#include <zombie_escape>
#include <engine>
#include <fakemeta_util>
#include <cstrike>
#include <fun>
#define PLUGIN "ze_Tactical Knife"
#define VERSION "1.1"
#define AUTHOR "m4m3ts/Mark"
#define CSW_TACT CSW_P228
#define weapon_tact "weapon_p228"
#define old_event "events/p228.sc"
#define old_w_model "models/w_p228.mdl"
#define WEAPON_SECRETCODE 4234234
#define RELOAD_TIME 0.435
#define STAB_TIME 1.1
#define ATTACK_TIME 1.0
#define SYSTEM_CLASSNAME "tact_knife"
#define SYSTEM_CLASSNAME2 "tact_knife2"
#define WEAPON_ANIMEXT "grenade"
const PDATA_SAFE = 2
const OFFSET_LINUX_WEAPONS = 4
const OFFSET_WEAPONOWNER = 41
new const v_model[] = "models/v_tknifeex2.mdl"
new const p_model[] = "models/p_tknifeex2.mdl"
new const w_model[] = "models/w_tknifeex2.mdl"
new const ARROW_MODEL[] = "models/tknifeb.mdl"
new const tact_wall[][] = {"weapons/tknife_stone1.wav", "weapons/tknife_stone2.wav"}
new const weapon_sound[4][] =
{
"weapons/tknife_shoot1.wav",
"weapons/tknifeex2_shoot1.wav",
"weapons/tknifeex2_draw.wav",
"weapons/tact_hit.wav"
}
new const WeaponResource[4][] =
{
"sprites/weapon_tknifeex2.txt",
"sprites/640hud12.spr",
"sprites/640hud96.spr",
"sprites/640hud97.spr"
}
enum
{
ANIM_IDLE = 0,
ANIM_SHOOT,
ANIM_DRAW,
ANIM_SHOOT2
}
new g_MsgDeathMsg
new g_had_tact[33], g_tact_ammo[33], g_Shoot_Count[33]
new g_old_weapon[33], m_iBlood[2]
new sTrail, item_tact, cvar_dmg_slash_tact, cvar_dmg_stab_tact, cvar_ammo_tactical
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)
public plugin_precache()
{
precache_model(v_model)
precache_model(p_model)
precache_model(w_model)
precache_model(ARROW_MODEL)
for(new i = 0; i < sizeof(weapon_sound); i++)
precache_sound(weapon_sound[i])
for(new i = 0; i < sizeof(tact_wall); i++)
precache_sound(tact_wall[i])
precache_generic(WeaponResource[0])
for(new i = 1; i < sizeof(WeaponResource); i++)
precache_model(WeaponResource[i])
m_iBlood[0] = precache_model("sprites/blood.spr")
m_iBlood[1] = precache_model("sprites/bloodspray.spr")
sTrail = precache_model("sprites/laserbeam.spr")
}
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_cvar("tact_version", "m4m3ts", FCVAR_SERVER|FCVAR_SPONLY)
register_forward(FM_CmdStart, "fw_CmdStart")
register_forward(FM_SetModel, "fw_SetModel")
register_think(SYSTEM_CLASSNAME, "fw_Think")
register_think(SYSTEM_CLASSNAME2, "fw_Think")
register_touch(SYSTEM_CLASSNAME, "*", "fw_touch")
register_touch(SYSTEM_CLASSNAME2, "*", "fw_touch2")
register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, weapon_tact, "fw_AddToPlayer_Post", 1)
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
register_clcmd("weapon_tknifeex2", "hook_weapon")
cvar_dmg_slash_tact = register_cvar("zp_tactical_dmg_slash", "61.0")
cvar_dmg_stab_tact = register_cvar("zp_tactical_dmg_stab", "140.0")
cvar_ammo_tactical = register_cvar("zp_tactical_ammo", "60")
item_tact = ze_register_item("Triple Tactical Knife", 65, 0)
g_MsgDeathMsg = get_user_msgid("DeathMsg")
}
public ze_user_humanized(id)
