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#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <xs>
#include <fun>
#define PLUGIN "[CS1.6] UT3: Shock Rifle"
#define VERSION "1.0"
#define AUTHOR "Dias Pendragon"
#define DAMAGE_A 110 // 550 for Zombie
#define DAMAGE_B 75 // 400
#define AMMO 100
#define SPEED_A 1.0
#define RECOIL 1.0
#define RELOAD_TIME 3.0
#define SHOCKRIFLE_RADIUS 1024.0
#define ENERGY_CLASSNAME "shockenergy"
#define ENERGY_SPEED 500.0
#define ENERGY_RADIUS 140.0
#define CSW_SHOCKRIFLE CSW_AK47
#define weapon_shockrifle "weapon_ak47"
// Data Config
#define MODEL_V "models/v_shockrifle.mdl"
#define MODEL_P "models/p_shockrifle.mdl"
#define MODEL_W "models/w_shockrifle.mdl"
#define WEAPON_CODE 11032016
#define WEAPON_EVENT "events/ak47.sc"
#define MODEL_W_OLD "models/w_ak47.mdl"
new const WeaponSounds[6][] =
{
"weapons/shockrifle_shoot.wav",
"weapons/shockrifle_shoot2.wav",
"weapons/shockrifle_exp.wav",
"weapons/shockrifle_exp2.wav",
"weapons/shockrifle_flying.wav",
"weapons/shockrifle_draw.wav"
}
new const WeaponResources[4][] =
{
"sprites/shockrifle_light.spr",
"sprites/shockrifle_ball.spr",
"sprites/shockrifle_exp.spr",
"sprites/shockrifle_expb.spr"
}
enum
{
ANIME_IDLE = 0, // 5.2
ANIME_HOLSTER, // 0.45
ANIME_DRAW, // 0.45
ANIME_SHOOT, // 0.4
ANIME_SHOOT2 // 1.0
}
enum
{
TEAM_T = 1,
TEAM_CT
}
// 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))
// Safety
new g_HamBot
new g_IsConnected, g_IsAlive, g_PlayerWeapon[33]
// Main Vars
new g_Had_ShockRifle, Float:g_Recoil[33][3], g_OldWeapon[33], Float:g_LightningEffect[33], Float:EnergyDelay[33]
new g_MsgCurWeapon, g_Event_ShockRifle, g_EnergyExp_SprId, g_EnergyExp2_SprId, g_Trail_SprID, m_spriteTexture, Float:FireSound[33]
new g_Muzzleflash_Ent, g_Muzzleflash, g_MaxPlayers, g_MsgAmmoX, g_Ring_SprID
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
// Safety
Register_SafetyFunc()
// Event & ENGINE
register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0")
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
register_think(ENERGY_CLASSNAME, "fw_Think_Energy")
register_touch(ENERGY_CLASSNAME, "*", "fw_Touch_Energy")
// Forwards
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")
// Hams
RegisterHam(Ham_Item_Deploy, weapon_shockrifle, "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, weapon_shockrifle, "fw_Item_AddToPlayer_Post", 1)
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_shockrifle, "fw_Weapon_PrimaryAttack")
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_shockrifle, "fw_Weapon_PrimaryAttack_Post", 1)
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player")
// Cache
g_MaxPlayers = get_maxplayers()
g_MsgAmmoX = get_user_msgid("AmmoX")
g_MsgCurWeapon = get_user_msgid("CurWeapon")
// Get
register_clcmd("say /shock", "Get_ShockRifle")
}
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_model(WeaponResources[0])
precache_model(WeaponResources[1])
g_EnergyExp_SprId = precache_model(WeaponResources[2])
g_EnergyExp2_SprId = precache_model(WeaponResources[3])
register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
g_Trail_SprID = engfunc(EngFunc_PrecacheModel, "sprites/laserbeam.spr")
g_Ring_SprID = precache_model("sprites/shockwave.spr")
m_spriteTexture = precache_model("sprites/lgtning.spr" )
// Muzzleflash
g_Muzzleflash_Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
engfunc(EngFunc_SetModel, g_Muzzleflash_Ent, WeaponResources[0])
set_pev(g_Muzzleflash_Ent, pev_scale, 0.3)
