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/* Plugin generated by AMXX-Studio */
#include <amxmodx>
#include <fakemeta>
#include <fakemeta_util>
#include <engine>
#include <hamsandwich>
#include <xs>
#define PLUGIN "Magnum Lancer"
#define VERSION "2.0"
#define AUTHOR "Bim Bim Cay"
// Models
#define v_model "models/v_sgmissile.mdl"
#define w_model "models/w_sgmissile.mdl"
#define p_modela "models/p_sgmissile_a.mdl"
#define p_modelb "models/p_sgmissile_b.mdl"
// Sounds
#define attack1_sound "weapons/sgmissile-1.wav"
#define attack2_sound "weapons/sgmissile-2.wav"
#define reload_sound "weapons/sgmissile_reload.wav"
#define explode_sound "weapons/sgmissile_exp.wav"
// Sprites
#define ef_ball "sprites/ef_sgmissile_line.spr"
#define ef_explode "sprites/ef_sgmissile.spr"
#define muzzle_flash1 "sprites/muzzleflash64.spr"
#define muzzle_flash2 "sprites/muzzleflash75.spr"
// Anims
#define ANIM_IDLE 0
#define ANIM_RELOAD 1
#define ANIM_DRAW 2
#define ANIM_SHOOT 3
#define ANIM_IDLEB 4
#define ANIM_RELOADB 5
#define ANIM_DRAWB 6
#define ANIM_SHOOTB1 7
#define ANIM_SHOOTB2 8
#define ANIM_SHOOTMISSLE 9
#define ANIM_SHOOTMISSLELAST 10
#define ANIM_MISSLEON 11
#define ANIM_EXTENSION "m249"
// Entity Classname
#define BALL_CLASSNAME "Magnum_EfBall"
#define LINE_CLASSNAME "Magnum_EfLine"
#define MUZZLEFLASH1_CLASSNAME "Muzzle_MagnumLancer1"
#define MUZZLEFLASH2_CLASSNAME "Muzzle_MagnumLancer2"
// Configs
#define WEAPON_NAME "weapon_sgmissile"
#define WEAPON_BASE "weapon_m3"
#define WEAPON_MAX_CLIP 30
#define WEAPON_DEFAULT_AMMO 90
#define WEAPON_MAX_BATTERY 10
#define WEAPON_SHOOT_DAMAGE 100.0
#define WEAPON_EXPLODE_DAMAGE 2000.0
#define WEAPON_EXPLODE_RADIUS 75.0
#define WEAPON_TIME_NEXT_IDLE 10.0
#define WEAPON_TIME_NEXT_ATTACK 0.25
#define WEAPON_TIME_NEXT_ATTACK2 0.4
#define WEAPON_TIME_DELAY_DEPLOY 1.0
#define WEAPON_TIME_DELAY_RELOAD 2.0
#define WEAPON_TIME_DELAY_CHARGE 3.0
// MACROS
#define Get_BitVar(%1,%2) (%1 & (1 << (%2 & 31)))
#define Set_BitVar(%1,%2) %1 |= (1 << (%2 & 31))
#define UnSet_BitVar(%1,%2) %1 &= ~(1 << (%2 & 31))
#define INSTANCE(%0) ((%0 == -1) ? 0 : %0)
#define IsValidPev(%0) (pev_valid(%0) == 2)
#define IsObserver(%0) pev(%0,pev_iuser1)
#define OBS_IN_EYE 4
#define MSGID_WEAPONLIST 78
new g_iszWeaponKey
new g_iForwardDecalIndex
new g_Fire_SprId
// Safety
new g_HamBot
new g_IsConnected, g_IsAlive, g_PlayerWeapon[33]
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
// Safety
Register_SafetyFunc()
// Forward
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_TraceLine, "fw_TraceLine_Post", 1)
register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")
register_forward(FM_SetModel, "fw_SetModel")
unregister_forward(FM_DecalIndex, g_iForwardDecalIndex, 1)
// Think
register_think(MUZZLEFLASH1_CLASSNAME, "fw_MuzzleFlash1_Think")
register_think(MUZZLEFLASH2_CLASSNAME, "fw_MuzzleFlash2_Think")
register_think(BALL_CLASSNAME, "fw_Ball_Think")
register_think(LINE_CLASSNAME, "fw_Line_Think")
register_touch(BALL_CLASSNAME, "*", "fw_Ball_Touch")
// Ham
RegisterHam(Ham_Spawn, "weaponbox", "fw_Weaponbox_Spawn_Post", 1)
RegisterHam(Ham_Item_Deploy, WEAPON_BASE, "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, WEAPON_BASE, "fw_Item_AddToPlayer")
RegisterHam(Ham_Item_PostFrame, WEAPON_BASE, "fw_Item_PostFrame")
RegisterHam(Ham_Weapon_Reload, WEAPON_BASE, "fw_Weapon_Reload")
RegisterHam(Ham_Weapon_WeaponIdle, WEAPON_BASE, "fw_Weapon_WeaponIdle")
RegisterHam(Ham_Weapon_PrimaryAttack, WEAPON_BASE, "fw_Weapon_PrimaryAttack")
RegisterHam(Ham_TraceAttack, "func_breakable", "fw_TraceAttack_Entity")
RegisterHam(Ham_TraceAttack, "info_target", "fw_TraceAttack_Entity")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Entity")
register_clcmd("say /get", "Get_MyWeapon")
}
public plugin_precache()
{
precache_model(v_model)
precache_model(w_model)
precache_model(p_modela)
precache_model(p_modelb)
precache_model(ef_ball)
precache_model(muzzle_flash1)
precache_model(muzzle_flash2)
g_Fire_SprId = precache_model(ef_explode)
precache_sound(attack1_sound)
precache_sound(attack2_sound)
