Description:
- This Gun is Also A Powerful Rifle For Humans with Good Sprites.It is working fine without any bugs And Problems!
- Simply install it like any plugin and Don't forget to copy Models, Sounds, Sprites.
Screenshots:
He who fails to plan is planning to fail
Code: Select all
//AMXXPC compile.exe
// by the AMX Mod X Dev Team
//// ze_extra_plasmagun.sma
//
// C:\Users\rappe\Desktop\Compiler v 1.8.3\Compiler v 1.8.3\ze_extra_plasmagun.sma(102) : error 017: undefined symbol "register_think"
// C:\Users\rappe\Desktop\Compiler v 1.8.3\Compiler v 1.8.3\ze_extra_plasmagun.sma(103) : error 017: undefined symbol "register_touch"
// C:\Users\rappe\Desktop\Compiler v 1.8.3\Compiler v 1.8.3\ze_extra_plasmagun.sma(230) : error 017: undefined symbol "remove_entity_name"
// C:\Users\rappe\Desktop\Compiler v 1.8.3\Compiler v 1.8.3\ze_extra_plasmagun.sma(243) : error 017: undefined symbol "halflife_time"
// C:\Users\rappe\Desktop\Compiler v 1.8.3\Compiler v 1.8.3\ze_extra_plasmagun.sma(300) : error 017: undefined symbol "entity_range"
// C:\Users\rappe\Desktop\Compiler v 1.8.3\Compiler v 1.8.3\ze_extra_plasmagun.sma(588) : error 017: undefined symbol "halflife_time"
// C:\Users\rappe\Desktop\Compiler v 1.8.3\Compiler v 1.8.3\ze_extra_plasmagun.sma(590) : error 017: undefined symbol "entity_set_string"
// C:\Users\rappe\Desktop\Compiler v 1.8.3\Compiler v 1.8.3\ze_extra_plasmagun.sma(590) : warning 215: expression has no effect
// C:\Users\rappe\Desktop\Compiler v 1.8.3\Compiler v 1.8.3\ze_extra_plasmagun.sma(590) : error 001: expected token: ";", but found ")"
// C:\Users\rappe\Desktop\Compiler v 1.8.3\Compiler v 1.8.3\ze_extra_plasmagun.sma(590) : error 029: invalid expression, assumed zero
// C:\Users\rappe\Desktop\Compiler v 1.8.3\Compiler v 1.8.3\ze_extra_plasmagun.sma(590) : fatal error 107: too many error messages on one line
//
// Compilation aborted.
// 10 Errors.
// Could not locate output file C:\Users\rappe\Desktop\Compiler v 1.8.3\Compiler v 1.8.3\compiled\ze_extra_plasmagun.amx (compile failed).
//
// Compilation Time: 1.37 sec
// ------------------------------
Code: Select all
#include <zombie_escape>
#include <fakemeta_util>
#include <cstrike>
#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/zombie_escape/v_plasmagun2.mdl"
#define P_MODEL "models/zombie_escape/p_plasmagun.mdl"
#define W_MODEL "models/zombie_escape/w_plasmagun.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", 50, 0)
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
}
Code: Select all
#include <zombie_escape>
#include <fakemeta_util>
#include <cstrike>
Code: Select all
#include <zombie_escape>
#include <fakemeta_util>
#include <cstrike>
#include <engine>
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