set_pev(g_Muzzleflash_Ent, pev_rendermode, kRenderTransTexture)
set_pev(g_Muzzleflash_Ent, pev_renderamt, 0.0)
}
public fw_PrecacheEvent_Post(type, const name[])
{
if(equal(WEAPON_EVENT, name)) g_Event_ShockRifle = 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_disconnect(id)
{
Safety_Disconnected(id)
}
public Get_ShockRifle(id)
{
// Give
Set_BitVar(g_Had_ShockRifle, id)
give_item(id, weapon_shockrifle)
// Clip & Ammo
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_SHOCKRIFLE)
if(!pev_valid(Ent)) return
cs_set_weapon_ammo(Ent, 30)
cs_set_user_bpammo(id, CSW_SHOCKRIFLE, AMMO)
update_ammo(id, -1, AMMO)
}
public Remove_ShockRifle(id)
{
UnSet_BitVar(g_Had_ShockRifle, id)
}
public update_ammo(id, Ammo, BpAmmo)
{
message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, _, id)
write_byte(1)
write_byte(CSW_SHOCKRIFLE)
write_byte(Ammo)
message_end()
message_begin(MSG_ONE_UNRELIABLE, g_MsgAmmoX, _, id)
write_byte(1)
write_byte(BpAmmo)
message_end()
cs_set_user_bpammo(id, CSW_SHOCKRIFLE, BpAmmo)
}
public Event_NewRound()
{
remove_entity_name(ENERGY_CLASSNAME)
}
public Event_CurWeapon(id)
{
static CSWID; CSWID = read_data(2)
static Ent; Ent = fm_get_user_weapon_entity(id, CSWID)
if(!pev_valid(Ent)) return
if((CSWID == CSW_SHOCKRIFLE && g_OldWeapon[id] != CSW_SHOCKRIFLE) && Get_BitVar(g_Had_ShockRifle, id))
{
cs_set_weapon_ammo(Ent, 30)
update_ammo(id, -1, cs_get_user_bpammo(id, CSWID))
} else if((CSWID == CSW_SHOCKRIFLE && g_OldWeapon[id] == CSW_SHOCKRIFLE) && Get_BitVar(g_Had_ShockRifle, id)) {
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_SHOCKRIFLE)
if(!pev_valid(Ent))
{
g_OldWeapon[id] = get_user_weapon(id)
return
}
set_pdata_float(Ent, 46, SPEED_A, 4)
set_pdata_float(Ent, 47, SPEED_A, 4)
cs_set_weapon_ammo(Ent, 30)
update_ammo(id, -1, cs_get_user_bpammo(id, CSWID))
} else if(CSWID != CSW_SHOCKRIFLE && g_OldWeapon[id] == CSW_SHOCKRIFLE) {
}
g_OldWeapon[id] = get_user_weapon(id)
}
public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
if(!is_alive(id))
return FMRES_IGNORED
if(get_user_weapon(id) == CSW_SHOCKRIFLE && Get_BitVar(g_Had_ShockRifle, 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_SHOCKRIFLE || !Get_BitVar(g_Had_ShockRifle, invoker))
return FMRES_IGNORED
if(eventid != g_Event_ShockRifle)
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], 1.0, 0.4, 0, 94 + random_num(0, 15))
static Ent; Ent = fm_get_user_weapon_entity(invoker, CSW_SHOCKRIFLE)
if(!pev_valid(Ent)) return FMRES_SUPERCEDE
static Ammo; Ammo = cs_get_user_bpammo(invoker, CSW_SHOCKRIFLE)
if(Ammo > 0)
{
cs_set_weapon_ammo(Ent, 30)
update_ammo(invoker, -1, Ammo - 1)
ShockRifle_Shoot(invoker)
}
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_shockrifle, entity)
if(!pev_valid(weapon))
return FMRES_IGNORED;
if(Get_BitVar(g_Had_ShockRifle, iOwner))
{
set_pev(weapon, pev_impulse, WEAPON_CODE)
engfunc(EngFunc_SetModel, entity, MODEL_W)
Remove_ShockRifle(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_SHOCKRIFLE || !Get_BitVar(g_Had_ShockRifle, id))
return FMRES_IGNORED
static Button; Button = get_uc(uc_handle, UC_Buttons)
if(Button & IN_ATTACK)
{
if(cs_get_user_bpammo(id, CSW_SHOCKRIFLE) <= 0)
{
Button &= ~IN_ATTACK
set_uc(uc_handle, UC_Buttons, Button)
return FMRES_SUPERCEDE
}
}
if(Button & IN_ATTACK2)
{
if(get_pdata_float(id, 83, 5) > 0.0)
return FMRES_IGNORED
static Ammo; Ammo = cs_get_user_bpammo(id, CSW_SHOCKRIFLE)
if(Ammo < 2) return FMRES_IGNORED
if(get_gametime() - 1.0 > EnergyDelay[id])
