Solved native fix

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czirimbolo
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Poland
Posts: 598
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native fix

#1

Post by czirimbolo » 5 years ago

hello, I want to make this weapon working with level system. I see this gun in weapon menu but when I take it, nothing happens. Can you take a look?

Code: Select all

/*
***********************************************************************
************************** WWW.ZOMBIE-MOD.RU **************************
***********************************************************************
****** The Plugins Is Made Indonesia :) || Sorry For Bad Coding *******
** My Group Community: Counter:Strike Zombie Plague Modder Indonesia **
***********************************************************************
Tracer Color Const || Configuration In Cvar "sgdrill_trace_color"
White = 0
Red = 1
Green = 2
Yellow = 3
Blue = 4
Orange = 5
Pink = 6
*/

#include <zombie_escape>
#include <engine>
#include <fakemeta_util>
#include <cstrike>
#include <xs>

#define PLUGIN "[CSO] SG-DRILL || Magnum Drill"
#define VERSION "1.0"
#define AUTHOR "AsepKhairulAnam@CS:ZPMI || -RequiemID- || Facebook.com/asepdwa11"

// CONFIGURATION WEAPON
#define system_name		"sgdrill"
#define system_base		"xm1014"

#define DRAW_TIME		1.0
#define RELOAD_TIME		2.7

#define SLASH_TIME		0.7
#define SLASH_DELAY_TIME	1.8
#define SLASH_RADIUS		200
#define SLASH_DAMAGE		3000
#define SLASH_KNOCKBACK_POWER	1000

#define CSW_BASE		CSW_XM1014
#define WEAPON_KEY 		11092002

#define ANIMEXT			"m249"
#define ANIMEXT_SLASH		"knife"

// ALL MACRO
#define ENG_NULLENT		-1
#define EV_INT_WEAPONKEY	EV_INT_impulse

#define USE_STOPPED 		0
#define OFFSET_LINUX_WEAPONS 	4
#define OFFSET_LINUX 		5
#define OFFSET_WEAPONOWNER 	41
#define OFFSET_ACTIVE_ITEM 	373

#define m_fKnown		44
#define m_flNextPrimaryAttack 	46
#define m_flTimeWeaponIdle	48
#define m_iClip			51
#define m_fInReload		54
#define m_flNextAttack		83

// ALL ANIM
#define ANIM_SHOOT1		1
#define ANIM_SHOOT2		1
#define ANIM_SHOOT3		1
#define ANIM_SLASH		2
#define ANIM_RELOAD		3
#define ANIM_DRAW		4

#define TASK_SLASH		4412482
#define write_coord_f(%1)	engfunc(EngFunc_WriteCoord,%1)

// All Models Of The Weapon
new V_MODEL[64] = "models/v_sgdrill.mdl"
new W_MODEL[64] = "models/w_sgdrill.mdl"
new P_MODEL[64] = "models/p_sgdrill.mdl"
new P_MODEL_SLASH[64] = "models/p_sgdrill_slash.mdl"

// You Can Add Fire Sound Here
new const Fire_Sounds[][] = { "weapons/sgdrill-1.wav", "weapons/sgdrill_slash.wav" }

// All Vars Here
new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }
new cvar_dmg, cvar_recoil, cvar_clip, cvar_spd, cvar_ammo, cvar_color_trace
new g_MaxPlayers, g_orig_event, g_IsInPrimaryAttack, g_attack_type[33], Float:cl_pushangle[33][3], g_temp_slash_attack[33]
new g_has_weapon[33], g_clip_ammo[33], g_weapon_TmpClip[33], oldweap[33], g_InTempingAttack[33]

// Macros Again :v
new weapon_name_buffer[512]
new weapon_base_buffer[512]
		
const PRIMARY_WEAPONS_BIT_SUM = 
(1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<
CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
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_galil", "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" }

// START TO CREATE PLUGINS || AMXMODX FORWARD
public plugin_init()
{
	formatex(weapon_name_buffer, sizeof(weapon_name_buffer), "weapon_%s_asep", system_name)
	formatex(weapon_base_buffer, sizeof(weapon_base_buffer), "weapon_%s", system_base)
	
	register_plugin(PLUGIN, VERSION, AUTHOR)
	
	// Event And Message
	register_event("CurWeapon", "Forward_CurrentWeapon", "be", "1=1")
	register_message(get_user_msgid("DeathMsg"), "Forward_DeathMsg")
	
	// Ham Forward (Entity) || Ham_Use
	RegisterHam(Ham_Use, "func_tank", "Forward_UseStationary_Post", 1)
	RegisterHam(Ham_Use, "func_tankmortar", "Forward_UseStationary_Post", 1)
	RegisterHam(Ham_Use, "func_tankrocket", "Forward_UseStationary_Post", 1)
	RegisterHam(Ham_Use, "func_tanklaser", "Forward_UseStationary_Post", 1)
	
	// Ham Forward (Entity) || Ham_TraceAttack
	RegisterHam(Ham_TraceAttack, "func_door", "Forward_TraceAttack", 1)
	RegisterHam(Ham_TraceAttack, "func_door_rotating", "Forward_TraceAttack", 1)
	RegisterHam(Ham_TraceAttack, "func_plat", "Forward_TraceAttack", 1)
	RegisterHam(Ham_TraceAttack, "func_rotating", "Forward_TraceAttack", 1)
	RegisterHam(Ham_TraceAttack, "func_breakable", "Forward_TraceAttack", 1)
	RegisterHam(Ham_TraceAttack, "func_wall", "Forward_TraceAttack", 1)
	RegisterHam(Ham_TraceAttack, "worldspawn", "Forward_TraceAttack", 1)
	
	// Ham Forward (Weapon)
	RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base_buffer, "Weapon_PrimaryAttack")
	RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base_buffer, "Weapon_PrimaryAttack_Post", 1)
	RegisterHam(Ham_Item_PostFrame, weapon_base_buffer, "Weapon_ItemPostFrame")
	RegisterHam(Ham_Weapon_Reload, weapon_base_buffer, "Weapon_Reload")
	RegisterHam(Ham_Weapon_Reload, weapon_base_buffer, "Weapon_Reload_Post", 1)
	RegisterHam(Ham_Item_AddToPlayer, weapon_base_buffer, "Weapon_AddToPlayer")
	
	for(new i = 1; i < sizeof WEAPONENTNAMES; i++)
		if(WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "Weapon_Deploy_Post", 1)
		
	// Ham Forward (Player)
	RegisterHam(Ham_TakeDamage, "player", "Forward_TakeDamage")
	RegisterHam(Ham_TakeDamage, "func_breakable", "Forward_TakeDamage")
	RegisterHam(Ham_Killed, "player", "Forward_PlayerKilled")
	
	// Fakemeta Forward
	register_forward(FM_SetModel, "Forward_SetModel")
	register_forward(FM_UpdateClientData, "Forward_UpdateClientData_Post", 1)
	register_forward(FM_PlaybackEvent, "Forward_PlaybackEvent")
	register_forward(FM_EmitSound, "Forward_Emitsound")
	register_forward(FM_TraceLine, "Forward_Traceline")
	register_forward(FM_TraceHull, "Forward_Tracehull")
	
	// All Some Cvar
	cvar_clip = register_cvar("sgdrill_clip", "35")
	cvar_spd = register_cvar("sgdrill_speed", "0.8")
	cvar_ammo = register_cvar("sgdrill_ammo", "70")
	cvar_dmg = register_cvar("sgdrill_damage", "3.5")
	cvar_recoil = register_cvar("sgdrill_recoil", "1.0")
	cvar_color_trace = register_cvar("sgdrill_trace_color", "5")
	
	g_MaxPlayers = get_maxplayers()
}

public plugin_precache()
{
	formatex(weapon_name_buffer, sizeof(weapon_name_buffer), "weapon_%s_asep", system_name)
	formatex(weapon_base_buffer, sizeof(weapon_base_buffer), "weapon_%s", system_base)
	
	new Buffer[512]
	precache_model(V_MODEL)
	precache_model(P_MODEL)
	precache_model(W_MODEL)
	precache_model(P_MODEL_SLASH)
	
	formatex(Buffer, sizeof(Buffer), "sprites/%s.txt", weapon_name_buffer)
	precache_generic(Buffer) // EG: Output "sprites/weapon_sgdrill_asep.txt"
	
	precache_model("sprites/asep/640hud140.spr")
	precache_model("sprites/asep/640hud17.spr")
	
	for(new i = 0; i < sizeof Fire_Sounds; i++)
		precache_sound(Fire_Sounds[i])	
	
	precache_viewmodel_sound(V_MODEL)
	
	formatex(Buffer, sizeof(Buffer), "test_%s", system_name)
	register_clcmd(Buffer, "give_item") // EG: Output "test_sgdrill"
	register_clcmd(weapon_name_buffer, "weapon_hook")
	
	register_forward(FM_PrecacheEvent, "Forward_PrecacheEvent_Post", 1)
}

// Reset Bitvar (Fix Bug) If You Connect Or Disconnect Server
public client_connect(id) remove_item(id)
public client_disconnected(id) remove_item(id)
/* ========= START OF REGISTER HAM TO SUPPORT BOTS FUNC ========= */
new g_HamBot
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_TakeDamage, id, "Forward_TakeDamage")
	RegisterHamFromEntity(Ham_Killed, id, "Forward_PlayerKilled")	
}
/* ======== END OF REGISTER HAM TO SUPPORT BOTS FUNC ============= */
/* ============ START OF ALL FORWARD (FAKEMETA) ================== */
public Forward_PrecacheEvent_Post(type, const name[])
{
	new Buffer[512]
	formatex(Buffer, sizeof(Buffer), "events/%s.sc", system_base)
	if(equal(Buffer, name, 0))
	{
		g_orig_event = get_orig_retval()
		return FMRES_HANDLED
	}
	return FMRES_IGNORED
}

public Forward_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)
	
	new Buffer[512]
	formatex(Buffer, sizeof(Buffer), "models/w_%s.mdl", system_base)
	
	if(equal(model, Buffer))
	{
		static iStoredAugID
		
		iStoredAugID = find_ent_by_owner(ENG_NULLENT, weapon_base_buffer, entity)
	
		if(!is_valid_ent(iStoredAugID))
			return FMRES_IGNORED
	
		if(g_has_weapon[iOwner])
		{
			entity_set_int(iStoredAugID, EV_INT_WEAPONKEY, WEAPON_KEY)
			remove_item(iOwner)
			entity_set_model(entity, W_MODEL)
			
			return FMRES_SUPERCEDE
		}
	}
	return FMRES_IGNORED
}

public Forward_UseStationary_Post(entity, caller, activator, use_type)
{
	if(use_type == USE_STOPPED && is_user_connected(caller))
		replace_weapon_models(caller, get_user_weapon(caller))
}

public Forward_UpdateClientData_Post(Player, SendWeapons, CD_Handle)
{
	if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_BASE || !g_has_weapon[Player]))
		return FMRES_IGNORED
	
	set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)
	return FMRES_HANDLED
}

public Forward_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
	if ((eventid != g_orig_event) || !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 Forward_TakeDamage(victim, inflictor, attacker, Float:damage)
{
	if(victim != attacker && is_user_connected(attacker))
	{
		if(get_user_weapon(attacker) == CSW_BASE)
		{
			if(g_has_weapon[attacker])
			{
				SetHamParamFloat(4, damage * get_pcvar_float(cvar_dmg))
				set_hudmessage(255, 0, 0, -1.0, 0.46, 0, 0.2, 0.2)
				show_hudmessage(attacker, "\         /^n^n/         \")
						