{
remove_tact(id)
}
public ze_user_infected(Victim)
{
remove_tact(Victim)
}
public client_putinserver(id)
{
remove_tact(id)
}
public client_disconnected(id)
{
remove_tact(id)
}
public ze_select_item_pre(id, itemid)
{
if (itemid != item_tact)
return ZE_ITEM_AVAILABLE
if (ze_is_user_zombie(id))
return ZE_ITEM_DONT_SHOW
return ZE_ITEM_AVAILABLE
}
public ze_select_item_post(id, itemid)
{
if (itemid != item_tact)
return
ze_colored_print(id, "Congrats! You Bought a ^3Tactical Knife^1!! :D")
get_tact(id)
}
public fw_PlayerKilled(id)
{
remove_tact(id)
}
public hook_weapon(id)
{
engclient_cmd(id, weapon_tact)
return
}
public get_tact(id)
{
if(!is_user_alive(id))
return
drop_weapons(id, 1)
g_had_tact[id] = 1
g_tact_ammo[id] = get_pcvar_num(cvar_ammo_tactical)
give_item(id, weapon_tact)
static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_tact, id)
if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1)
}
public remove_tact(id)
{
g_had_tact[id] = 0
g_tact_ammo[id] = 0
}
public refill_tact(id)
{
g_tact_ammo[id] = get_pcvar_num(cvar_ammo_tactical)
update_ammo(id)
}
public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
if(!is_user_alive(id) || !is_user_connected(id))
return FMRES_IGNORED
if(get_user_weapon(id) == CSW_TACT && g_had_tact[id])
set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
return FMRES_HANDLED
}
public Event_CurWeapon(id)
{
if(!is_user_alive(id))
return
if(get_user_weapon(id) == CSW_TACT && g_had_tact[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)
set_weapon_anim(id, ANIM_DRAW)
update_ammo(id)
}
g_old_weapon[id] = get_user_weapon(id)
}
public fw_CmdStart(id, uc_handle, seed)
{
if(!is_user_alive(id) || !is_user_connected(id))
return
if(get_user_weapon(id) != CSW_TACT || !g_had_tact[id])
return
static ent; ent = fm_get_user_weapon_entity(id, CSW_TACT)
if(!pev_valid(ent))
return
if(get_pdata_float(ent, 46, OFFSET_LINUX_WEAPONS) > 0.0 || get_pdata_float(ent, 47, OFFSET_LINUX_WEAPONS) > 0.0)
return
static CurButton
CurButton = get_uc(uc_handle, UC_Buttons)
if(CurButton & IN_ATTACK)
{
CurButton &= ~IN_ATTACK
set_uc(uc_handle, UC_Buttons, CurButton)
if(g_tact_ammo[id] == 0)
return
if(get_pdata_float(id, 83, 5) <= 0.0)
{
g_tact_ammo[id]--
g_Shoot_Count[id] = 0
update_ammo(id)
set_task(0.2, "throw_knife", id)
set_weapon_anim(id, ANIM_SHOOT)
set_weapons_timeidle(id, CSW_TACT, ATTACK_TIME)
set_player_nextattackx(id, ATTACK_TIME)
}
}
else if(CurButton & IN_ATTACK2)
{
if(get_pdata_float(id, 83, 5) <= 0.0)
{
set_weapon_anim(id, ANIM_SHOOT2)
FireArrow_Charge(id)
emit_sound(id, CHAN_VOICE, weapon_sound[1], 1.0, ATTN_NORM, 0, PITCH_NORM)
set_weapons_timeidle(id, CSW_TACT, STAB_TIME)
set_player_nextattackx(id, STAB_TIME)
}
}
}
public throw_knife(id)
{
FireArrow1(id)
FireArrow2(id)
FireArrow3(id)
}
public FireArrow1(id)
{
static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3], Float:anglestrue[3]
get_position(id, 2.0, 4.0, -3.0, StartOrigin)
pev(id,pev_v_angle,angles)