precache_sound(reload_sound)
precache_sound(explode_sound)
new TextFile[32]
formatex(TextFile, charsmax(TextFile), "sprites/%s.txt", WEAPON_NAME)
precache_generic(TextFile)
g_iszWeaponKey = engfunc(EngFunc_AllocString, WEAPON_NAME)
g_iForwardDecalIndex = register_forward(FM_DecalIndex, "fw_DecalIndex_Post", 1)
register_message(MSGID_WEAPONLIST, "MsgHook_WeaponList")
}
public client_putinserver(iPlayer)
{
Safety_Connected(iPlayer)
if(!g_HamBot && is_user_bot(iPlayer))
{
g_HamBot = 1
set_task(0.1, "Register_HamBot", iPlayer)
}
}
public Register_HamBot(iPlayer)
{
Register_SafetyFuncBot(iPlayer)
RegisterHamFromEntity(Ham_TraceAttack, iPlayer, "fw_TraceAttack_Entity")
}
public client_disconnect(iPlayer)
{
Safety_Disconnected(iPlayer)
}
public Get_MyWeapon(iPlayer)
{
Weapon_Give(iPlayer)
}
public fw_UpdateClientData_Post(iPlayer, sendweapons, CD_Handle)
{
enum
{
SPEC_MODE,
SPEC_TARGET,
SPEC_END
}
static aSpecInfo[33][SPEC_END]
static iTarget
static iSpecMode
static iActiveItem
iTarget = (iSpecMode = IsObserver(iPlayer)) ? pev(iPlayer, pev_iuser2) : iPlayer
if(!is_alive(iTarget))
return FMRES_IGNORED
iActiveItem = get_pdata_cbase(iTarget, 373, 5)
if(!IsValidPev(iActiveItem) || !IsCustomItem(iActiveItem))
return FMRES_IGNORED
if(iSpecMode)
{
if(aSpecInfo[iPlayer][SPEC_MODE] != iSpecMode)
{
aSpecInfo[iPlayer][SPEC_MODE] = iSpecMode
aSpecInfo[iPlayer][SPEC_TARGET] = 0
}
if(iSpecMode == OBS_IN_EYE && aSpecInfo[iPlayer][SPEC_TARGET] != iTarget)
{
aSpecInfo[iPlayer][SPEC_TARGET] = iTarget
if(get_pdata_int(iActiveItem, 30, 4))
{
Weapon_SendAnim(iPlayer, iActiveItem, ANIM_IDLEB)
}
else
{
Weapon_SendAnim(iPlayer, iActiveItem, ANIM_IDLE)
}
}
}
set_cd(CD_Handle, CD_flNextAttack, get_gametime() + 0.001)
return FMRES_HANDLED
}
public fw_TraceLine_Post(Float:TraceStart[3], Float:TraceEnd[3], fNoMonsters, iEntToSkip, iTrace) <FireBullets: Enabled>
{
static Float:vecEndPos[3]
get_tr2(iTrace, TR_vecEndPos, vecEndPos)
engfunc(EngFunc_TraceLine, vecEndPos, TraceStart, fNoMonsters, iEntToSkip, 0)
UTIL_GunshotDecalTrace(0)
UTIL_GunshotDecalTrace(iTrace, true)
}
public fw_TraceLine_Post() </* Empty statement */>
{
/* Fallback */
}
public fw_TraceLine_Post() <FireBullets: Disabled>
{
/* Do notning */
}
public fw_PlaybackEvent() <FireBullets: Enabled>
{
return FMRES_SUPERCEDE
}
public fw_PlaybackEvent() </* Empty statement */>
{
return FMRES_IGNORED
}
public fw_PlaybackEvent() <FireBullets: Disabled>
{
return FMRES_IGNORED
}
//**********************************************
//* Weaponbox world model. *
//**********************************************
public fw_SetModel(iEntity) <WeaponBox: Enabled>
{
state WeaponBox: Disabled
if(!IsValidPev(iEntity))
return FMRES_IGNORED
#define MAX_ITEM_TYPES 6
for(new i, iItem; i < MAX_ITEM_TYPES; i++)
{
iItem = get_pdata_cbase(iEntity, 34 + i, 4)
if(IsValidPev(iItem) && IsCustomItem(iItem))
{
engfunc(EngFunc_SetModel, iEntity, w_model)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED
}
public fw_SetModel() </* Empty statement */>
{
/* Fallback */
return FMRES_IGNORED
}
public fw_SetModel() <WeaponBox: Disabled>
{
/* Do nothing */
return FMRES_IGNORED
}
public fw_Weaponbox_Spawn_Post(iWeaponBox)
{
if(IsValidPev(iWeaponBox))
{
state (IsValidPev(pev(iWeaponBox, pev_owner))) WeaponBox: Enabled
}
return HAM_IGNORED
}
//**********************************************
//* Weapon's codes. *
//**********************************************
public fw_Item_Deploy_Post(iItem)
{
if(!IsCustomItem(iItem))
return
static iPlayer; iPlayer = get_pdata_cbase(iItem, 41, 4)
static SecondaryAmmo; SecondaryAmmo = get_pdata_int(iItem, 30, 4)
//I need to disable because there is no dummy anim
//static Sex; Sex = 0 //Get your sex: 0 - Male; 1 - Female
//set_pev(iItem, pev_body, Sex)
set_pev(iPlayer, pev_viewmodel2, v_model)
if(SecondaryAmmo)
{
set_pev(iPlayer, pev_weaponmodel2, p_modelb)
Weapon_SendAnim(iPlayer, iItem, ANIM_DRAWB)
}
else
{
set_pev(iPlayer, pev_weaponmodel2, p_modela)
Weapon_SendAnim(iPlayer, iItem, ANIM_DRAW)
}
Notice(iPlayer, SecondaryAmmo)
set_pdata_float(iItem, 48, WEAPON_TIME_DELAY_DEPLOY, 4)