{
cs_set_user_bpammo(id, CSW_SHOCKRIFLE, Ammo - 2)
static entwpn; entwpn = fm_get_user_weapon_entity(id, CSW_SHOCKRIFLE)
if(!pev_valid(entwpn)) set_pdata_float(entwpn, 48, 1.0, 4)
Set_PlayerNextAttack(id, 0.25)
Set_WeaponAnim(id, ANIME_SHOOT2)
emit_sound(id, CHAN_WEAPON, WeaponSounds[1], 1.0, 0.4, 0, 94 + random_num(0, 15))
Energy_ShootEffect(id)
Set_BitVar(g_Muzzleflash, id)
Create_EnergyBall(id)
EnergyDelay[id] = get_gametime()
}
}
return FMRES_IGNORED
}
public Create_EnergyBall(id)
{
static Float:StartOrigin[3], Float:TargetOrigin[3], Float:MyVelocity[3], Float:VecLength
Get_Position(id, 48.0, 8.0, -8.0, 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_BOUNCE)
set_pev(Ent, pev_rendermode, kRenderTransAdd)
set_pev(Ent, pev_renderamt, 200.0)
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, 0.2)
set_pev(Ent, pev_nextthink, halflife_time() + 0.1)
entity_set_string(Ent, EV_SZ_classname, ENERGY_CLASSNAME)
engfunc(EngFunc_SetModel, Ent, WeaponResources[1])
set_pev(Ent, pev_mins, Float:{-8.0, -8.0, -12.0})
set_pev(Ent, pev_maxs, Float:{8.0, 8.0, 12.0})
set_pev(Ent, pev_origin, StartOrigin)
set_pev(Ent, pev_gravity, 0.001)
set_pev(Ent, pev_solid, SOLID_BBOX)
set_pev(Ent, pev_frame, 0.0)
static Float:Velocity[3]
get_speed_vector(StartOrigin, TargetOrigin, ENERGY_SPEED, Velocity)
set_pev(Ent, pev_velocity, Velocity)
emit_sound(Ent, CHAN_BODY, WeaponSounds[4], 1.0, 0.4, 0, 94 + random_num(0, 15))
}
public fw_Think_Energy(Ent)
{
if(!pev_valid(Ent))
return
static Float:fFrame; pev(Ent, pev_frame, fFrame)
fFrame += 1.5
if(fFrame >= 6.0) fFrame = 0.0
set_pev(Ent, pev_frame, fFrame)
set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
// time remove
static Float:fTimeRemove; pev(Ent, pev_fuser1, fTimeRemove)
if(get_gametime() >= fTimeRemove)
{
Energy_Explosion(Ent, 0)
engfunc(EngFunc_RemoveEntity, Ent)
return
}
}
public fw_Touch_Energy(Ent, ID)
{
if(!pev_valid(Ent) || !pev_valid(ID))
return
static Classname[32]; pev(ID, pev_classname, Classname, 31)
if(equal(Classname, ENERGY_CLASSNAME))
{
Energy_Explosion(Ent, 0)
Energy_Explosion(ID, 0)
engfunc(EngFunc_RemoveEntity, Ent)
engfunc(EngFunc_RemoveEntity, ID)
return
} else if(is_alive(ID)) {
Energy_Explosion(Ent, 0)
engfunc(EngFunc_RemoveEntity, Ent)
}
}
public Energy_Explosion(Ent, Massive)
{
static Float:Origin[3]; pev(Ent, pev_origin, Origin)
static Owner; Owner = pev(Ent, pev_iuser1)
if(!is_connected(Owner)) return
static Weapon; Weapon = fm_get_user_weapon_entity(Owner, CSW_SHOCKRIFLE)
if(!pev_valid(Weapon)) return
if(!Massive)
{
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_EnergyExp_SprId)
write_byte(random_num(4, 6))
write_byte(random_num(35, 45))
write_byte(TE_EXPLFLAG_NOSOUND | TE_EXPLFLAG_NOPARTICLES)
message_end()
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2] + 70.0)
write_short(g_Ring_SprID) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(5) // life
write_byte(10) // width
write_byte(100) // noise
write_byte(0) // red
write_byte(127) // green
write_byte(255) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2] + 60.0)
write_short(g_Ring_SprID) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(5) // life
write_byte(10) // width
write_byte(100) // noise
write_byte(255) // red
write_byte(255) // green
write_byte(255) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
for(new i = 0; i < g_MaxPlayers; i++)
{
if(!is_alive(i))
continue
if(i == Owner)
continue
if(entity_range(Ent, i) > ENERGY_RADIUS)