				// Effect Like CSO || I Think Haha..
				// \            /	 (Like This)
				//	 +		 (Crosshair Default)
				// /            \	 (If Enemy TakeDamage Or Entity To BreakAble)
			}
		}
	}
}

public Forward_Emitsound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
{
	if(!is_user_alive(id) || !is_user_connected(id))
		return FMRES_IGNORED
	if(!g_has_weapon[id] || !g_InTempingAttack[id])
		return FMRES_IGNORED
		
	if(sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i')
	{
		if(sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a')
			return FMRES_SUPERCEDE
		if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't')
		{
			if (sample[17] == 'w')  return FMRES_SUPERCEDE
			else  return FMRES_SUPERCEDE
		}
		if (sample[14] == 's' && sample[15] == 't' && sample[16] == 'a')
			return FMRES_SUPERCEDE;
	}
	
	return FMRES_IGNORED
}

public Forward_Traceline(Float:vector_start[3], Float:vector_end[3], ignored_monster, id, handle)
{
	if(!is_user_alive(id) || !is_user_connected(id))
		return FMRES_IGNORED
	if(!g_InTempingAttack[id])
		return FMRES_IGNORED
	
	static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
	
	pev(id, pev_origin, fOrigin)
	pev(id, pev_view_ofs, view_ofs)
	xs_vec_add(fOrigin, view_ofs, vecStart)
	pev(id, pev_v_angle, v_angle)
	
	engfunc(EngFunc_MakeVectors, v_angle)
	get_global_vector(GL_v_forward, v_forward)

	xs_vec_mul_scalar(v_forward, 0.0, v_forward)
	xs_vec_add(vecStart, v_forward, vecEnd)
	
	engfunc(EngFunc_TraceLine, vecStart, vecEnd, ignored_monster, id, handle)
	
	return FMRES_SUPERCEDE
}

public Forward_Tracehull(Float:vector_start[3], Float:vector_end[3], ignored_monster, hull, id, handle)
{
	if(!is_user_alive(id) || !is_user_connected(id))
		return FMRES_IGNORED
	if(!g_InTempingAttack[id])
		return FMRES_IGNORED
	
	static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
	
	pev(id, pev_origin, fOrigin)
	pev(id, pev_view_ofs, view_ofs)
	xs_vec_add(fOrigin, view_ofs, vecStart)
	pev(id, pev_v_angle, v_angle)
	
	engfunc(EngFunc_MakeVectors, v_angle)
	get_global_vector(GL_v_forward, v_forward)
	
	xs_vec_mul_scalar(v_forward, 0.0, v_forward)
	xs_vec_add(vecStart, v_forward, vecEnd)
	
	engfunc(EngFunc_TraceHull, vecStart, vecEnd, ignored_monster, hull, id, handle)
	
	return FMRES_SUPERCEDE
}
/* ================= END OF ALL FAKEMETA FORWARD ================= */
/* ================= START OF ALL MESSAGE FORWARD ================ */
public Forward_CurrentWeapon(id)
{
	replace_weapon_models(id, read_data(2))
     
	if(!is_user_alive(id))
		return
	
	if(read_data(2) != CSW_BASE || !g_has_weapon[id])
		return
     
	static Float:Speed
	if(g_has_weapon[id] && !cs_get_user_zoom(id))
		Speed = get_pcvar_float(cvar_spd)
	else if(g_has_weapon[id] && cs_get_user_zoom(id))
		Speed = get_pcvar_float(cvar_spd)*2
		
	static weapon[32], Ent
	get_weaponname(read_data(2), weapon, 31)
	Ent = find_ent_by_owner(-1, weapon, id)
	if(pev_valid(Ent))
	{
		static Float:Delay
		Delay = get_pdata_float(Ent, 46, 4) * Speed
		if(Delay > 0.0) set_pdata_float(Ent, 46, Delay, 4)
	}
}
/* ================== END OF ALL MESSAGE FORWARD ================ */
/* ================== START OF ALL EVENT FORWARD ================ */
public Forward_DeathMsg(msg_id, msg_dest, id)
{
	static szTruncatedWeapon[33], iAttacker, iVictim
	
	get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon))
	
	iAttacker = get_msg_arg_int(1)
	iVictim = get_msg_arg_int(2)
	
	if(!is_user_connected(iAttacker) || iAttacker == iVictim)
		return PLUGIN_CONTINUE
	
	if(equal(szTruncatedWeapon, system_base) || equal(szTruncatedWeapon, "knife") && get_user_weapon(iAttacker) == CSW_BASE)
	{
		if(g_has_weapon[iAttacker])
			set_msg_arg_string(4, system_name)
	}
	return PLUGIN_CONTINUE
}
/* ================== END OF ALL EVENT FORWARD =================== */
/* ================== START OF ALL HAM FORWARD ============== */
public Forward_PlayerKilled(id) remove_item(id)
public Forward_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_BASE || !g_has_weapon[iAttacker])
		return

	static Float:flEnd[3], Float:WallVector[3]
	get_tr2(ptr, TR_vecEndPos, flEnd)
	get_tr2(ptr, TR_vecPlaneNormal, WallVector)
	
	if(iEnt)
	{
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
		write_byte(TE_DECAL)
		write_coord_f(flEnd[0])
		write_coord_f(flEnd[1])
		write_coord_f(flEnd[2])
		write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
		write_short(iEnt)
		message_end()
	}
	else
	{
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
		write_byte(TE_WORLDDECAL)
		write_coord_f(flEnd[0])
		write_coord_f(flEnd[1])
		write_coord_f(flEnd[2])
		write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
		message_end()
	}
	
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
	write_byte(TE_GUNSHOTDECAL)
	write_coord_f(flEnd[0])
	write_coord_f(flEnd[1])
	write_coord_f(flEnd[2])
	write_short(iAttacker)
	write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
	message_end()

	message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
	write_byte(TE_STREAK_SPLASH)
	engfunc(EngFunc_WriteCoord, flEnd[0])
	engfunc(EngFunc_WriteCoord, flEnd[1])
	engfunc(EngFunc_WriteCoord, flEnd[2])
	engfunc(EngFunc_WriteCoord, WallVector[0] * random_float(25.0,30.0))
	engfunc(EngFunc_WriteCoord, WallVector[1] * random_float(25.0,30.0))
	engfunc(EngFunc_WriteCoord, WallVector[2] * random_float(25.0,30.0))
	write_byte(get_pcvar_num(cvar_color_trace))
	write_short(12)
	write_short(3)
	write_short(75)	
	message_end()
}

public Weapon_Deploy_Post(weapon_entity)
{
	static owner
	owner = fm_cs_get_weapon_ent_owner(weapon_entity)
	
	static weaponid
	weaponid = cs_get_weapon_id(weapon_entity)
	
	replace_weapon_models(owner, weaponid)
}

public Weapon_AddToPlayer(weapon_entity, id)
{
	if(!is_valid_ent(weapon_entity) || !is_user_connected(id))
		return HAM_IGNORED
	
	if(entity_get_int(weapon_entity, EV_INT_WEAPONKEY) == WEAPON_KEY)
	{
		g_has_weapon[id] = true
		entity_set_int(weapon_entity, EV_INT_WEAPONKEY, 0)
		set_weapon_list(id, weapon_name_buffer, CSW_BASE)
		
		return HAM_HANDLED
	}
	else
	{
		set_weapon_list(id, weapon_base_buffer, CSW_BASE)
	}
	
	return HAM_IGNORED
}

public Weapon_PrimaryAttack(weapon_entity)
{
	new Player = get_pdata_cbase(weapon_entity, 41, 4)
	
	if(!g_has_weapon[Player])
		return
	
	g_IsInPrimaryAttack = 1
	pev(Player,pev_punchangle,cl_pushangle[Player])
	
	g_clip_ammo[Player] = cs_get_weapon_ammo(weapon_entity)
}

public Weapon_PrimaryAttack_Post(weapon_entity)
{
	g_IsInPrimaryAttack = 0
	new Player = get_pdata_cbase(weapon_entity, 41, 4)
	
	new szClip, szAmmo
	get_user_weapon(Player, szClip, szAmmo)
	
	if(!is_user_alive(Player))
		return
		
	if(g_has_weapon[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,get_pcvar_float(cvar_recoil),push)
		
		xs_vec_add(push,cl_pushangle[Player],push)
		set_pev(Player,pev_punchangle,push)
		
		emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
		if(!g_attack_type[Player])
		{
			static random_number
			random_number = random_num(0,1)
			if(!random_number) set_weapon_anim(Player, ANIM_SHOOT1)
			else set_weapon_anim(Player, ANIM_SHOOT3)
			
			g_attack_type[Player] = 1
		}
		else
		{
			set_weapon_anim(Player, ANIM_SHOOT2)
			g_attack_type[Player] = 0
		}
	}
}

public Weapon_ItemPostFrame(weapon_entity) 
{
	new id = pev(weapon_entity, pev_owner)
	if(!is_user_connected(id))
		return HAM_IGNORED