static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if(!pev_valid(Ent)) return
anglestrue[0] = 180.0 - angles[0]
anglestrue[1] = angles[1]
anglestrue[2] = angles[2]
// Set info for ent
set_pev(Ent, pev_movetype, MOVETYPE_TOSS)
set_pev(Ent, pev_owner, id) // Better than pev_owner
set_pev(Ent, pev_fuser1, get_gametime() + 4.0)
set_pev(Ent, pev_nextthink, halflife_time() + 0.1)
entity_set_string(Ent, EV_SZ_classname, SYSTEM_CLASSNAME)
engfunc(EngFunc_SetModel, Ent, ARROW_MODEL)
set_pev(Ent, pev_mins, Float:{-0.1, -0.1, -0.1})
set_pev(Ent, pev_maxs, Float:{0.1, 0.1, 0.1})
set_pev(Ent, pev_origin, StartOrigin)
set_pev(Ent, pev_angles, anglestrue)
set_pev(Ent, pev_gravity, 0.5)
set_pev(Ent, pev_solid, SOLID_BBOX)
set_pev(Ent, pev_frame, 0.0)
static Float:Velocity[3]
get_position(id, 1024.0, 12.0, -12.0, TargetOrigin)
get_speed_vector(StartOrigin, TargetOrigin, 2300.0, Velocity)
set_pev(Ent, pev_velocity, Velocity)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // Temporary entity ID
write_short(Ent) // Entity
write_short(sTrail) // Sprite index
write_byte(7) // Life
write_byte(1) // Line width
write_byte(255) // Red
write_byte(255) // Green
write_byte(255) // Blue
write_byte(65) // Alpha
message_end()
}
public FireArrow2(id)
{
static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3], Float:anglestrue[3]
get_position(id, 2.0, -4.0, -2.0, StartOrigin)
pev(id,pev_v_angle,angles)
static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if(!pev_valid(Ent)) return
anglestrue[0] = 180.0 - angles[0]
anglestrue[1] = angles[1]
anglestrue[2] = angles[2]
// Set info for ent
set_pev(Ent, pev_movetype, MOVETYPE_TOSS)
set_pev(Ent, pev_owner, id) // Better than pev_owner
set_pev(Ent, pev_fuser1, get_gametime() + 4.0)
set_pev(Ent, pev_nextthink, halflife_time() + 0.1)
entity_set_string(Ent, EV_SZ_classname, SYSTEM_CLASSNAME)
engfunc(EngFunc_SetModel, Ent, ARROW_MODEL)
set_pev(Ent, pev_mins, Float:{-0.1, -0.1, -0.1})
set_pev(Ent, pev_maxs, Float:{0.1, 0.1, 0.1})
set_pev(Ent, pev_origin, StartOrigin)
set_pev(Ent, pev_angles, anglestrue)
set_pev(Ent, pev_gravity, 0.5)
set_pev(Ent, pev_solid, SOLID_BBOX)
set_pev(Ent, pev_frame, 0.0)
static Float:Velocity[3]
get_position(id, 1024.0, -12.0, -12.0, TargetOrigin)
get_speed_vector(StartOrigin, TargetOrigin, 2300.0, Velocity)
set_pev(Ent, pev_velocity, Velocity)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // Temporary entity ID
write_short(Ent) // Entity
write_short(sTrail) // Sprite index
write_byte(7) // Life
write_byte(1) // Line width
write_byte(255) // Red
write_byte(255) // Green
write_byte(255) // Blue
write_byte(65) // Alpha
message_end()
}
public FireArrow3(id)
{
static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3], Float:anglestrue[3]
get_position(id, 2.0, 2.0, 4.0, StartOrigin)
pev(id,pev_v_angle,angles)
static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if(!pev_valid(Ent)) return
anglestrue[0] = 180.0 - angles[0]
anglestrue[1] = angles[1]
anglestrue[2] = angles[2]