continue
ExecuteHamB(Ham_TakeDamage, i, Weapon, Owner, float(DAMAGE_B), DMG_SHOCK)
}
emit_sound(Ent, CHAN_BODY, WeaponSounds[2], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
} else {
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_EnergyExp_SprId)
write_byte(random_num(13, 17))
write_byte(random_num(25, 35))
write_byte(TE_EXPLFLAG_NOSOUND | TE_EXPLFLAG_NOPARTICLES)
message_end()
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_EnergyExp2_SprId)
write_byte(random_num(17, 23))
write_byte(random_num(25, 35))
write_byte(TE_EXPLFLAG_NOSOUND | TE_EXPLFLAG_NOPARTICLES)
message_end()
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2] + 100.0)
write_short(g_Ring_SprID) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(5) // life
write_byte(10) // width
write_byte(100) // noise
write_byte(0) // red
write_byte(127) // green
write_byte(255) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2] + 80.0)
write_short(g_Ring_SprID) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(5) // life
write_byte(10) // width
write_byte(100) // noise
write_byte(255) // red
write_byte(255) // green
write_byte(255) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
for(new i = 0; i < g_MaxPlayers; i++)
{
if(!is_alive(i))
continue
if(i == Owner)
continue
if(entity_range(Ent, i) > ENERGY_RADIUS * 2.0)
continue
ExecuteHamB(Ham_TakeDamage, i, Weapon, Owner, float(DAMAGE_B) * 2.0, DMG_SHOCK)
}
emit_sound(Ent, CHAN_BODY, WeaponSounds[2], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
emit_sound(Ent, CHAN_STATIC, WeaponSounds[3], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
}
}
public client_PostThink(id)
{
if(!is_alive(id))
return
if(get_player_weapon(id) != CSW_SHOCKRIFLE || !Get_BitVar(g_Had_ShockRifle, id))
return
if(get_gametime() - 0.1 > g_LightningEffect[id])
{
message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, id)
write_byte(TE_BEAMENTS)
write_short(id | 0x2000) // start entity
write_short(id | 0x3000) // end entity
write_short(m_spriteTexture) //beam model
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(1) // life
write_byte(25) // width
write_byte(30) // noise
write_byte(0) // r, g, b
write_byte(127) // r, g, b
write_byte(255) // r, g, b
write_byte(255) // brightness
write_byte(200) // speed
message_end()
message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, id)
write_byte(TE_BEAMENTS)
write_short(id | 0x2000) // start entity
write_short(id | 0x3000) // end entity
write_short(m_spriteTexture) //beam model
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(1) // life
write_byte(12) // width
write_byte(30) // noise
write_byte(255) // r, g, b
write_byte(255) // r, g, b
write_byte(255) // r, g, b
write_byte(255) // brightness
write_byte(200) // speed
message_end()
g_LightningEffect[id] = get_gametime()
}
}
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_EnergyTeam(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
}
public ShockRifle_Shoot(id)
{
static Float:Origin[3]; pev(id, pev_origin, Origin); Origin[2] += 26.0
static Float:Target[3]; Get_Position(id, SHOCKRIFLE_RADIUS, 0.0, 0.0, Target)
static Float:Start[3]; Get_Position(id, 48.0, 8.0, -6.0, Start)
static Trace; Trace = create_tr2()
engfunc(EngFunc_TraceLine, Origin, Target, DONT_IGNORE_MONSTERS, id, Trace)
static Float:EndPos[3]; get_tr2(Trace, TR_vecEndPos, EndPos)
// Effect
Energy_ShootEffect(id) // Gun
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
write_coord_f(Start[0])