	if(!g_has_weapon[id])
		return HAM_IGNORED

	static iClipExtra
     
	iClipExtra = get_pcvar_num(cvar_clip)
	new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, OFFSET_LINUX)

	new iBpAmmo = cs_get_user_bpammo(id, CSW_BASE)
	new iClip = get_pdata_int(weapon_entity, m_iClip, OFFSET_LINUX_WEAPONS)

	new fInReload = get_pdata_int(weapon_entity, m_fInReload, OFFSET_LINUX_WEAPONS) 
	if(fInReload && flNextAttack <= 0.0)
	{
		new j = min(iClipExtra - iClip, iBpAmmo)
	
		set_pdata_int(weapon_entity, m_iClip, iClip + j, OFFSET_LINUX_WEAPONS)
		cs_set_user_bpammo(id, CSW_BASE, iBpAmmo-j)
		
		set_pdata_int(weapon_entity, m_fInReload, 0, OFFSET_LINUX_WEAPONS)
		fInReload = 0
	}
	else if(!fInReload && !get_pdata_int(weapon_entity, 74, 4))
	{
		if(get_pdata_float(weapon_entity, 47, 4) <= 0.0 || get_pdata_float(weapon_entity, 48, 4) <= 8.066)
		{
			if(pev(id, pev_button) & IN_ATTACK2 && !g_temp_slash_attack[id])
			{
				remove_task(id+TASK_SLASH)
				g_temp_slash_attack[id] = 1
				
				create_fake_attack(id)
				set_weapon_anim(id, ANIM_SLASH)
				emit_sound(id, CHAN_WEAPON, Fire_Sounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
				
				set_pev(id, pev_weaponmodel2, P_MODEL_SLASH)
				set_task(SLASH_TIME, "Slash_Attack", id+TASK_SLASH)
				
				set_player_nextattackx(id, SLASH_DELAY_TIME)
				set_weapons_timeidle(id, CSW_BASE, SLASH_DELAY_TIME)
			}
		}
	}
	
	return HAM_IGNORED
}

public Weapon_Reload(weapon_entity) 
{
	new id = pev(weapon_entity, pev_owner)
	if(!is_user_connected(id))
		return HAM_IGNORED
	if(!g_has_weapon[id])
		return HAM_IGNORED

	static iClipExtra
	if(g_has_weapon[id])
		iClipExtra = get_pcvar_num(cvar_clip)

	g_weapon_TmpClip[id] = -1

	new iBpAmmo = cs_get_user_bpammo(id, CSW_BASE)
	new iClip = get_pdata_int(weapon_entity, m_iClip, OFFSET_LINUX_WEAPONS)

	if(iBpAmmo <= 0)
		return HAM_SUPERCEDE

	if(iClip >= iClipExtra)
		return HAM_SUPERCEDE

	g_weapon_TmpClip[id] = iClip

	return HAM_IGNORED
}

public Weapon_Reload_Post(weapon_entity) 
{
	new id = pev(weapon_entity, pev_owner)
	if (!is_user_connected(id))
		return HAM_IGNORED

	if(!g_has_weapon[id])
		return HAM_IGNORED
	if(g_weapon_TmpClip[id] == -1)
		return HAM_IGNORED
	
	remove_task(id+TASK_SLASH)
	g_temp_slash_attack[id] = 0
	
	set_pdata_int(weapon_entity, m_iClip, g_weapon_TmpClip[id], OFFSET_LINUX_WEAPONS)
	set_pdata_float(weapon_entity, m_flTimeWeaponIdle, RELOAD_TIME, OFFSET_LINUX_WEAPONS)
	set_pdata_float(id, m_flNextAttack, RELOAD_TIME, OFFSET_LINUX)
	set_pdata_int(weapon_entity, m_fInReload, 1, OFFSET_LINUX_WEAPONS)
	
	set_weapon_anim(id, ANIM_RELOAD)
	set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)
	
	return HAM_IGNORED
}

/* ===================== END OF ALL HAM FORWARD ====================== */
/* ================= START OF OTHER PUBLIC FUNCTION  ================= */
public give_item(id)
{
	drop_weapons(id, 1)
	new iWeapon = fm_give_item(id, weapon_base_buffer)
	if(iWeapon > 0)
	{
		cs_set_weapon_ammo(iWeapon, get_pcvar_num(cvar_clip))
		cs_set_user_bpammo(id, CSW_BASE, get_pcvar_num(cvar_ammo))
		emit_sound(id, CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM,0,PITCH_NORM)
		
		set_weapon_anim(id, ANIM_DRAW)
		set_pdata_float(id, m_flNextAttack, DRAW_TIME, OFFSET_LINUX)

		set_weapon_list(id, weapon_name_buffer, CSW_BASE)
		set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)
	}
	
	g_has_weapon[id] = true
	g_attack_type[id] = 0
	g_temp_slash_attack[id] = 0
}

public remove_item(id)
{
	g_has_weapon[id] = false
	g_attack_type[id] = 0
	g_temp_slash_attack[id] = 0
}

public plugin_natives ()
{
	register_native("give_item", "native_give_item", 1)
}

public native_give_item(id)
{
	give_item(id)
}

public ze_user_humanized(id)
{ 
	remove_item(id)
}

public weapon_hook(id)
{
	engclient_cmd(id, weapon_base_buffer)
	return PLUGIN_HANDLED
}

public Slash_Attack(id)
{
	id -= TASK_SLASH
	
	if(!is_user_alive(id) || !is_user_connected(id))
		return
	if(!g_temp_slash_attack[id])
		return
		
	for(new Target = 0; Target < get_maxplayers(); Target++)
	{
		if(!is_user_alive(Target))
			continue
		
		// Shake Screen :v
		message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenShake"), _, id)
		write_short((1<<12) * 4) 
		write_short((1<<12) * 1) 
		write_short((1<<12) * 4) 
		message_end()
		
		if(cs_get_user_team(Target) == cs_get_user_team(id))
			continue
		if(id == Target)
			continue
		if(entity_range(id, Target) > float(SLASH_RADIUS))
			continue
		
		new Float:VicOrigin[3], Float:MyOrigin[3]
		pev(Target, pev_origin, VicOrigin)
		pev(id, pev_origin, MyOrigin)
		
		if(!is_in_viewcone(id, VicOrigin, 1))
			continue
		if(is_wall_between_points(MyOrigin, VicOrigin, id))
			continue
		
		do_attack(id, Target, 0, float(SLASH_DAMAGE))
		set_hook_entity(Target, MyOrigin, float(SLASH_KNOCKBACK_POWER), 2)
	}
	
	set_pev(id, pev_weaponmodel2, P_MODEL)
	set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)
	
	g_temp_slash_attack[id] = 0
}

public create_fake_attack(id)
{
	static Ent
	Ent = fm_get_user_weapon_entity(id, CSW_KNIFE)
	
	if(!pev_valid(Ent))
		return
	
	g_InTempingAttack[id] = 1
	ExecuteHamB(Ham_Weapon_PrimaryAttack, Ent)
	
	static iAnimDesired,  szAnimation[64]
	formatex(szAnimation, charsmax(szAnimation), (pev(id, pev_flags) & FL_DUCKING) ? "crouch_shoot_%s" : "ref_shoot_%s", ANIMEXT_SLASH)
	if((iAnimDesired = lookup_sequence(id, szAnimation)) == -1)
		iAnimDesired = 0
		
	set_pev(id, pev_sequence, iAnimDesired)
	g_InTempingAttack[id] = 0
}

public replace_weapon_models(id, weaponid)
{
	remove_task(id+TASK_SLASH)
	g_temp_slash_attack[id] = 0
	
	switch(weaponid)
	{
		case CSW_BASE:
		{
			if(g_has_weapon[id])
			{
				set_pev(id, pev_viewmodel2, V_MODEL)
				set_pev(id, pev_weaponmodel2, P_MODEL)
				
				if(oldweap[id] != CSW_BASE) 
				{
					set_weapon_anim(id, ANIM_DRAW)
					set_player_nextattackx(id, DRAW_TIME)
					set_weapons_timeidle(id, CSW_BASE, DRAW_TIME)
					set_weapon_list(id, weapon_name_buffer, CSW_BASE)
					
					set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)
				}
			}
		}
	}
	
	oldweap[id] = weaponid
}

/* ============= END OF OTHER PUBLIC FUNCTION (Weapon) ============= */
/* ================= START OF ALL STOCK TO MACROS ================== */
stock set_weapon_list(id, const weapon_namee[], const CSW_NAMEE)
{
	message_begin(MSG_ONE, get_user_msgid("WeaponList"), {0,0,0}, id)
	write_string(weapon_namee)
	write_byte(5)
	write_byte(32)
	write_byte(-1)
	write_byte(-1)
	write_byte(0)
	write_byte(12)
	write_byte(CSW_NAMEE)
	write_byte(0)
	message_end()
}

stock set_hook_entity(ent, Float:VicOrigin[3], Float:speed, type)
{
	static Float:fl_Velocity[3]
	static Float:EntOrigin[3]
	
	pev(ent, pev_origin, EntOrigin)
	static Float:distance_f
	distance_f = get_distance_f(EntOrigin, VicOrigin)
	
	new Float:fl_Time = distance_f / speed
	
	if(type == 1)
	{
		fl_Velocity[0] = ((VicOrigin[0] - EntOrigin[0]) / fl_Time)
		fl_Velocity[1] = ((VicOrigin[1] - EntOrigin[1]) / fl_Time)
		fl_Velocity[2] = ((VicOrigin[2] - EntOrigin[2]) / fl_Time) + random_float(200.0, 300.0)	
	} else if(type == 2) {
		fl_Velocity[0] = ((EntOrigin[0] - VicOrigin[0]) / fl_Time)
		fl_Velocity[1] = ((EntOrigin[1] - VicOrigin[1]) / fl_Time)
		fl_Velocity[2] = ((EntOrigin[2] - VicOrigin[2]) / fl_Time) + random_float(200.0, 300.0)
	}

	set_pev(ent, pev_velocity, fl_Velocity)
}

stock drop_weapons(id, dropwhat)
{
	static weapons[32], num = 0, i, weaponid
	get_user_weapons(id, weapons, num)
     
	for (i = 0; i < num; i++)
	{
		weaponid = weapons[i]
          