set_pdata_float(iItem, 38, get_gametime() + WEAPON_TIME_DELAY_CHARGE + WEAPON_TIME_DELAY_DEPLOY, 4)
set_pdata_string(iPlayer, (492) * 4, ANIM_EXTENSION, -1 , 20)
}
public fw_Item_PostFrame(iItem)
{
if(!IsCustomItem(iItem))
return HAM_IGNORED
static iPlayer; iPlayer = get_pdata_cbase(iItem, 41, 4)
if(get_pdata_int(iItem, 54, 4))
{
static iClip; iClip = get_pdata_int(iItem, 51, 4)
static iPrimaryAmmoIndex; iPrimaryAmmoIndex = PrimaryAmmoIndex(iItem)
static iAmmoPrimary; iAmmoPrimary = GetAmmoInventory(iPlayer, iPrimaryAmmoIndex)
static iAmount; iAmount = min(WEAPON_MAX_CLIP - iClip, iAmmoPrimary)
set_pdata_int(iItem, 51, iClip + iAmount, 4)
SetAmmoInventory(iPlayer, iPrimaryAmmoIndex, iAmmoPrimary - iAmount)
set_pdata_int(iItem, 54, 0, 4)
set_pdata_float(iItem, 38, get_gametime() + WEAPON_TIME_DELAY_CHARGE, 4)
return HAM_IGNORED
}
static SecondaryAmmo; SecondaryAmmo = get_pdata_int(iItem, 30, 4)
static Float:flLastEventCheck; flLastEventCheck = get_pdata_float(iItem, 38, 4)
if(flLastEventCheck < get_gametime())
{
flLastEventCheck = get_gametime() + WEAPON_TIME_DELAY_CHARGE
set_pdata_float(iItem, 38, flLastEventCheck, 4)
if(SecondaryAmmo < WEAPON_MAX_BATTERY)
{
if(!SecondaryAmmo)
{
set_pdata_float(iItem, 48, 1.0, 4)
Weapon_SendAnim(iPlayer, iItem, ANIM_MISSLEON)
set_pev(iPlayer, pev_weaponmodel2, p_modelb)
}
SecondaryAmmo++
set_pdata_int(iItem, 30, SecondaryAmmo, 4)
Notice(iPlayer, SecondaryAmmo)
emit_sound(iPlayer, CHAN_ITEM, reload_sound, 1.0, ATTN_NORM, 0, PITCH_NORM)
}
}
static iButton; iButton = pev(iPlayer, pev_button)
if(iButton & IN_ATTACK2)
{
iButton &= ~IN_ATTACK2
iButton &= ~IN_ATTACK
set_pev(iPlayer, pev_button, iButton)
if(!SecondaryAmmo)
return HAM_IGNORED
if(get_pdata_float(iItem, 47, 4) > 0.0)
return HAM_IGNORED
set_pdata_float(iItem, 38, get_gametime() + WEAPON_TIME_DELAY_CHARGE, 4)
set_pdata_float(iItem, 46, WEAPON_TIME_NEXT_ATTACK2, 4)
set_pdata_float(iItem, 47, WEAPON_TIME_NEXT_ATTACK2, 4)
emit_sound(iPlayer, CHAN_WEAPON, attack2_sound, 1.0, 0.4, 0, 94 + random_num(0, 15))
if(SecondaryAmmo > 1)
{
Weapon_SendAnim(iPlayer, iItem, ANIM_SHOOTMISSLE)
set_pdata_float(iItem, 48, 0.87, 4)
}
else
{
Weapon_SendAnim(iPlayer, iItem, ANIM_SHOOTMISSLELAST)
set_pdata_float(iItem, 48, 1.2, 4)
set_pev(iPlayer, pev_weaponmodel2, p_modela)
}
static szAnimation[64]
if(pev(iPlayer, pev_flags) & FL_DUCKING)
{
formatex(szAnimation, charsmax(szAnimation), "crouch_shoot_%s", ANIM_EXTENSION)
}
else
{
formatex(szAnimation, charsmax(szAnimation), "ref_shoot_%s", ANIM_EXTENSION)
}
Player_SetAnimation(iPlayer, szAnimation)
SecondaryAmmo--
set_pdata_int(iItem, 30, SecondaryAmmo, 4)
Notice(iPlayer, SecondaryAmmo)
Attack2(iPlayer)
MakeMuzzleFlash2(iPlayer)
}
return HAM_IGNORED
}
public fw_Weapon_Reload(iItem)
{
if(!IsCustomItem(iItem))
return HAM_IGNORED
static iPlayer; iPlayer = get_pdata_cbase(iItem, 41, 4)
static iClip; iClip = get_pdata_int(iItem, 51, 4)
static iPrimaryAmmoIndex; iPrimaryAmmoIndex = PrimaryAmmoIndex(iItem)
static iAmmoPrimary; iAmmoPrimary = GetAmmoInventory(iPlayer, iPrimaryAmmoIndex)
if(min(WEAPON_MAX_CLIP - iClip, iAmmoPrimary) <= 0)
return HAM_SUPERCEDE
set_pdata_int(iItem, 51, 0, 4)
ExecuteHam(Ham_Weapon_Reload, iItem)
//Remove shotgun reload
set_pdata_int(iItem, 55, 0, 4)
set_pdata_int(iItem, 54, 1, 4)
set_pdata_int(iItem, 51, iClip, 4)
set_pdata_float(iPlayer, 83, WEAPON_TIME_DELAY_RELOAD, 5)
set_pdata_float(iItem, 48, WEAPON_TIME_DELAY_RELOAD, 4)
static SecondaryAmmo; SecondaryAmmo = get_pdata_int(iItem, 30, 4)
if(SecondaryAmmo)
{
Weapon_SendAnim(iPlayer, iItem, ANIM_RELOADB)
}
else
{
Weapon_SendAnim(iPlayer, iItem, ANIM_RELOAD)
}
return HAM_SUPERCEDE
}
public fw_Weapon_WeaponIdle(iItem)
{
if(!IsCustomItem(iItem))
return HAM_IGNORED
static iPlayer; iPlayer = get_pdata_cbase(iItem, 41, 4)
ExecuteHamB(Ham_Weapon_ResetEmptySound, iItem)
if(get_pdata_float(iItem, 48, 4) > 0.0)
return HAM_SUPERCEDE
set_pdata_float(iItem, 48, WEAPON_TIME_NEXT_IDLE, 4)
static SecondaryAmmo; SecondaryAmmo = get_pdata_int(iItem, 30, 4)
if(SecondaryAmmo)
{
Weapon_SendAnim(iPlayer, iItem, ANIM_IDLEB)
}
else