write_coord_f(Start[1])
write_coord_f(Start[2])
write_coord_f(EndPos[0])
write_coord_f(EndPos[1])
write_coord_f(EndPos[2])
write_short(m_spriteTexture)
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(5) // life
write_byte(140) // width
write_byte(0) // noise
write_byte(0) // r, g, b
write_byte(127) // r, g, b
write_byte(255) // r, g, b
write_byte(255) // brightness
write_byte(255) // speed
message_end()
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
write_coord_f(Start[0])
write_coord_f(Start[1])
write_coord_f(Start[2])
write_coord_f(EndPos[0])
write_coord_f(EndPos[1])
write_coord_f(EndPos[2])
write_short(m_spriteTexture)
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(5) // life
write_byte(70) // 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(255) // brightness
write_byte(255) // speed
message_end()
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
write_coord_f(Start[0])
write_coord_f(Start[1])
write_coord_f(Start[2])
write_coord_f(EndPos[0])
write_coord_f(EndPos[1])
write_coord_f(EndPos[2])
write_short(m_spriteTexture)
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(7) // life
write_byte(70) // width
write_byte(0) // noise
write_byte(0) // r, g, b
write_byte(127) // r, g, b
write_byte(255) // r, g, b
write_byte(255) // brightness
write_byte(255) // speed
message_end()
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
write_coord_f(Start[0])
write_coord_f(Start[1])
write_coord_f(Start[2])
write_coord_f(EndPos[0])
write_coord_f(EndPos[1])
write_coord_f(EndPos[2])
write_short(m_spriteTexture)
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(7) // life
write_byte(35) // 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(255) // brightness
write_byte(255) // speed
message_end()
static Hit; Hit = get_tr2(Trace, TR_pHit)
if(pev_valid(Hit))
{
static Classname[32]; pev(Hit, pev_classname, Classname, 31)
if(equal(Classname, ENERGY_CLASSNAME))
{
Energy_Explosion(Hit, 1)
engfunc(EngFunc_RemoveEntity, Hit)
return
}
if(is_alive(Hit))
{
static Weapon; Weapon = fm_get_user_weapon_entity(id, CSW_SHOCKRIFLE)
if(pev_valid(Weapon))
{
ExecuteHamB(Ham_TakeDamage, Hit, Weapon, id, float(DAMAGE_A), DMG_SHOCK)
}
}
}
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, EndPos[0])
engfunc(EngFunc_WriteCoord, EndPos[1])
engfunc(EngFunc_WriteCoord, EndPos[2] - 10.0)
write_short(g_EnergyExp_SprId)
write_byte(random_num(3, 7))
write_byte(random_num(35, 45))
write_byte(TE_EXPLFLAG_NOSOUND | TE_EXPLFLAG_NOPARTICLES)
message_end()
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, EndPos[0])
engfunc(EngFunc_WriteCoord, EndPos[1])
engfunc(EngFunc_WriteCoord, EndPos[2])
engfunc(EngFunc_WriteCoord, EndPos[0])
engfunc(EngFunc_WriteCoord, EndPos[1])
engfunc(EngFunc_WriteCoord, EndPos[2] + 50.0)
write_short(g_Ring_SprID) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(5) // life
write_byte(10) // width
write_byte(100) // noise
write_byte(0) // red
write_byte(127) // green
write_byte(255) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, EndPos[0])
engfunc(EngFunc_WriteCoord, EndPos[1])
engfunc(EngFunc_WriteCoord, EndPos[2])
engfunc(EngFunc_WriteCoord, EndPos[0])
engfunc(EngFunc_WriteCoord, EndPos[1])
engfunc(EngFunc_WriteCoord, EndPos[2] + 40.0)
write_short(g_Ring_SprID) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(5) // life
write_byte(10) // width
write_byte(100) // noise
write_byte(255) // red
write_byte(255) // green