		if(dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
		{
			static wname[32]
			get_weaponname(weaponid, wname, sizeof wname - 1)
			engclient_cmd(id, "drop", wname)
		}
	}
}
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, OFFSET_LINUX_WEAPONS)
	set_pdata_float(entwpn, 47, TimeIdle, OFFSET_LINUX_WEAPONS)
	set_pdata_float(entwpn, 48, TimeIdle + 1.0, OFFSET_LINUX_WEAPONS)
}

stock set_weapons_timeidlex(id, Float:TimeIdle, Float:Idle)
{
	new entwpn = fm_get_user_weapon_entity(id, CSW_BASE)
	if(!pev_valid(entwpn)) 
		return
	
	set_pdata_float(entwpn, 46, TimeIdle, 4)
	set_pdata_float(entwpn, 47, TimeIdle, 4)
	set_pdata_float(entwpn, 48, Idle, 4)
}

stock set_weapon_anim(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()
}

stock precache_viewmodel_sound(const model[]) // I Get This From BTE
{
	new file, i, k
	if((file = fopen(model, "rt")))
	{
		new szsoundpath[64], NumSeq, SeqID, Event, NumEvents, EventID
		fseek(file, 164, SEEK_SET)
		fread(file, NumSeq, BLOCK_INT)
		fread(file, SeqID, BLOCK_INT)
		
		for(i = 0; i < NumSeq; i++)
		{
			fseek(file, SeqID + 48 + 176 * i, SEEK_SET)
			fread(file, NumEvents, BLOCK_INT)
			fread(file, EventID, BLOCK_INT)
			fseek(file, EventID + 176 * i, SEEK_SET)
			
			// The Output Is All Sound To Precache In ViewModels (GREAT :V)
			for(k = 0; k < NumEvents; k++)
			{
				fseek(file, EventID + 4 + 76 * k, SEEK_SET)
				fread(file, Event, BLOCK_INT)
				fseek(file, 4, SEEK_CUR)
				
				if(Event != 5004)
					continue
				
				fread_blocks(file, szsoundpath, 64, BLOCK_CHAR)
				
				if(strlen(szsoundpath))
				{
					strtolower(szsoundpath)
					engfunc(EngFunc_PrecacheSound, szsoundpath)
				}
			}
		}
	}
	fclose(file)
}

stock fm_cs_get_weapon_ent_owner(ent)
{
	return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS)
}

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 do_attack(Attacker, Victim, Inflictor, Float:fDamage)
{
	fake_player_trace_attack(Attacker, Victim, fDamage)
	fake_take_damage(Attacker, Victim, fDamage, Inflictor)
}

stock fake_player_trace_attack(iAttacker, iVictim, &Float:fDamage)
{
	// get fDirection
	new Float:fAngles[3], Float:fDirection[3]
	pev(iAttacker, pev_angles, fAngles)
	angle_vector(fAngles, ANGLEVECTOR_FORWARD, fDirection)
	
	// get fStart
	new Float:fStart[3], Float:fViewOfs[3]
	pev(iAttacker, pev_origin, fStart)
	pev(iAttacker, pev_view_ofs, fViewOfs)
	xs_vec_add(fViewOfs, fStart, fStart)
	
	// get aimOrigin
	new iAimOrigin[3], Float:fAimOrigin[3]
	get_user_origin(iAttacker, iAimOrigin, 3)
	IVecFVec(iAimOrigin, fAimOrigin)
	
	// TraceLine from fStart to AimOrigin
	new ptr = create_tr2() 
	engfunc(EngFunc_TraceLine, fStart, fAimOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr)
	new pHit = get_tr2(ptr, TR_pHit)
	new iHitgroup = get_tr2(ptr, TR_iHitgroup)
	new Float:fEndPos[3]
	get_tr2(ptr, TR_vecEndPos, fEndPos)

	// get target & body at aiming
	new iTarget, iBody
	get_user_aiming(iAttacker, iTarget, iBody)
	
	// if aiming find target is iVictim then update iHitgroup
	if(iTarget == iVictim)
		iHitgroup = iBody
	
	// if ptr find target not is iVictim
	else if (pHit != iVictim)
	{
		// get AimOrigin in iVictim
		new Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3]
		pev(iVictim, pev_origin, fVicOrigin)
		pev(iVictim, pev_view_ofs, fVicViewOfs) 
		xs_vec_add(fVicViewOfs, fVicOrigin, fAimInVictim)
		fAimInVictim[2] = fStart[2]
		fAimInVictim[2] += get_distance_f(fStart, fAimInVictim) * floattan( fAngles[0] * 2.0, degrees )
		
		// check aim in size of iVictim
		new iAngleToVictim = get_angle_to_target(iAttacker, fVicOrigin)
		iAngleToVictim = abs(iAngleToVictim)
		new Float:fDis = 2.0 * get_distance_f(fStart, fAimInVictim) * floatsin( float(iAngleToVictim) * 0.5, degrees )
		new Float:fVicSize[3]
		pev(iVictim, pev_size , fVicSize)
		if ( fDis <= fVicSize[0] * 0.5 )
		{
			// TraceLine from fStart to aimOrigin in iVictim
			new ptr2 = create_tr2() 
			engfunc(EngFunc_TraceLine, fStart, fAimInVictim, DONT_IGNORE_MONSTERS, iAttacker, ptr2)
			new pHit2 = get_tr2(ptr2, TR_pHit)
			new iHitgroup2 = get_tr2(ptr2, TR_iHitgroup)
			
			// if ptr2 find target is iVictim
			if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) )
			{
				pHit = iVictim
				iHitgroup = iHitgroup2
				get_tr2(ptr2, TR_vecEndPos, fEndPos)
			}
			
			free_tr2(ptr2)
		}
		
		// if pHit still not is iVictim then set default HitGroup
		if (pHit != iVictim)
		{
			// set default iHitgroup
			iHitgroup = HIT_GENERIC
			
			new ptr3 = create_tr2() 
			engfunc(EngFunc_TraceLine, fStart, fVicOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr3)
			get_tr2(ptr3, TR_vecEndPos, fEndPos)
			
			// free ptr3
			free_tr2(ptr3)
		}
	}
	
	// set new Hit & Hitgroup & EndPos
	set_tr2(ptr, TR_pHit, iVictim)
	set_tr2(ptr, TR_iHitgroup, iHitgroup)
	set_tr2(ptr, TR_vecEndPos, fEndPos)
	
	// hitgroup multi fDamage
	new Float:fMultifDamage 
	switch(iHitgroup)
	{
		case HIT_HEAD: fMultifDamage  = 4.0
		case HIT_STOMACH: fMultifDamage  = 1.25
		case HIT_LEFTLEG: fMultifDamage  = 0.75
		case HIT_RIGHTLEG: fMultifDamage  = 0.75
		default: fMultifDamage  = 1.0
	}
	
	fDamage *= fMultifDamage
	
	// ExecuteHam
	fake_trake_attack(iAttacker, iVictim, fDamage, fDirection, ptr)
	
	// free ptr
	free_tr2(ptr)
}

stock fake_trake_attack(iAttacker, iVictim, Float:fDamage, Float:fDirection[3], iTraceHandle, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
	ExecuteHamB(Ham_TraceAttack, iVictim, iAttacker, fDamage, fDirection, iTraceHandle, iDamageBit)
}

stock fake_take_damage(iAttacker, iVictim, Float:fDamage, iInflictor = 0, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
	iInflictor = (!iInflictor) ? iAttacker : iInflictor
	ExecuteHamB(Ham_TakeDamage, iVictim, iInflictor, iAttacker, fDamage, iDamageBit)
}

stock is_wall_between_points(Float:start[3], Float:end[3], ignore_ent)
{
	static ptr
	ptr = create_tr2()

	engfunc(EngFunc_TraceLine, start, end, IGNORE_MONSTERS, ignore_ent, ptr)
	
	static Float:EndPos[3]
	get_tr2(ptr, TR_vecEndPos, EndPos)

	free_tr2(ptr)
	return floatround(get_distance_f(end, EndPos))
} 

stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
{ 
	static Float:vfEnd[3], viEnd[3] 
	get_user_origin(id, viEnd, 3)  
	IVecFVec(viEnd, vfEnd) 
	
	static Float:fOrigin[3], Float:fAngle[3]
	
	pev(id, pev_origin, fOrigin) 
	pev(id, pev_view_ofs, fAngle)
	
	xs_vec_add(fOrigin, fAngle, fOrigin) 
	
	static Float:fAttack[3]
	
	xs_vec_sub(vfEnd, fOrigin, fAttack)
	xs_vec_sub(vfEnd, fOrigin, fAttack) 
	
	static Float:fRate
	
	fRate = fDis / vector_length(fAttack)
	xs_vec_mul_scalar(fAttack, fRate, fAttack)
	
	xs_vec_add(fOrigin, fAttack, output)
}

stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize = 0.0)
{
	static Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3]
	pev(id, pev_origin, fOrigin)
	get_user_origin(id, iAimOrigin, 3) // end position from eyes
	IVecFVec(iAimOrigin, fAimOrigin)
	xs_vec_sub(fAimOrigin, fOrigin, fV1)
	
	static Float:fV2[3]
	xs_vec_sub(fTarget, fOrigin, fV2)
	
	static iResult; iResult = get_angle_between_vectors(fV1, fV2)
	
	if (TargetSize > 0.0)
	{
		static Float:fTan; fTan = TargetSize / get_distance_f(fOrigin, fTarget)
		static fAngleToTargetSize; fAngleToTargetSize = floatround( floatatan(fTan, degrees) )
		iResult -= (iResult > 0) ? fAngleToTargetSize : -fAngleToTargetSize
	}
	
	return iResult
}

stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3])
{
	static Float:fA1[3], Float:fA2[3]
	engfunc(EngFunc_VecToAngles, fV1, fA1)
	engfunc(EngFunc_VecToAngles, fV2, fA2)
	
	static iResult; iResult = floatround(fA1[1] - fA2[1])
	iResult = iResult % 360
	iResult = (iResult > 180) ? (iResult - 360) : iResult
	
	return iResult
}

/* ================= END OF ALL STOCK AND PLUGINS CREATED ================== */
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1049\\ f0\\ fs16 \n\\ par }
*/
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Raheem
Mod Developer
Mod Developer
Posts: 2214
Joined: 7 years ago
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#2