{
Weapon_SendAnim(iPlayer, iItem, ANIM_IDLE)
}
return HAM_SUPERCEDE
}
public fw_Weapon_PrimaryAttack(iItem)
{
if(!IsCustomItem(iItem))
return HAM_IGNORED
static iPlayer; iPlayer = get_pdata_cbase(iItem, 41, 4)
static iClip; iClip = get_pdata_int(iItem, 51, 4)
if(iClip <= 0)
{
// No ammo, play empty sound and cancel
if(get_pdata_int(iItem, 45, 4))
{
ExecuteHamB(Ham_Weapon_PlayEmptySound, iItem)
set_pdata_float(iItem, 46, 0.2, 4)
}
return HAM_SUPERCEDE
}
CallOriginalFireBullets(iItem, iPlayer)
static iFlags
static szAnimation[64], Float:Velocity[3]
iFlags = pev(iPlayer, pev_flags)
if(iFlags & FL_DUCKING)
{
formatex(szAnimation, charsmax(szAnimation), "crouch_shoot_%s", ANIM_EXTENSION)
}
else
{
formatex(szAnimation, charsmax(szAnimation), "ref_shoot_%s", ANIM_EXTENSION)
}
Player_SetAnimation(iPlayer, szAnimation)
static SecondaryAmmo; SecondaryAmmo = get_pdata_int(iItem, 30, 4)
if(SecondaryAmmo)
{
Weapon_SendAnim(iPlayer, iItem, random_num(ANIM_SHOOTB1, ANIM_SHOOTB2))
}
else
{
Weapon_SendAnim(iPlayer, iItem, ANIM_SHOOT)
}
set_pdata_float(iItem, 48, 0.7, 4)
set_pdata_float(iItem, 46, WEAPON_TIME_NEXT_ATTACK, 4)
set_pdata_float(iItem, 47, WEAPON_TIME_NEXT_ATTACK, 4)
pev(iPlayer, pev_velocity, Velocity)
if(xs_vec_len(Velocity) > 0)
{
Weapon_KickBack(iItem, iPlayer, 1.5, 0.45, 0.225, 0.05, 6.5, 2.5, 7)
}
else if(!(iFlags & FL_ONGROUND))
{
Weapon_KickBack(iItem, iPlayer, 2.0, 1.0, 0.5, 0.35, 9.0, 6.0, 5)
}
else if(iFlags & FL_DUCKING)
{
Weapon_KickBack(iItem, iPlayer, 0.9, 0.35, 0.15, 0.025, 5.5, 1.5, 9)
}
else
{
Weapon_KickBack(iItem, iPlayer, 1.0, 0.375, 0.175, 0.0375, 5.75, 1.75, 8)
}
emit_sound(iPlayer, CHAN_WEAPON, attack1_sound, 1.0, 0.4, 0, 94 + random_num(0, 15))
MakeMuzzleFlash1(iPlayer)
return HAM_SUPERCEDE
}
public fw_TraceAttack_Entity(iEntity, iAttacker, Float: flDamage) <FireBullets: Enabled>
{
SetHamParamFloat(3, WEAPON_SHOOT_DAMAGE)
}
public fw_TraceAttack_Entity() </* Empty statement */>
{
/* Fallback */
}
public fw_TraceAttack_Entity() <FireBullets: Disabled>
{
/* Do notning */
}
//**********************************************
//* Weapon list update. *
//**********************************************
public fw_Item_AddToPlayer(iItem, iPlayer)
{
if(!IsValidPev(iItem) || !IsValidPev(iPlayer))
return HAM_IGNORED
MsgHook_WeaponList(MSGID_WEAPONLIST, iItem, iPlayer)
return HAM_IGNORED
}
public MsgHook_WeaponList(iMsgID, iMsgDest, iMsgEntity)
{
static arrWeaponListData[8]
if(!iMsgEntity)
{
new szWeaponName[32]
get_msg_arg_string(1, szWeaponName, charsmax(szWeaponName))
if(!strcmp(szWeaponName, WEAPON_BASE))
{
for(new i, a = sizeof arrWeaponListData; i < a; i++)
{
arrWeaponListData[i] = get_msg_arg_int(i + 2)
}
}
}
else
{
if(!IsCustomItem(iMsgDest) && pev(iMsgDest, pev_impulse))
return
engfunc(EngFunc_MessageBegin, MSG_ONE, iMsgID, {0.0, 0.0, 0.0}, iMsgEntity)
write_string(IsCustomItem(iMsgDest) ? WEAPON_NAME : WEAPON_BASE)
for(new i, a = sizeof arrWeaponListData; i < a; i++)
{
write_byte(arrWeaponListData[i])
}
message_end()
}
}
//**********************************************
//* Effects *
//**********************************************
Notice(iPlayer, SecondaryAmmo)
{
client_print(iPlayer, print_center, "Fire Ammo: %d", SecondaryAmmo)
}
public MakeMuzzleFlash1(iPlayer)
{
static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if(!pev_valid(Ent)) return
set_pev(Ent, pev_classname, MUZZLEFLASH1_CLASSNAME)
set_pev(Ent, pev_owner, iPlayer)
set_pev(Ent, pev_body, 1)
set_pev(Ent, pev_skin, iPlayer)
set_pev(Ent, pev_aiment, iPlayer)
set_pev(Ent, pev_movetype, MOVETYPE_FOLLOW)
set_pev(Ent, pev_scale, 0.085)
set_pev(Ent, pev_frame, 0.0)
set_pev(Ent, pev_rendermode, kRenderTransAdd)
set_pev(Ent, pev_renderamt, 255.0)
engfunc(EngFunc_SetModel, Ent, muzzle_flash1)
set_pev(Ent, pev_nextthink, get_gametime() + 0.04)
}
public fw_MuzzleFlash1_Think(Ent)
{
if(!pev_valid(Ent))
return
static Owner; Owner = pev(Ent, pev_owner)
if(!is_alive(Owner))
{
set_pev(Ent, pev_flags, FL_KILLME)
return
}
static iActiveItem; iActiveItem = get_pdata_cbase(Owner, 373, 5)
if(!IsValidPev(iActiveItem) || !IsCustomItem(iActiveItem))