// Set info for ent
set_pev(Ent, pev_movetype, MOVETYPE_TOSS)
set_pev(Ent, pev_owner, id) // Better than pev_owner
set_pev(Ent, pev_fuser1, get_gametime() + 4.0)
set_pev(Ent, pev_nextthink, halflife_time() + 0.1)
entity_set_string(Ent, EV_SZ_classname, SYSTEM_CLASSNAME)
engfunc(EngFunc_SetModel, Ent, ARROW_MODEL)
set_pev(Ent, pev_mins, Float:{-0.1, -0.1, -0.1})
set_pev(Ent, pev_maxs, Float:{0.1, 0.1, 0.1})
set_pev(Ent, pev_origin, StartOrigin)
set_pev(Ent, pev_angles, anglestrue)
set_pev(Ent, pev_gravity, 0.5)
set_pev(Ent, pev_solid, SOLID_BBOX)
set_pev(Ent, pev_frame, 0.0)
static Float:Velocity[3]
get_position(id, 1024.0, 12.0, 12.0, TargetOrigin)
get_speed_vector(StartOrigin, TargetOrigin, 2300.0, Velocity)
set_pev(Ent, pev_velocity, Velocity)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // Temporary entity ID
write_short(Ent) // Entity
write_short(sTrail) // Sprite index
write_byte(7) // Life
write_byte(1) // Line width
write_byte(255) // Red
write_byte(255) // Green
write_byte(255) // Blue
write_byte(65) // Alpha
message_end()
}
public FireArrow_Charge(id)
{
static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3]
get_position(id, 2.0, 0.0, 0.0, StartOrigin)
pev(id,pev_angles,angles)
static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if(!pev_valid(Ent)) return
// Set info for ent
set_pev(Ent, pev_movetype, MOVETYPE_FLY)
set_pev(Ent, pev_owner, id) // Better than pev_owner
set_pev(Ent, pev_rendermode, kRenderTransAdd)
set_pev(Ent, pev_renderamt, 1.0)
set_pev(Ent, pev_fuser1, get_gametime() + 0.1)
set_pev(Ent, pev_nextthink, halflife_time() + 0.1)
entity_set_string(Ent, EV_SZ_classname, SYSTEM_CLASSNAME2)
engfunc(EngFunc_SetModel, Ent, ARROW_MODEL)
set_pev(Ent, pev_mins, Float:{-0.1, -0.1, -0.1})
set_pev(Ent, pev_maxs, Float:{0.1, 0.1, 0.1})
set_pev(Ent, pev_origin, StartOrigin)
set_pev(Ent, pev_angles, angles)
set_pev(Ent, pev_gravity, 0.01)
set_pev(Ent, pev_solid, SOLID_BBOX)
set_pev(Ent, pev_frame, 0.0)
static Float:Velocity[3]
fm_get_aim_origin(id, TargetOrigin)
get_speed_vector(StartOrigin, TargetOrigin, 800.0, Velocity)
set_pev(Ent, pev_velocity, Velocity)
}
public fw_Think(ent)
{
if(!pev_valid(ent))
return
static Float:fFrame; pev(ent, pev_frame, fFrame)
fFrame += 1.5
fFrame = floatmin(21.0, fFrame)
set_pev(ent, pev_frame, fFrame)
set_pev(ent, pev_nextthink, get_gametime() + 0.05)
// time remove
static Float:fTimeRemove, Float:Amount
pev(ent, pev_fuser1, fTimeRemove)
pev(ent, pev_renderamt, Amount)
if(get_gametime() >= fTimeRemove)
{
remove_entity(ent)
}
}
public fw_touch(Ent, Id)
{
// If ent is valid
if(!pev_valid(Ent))
return
static Owner; Owner = pev(Ent, pev_owner)
if(pev(Ent, pev_movetype) == MOVETYPE_NONE)
return
static classnameptd[32]
pev(Id, pev_classname, classnameptd, 31)
if (equali(classnameptd, "func_breakable")) ExecuteHamB( Ham_TakeDamage, Id, 0, 0, 60.0, DMG_GENERIC )
Damage_tact(Ent, Id)
// Get it's origin
new Float:originF[3]
pev(Ent, pev_origin, originF)
// Alive...