Post by Raheem » 5 years ago

Try:

Code: Select all

/*
***********************************************************************
************************** WWW.ZOMBIE-MOD.RU **************************
***********************************************************************
****** The Plugins Is Made Indonesia :) || Sorry For Bad Coding *******
** My Group Community: Counter:Strike Zombie Plague Modder Indonesia **
***********************************************************************
Tracer Color Const || Configuration In Cvar "sgdrill_trace_color"
White = 0
Red = 1
Green = 2
Yellow = 3
Blue = 4
Orange = 5
Pink = 6
*/

#include <zombie_escape>
#include <engine>
#include <fakemeta_util>
#include <cstrike>
#include <xs>

#define PLUGIN "[CSO] SG-DRILL || Magnum Drill"
#define VERSION "1.0"
#define AUTHOR "AsepKhairulAnam@CS:ZPMI || -RequiemID- || Facebook.com/asepdwa11"

// CONFIGURATION WEAPON
#define system_name		"sgdrill"
#define system_base		"xm1014"

#define DRAW_TIME		1.0
#define RELOAD_TIME		2.7

#define SLASH_TIME		0.7
#define SLASH_DELAY_TIME	1.8
#define SLASH_RADIUS		200
#define SLASH_DAMAGE		3000
#define SLASH_KNOCKBACK_POWER	1000

#define CSW_BASE		CSW_XM1014
#define WEAPON_KEY 		11092002

#define ANIMEXT			"m249"
#define ANIMEXT_SLASH		"knife"

// ALL MACRO
#define ENG_NULLENT		-1
#define EV_INT_WEAPONKEY	EV_INT_impulse

#define USE_STOPPED 		0
#define OFFSET_LINUX_WEAPONS 	4
#define OFFSET_LINUX 		5
#define OFFSET_WEAPONOWNER 	41
#define OFFSET_ACTIVE_ITEM 	373

#define m_fKnown		44
#define m_flNextPrimaryAttack 	46
#define m_flTimeWeaponIdle	48
#define m_iClip			51
#define m_fInReload		54
#define m_flNextAttack		83

// ALL ANIM
#define ANIM_SHOOT1		1
#define ANIM_SHOOT2		1
#define ANIM_SHOOT3		1
#define ANIM_SLASH		2
#define ANIM_RELOAD		3
#define ANIM_DRAW		4

#define TASK_SLASH		4412482
#define write_coord_f(%1)	engfunc(EngFunc_WriteCoord,%1)

// All Models Of The Weapon
new V_MODEL[64] = "models/v_sgdrill.mdl"
new W_MODEL[64] = "models/w_sgdrill.mdl"
new P_MODEL[64] = "models/p_sgdrill.mdl"
new P_MODEL_SLASH[64] = "models/p_sgdrill_slash.mdl"

// You Can Add Fire Sound Here
new const Fire_Sounds[][] = { "weapons/sgdrill-1.wav", "weapons/sgdrill_slash.wav" }

// All Vars Here
new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }
new cvar_dmg, cvar_recoil, cvar_clip, cvar_spd, cvar_ammo, cvar_color_trace
new g_MaxPlayers, g_orig_event, g_IsInPrimaryAttack, g_attack_type[33], Float:cl_pushangle[33][3], g_temp_slash_attack[33]
new g_has_weapon[33], g_clip_ammo[33], g_weapon_TmpClip[33], oldweap[33], g_InTempingAttack[33]

// Macros Again :v
new weapon_name_buffer[512]
new weapon_base_buffer[512]
		
const PRIMARY_WEAPONS_BIT_SUM = 
(1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<
CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
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_galil", "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" }

// START TO CREATE PLUGINS || AMXMODX FORWARD
public plugin_init()
{
	formatex(weapon_name_buffer, sizeof(weapon_name_buffer), "weapon_%s_asep", system_name)
	formatex(weapon_base_buffer, sizeof(weapon_base_buffer), "weapon_%s", system_base)
	
	register_plugin(PLUGIN, VERSION, AUTHOR)
	
	// Event And Message
	register_event("CurWeapon", "Forward_CurrentWeapon", "be", "1=1")
	register_message(get_user_msgid("DeathMsg"), "Forward_DeathMsg")
	
	// Ham Forward (Entity) || Ham_Use
	RegisterHam(Ham_Use, "func_tank", "Forward_UseStationary_Post", 1)
	RegisterHam(Ham_Use, "func_tankmortar", "Forward_UseStationary_Post", 1)
	RegisterHam(Ham_Use, "func_tankrocket", "Forward_UseStationary_Post", 1)
	RegisterHam(Ham_Use, "func_tanklaser", "Forward_UseStationary_Post", 1)
	
	// Ham Forward (Entity) || Ham_TraceAttack
	RegisterHam(Ham_TraceAttack, "func_door", "Forward_TraceAttack", 1)
	RegisterHam(Ham_TraceAttack, "func_door_rotating", "Forward_TraceAttack", 1)
	RegisterHam(Ham_TraceAttack, "func_plat", "Forward_TraceAttack", 1)
	RegisterHam(Ham_TraceAttack, "func_rotating", "Forward_TraceAttack", 1)
	RegisterHam(Ham_TraceAttack, "func_breakable", "Forward_TraceAttack", 1)
	RegisterHam(Ham_TraceAttack, "func_wall", "Forward_TraceAttack", 1)
	RegisterHam(Ham_TraceAttack, "worldspawn", "Forward_TraceAttack", 1)
	
	// Ham Forward (Weapon)
	RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base_buffer, "Weapon_PrimaryAttack")
	RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base_buffer, "Weapon_PrimaryAttack_Post", 1)
	RegisterHam(Ham_Item_PostFrame, weapon_base_buffer, "Weapon_ItemPostFrame")
	RegisterHam(Ham_Weapon_Reload, weapon_base_buffer, "Weapon_Reload")
	RegisterHam(Ham_Weapon_Reload, weapon_base_buffer, "Weapon_Reload_Post", 1)
	RegisterHam(Ham_Item_AddToPlayer, weapon_base_buffer, "Weapon_AddToPlayer")
	
	for(new i = 1; i < sizeof WEAPONENTNAMES; i++)
		if(WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "Weapon_Deploy_Post", 1)
		
	// Ham Forward (Player)
	RegisterHam(Ham_TakeDamage, "player", "Forward_TakeDamage")
	RegisterHam(Ham_TakeDamage, "func_breakable", "Forward_TakeDamage")
	RegisterHam(Ham_Killed, "player", "Forward_PlayerKilled")
	
	// Fakemeta Forward
	register_forward(FM_SetModel, "Forward_SetModel")
	register_forward(FM_UpdateClientData, "Forward_UpdateClientData_Post", 1)
	register_forward(FM_PlaybackEvent, "Forward_PlaybackEvent")
	register_forward(FM_EmitSound, "Forward_Emitsound")
	register_forward(FM_TraceLine, "Forward_Traceline")
	register_forward(FM_TraceHull, "Forward_Tracehull")
	
	// All Some Cvar
	cvar_clip = register_cvar("sgdrill_clip", "35")
	cvar_spd = register_cvar("sgdrill_speed", "0.8")
	cvar_ammo = register_cvar("sgdrill_ammo", "70")
	cvar_dmg = register_cvar("sgdrill_damage", "3.5")
	cvar_recoil = register_cvar("sgdrill_recoil", "1.0")
	cvar_color_trace = register_cvar("sgdrill_trace_color", "5")
	
	g_MaxPlayers = get_maxplayers()
}

public plugin_precache()
{
	formatex(weapon_name_buffer, sizeof(weapon_name_buffer), "weapon_%s_asep", system_name)
	formatex(weapon_base_buffer, sizeof(weapon_base_buffer), "weapon_%s", system_base)
	
	new Buffer[512]
	precache_model(V_MODEL)
	precache_model(P_MODEL)
	precache_model(W_MODEL)
	precache_model(P_MODEL_SLASH)
	
	formatex(Buffer, sizeof(Buffer), "sprites/%s.txt", weapon_name_buffer)
	precache_generic(Buffer) // EG: Output "sprites/weapon_sgdrill_asep.txt"
	
	precache_model("sprites/asep/640hud140.spr")
	precache_model("sprites/asep/640hud17.spr")
	
	for(new i = 0; i < sizeof Fire_Sounds; i++)
		precache_sound(Fire_Sounds[i])	
	
	precache_viewmodel_sound(V_MODEL)
	
	formatex(Buffer, sizeof(Buffer), "test_%s", system_name)
	register_clcmd(Buffer, "give_item") // EG: Output "test_sgdrill"
	register_clcmd(weapon_name_buffer, "weapon_hook")
	
	register_forward(FM_PrecacheEvent, "Forward_PrecacheEvent_Post", 1)
}

// Reset Bitvar (Fix Bug) If You Connect Or Disconnect Server
public client_connect(id) remove_item(id)
public client_disconnected(id) remove_item(id)
/* ========= START OF REGISTER HAM TO SUPPORT BOTS FUNC ========= */
new g_HamBot
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_TakeDamage, id, "Forward_TakeDamage")
	RegisterHamFromEntity(Ham_Killed, id, "Forward_PlayerKilled")	
}
/* ======== END OF REGISTER HAM TO SUPPORT BOTS FUNC ============= */
/* ============ START OF ALL FORWARD (FAKEMETA) ================== */
public Forward_PrecacheEvent_Post(type, const name[])
{
	new Buffer[512]
	formatex(Buffer, sizeof(Buffer), "events/%s.sc", system_base)
	if(equal(Buffer, name, 0))
	{
		g_orig_event = get_orig_retval()
		return FMRES_HANDLED
	}
	return FMRES_IGNORED
}

public Forward_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)
	
	new Buffer[512]
	formatex(Buffer, sizeof(Buffer), "models/w_%s.mdl", system_base)
	
	if(equal(model, Buffer))
	{
		static iStoredAugID
		
		iStoredAugID = find_ent_by_owner(ENG_NULLENT, weapon_base_buffer, entity)
	
		if(!is_valid_ent(iStoredAugID))
			return FMRES_IGNORED
	
		if(g_has_weapon[iOwner])
		{
			entity_set_int(iStoredAugID, EV_INT_WEAPONKEY, WEAPON_KEY)
			remove_item(iOwner)
			entity_set_model(entity, W_MODEL)
			
			return FMRES_SUPERCEDE
		}
	}
	return FMRES_IGNORED
}

public Forward_UseStationary_Post(entity, caller, activator, use_type)
{
	if(use_type == USE_STOPPED && is_user_connected(caller))
		replace_weapon_models(caller, get_user_weapon(caller))
}

public Forward_UpdateClientData_Post(Player, SendWeapons, CD_Handle)
{
	if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_BASE || !g_has_weapon[Player]))
		return FMRES_IGNORED
	
	set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)
	return FMRES_HANDLED
}

public Forward_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
	if ((eventid != g_orig_event) || !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 Forward_TakeDamage(victim, inflictor, attacker, Float:damage)
{
	if(victim != attacker && is_user_connected(attacker))
	{
		if(get_user_weapon(attacker) == CSW_BASE)
		{
			if(g_has_weapon[attacker])
			{
				SetHamParamFloat(4, damage * get_pcvar_float(cvar_dmg))
				set_hudmessage(255, 0, 0, -1.0, 0.46, 0, 0.2, 0.2)
				show_hudmessage(attacker, "\         /^n^n/         \")
						