{
set_pev(Ent, pev_flags, FL_KILLME)
return
}
static Float:Frame; pev(Ent, pev_frame, Frame)
if(Frame > 8.0)
{
set_pev(Ent, pev_flags, FL_KILLME)
return
}
else
{
Frame += 1.0
set_pev(Ent, pev_frame, Frame)
}
set_pev(Ent, pev_nextthink, get_gametime() + 0.04)
}
public MakeMuzzleFlash2(iPlayer)
{
static Ent
for(new i = 2; i < 5; i++)
{
Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if(!pev_valid(Ent)) continue
set_pev(Ent, pev_classname, MUZZLEFLASH2_CLASSNAME)
set_pev(Ent, pev_owner, iPlayer)
set_pev(Ent, pev_body, i)
set_pev(Ent, pev_skin, iPlayer)
set_pev(Ent, pev_aiment, iPlayer)
set_pev(Ent, pev_movetype, MOVETYPE_FOLLOW)
set_pev(Ent, pev_scale, 0.02)
set_pev(Ent, pev_frame, 0.0)
set_pev(Ent, pev_rendermode, kRenderTransAdd)
set_pev(Ent, pev_renderamt, 255.0)
engfunc(EngFunc_SetModel, Ent, muzzle_flash2)
set_pev(Ent, pev_nextthink, get_gametime() + 0.04)
}
}
public fw_MuzzleFlash2_Think(Ent)
{
if(!pev_valid(Ent))
return
static Owner; Owner = pev(Ent, pev_owner)
if(!is_alive(Owner))
{
set_pev(Ent, pev_flags, FL_KILLME)
return
}
static iActiveItem; iActiveItem = get_pdata_cbase(Owner, 373, 5)
if(!IsValidPev(iActiveItem) || !IsCustomItem(iActiveItem))
{
set_pev(Ent, pev_flags, FL_KILLME)
return
}
static Float:Frame; pev(Ent, pev_frame, Frame)
if(Frame > 9.0)
{
set_pev(Ent, pev_flags, FL_KILLME)
return
}
else
{
Frame += 1.0
set_pev(Ent, pev_frame, Frame)
}
set_pev(Ent, pev_nextthink, get_gametime() + 0.04)
}
public Attack2(iPlayer)
{
static Float:StartOrigin[3], Float:EndOrigin[9][3]
Get_WeaponAttachment(iPlayer, StartOrigin, 40.0)
// Left
Get_Position(iPlayer, 512.0, 50.0, 0.0, EndOrigin[0])
Get_Position(iPlayer, 512.0, 100.0, 0.0, EndOrigin[1])
Get_Position(iPlayer, 512.0, 150.0, 0.0, EndOrigin[2])
Get_Position(iPlayer, 512.0, 200.0, 0.0, EndOrigin[3])
// Center
Get_Position(iPlayer, 512.0, 0.0, 0.0, EndOrigin[4])
// Right
Get_Position(iPlayer, 512.0, -50.0, 0.0, EndOrigin[5])
Get_Position(iPlayer, 512.0, -100.0, 0.0, EndOrigin[6])
Get_Position(iPlayer, 512.0, -150.0, 0.0, EndOrigin[7])
Get_Position(iPlayer, 512.0, -200.0, 0.0, EndOrigin[8])
// Create Fire
for(new i = 0; i < 9; i++) Create_System(iPlayer, StartOrigin, EndOrigin[i])
}
public Create_System(iPlayer, Float:StartOrigin[3], Float:EndOrigin[3])
{
static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if(!pev_valid(Ent))
return
set_pev(Ent, pev_classname, BALL_CLASSNAME)
set_pev(Ent, pev_movetype, MOVETYPE_FLYMISSILE)
set_pev(Ent, pev_solid, SOLID_TRIGGER)
engfunc(EngFunc_SetModel, Ent, ef_ball)
set_pev(Ent, pev_rendermode, kRenderTransAdd)
set_pev(Ent, pev_renderamt, 150.0)
set_pev(Ent, pev_scale, 0.3)
set_pev(Ent, pev_frame, 0.0)
set_pev(Ent, pev_mins, Float:{-5.0, -5.0, -5.0})
set_pev(Ent, pev_maxs, Float:{5.0, 5.0, 5.0})
set_pev(Ent, pev_origin, StartOrigin)
set_pev(Ent, pev_owner, iPlayer)
set_pev(Ent, pev_iuser3, get_user_team(iPlayer))
set_pev(Ent, pev_fuser4, get_gametime())
// Create Velocity
static Float:Velocity[3]
get_speed_vector(StartOrigin, EndOrigin, 1000.0, Velocity)//Or 750, 1500, 2000, 2500
set_pev(Ent, pev_velocity, Velocity)
set_pev(Ent, pev_nextthink, get_gametime() + 0.05)
}
public fw_Ball_Think(Ent)
{
if(!pev_valid(Ent))
return
static Float:Frame
pev(Ent, pev_frame, Frame)
if(Frame > 14.0)
{
static Float:Amount
pev(Ent, pev_renderamt, Amount)
if(Amount <= 15.0)
{
set_pev(Ent, pev_flags, FL_KILLME)
return
}
Amount -= 15.0
set_pev(Ent, pev_renderamt, Amount)
set_pev(Ent, pev_nextthink, get_gametime() + 0.01)
}
else
{
Frame += 1.0
set_pev(Ent, pev_frame, Frame)
static Float:Origin[3]
pev(Ent, pev_origin, Origin)
static Float:Scale
pev(Ent, pev_scale, Scale)
Scale += 0.02
set_pev(Ent, pev_scale, Scale)
static Float:Time
pev(Ent, pev_fuser4, Time)
Create_Line(Origin)
set_pev(Ent, pev_nextthink, get_gametime() + 0.05)
}
}
public fw_Ball_Touch(Ent, Touch)
{
if(!pev_valid(Ent))
return
static Classname[36]; pev(Touch, pev_classname, Classname, sizeof(Classname))
if(equali(Classname, BALL_CLASSNAME))
return
static Float:Origin[3]
pev(Ent, pev_origin, Origin)
static TE_FLAG
TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
TE_FLAG |= TE_EXPLFLAG_NOSOUND
TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
message_begin(MSG_BROADCAST ,SVC_TEMPENTITY)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_short(g_Fire_SprId) // sprite index
write_byte(15) // scale in 3.4's
write_byte(15) // framerate
write_byte(TE_FLAG) // flags
message_end()
emit_sound(Ent, CHAN_BODY, explode_sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
static Team; Team = pev(Ent, pev_iuser3)
static Owner; Owner = pev(Ent, pev_owner)
static Victim; Victim = -1
while((Victim = find_ent_in_sphere(Victim, Origin, WEAPON_EXPLODE_RADIUS)) != 0)
{
if(is_alive(Victim))
{
if(get_user_team(Victim) == Team)
continue
}
else
{
if(pev(Victim, pev_takedamage) == DAMAGE_NO)
continue
}
ExecuteHamB(Ham_TakeDamage, Victim, Owner, Owner, WEAPON_EXPLODE_DAMAGE, DMG_BULLET)
}
set_pev(Ent, pev_flags, FL_KILLME)
}
public Create_Line(Float:Origin[3])
{
static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if(!pev_valid(Ent))
return
set_pev(Ent, pev_classname, LINE_CLASSNAME)
set_pev(Ent, pev_movetype, MOVETYPE_FLYMISSILE)
set_pev(Ent, pev_solid, SOLID_NOT)
engfunc(EngFunc_SetModel, Ent, ef_ball)
set_pev(Ent, pev_rendermode, kRenderTransAdd)
set_pev(Ent, pev_renderamt, 120.0)
set_pev(Ent, pev_scale, 0.3)
set_pev(Ent, pev_frame, 0.0)
set_pev(Ent, pev_origin, Origin)
set_pev(Ent, pev_nextthink, get_gametime() + 0.05)
}
public fw_Line_Think(Ent)
{
if(!pev_valid(Ent))
return
static Float:Amount
pev(Ent, pev_renderamt, Amount)
if(Amount <= 15.0)
{
set_pev(Ent, pev_flags, FL_KILLME)
return
}
Amount -= 15.0
set_pev(Ent, pev_renderamt, Amount)
set_pev(Ent, pev_nextthink, get_gametime() + 0.05)
}
/* ===============================
------------- SAFETY -------------
=================================*/
public Register_SafetyFunc()
{
register_event("CurWeapon", "Safety_CurWeapon", "be", "1=1")
RegisterHam(Ham_Spawn, "player", "fw_Safety_Spawn_Post", 1)
RegisterHam(Ham_Killed, "player", "fw_Safety_Killed_Post", 1)
}
public Register_SafetyFuncBot(iPlayer)
{
RegisterHamFromEntity(Ham_Spawn, iPlayer, "fw_Safety_Spawn_Post", 1)
RegisterHamFromEntity(Ham_Killed, iPlayer, "fw_Safety_Killed_Post", 1)
}
public Safety_Connected(iPlayer)
{
Set_BitVar(g_IsConnected, iPlayer)
UnSet_BitVar(g_IsAlive, iPlayer)
g_PlayerWeapon[iPlayer] = 0
}
public Safety_Disconnected(iPlayer)
{
UnSet_BitVar(g_IsConnected, iPlayer)
UnSet_BitVar(g_IsAlive, iPlayer)
g_PlayerWeapon[iPlayer] = 0
}
public Safety_CurWeapon(iPlayer)
{
if(!is_alive(iPlayer))
return
static CSW; CSW = read_data(2)
if(g_PlayerWeapon[iPlayer] != CSW) g_PlayerWeapon[iPlayer] = CSW
}
public fw_Safety_Spawn_Post(iPlayer)
{
if(!is_user_alive(iPlayer))
return
Set_BitVar(g_IsAlive, iPlayer)
}
public fw_Safety_Killed_Post(iPlayer)
{
UnSet_BitVar(g_IsAlive, iPlayer)
}
public is_connected(iPlayer)
{
if(!(1 <= iPlayer <= 32))
return 0
if(!Get_BitVar(g_IsConnected, iPlayer))
return 0
return 1
}
public is_alive(iPlayer)
{
if(!is_connected(iPlayer))
return 0
if(!Get_BitVar(g_IsAlive, iPlayer))
return 0
return 1
}
public get_player_weapon(iPlayer)
{
if(!is_alive(iPlayer))
return 0
return g_PlayerWeapon[iPlayer]
}
/* ===============================
--------- END OF SAFETY ---------
=================================*/
//**********************************************
//* Create and check our custom weapon. *
//**********************************************
IsCustomItem(iItem)
{
return (pev(iItem, pev_impulse) == g_iszWeaponKey)
}
Weapon_Create(Float: Origin[3] = {0.0, 0.0, 0.0}, Float: Angles[3] = {0.0, 0.0, 0.0})
{
new iWeapon
static iszAllocStringCached
if (iszAllocStringCached || (iszAllocStringCached = engfunc(EngFunc_AllocString, WEAPON_BASE)))
{
iWeapon = engfunc(EngFunc_CreateNamedEntity, iszAllocStringCached)
}
if(!IsValidPev(iWeapon))
return FM_NULLENT
dllfunc(DLLFunc_Spawn, iWeapon)
set_pev(iWeapon, pev_origin, Origin)
set_pdata_int(iWeapon, 51, WEAPON_MAX_CLIP, 4)
set_pdata_int(iWeapon, 30, 0, 4)
set_pev_string(iWeapon, pev_classname, g_iszWeaponKey)
set_pev(iWeapon, pev_impulse, g_iszWeaponKey)