if(is_user_alive(Id) && ze_is_user_zombie(Id))
{
remove_entity(Ent)
create_blood(originF)
create_blood(originF)
emit_sound(Id, CHAN_BODY, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM)
}
else if(is_user_alive(Id) && !ze_is_user_zombie(Id))
{
remove_entity(Ent)
emit_sound(Id, CHAN_VOICE, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM)
}
else
{
set_pev(Ent, pev_fuser1, get_gametime() + 1.0)
make_bullet(Owner, originF)
engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, tact_wall[random( sizeof(tact_wall))], 1.0, ATTN_STATIC, 0, PITCH_NORM)
set_pev(Ent, pev_movetype, MOVETYPE_NONE)
set_pev(Ent, pev_solid, SOLID_NOT)
}
}
public fw_touch2(Ent, Id)
{
// If ent is valid
if(!pev_valid(Ent))
return
if(pev(Ent, pev_movetype) == MOVETYPE_NONE)
return
static classnameptd[32]
pev(Id, pev_classname, classnameptd, 31)
if (equali(classnameptd, "func_breakable")) ExecuteHamB( Ham_TakeDamage, Id, 0, 0, 200.0, DMG_GENERIC )
Damage_tact2(Ent, Id)
// Get it's origin
new Float:originF[3]
pev(Ent, pev_origin, originF)
// Alive...
if(is_user_alive(Id) && ze_is_user_zombie(Id))
{
remove_entity(Ent)
create_blood(originF)
create_blood(originF)
emit_sound(Id, CHAN_BODY, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM)
}
else if(is_user_alive(Id) && !ze_is_user_zombie(Id))
{
remove_entity(Ent)
emit_sound(Id, CHAN_VOICE, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM)
}
else
{
engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, tact_wall[random( sizeof(tact_wall))], 1.0, ATTN_STATIC, 0, PITCH_NORM)
set_pev(Ent, pev_movetype, MOVETYPE_NONE)
set_pev(Ent, pev_solid, SOLID_NOT)
}
}
public Remove_tactBall(Ent)
{
if(!pev_valid(Ent)) return
engfunc(EngFunc_RemoveEntity, Ent)
}
public Damage_tact(Ent, Id)
{
static Owner; Owner = pev(Ent, pev_owner)
static Attacker;
if(!is_user_alive(Owner))
{
Attacker = 0
return
} else Attacker = Owner
new bool:bIsHeadShot; // never make that one static
new Float:flAdjustedDamage, bool:death
switch( Get_MissileWeaponHitGroup(Ent) )
{
case HIT_GENERIC: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 1.5
case HIT_CHEST: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 1.0
case HIT_STOMACH: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 1.0
case HIT_LEFTLEG, HIT_RIGHTLEG: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 0.75
case HIT_LEFTARM, HIT_RIGHTARM: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 0.35
case HIT_HEAD:
{
flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 2.50
bIsHeadShot = true;
}
}
if(pev(Id, pev_health) <= flAdjustedDamage) death = true
if(is_user_alive(Id))
{
if( bIsHeadShot && death)
{
emessage_begin(MSG_BROADCAST, g_MsgDeathMsg)
ewrite_byte(Attacker)
ewrite_byte(Id)
ewrite_byte(1)
ewrite_string("Triple Tactical Knife")
emessage_end()
set_msg_block(g_MsgDeathMsg, BLOCK_SET)
user_silentkill(Id)
set_msg_block(g_MsgDeathMsg, BLOCK_NOT)
death = false
}
else ExecuteHamB(Ham_TakeDamage, Id, Ent, Attacker, flAdjustedDamage, DMG_BULLET)
}
}
public Damage_tact2(Ent, Id)
{
static Owner; Owner = pev(Ent, pev_owner)
static Attacker;
if(!is_user_alive(Owner))
{
Attacker = 0
return
} else Attacker = Owner
new bool:bIsHeadShot; // never make that one static
new Float:flAdjustedDamage, bool:death
switch( Get_MissileWeaponHitGroup(Ent) )
{
case HIT_GENERIC: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 1.5
case HIT_CHEST: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 1.0
case HIT_STOMACH: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 1.0
case HIT_LEFTLEG, HIT_RIGHTLEG: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 0.75
case HIT_LEFTARM, HIT_RIGHTARM: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 0.35
case HIT_HEAD:
{
flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 2.50
bIsHeadShot = true;
}
}
if(pev(Id, pev_health) <= flAdjustedDamage) death = true