				// Effect Like CSO || I Think Haha..
				// \            /	 (Like This)
				//	 +		 (Crosshair Default)
				// /            \	 (If Enemy TakeDamage Or Entity To BreakAble)
			}
		}
	}
}

public Forward_Emitsound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
{
	if(!is_user_alive(id) || !is_user_connected(id))
		return FMRES_IGNORED
	if(!g_has_weapon[id] || !g_InTempingAttack[id])
		return FMRES_IGNORED
		
	if(sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i')
	{
		if(sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a')
			return FMRES_SUPERCEDE
		if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't')
		{
			if (sample[17] == 'w')  return FMRES_SUPERCEDE
			else  return FMRES_SUPERCEDE
		}
		if (sample[14] == 's' && sample[15] == 't' && sample[16] == 'a')
			return FMRES_SUPERCEDE;
	}
	
	return FMRES_IGNORED
}

public Forward_Traceline(Float:vector_start[3], Float:vector_end[3], ignored_monster, id, handle)
{
	if(!is_user_alive(id) || !is_user_connected(id))
		return FMRES_IGNORED
	if(!g_InTempingAttack[id])
		return FMRES_IGNORED
	
	static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
	
	pev(id, pev_origin, fOrigin)
	pev(id, pev_view_ofs, view_ofs)
	xs_vec_add(fOrigin, view_ofs, vecStart)
	pev(id, pev_v_angle, v_angle)
	
	engfunc(EngFunc_MakeVectors, v_angle)
	get_global_vector(GL_v_forward, v_forward)

	xs_vec_mul_scalar(v_forward, 0.0, v_forward)
	xs_vec_add(vecStart, v_forward, vecEnd)
	
	engfunc(EngFunc_TraceLine, vecStart, vecEnd, ignored_monster, id, handle)
	
	return FMRES_SUPERCEDE
}

public Forward_Tracehull(Float:vector_start[3], Float:vector_end[3], ignored_monster, hull, id, handle)
{
	if(!is_user_alive(id) || !is_user_connected(id))
		return FMRES_IGNORED
	if(!g_InTempingAttack[id])
		return FMRES_IGNORED
	
	static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
	
	pev(id, pev_origin, fOrigin)
	pev(id, pev_view_ofs, view_ofs)
	xs_vec_add(fOrigin, view_ofs, vecStart)
	pev(id, pev_v_angle, v_angle)
	
	engfunc(EngFunc_MakeVectors, v_angle)
	get_global_vector(GL_v_forward, v_forward)
	
	xs_vec_mul_scalar(v_forward, 0.0, v_forward)
	xs_vec_add(vecStart, v_forward, vecEnd)
	
	engfunc(EngFunc_TraceHull, vecStart, vecEnd, ignored_monster, hull, id, handle)
	
	return FMRES_SUPERCEDE
}
/* ================= END OF ALL FAKEMETA FORWARD ================= */
/* ================= START OF ALL MESSAGE FORWARD ================ */
public Forward_CurrentWeapon(id)
{
	replace_weapon_models(id, read_data(2))
     
	if(!is_user_alive(id))
		return
	
	if(read_data(2) != CSW_BASE || !g_has_weapon[id])
		return
     
	static Float:Speed
	if(g_has_weapon[id] && !cs_get_user_zoom(id))
		Speed = get_pcvar_float(cvar_spd)
	else if(g_has_weapon[id] && cs_get_user_zoom(id))
		Speed = get_pcvar_float(cvar_spd)*2
		
	static weapon[32], Ent
	get_weaponname(read_data(2), weapon, 31)
	Ent = find_ent_by_owner(-1, weapon, id)
	if(pev_valid(Ent))
	{
		static Float:Delay
		Delay = get_pdata_float(Ent, 46, 4) * Speed
		if(Delay > 0.0) set_pdata_float(Ent, 46, Delay, 4)
	}
}
/* ================== END OF ALL MESSAGE FORWARD ================ */
/* ================== START OF ALL EVENT FORWARD ================ */
public Forward_DeathMsg(msg_id, msg_dest, id)
{
	static szTruncatedWeapon[33], iAttacker, iVictim
	
	get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon))
	
	iAttacker = get_msg_arg_int(1)
	iVictim = get_msg_arg_int(2)
	
	if(!is_user_connected(iAttacker) || iAttacker == iVictim)
		return PLUGIN_CONTINUE
	
	if(equal(szTruncatedWeapon, system_base) || equal(szTruncatedWeapon, "knife") && get_user_weapon(iAttacker) == CSW_BASE)
	{
		if(g_has_weapon[iAttacker])
			set_msg_arg_string(4, system_name)
	}
	return PLUGIN_CONTINUE
}
/* ================== END OF ALL EVENT FORWARD =================== */
/* ================== START OF ALL HAM FORWARD ============== */
public Forward_PlayerKilled(id) remove_item(id)
public Forward_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_BASE || !g_has_weapon[iAttacker])
		return

	static Float:flEnd[3], Float:WallVector[3]
	get_tr2(ptr, TR_vecEndPos, flEnd)
	get_tr2(ptr, TR_vecPlaneNormal, WallVector)
	
	if(iEnt)
	{
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
		write_byte(TE_DECAL)
		write_coord_f(flEnd[0])
		write_coord_f(flEnd[1])
		write_coord_f(flEnd[2])
		write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
		write_short(iEnt)
		message_end()
	}
	else
	{
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
		write_byte(TE_WORLDDECAL)
		write_coord_f(flEnd[0])
		write_coord_f(flEnd[1])
		write_coord_f(flEnd[2])
		write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
		message_end()
	}
	
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
	write_byte(TE_GUNSHOTDECAL)
	write_coord_f(flEnd[0])
	write_coord_f(flEnd[1])
	write_coord_f(flEnd[2])
	write_short(iAttacker)
	write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
	message_end()

	message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
	write_byte(TE_STREAK_SPLASH)
	engfunc(EngFunc_WriteCoord, flEnd[0])
	engfunc(EngFunc_WriteCoord, flEnd[1])
	engfunc(EngFunc_WriteCoord, flEnd[2])
	engfunc(EngFunc_WriteCoord, WallVector[0] * random_float(25.0,30.0))
	engfunc(EngFunc_WriteCoord, WallVector[1] * random_float(25.0,30.0))
	engfunc(EngFunc_WriteCoord, WallVector[2] * random_float(25.0,30.0))
	write_byte(get_pcvar_num(cvar_color_trace))
	write_short(12)
	write_short(3)
	write_short(75)	
	message_end()
}

public Weapon_Deploy_Post(weapon_entity)
{
	static owner
	owner = fm_cs_get_weapon_ent_owner(weapon_entity)
	
	static weaponid
	weaponid = cs_get_weapon_id(weapon_entity)
	
	replace_weapon_models(owner, weaponid)
}

public Weapon_AddToPlayer(weapon_entity, id)
{
	if(!is_valid_ent(weapon_entity) || !is_user_connected(id))
		return HAM_IGNORED
	
	if(entity_get_int(weapon_entity, EV_INT_WEAPONKEY) == WEAPON_KEY)
	{
		g_has_weapon[id] = true
		entity_set_int(weapon_entity, EV_INT_WEAPONKEY, 0)
		set_weapon_list(id, weapon_name_buffer, CSW_BASE)
		
		return HAM_HANDLED
	}
	else
	{
		set_weapon_list(id, weapon_base_buffer, CSW_BASE)
	}
	
	return HAM_IGNORED
}

public Weapon_PrimaryAttack(weapon_entity)
{
	new Player = get_pdata_cbase(weapon_entity, 41, 4)
	
	if(!g_has_weapon[Player])
		return
	
	g_IsInPrimaryAttack = 1
	pev(Player,pev_punchangle,cl_pushangle[Player])
	
	g_clip_ammo[Player] = cs_get_weapon_ammo(weapon_entity)
}

public Weapon_PrimaryAttack_Post(weapon_entity)
{
	g_IsInPrimaryAttack = 0
	new Player = get_pdata_cbase(weapon_entity, 41, 4)
	
	new szClip, szAmmo
	get_user_weapon(Player, szClip, szAmmo)
	
	if(!is_user_alive(Player))
		return
		
	if(g_has_weapon[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,get_pcvar_float(cvar_recoil),push)
		
		xs_vec_add(push,cl_pushangle[Player],push)
		set_pev(Player,pev_punchangle,push)
		
		emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
		if(!g_attack_type[Player])
		{
			static random_number
			random_number = random_num(0,1)
			if(!random_number) set_weapon_anim(Player, ANIM_SHOOT1)
			else set_weapon_anim(Player, ANIM_SHOOT3)
			
			g_attack_type[Player] = 1
		}
		else
		{
			set_weapon_anim(Player, ANIM_SHOOT2)
			g_attack_type[Player] = 0
		}
	}
}

public Weapon_ItemPostFrame(weapon_entity) 
{
	new id = pev(weapon_entity, pev_owner)
	if(!is_user_connected(id))
		return HAM_IGNORED