set_pev(iWeapon, pev_angles, Angles)
engfunc(EngFunc_SetModel, iWeapon, w_model)
return iWeapon
}
Weapon_Give(iPlayer)
{
if(!IsValidPev(iPlayer))
{
return FM_NULLENT
}
new iWeapon, Float: vecOrigin[3]
pev(iPlayer, pev_origin, vecOrigin)
if((iWeapon = Weapon_Create(vecOrigin)) != FM_NULLENT)
{
Player_DropWeapons(iPlayer, ExecuteHamB(Ham_Item_ItemSlot, iWeapon))
set_pev(iWeapon, pev_spawnflags, pev(iWeapon, pev_spawnflags) | SF_NORESPAWN)
dllfunc(DLLFunc_Touch, iWeapon, iPlayer)
SetAmmoInventory(iPlayer, PrimaryAmmoIndex(iWeapon), WEAPON_DEFAULT_AMMO)
return iWeapon
}
return FM_NULLENT
}
Player_DropWeapons(iPlayer, iSlot)
{
new szWeaponName[32], iItem = get_pdata_cbase(iPlayer, 367 + iSlot, 5)
while(IsValidPev(iItem))
{
pev(iItem, pev_classname, szWeaponName, charsmax(szWeaponName))
engclient_cmd(iPlayer, "drop", szWeaponName)
iItem = get_pdata_cbase(iItem, 42, 4)
}
}
//**********************************************
//* Ammo Inventory. *
//**********************************************
PrimaryAmmoIndex(iItem)
{
return get_pdata_int(iItem, 49, 4)
}
GetAmmoInventory(iPlayer, iAmmoIndex)
{
if(iAmmoIndex == -1)
return -1
return get_pdata_int(iPlayer, 376 + iAmmoIndex, 5)
}
SetAmmoInventory(iPlayer, iAmmoIndex, iAmount)
{
if(iAmmoIndex == -1)
return 0
set_pdata_int(iPlayer, 376 + iAmmoIndex, iAmount, 5)
return 1
}
//**********************************************
//* Fire Bullets. *
//**********************************************
CallOriginalFireBullets(iItem, iPlayer)
{
state FireBullets: Enabled
static Float:g_Recoil[3]
pev(iPlayer, pev_punchangle, g_Recoil)
ExecuteHam(Ham_Weapon_PrimaryAttack, iItem)
set_pev(iPlayer, pev_punchangle, g_Recoil)
state FireBullets: Disabled
}
//**********************************************
//* Decals. *
//**********************************************
new Array: g_hDecals
public fw_DecalIndex_Post()
{
if(!g_hDecals)
{
g_hDecals = ArrayCreate(1, 1)
}
ArrayPushCell(g_hDecals, get_orig_retval())
}
UTIL_GunshotDecalTrace(iTrace, bool: bIsGunshot = false)
{
static iHit
static iMessage
static iDecalIndex
static Float:flFraction
static Float:vecEndPos[3]
iHit = INSTANCE(get_tr2(iTrace, TR_pHit))
if(iHit && !IsValidPev(iHit) || (pev(iHit, pev_flags) & FL_KILLME))
return
if(pev(iHit, pev_solid) != SOLID_BSP && pev(iHit, pev_movetype) != MOVETYPE_PUSHSTEP)
return
iDecalIndex = ExecuteHamB(Ham_DamageDecal, iHit, 0)
if(iDecalIndex < 0 || iDecalIndex >= ArraySize(g_hDecals))
return
iDecalIndex = ArrayGetCell(g_hDecals, iDecalIndex)
get_tr2(iTrace, TR_flFraction, flFraction)
get_tr2(iTrace, TR_vecEndPos, vecEndPos)
if(iDecalIndex < 0 || flFraction >= 1.0)
return
if(bIsGunshot)
{
iMessage = TE_GUNSHOTDECAL
}
else
{
iMessage = TE_DECAL
if(iHit != 0)
{
if(iDecalIndex > 255)
{
iMessage = TE_DECALHIGH
iDecalIndex -= 256
}
}
else
{
iMessage = TE_WORLDDECAL
if(iDecalIndex > 255)
{
iMessage = TE_WORLDDECALHIGH
iDecalIndex -= 256
}
}
}
engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEndPos, 0)
write_byte(iMessage)
engfunc(EngFunc_WriteCoord, vecEndPos[0])
engfunc(EngFunc_WriteCoord, vecEndPos[1])
engfunc(EngFunc_WriteCoord, vecEndPos[2])
if(bIsGunshot)
{
write_short(iHit)
write_byte(iDecalIndex)
}
else
{
write_byte(iDecalIndex)
if(iHit)
{
write_short(iHit)
}
}
message_end()
}
//**********************************************
//* Set Animations. *
//**********************************************
stock Weapon_SendAnim(iPlayer, iItem, iAnim)
{
static i, iCount, iSpectator, aSpectators[32]
set_pev(iPlayer, pev_weaponanim, iAnim)
message_begin(MSG_ONE, SVC_WEAPONANIM, .player = iPlayer)
write_byte(iAnim)
write_byte(pev(iItem, pev_body))
message_end()
if(IsObserver(iPlayer))
return
get_players(aSpectators, iCount, "bch")
for(i = 0; i < iCount; i++)
{
iSpectator = aSpectators[i]
if(IsObserver(iSpectator) != OBS_IN_EYE || pev(iSpectator, pev_iuser2) != iPlayer)
continue
set_pev(iSpectator, pev_weaponanim, iAnim)
message_begin(MSG_ONE, SVC_WEAPONANIM, .player = iSpectator)
write_byte(iAnim)
write_byte(pev(iItem, pev_body))
message_end()
}
}
stock Player_SetAnimation(iPlayer, szAnim[])
{