write_byte(255) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}
public Energy_ShootEffect(id)
{
// Effect
message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, id)
write_byte(TE_BEAMENTS)
write_short(id | 0x2000) // start entity
write_short(id | 0x3000) // end entity
write_short(m_spriteTexture) //beam model
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(10) // life
write_byte(50) // width
write_byte(75) // noise
write_byte(0) // r, g, b
write_byte(127) // r, g, b
write_byte(255) // r, g, b
write_byte(255) // brightness
write_byte(200) // speed
message_end()
message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, id)
write_byte(TE_BEAMENTS)
write_short(id | 0x2000) // start entity
write_short(id | 0x3000) // end entity
write_short(m_spriteTexture) //beam model
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(10) // life
write_byte(25) // width
write_byte(75) // noise
write_byte(255) // r, g, b
write_byte(255) // r, g, b
write_byte(255) // r, g, b
write_byte(255) // brightness
write_byte(200) // speed
message_end()
message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, id)
write_byte(TE_BEAMENTS)
write_short(id | 0x2000) // start entity
write_short(id | 0x3000) // end entity
write_short(m_spriteTexture) //beam model
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(12) // life
write_byte(30) // width
write_byte(35) // noise
write_byte(0) // r, g, b
write_byte(127) // r, g, b
write_byte(255) // r, g, b
write_byte(255) // brightness
write_byte(200) // speed
message_end()
message_begin(MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, _, id)
write_byte(TE_BEAMENTS)
write_short(id | 0x2000) // start entity
write_short(id | 0x3000) // end entity
write_short(m_spriteTexture) //beam model
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(12) // life
write_byte(15) // width
write_byte(35) // noise
write_byte(255) // r, g, b
write_byte(255) // r, g, b
write_byte(255) // r, g, b
write_byte(255) // brightness
write_byte(200) // speed
message_end()
}
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)
}
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(iEntity == g_Muzzleflash_Ent)
{
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_ShockRifle, Id))
return
set_pev(Id, pev_viewmodel2, MODEL_V)
set_pev(Id, pev_weaponmodel2, MODEL_P)
Set_WeaponAnim(Id, ANIME_DRAW)
Set_PlayerNextAttack(Id, 0.5)
Set_WeaponIdleTime(Id, CSW_SHOCKRIFLE, 0.45)
}
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_ShockRifle, id)
set_pev(Ent, pev_impulse, 0)
}
return HAM_HANDLED
}
public fw_Weapon_PrimaryAttack(Ent)
{
static id; id = pev(Ent, pev_owner)
if(!is_alive(id))
return
if(!Get_BitVar(g_Had_ShockRifle, 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_ShockRifle, 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)
Set_PlayerNextAttack(id, SPEED_A)
}
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_SHOCKRIFLE || !Get_BitVar(g_Had_ShockRifle, Attacker))
return HAM_IGNORED
// ZERO
static Float:flEnd[3]; set_tr2(Ptr, TR_vecEndPos, flEnd)
return HAM_SUPERCEDE
}
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_SHOCKRIFLE || !Get_BitVar(g_Had_ShockRifle, Attacker))
return HAM_IGNORED
// ZERO
static Float:flEnd[3]; set_tr2(Ptr, TR_vecEndPos, flEnd)
return HAM_SUPERCEDE
}
/* ===============================
------------- 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 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, 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 }
*/