	if(!g_has_weapon[id])
		return HAM_IGNORED

	static iClipExtra
     
	iClipExtra = get_pcvar_num(cvar_clip)
	new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, OFFSET_LINUX)

	new iBpAmmo = cs_get_user_bpammo(id, CSW_BASE)
	new iClip = get_pdata_int(weapon_entity, m_iClip, OFFSET_LINUX_WEAPONS)

	new fInReload = get_pdata_int(weapon_entity, m_fInReload, OFFSET_LINUX_WEAPONS) 
	if(fInReload && flNextAttack <= 0.0)
	{
		new j = min(iClipExtra - iClip, iBpAmmo)
	
		set_pdata_int(weapon_entity, m_iClip, iClip + j, OFFSET_LINUX_WEAPONS)
		cs_set_user_bpammo(id, CSW_BASE, iBpAmmo-j)
		
		set_pdata_int(weapon_entity, m_fInReload, 0, OFFSET_LINUX_WEAPONS)
		fInReload = 0
	}
	else if(!fInReload && !get_pdata_int(weapon_entity, 74, 4))
	{
		if(get_pdata_float(weapon_entity, 47, 4) <= 0.0 || get_pdata_float(weapon_entity, 48, 4) <= 8.066)
		{
			if(pev(id, pev_button) & IN_ATTACK2 && !g_temp_slash_attack[id])
			{
				remove_task(id+TASK_SLASH)
				g_temp_slash_attack[id] = 1
				
				create_fake_attack(id)
				set_weapon_anim(id, ANIM_SLASH)
				emit_sound(id, CHAN_WEAPON, Fire_Sounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
				
				set_pev(id, pev_weaponmodel2, P_MODEL_SLASH)
				set_task(SLASH_TIME, "Slash_Attack", id+TASK_SLASH)
				
				set_player_nextattackx(id, SLASH_DELAY_TIME)
				set_weapons_timeidle(id, CSW_BASE, SLASH_DELAY_TIME)
			}
		}
	}
	
	return HAM_IGNORED
}

public Weapon_Reload(weapon_entity) 
{
	new id = pev(weapon_entity, pev_owner)
	if(!is_user_connected(id))
		return HAM_IGNORED
	if(!g_has_weapon[id])
		return HAM_IGNORED

	static iClipExtra
	if(g_has_weapon[id])
		iClipExtra = get_pcvar_num(cvar_clip)

	g_weapon_TmpClip[id] = -1

	new iBpAmmo = cs_get_user_bpammo(id, CSW_BASE)
	new iClip = get_pdata_int(weapon_entity, m_iClip, OFFSET_LINUX_WEAPONS)

	if(iBpAmmo <= 0)
		return HAM_SUPERCEDE

	if(iClip >= iClipExtra)
		return HAM_SUPERCEDE

	g_weapon_TmpClip[id] = iClip

	return HAM_IGNORED
}

public Weapon_Reload_Post(weapon_entity) 
{
	new id = pev(weapon_entity, pev_owner)
	if (!is_user_connected(id))
		return HAM_IGNORED

	if(!g_has_weapon[id])
		return HAM_IGNORED
	if(g_weapon_TmpClip[id] == -1)
		return HAM_IGNORED
	
	remove_task(id+TASK_SLASH)
	g_temp_slash_attack[id] = 0
	
	set_pdata_int(weapon_entity, m_iClip, g_weapon_TmpClip[id], OFFSET_LINUX_WEAPONS)
	set_pdata_float(weapon_entity, m_flTimeWeaponIdle, RELOAD_TIME, OFFSET_LINUX_WEAPONS)
	set_pdata_float(id, m_flNextAttack, RELOAD_TIME, OFFSET_LINUX)
	set_pdata_int(weapon_entity, m_fInReload, 1, OFFSET_LINUX_WEAPONS)
	
	set_weapon_anim(id, ANIM_RELOAD)
	set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)
	
	return HAM_IGNORED
}

/* ===================== END OF ALL HAM FORWARD ====================== */
/* ================= START OF OTHER PUBLIC FUNCTION  ================= */
public give_item(id)
{
	drop_weapons(id, 1)
	
	new iWeapon = fm_give_item(id, weapon_base_buffer)
	
	if(iWeapon > 0)
	{
		cs_set_weapon_ammo(iWeapon, get_pcvar_num(cvar_clip))
		cs_set_user_bpammo(id, CSW_BASE, get_pcvar_num(cvar_ammo))
		emit_sound(id, CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM,0,PITCH_NORM)
		
		set_weapon_anim(id, ANIM_DRAW)
		set_pdata_float(id, m_flNextAttack, DRAW_TIME, OFFSET_LINUX)

		set_weapon_list(id, weapon_name_buffer, CSW_BASE)
		set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)
	}
	
	g_has_weapon[id] = true
	g_attack_type[id] = 0
	g_temp_slash_attack[id] = 0
}

public remove_item(id)
{
	g_has_weapon[id] = false
	g_attack_type[id] = 0
	g_temp_slash_attack[id] = 0
}

public plugin_natives ()
{
	register_native("give_magnum_drill", "native_give_magnum_drill", 1)
}

public native_give_magnum_drill(id)
{
	give_item(id)
}

public ze_user_humanized(id)
{ 
	remove_item(id)
}

public weapon_hook(id)
{
	engclient_cmd(id, weapon_base_buffer)
	return PLUGIN_HANDLED
}

public Slash_Attack(id)
{
	id -= TASK_SLASH
	
	if(!is_user_alive(id) || !is_user_connected(id))
		return
	if(!g_temp_slash_attack[id])
		return
		
	for(new Target = 0; Target < get_maxplayers(); Target++)
	{
		if(!is_user_alive(Target))
			continue
		
		// Shake Screen :v
		message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenShake"), _, id)
		write_short((1<<12) * 4) 
		write_short((1<<12) * 1) 
		write_short((1<<12) * 4) 
		message_end()
		
		if(cs_get_user_team(Target) == cs_get_user_team(id))
			continue
		if(id == Target)
			continue
		if(entity_range(id, Target) > float(SLASH_RADIUS))
			continue
		
		new Float:VicOrigin[3], Float:MyOrigin[3]
		pev(Target, pev_origin, VicOrigin)
		pev(id, pev_origin, MyOrigin)
		
		if(!is_in_viewcone(id, VicOrigin, 1))
			continue
		if(is_wall_between_points(MyOrigin, VicOrigin, id))
			continue
		
		do_attack(id, Target, 0, float(SLASH_DAMAGE))
		set_hook_entity(Target, MyOrigin, float(SLASH_KNOCKBACK_POWER), 2)
	}
	
	set_pev(id, pev_weaponmodel2, P_MODEL)
	set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)
	
	g_temp_slash_attack[id] = 0
}

public create_fake_attack(id)
{
	static Ent
	Ent = fm_get_user_weapon_entity(id, CSW_KNIFE)
	
	if(!pev_valid(Ent))
		return
	
	g_InTempingAttack[id] = 1
	ExecuteHamB(Ham_Weapon_PrimaryAttack, Ent)
	
	static iAnimDesired,  szAnimation[64]
	formatex(szAnimation, charsmax(szAnimation), (pev(id, pev_flags) & FL_DUCKING) ? "crouch_shoot_%s" : "ref_shoot_%s", ANIMEXT_SLASH)
	if((iAnimDesired = lookup_sequence(id, szAnimation)) == -1)
		iAnimDesired = 0
		
	set_pev(id, pev_sequence, iAnimDesired)
	g_InTempingAttack[id] = 0
}

public replace_weapon_models(id, weaponid)
{
	remove_task(id+TASK_SLASH)
	g_temp_slash_attack[id] = 0
	
	switch(weaponid)
	{
		case CSW_BASE:
		{
			if(g_has_weapon[id])
			{
				set_pev(id, pev_viewmodel2, V_MODEL)
				set_pev(id, pev_weaponmodel2, P_MODEL)
				
				if(oldweap[id] != CSW_BASE) 
				{
					set_weapon_anim(id, ANIM_DRAW)
					set_player_nextattackx(id, DRAW_TIME)
					set_weapons_timeidle(id, CSW_BASE, DRAW_TIME)
					set_weapon_list(id, weapon_name_buffer, CSW_BASE)
					
					set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)
				}
			}
		}
	}
	
	oldweap[id] = weaponid
}

/* ============= END OF OTHER PUBLIC FUNCTION (Weapon) ============= */
/* ================= START OF ALL STOCK TO MACROS ================== */
stock set_weapon_list(id, const weapon_namee[], const CSW_NAMEE)
{
	message_begin(MSG_ONE, get_user_msgid("WeaponList"), {0,0,0}, id)
	write_string(weapon_namee)
	write_byte(5)
	write_byte(32)
	write_byte(-1)
	write_byte(-1)
	write_byte(0)
	write_byte(12)
	write_byte(CSW_NAMEE)
	write_byte(0)
	message_end()
}

stock set_hook_entity(ent, Float:VicOrigin[3], Float:speed, type)
{
	static Float:fl_Velocity[3]
	static Float:EntOrigin[3]
	
	pev(ent, pev_origin, EntOrigin)
	static Float:distance_f
	distance_f = get_distance_f(EntOrigin, VicOrigin)
	
	new Float:fl_Time = distance_f / speed
	
	if(type == 1)
	{
		fl_Velocity[0] = ((VicOrigin[0] - EntOrigin[0]) / fl_Time)
		fl_Velocity[1] = ((VicOrigin[1] - EntOrigin[1]) / fl_Time)
		fl_Velocity[2] = ((VicOrigin[2] - EntOrigin[2]) / fl_Time) + random_float(200.0, 300.0)	
	} else if(type == 2) {
		fl_Velocity[0] = ((EntOrigin[0] - VicOrigin[0]) / fl_Time)
		fl_Velocity[1] = ((EntOrigin[1] - VicOrigin[1]) / fl_Time)
		fl_Velocity[2] = ((EntOrigin[2] - VicOrigin[2]) / fl_Time) + random_float(200.0, 300.0)
	}

	set_pev(ent, pev_velocity, fl_Velocity)
}

stock drop_weapons(id, dropwhat)
{
	static weapons[32], num = 0, i, weaponid
	get_user_weapons(id, weapons, num)
     
	for (i = 0; i < num; i++)
	{
		weaponid = weapons[i]
          