if(is_user_alive(Id))
{
if( bIsHeadShot && death)
{
emessage_begin(MSG_BROADCAST, g_MsgDeathMsg)
ewrite_byte(Attacker)
ewrite_byte(Id)
ewrite_byte(1)
ewrite_string("Triple Tactical Knife")
emessage_end()
set_msg_block(g_MsgDeathMsg, BLOCK_SET)
user_silentkill(Id)
set_msg_block(g_MsgDeathMsg, BLOCK_NOT)
death = false
}
else ExecuteHamB(Ham_TakeDamage, Id, Ent, Attacker, flAdjustedDamage, DMG_BULLET)
}
}
public fw_SetModel(entity, model[])
{
if(!pev_valid(entity))
return FMRES_IGNORED
static Classname[64]
pev(entity, pev_classname, Classname, sizeof(Classname))
if(!equal(Classname, "weaponbox"))
return FMRES_IGNORED
static id
id = pev(entity, pev_owner)
if(equal(model, old_w_model))
{
static weapon
weapon = fm_get_user_weapon_entity(entity, CSW_TACT)
if(!pev_valid(weapon))
return FMRES_IGNORED
if(g_had_tact[id])
{
set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
set_pev(weapon, pev_iuser4, g_tact_ammo[id])
engfunc(EngFunc_SetModel, entity, w_model)
g_had_tact[id] = 0
g_tact_ammo[id] = 0
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED;
}
public fw_AddToPlayer_Post(ent, id)
{
if(pev(ent, pev_impulse) == WEAPON_SECRETCODE)
{
g_had_tact[id] = 1
g_tact_ammo[id] = pev(ent, pev_iuser4)
set_pev(ent, pev_impulse, 0)
}
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("WeaponList"), _, id)
write_string((g_had_tact[id] == 1 ? "weapon_tknifeex2" : "weapon_p228"))
write_byte(1)
write_byte(52)
write_byte(-1)
write_byte(-1)
write_byte(1)
write_byte(3)
write_byte(CSW_TACT)
write_byte(0)
message_end()
}
public update_ammo(id)
{
if(!is_user_alive(id))
return
static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_tact, id)
if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1)
cs_set_user_bpammo(id, CSW_P228, 0)
engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, get_user_msgid("CurWeapon"), {0, 0, 0}, id)
write_byte(1)
write_byte(CSW_TACT)
write_byte(-1)
message_end()
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("AmmoX"), _, id)
write_byte(1)
write_byte(g_tact_ammo[id])
message_end()
}
stock make_bullet(id, Float:Origin[3])
{
// Find target
new decal = random_num(41, 45)
const loop_time = 2
static Body, Target
get_user_aiming(id, Target, Body, 999999)
if(is_user_connected(Target))
return
for(new i = 0; i < loop_time; 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 set_weapon_anim(id, anim)
{
if(!is_user_alive(id))
return
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 create_blood(const Float:origin[3])
{
// Show some blood :)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
engfunc(EngFunc_WriteCoord, origin[0])
engfunc(EngFunc_WriteCoord, origin[1])
engfunc(EngFunc_WriteCoord, origin[2])
write_short(m_iBlood[1])
write_short(m_iBlood[0])
write_byte(75)
write_byte(8)
message_end()
}
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 == 1 && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM))
{
static wname[32]
get_weaponname(weaponid, wname, sizeof wname - 1)
engclient_cmd(id, "drop", wname)
}
}
}
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 Get_MissileWeaponHitGroup( iEnt )
{
new Float:flStart[ 3 ], Float:flEnd[ 3 ];
pev( iEnt, pev_origin, flStart );
pev( iEnt, pev_velocity, flEnd );
xs_vec_add( flStart, flEnd, flEnd );
new ptr = create_tr2();
engfunc( EngFunc_TraceLine, flStart, flEnd, 0, iEnt, ptr );
new iHitGroup
iHitGroup = get_tr2( ptr, TR_iHitgroup )
free_tr2( ptr );
return iHitGroup;
}
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 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, OFFSET_LINUX_WEAPONS)
set_pdata_float(entwpn, 47, TimeIdle, OFFSET_LINUX_WEAPONS)
set_pdata_float(entwpn, 48, TimeIdle + 0.5, OFFSET_LINUX_WEAPONS)
}
stock set_player_nextattackx(id, Float:nexttime)
{
if(!is_user_alive(id))
return
set_pdata_float(id, 83, nexttime, 5)
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/