test_gun", "native_ze_test_gun", 1)
Code: Select all
public native_ze_test_gun(id)
{
Do something //
}
And here is an example:
- #include <zombie_escape>
- #include <fun>
- #include <cstrike>
- #define is_valid_player(%1) (1 <= %1 <= 32)
- new M4_V_MODEL[64] = "models/zombie_escape/v_golden_m4a1.mdl"
- new M4_P_MODEL[64] = "models/zombie_escape/p_golden_m4a1.mdl"
- new M4_W_MODEL[64] = "models/zombie_escape/w_golden_m4a1.mdl"
- /* Pcvars */
- new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip
- new bool:g_HasM4[33]
- new bullets[ 33 ]
- // Sprite
- new m_spriteTexture
- const Wep_m4a1 = ((1<<CSW_M4A1))
- public plugin_init()
- {
- /* CVARS */
- cvar_dmgmultiplier = register_cvar("zp_goldenm4_dmg_multiplier", "4")
- cvar_custommodel = register_cvar("zp_goldenm4_custom_model", "1")
- cvar_goldbullets = register_cvar("zp_goldenm4_gold_bullets", "1")
- cvar_uclip = register_cvar("zp_goldenm4_unlimited_clip", "0")
- // Register The Plugin
- register_plugin("Golden M4A1", "1.1", "SPIR0X")
- // Death Msg
- register_event("DeathMsg", "Death", "a")
- // Weapon Pick Up
- register_event("WeapPickup","checkModel","b","1=19")
- // Current Weapon Event
- register_event("CurWeapon","checkWeapon","be","1=1")
- register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
- // Ham TakeDamage
- RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
- RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
- }
- public plugin_natives()
- {
- register_native("give_golden_m4a1", "native_give_golden_m4a1", 1)
- }
- public client_connect(id)
- {
- g_HasM4[id] = false
- }
- public client_disconnected(id)
- {
- g_HasM4[id] = false
- }
- public Death()
- {
- g_HasM4[read_data(2)] = false
- }
- public fwHamPlayerSpawnPost(id)
- {
- g_HasM4[id] = false
- }
- public plugin_precache()
- {
- precache_model(M4_V_MODEL)
- precache_model(M4_P_MODEL)
- precache_model(M4_W_MODEL)
- m_spriteTexture = precache_model("sprites/dot.spr")
- precache_sound("weapons/zoom.wav")
- }
- public ze_user_infected(id, iInfector)
- {
- if (ze_is_user_zombie(id))
- {
- g_HasM4[id] = false
- }
- }
- public checkModel(id)
- {
- if (ze_is_user_zombie(id))
- return PLUGIN_HANDLED
- new szWeapID = read_data(2)
- if ( szWeapID == CSW_M4A1 && g_HasM4[id] == true && get_pcvar_num(cvar_custommodel) )
- {
- set_pev(id, pev_viewmodel2, M4_V_MODEL)
- set_pev(id, pev_weaponmodel2, M4_P_MODEL)
- set_pev(id, pev_weaponmodel2, M4_W_MODEL)
- }
- return PLUGIN_HANDLED
- }
- public checkWeapon(id)
- {
- new plrClip, plrAmmo, plrWeap[32]
- new plrWeapId
- plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
- if (plrWeapId == CSW_M4A1 && g_HasM4[id])
- {
- checkModel(id)
- }
- else
- {
- return PLUGIN_CONTINUE
- }
- if (plrClip == 0 && get_pcvar_num(cvar_uclip))
- {
- // If the user is out of ammo..
- get_weaponname(plrWeapId, plrWeap, 31)
- // Get the name of their weapon
- rg_give_item(id, plrWeap)
- engclient_cmd(id, plrWeap)
- engclient_cmd(id, plrWeap)
- engclient_cmd(id, plrWeap)
- }
- return PLUGIN_HANDLED
- }
- public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
- {
- if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_M4A1 && g_HasM4[attacker] )
- {
- SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
- }
- }
- public make_tracer(id)
- {
- if (get_pcvar_num(cvar_goldbullets))
- {
- new clip,ammo
- new wpnid = get_user_weapon(id,clip,ammo)
- new pteam[16]
- get_user_team(id, pteam, 15)
- if ((bullets[id] > clip) && (wpnid == CSW_M4A1) && g_HasM4[id])
- {
- new vec1[3], vec2[3]
- get_user_origin(id, vec1, 1) // origin; your camera point.
- get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
- //BEAMENTPOINTS
- message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
- write_byte (0) //TE_BEAMENTPOINTS 0
- write_coord(vec1[0])
- write_coord(vec1[1])
- write_coord(vec1[2])
- write_coord(vec2[0])
- write_coord(vec2[1])
- write_coord(vec2[2])
- write_short( m_spriteTexture )
- write_byte(1) // framestart
- write_byte(5) // framerate
- write_byte(2) // life
- write_byte(10) // width
- write_byte(0) // noise
- write_byte( 255 ) // r, g, b
- write_byte( 215 ) // r, g, b
- write_byte( 0 ) // r, g, b
- write_byte(200) // brightness
- write_byte(150) // speed
- message_end()
- }
- bullets[id] = clip
- }
- }
- public native_give_golden_m4a1(player)
- {
- if (user_has_weapon(player, CSW_M4A1))
- {
- drop_prim(player)
- }
- give_item(player, "weapon_m4a1")
- cs_set_user_bpammo(player, CSW_M4A1, 90)
- g_HasM4[player] = true;
- }
- stock drop_prim(id)
- {
- new weapons[32], num
- get_user_weapons(id, weapons, num)
- for (new i = 0; i < num; i++) {
- if (Wep_m4a1 & (1<<weapons[i]))
- {
- static wname[32]
- get_weaponname(weapons[i], wname, sizeof wname - 1)
- engclient_cmd(id, "drop", wname)
- }
- }
- }
He who fails to plan is planning to fail
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