		if(dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
		{
			static wname[32]
			get_weaponname(weaponid, wname, sizeof wname - 1)
			engclient_cmd(id, "drop", wname)
		}
	}
}
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, OFFSET_LINUX_WEAPONS)
	set_pdata_float(entwpn, 47, TimeIdle, OFFSET_LINUX_WEAPONS)
	set_pdata_float(entwpn, 48, TimeIdle + 1.0, OFFSET_LINUX_WEAPONS)
}

stock set_weapons_timeidlex(id, Float:TimeIdle, Float:Idle)
{
	new entwpn = fm_get_user_weapon_entity(id, CSW_BASE)
	if(!pev_valid(entwpn)) 
		return
	
	set_pdata_float(entwpn, 46, TimeIdle, 4)
	set_pdata_float(entwpn, 47, TimeIdle, 4)
	set_pdata_float(entwpn, 48, Idle, 4)
}

stock set_weapon_anim(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()
}

stock precache_viewmodel_sound(const model[]) // I Get This From BTE
{
	new file, i, k
	if((file = fopen(model, "rt")))
	{
		new szsoundpath[64], NumSeq, SeqID, Event, NumEvents, EventID
		fseek(file, 164, SEEK_SET)
		fread(file, NumSeq, BLOCK_INT)
		fread(file, SeqID, BLOCK_INT)
		
		for(i = 0; i < NumSeq; i++)
		{
			fseek(file, SeqID + 48 + 176 * i, SEEK_SET)
			fread(file, NumEvents, BLOCK_INT)
			fread(file, EventID, BLOCK_INT)
			fseek(file, EventID + 176 * i, SEEK_SET)
			
			// The Output Is All Sound To Precache In ViewModels (GREAT :V)
			for(k = 0; k < NumEvents; k++)
			{
				fseek(file, EventID + 4 + 76 * k, SEEK_SET)
				fread(file, Event, BLOCK_INT)
				fseek(file, 4, SEEK_CUR)
				
				if(Event != 5004)
					continue
				
				fread_blocks(file, szsoundpath, 64, BLOCK_CHAR)
				
				if(strlen(szsoundpath))
				{
					strtolower(szsoundpath)
					engfunc(EngFunc_PrecacheSound, szsoundpath)
				}
			}
		}
	}
	fclose(file)
}

stock fm_cs_get_weapon_ent_owner(ent)
{
	return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS)
}

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 do_attack(Attacker, Victim, Inflictor, Float:fDamage)
{
	fake_player_trace_attack(Attacker, Victim, fDamage)
	fake_take_damage(Attacker, Victim, fDamage, Inflictor)
}

stock fake_player_trace_attack(iAttacker, iVictim, &Float:fDamage)
{
	// get fDirection
	new Float:fAngles[3], Float:fDirection[3]
	pev(iAttacker, pev_angles, fAngles)
	angle_vector(fAngles, ANGLEVECTOR_FORWARD, fDirection)
	
	// get fStart
	new Float:fStart[3], Float:fViewOfs[3]
	pev(iAttacker, pev_origin, fStart)
	pev(iAttacker, pev_view_ofs, fViewOfs)
	xs_vec_add(fViewOfs, fStart, fStart)
	
	// get aimOrigin
	new iAimOrigin[3], Float:fAimOrigin[3]
	get_user_origin(iAttacker, iAimOrigin, 3)
	IVecFVec(iAimOrigin, fAimOrigin)
	
	// TraceLine from fStart to AimOrigin
	new ptr = create_tr2() 
	engfunc(EngFunc_TraceLine, fStart, fAimOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr)
	new pHit = get_tr2(ptr, TR_pHit)
	new iHitgroup = get_tr2(ptr, TR_iHitgroup)
	new Float:fEndPos[3]
	get_tr2(ptr, TR_vecEndPos, fEndPos)

	// get target & body at aiming
	new iTarget, iBody
	get_user_aiming(iAttacker, iTarget, iBody)
	
	// if aiming find target is iVictim then update iHitgroup
	if(iTarget == iVictim)
		iHitgroup = iBody
	
	// if ptr find target not is iVictim
	else if (pHit != iVictim)
	{
		// get AimOrigin in iVictim
		new Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3]
		pev(iVictim, pev_origin, fVicOrigin)
		pev(iVictim, pev_view_ofs, fVicViewOfs) 
		xs_vec_add(fVicViewOfs, fVicOrigin, fAimInVictim)
		fAimInVictim[2] = fStart[2]
		fAimInVictim[2] += get_distance_f(fStart, fAimInVictim) * floattan( fAngles[0] * 2.0, degrees )
		
		// check aim in size of iVictim
		new iAngleToVictim = get_angle_to_target(iAttacker, fVicOrigin)
		iAngleToVictim = abs(iAngleToVictim)
		new Float:fDis = 2.0 * get_distance_f(fStart, fAimInVictim) * floatsin( float(iAngleToVictim) * 0.5, degrees )
		new Float:fVicSize[3]
		pev(iVictim, pev_size , fVicSize)
		if ( fDis <= fVicSize[0] * 0.5 )
		{
			// TraceLine from fStart to aimOrigin in iVictim
			new ptr2 = create_tr2() 
			engfunc(EngFunc_TraceLine, fStart, fAimInVictim, DONT_IGNORE_MONSTERS, iAttacker, ptr2)
			new pHit2 = get_tr2(ptr2, TR_pHit)
			new iHitgroup2 = get_tr2(ptr2, TR_iHitgroup)
			
			// if ptr2 find target is iVictim
			if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) )
			{
				pHit = iVictim
				iHitgroup = iHitgroup2
				get_tr2(ptr2, TR_vecEndPos, fEndPos)
			}
			
			free_tr2(ptr2)
		}
		
		// if pHit still not is iVictim then set default HitGroup
		if (pHit != iVictim)
		{
			// set default iHitgroup
			iHitgroup = HIT_GENERIC
			
			new ptr3 = create_tr2() 
			engfunc(EngFunc_TraceLine, fStart, fVicOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr3)
			get_tr2(ptr3, TR_vecEndPos, fEndPos)
			
			// free ptr3
			free_tr2(ptr3)
		}
	}
	
	// set new Hit & Hitgroup & EndPos
	set_tr2(ptr, TR_pHit, iVictim)
	set_tr2(ptr, TR_iHitgroup, iHitgroup)
	set_tr2(ptr, TR_vecEndPos, fEndPos)
	
	// hitgroup multi fDamage
	new Float:fMultifDamage 
	switch(iHitgroup)
	{
		case HIT_HEAD: fMultifDamage  = 4.0
		case HIT_STOMACH: fMultifDamage  = 1.25
		case HIT_LEFTLEG: fMultifDamage  = 0.75
		case HIT_RIGHTLEG: fMultifDamage  = 0.75
		default: fMultifDamage  = 1.0
	}
	
	fDamage *= fMultifDamage
	
	// ExecuteHam
	fake_trake_attack(iAttacker, iVictim, fDamage, fDirection, ptr)
	
	// free ptr
	free_tr2(ptr)
}

stock fake_trake_attack(iAttacker, iVictim, Float:fDamage, Float:fDirection[3], iTraceHandle, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
	ExecuteHamB(Ham_TraceAttack, iVictim, iAttacker, fDamage, fDirection, iTraceHandle, iDamageBit)
}

stock fake_take_damage(iAttacker, iVictim, Float:fDamage, iInflictor = 0, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
	iInflictor = (!iInflictor) ? iAttacker : iInflictor
	ExecuteHamB(Ham_TakeDamage, iVictim, iInflictor, iAttacker, fDamage, iDamageBit)
}

stock is_wall_between_points(Float:start[3], Float:end[3], ignore_ent)
{
	static ptr
	ptr = create_tr2()

	engfunc(EngFunc_TraceLine, start, end, IGNORE_MONSTERS, ignore_ent, ptr)
	
	static Float:EndPos[3]
	get_tr2(ptr, TR_vecEndPos, EndPos)

	free_tr2(ptr)
	return floatround(get_distance_f(end, EndPos))
} 

stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
{ 
	static Float:vfEnd[3], viEnd[3] 
	get_user_origin(id, viEnd, 3)  
	IVecFVec(viEnd, vfEnd) 
	
	static Float:fOrigin[3], Float:fAngle[3]
	
	pev(id, pev_origin, fOrigin) 
	pev(id, pev_view_ofs, fAngle)
	
	xs_vec_add(fOrigin, fAngle, fOrigin) 
	
	static Float:fAttack[3]
	
	xs_vec_sub(vfEnd, fOrigin, fAttack)
	xs_vec_sub(vfEnd, fOrigin, fAttack) 
	
	static Float:fRate
	
	fRate = fDis / vector_length(fAttack)
	xs_vec_mul_scalar(fAttack, fRate, fAttack)
	
	xs_vec_add(fOrigin, fAttack, output)
}

stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize = 0.0)
{
	static Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3]
	pev(id, pev_origin, fOrigin)
	get_user_origin(id, iAimOrigin, 3) // end position from eyes
	IVecFVec(iAimOrigin, fAimOrigin)
	xs_vec_sub(fAimOrigin, fOrigin, fV1)
	
	static Float:fV2[3]
	xs_vec_sub(fTarget, fOrigin, fV2)
	
	static iResult; iResult = get_angle_between_vectors(fV1, fV2)
	
	if (TargetSize > 0.0)
	{
		static Float:fTan; fTan = TargetSize / get_distance_f(fOrigin, fTarget)
		static fAngleToTargetSize; fAngleToTargetSize = floatround( floatatan(fTan, degrees) )
		iResult -= (iResult > 0) ? fAngleToTargetSize : -fAngleToTargetSize
	}
	
	return iResult
}

stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3])
{
	static Float:fA1[3], Float:fA2[3]
	engfunc(EngFunc_VecToAngles, fV1, fA1)
	engfunc(EngFunc_VecToAngles, fV2, fA2)
	
	static iResult; iResult = floatround(fA1[1] - fA2[1])
	iResult = iResult % 360
	iResult = (iResult > 180) ? (iResult - 360) : iResult
	
	return iResult
}
He who fails to plan is planning to fail

czirimbolo
Veteran Member
Veteran Member
Poland
Posts: 598
Joined: 7 years ago
Contact:

#3

Post by czirimbolo » 5 years ago

Worked, thanks
Image

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