#define ACT_RANGE_ATTACK1 28
// Linux extra offsets
#define extra_offset_animating 4
#define extra_offset_player 5
// CBaseAnimating
#define m_flFrameRate 36
#define m_flGroundSpeed 37
#define m_flLastEventCheck 38
#define m_fSequenceFinished 39
#define m_fSequenceLoops 40
// CBaseMonster
#define m_Activity 73
#define m_IdealActivity 74
// CBasePlayer
#define m_flLastAttackTime 220
new iAnimDesired, Float:flFrameRate, Float:flGroundSpeed, bool:bLoops
if((iAnimDesired = lookup_sequence(iPlayer, szAnim, flFrameRate, bLoops, flGroundSpeed)) == -1)
{
iAnimDesired = 0
}
static Float:flGametime; flGametime = get_gametime()
set_pev(iPlayer, pev_frame, 0.0)
set_pev(iPlayer, pev_framerate, 1.0)
set_pev(iPlayer, pev_animtime, flGametime)
set_pev(iPlayer, pev_sequence, iAnimDesired)
set_pdata_int(iPlayer, m_fSequenceLoops, bLoops, extra_offset_animating)
set_pdata_int(iPlayer, m_fSequenceFinished, 0, extra_offset_animating)
set_pdata_float(iPlayer, m_flFrameRate, flFrameRate, extra_offset_animating)
set_pdata_float(iPlayer, m_flGroundSpeed, flGroundSpeed, extra_offset_animating)
set_pdata_float(iPlayer, m_flLastEventCheck, flGametime , extra_offset_animating)
set_pdata_int(iPlayer, m_Activity, ACT_RANGE_ATTACK1, extra_offset_player)
set_pdata_int(iPlayer, m_IdealActivity, ACT_RANGE_ATTACK1, extra_offset_player)
set_pdata_float(iPlayer, m_flLastAttackTime, flGametime , extra_offset_player)
}
//**********************************************
//* Kick back. *
//**********************************************
Weapon_KickBack(iItem, iPlayer, Float:upBase, Float:lateralBase, Float:upMod, Float:lateralMod, Float:upMax, Float:lateralMax, directionChange)
{
static iDirection
static iShotsFired
static Float: Punchangle[3]
pev(iPlayer, pev_punchangle, Punchangle)
if((iShotsFired = get_pdata_int(iItem, 64, 4)) != 1)
{
upBase += iShotsFired * upMod
lateralBase += iShotsFired * lateralMod
}
upMax *= -1.0
Punchangle[0] -= upBase
if(upMax >= Punchangle[0])
{
Punchangle[0] = upMax
}
if((iDirection = get_pdata_int(iItem, 60, 4)))
{
Punchangle[1] += lateralBase
if(lateralMax < Punchangle[1])
{
Punchangle[1] = lateralMax
}
}
else
{
lateralMax *= -1.0;
Punchangle[1] -= lateralBase
if(lateralMax > Punchangle[1])
{
Punchangle[1] = lateralMax
}
}
if(!random_num(0, directionChange))
{
set_pdata_int(iItem, 60, !iDirection, 4)
}
set_pev(iPlayer, pev_punchangle, Punchangle)
}
//**********************************************
//* Some useful stocks. *
//**********************************************
stock get_speed_vector(Float:Origin1[3], Float:Origin2[3], Float:Speed, Float:NewVelocity[3])
{
NewVelocity[0] = Origin2[0] - Origin1[0]
NewVelocity[1] = Origin2[1] - Origin1[1]
NewVelocity[2] = Origin2[2] - Origin1[2]
new Float:num = floatsqroot(Speed*Speed / (NewVelocity[0]*NewVelocity[0] + NewVelocity[1]*NewVelocity[1] + NewVelocity[2]*NewVelocity[2]))
NewVelocity[0] *= num
NewVelocity[1] *= num
NewVelocity[2] *= num
return 1
}
stock Get_Position(iPlayer, Float:forw, Float:right, Float:up, Float:vStart[])
{
new Float:Origin[3], Float:Angles[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(iPlayer, pev_origin, Origin)
pev(iPlayer, pev_view_ofs,vUp) //for player
xs_vec_add(Origin, vUp, Origin)
pev(iPlayer, pev_v_angle, Angles) // if normal entity ,use pev_angles
angle_vector(Angles, ANGLEVECTOR_FORWARD, vForward) //or use EngFunc_AngleVectors
angle_vector(Angles, ANGLEVECTOR_RIGHT, vRight)
angle_vector(Angles, ANGLEVECTOR_UP, vUp)
vStart[0] = Origin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart[1] = Origin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart[2] = Origin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}
stock Get_WeaponAttachment(iPlayer, Float:Output[3], Float:fDis = 40.0)
{
static Float:vfEnd[3], viEnd[3]
get_user_origin(iPlayer, viEnd, 3)
IVecFVec(viEnd, vfEnd)
static Float:fOrigin[3], Float:fAngle[3]
pev(iPlayer, pev_origin, fOrigin)
pev(iPlayer, 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)
}
This gun have /get command. Please can you remove it and make it showing in item menu. Many thanks