- This is a converted CSO Human extra item. It is a weapon that shoots out fire, so a flamethrower.
- Simply install it like any plugin and don't forget to copy the resources.
Downloads:
He who fails to plan is planning to fail
Can you explain what did you excatly changed? Because many weapons have this problemRaheem wrote: ↑4 years ago Not a but, but OK here i used replace:
#include <zombie_escape> #include <ze_vip> #include <amxconst> #include <fakemeta> #include <fakemeta_util> #include <cstrike> #include <xs> #include <engine> #include <fun> #define PLUGIN "[CSO] Salamander" #define VERSION "2015" #define AUTHOR "Dias Pendragon Leon" #define CSW_SAL CSW_M249 #define weapon_sal "weapon_m249" #define DAMAGE 38 #define FIRE_SPEED 640.0 #define RECOIL 0.0 #define MODEL_V "models/v_salamander.mdl" #define MODEL_P "models/p_salamander.mdl" #define MODEL_W "models/w_salamander.mdl" #define DEFAULT_W_MODEL "models/w_m249.mdl" new const WeaponSounds[6][] = { "weapons/flamegun-1.wav", "weapons/flamegun_draw.wav", "weapons/flamegun_clipin1.wav", "weapons/flamegun_clipin2.wav", "weapons/flamegun_clipout1.wav", "weapons/flamegun_clipout2.wav" } new const WeaponResources[7][] = { "sprites/flame_puff01.spr", "sprites/flame_burn01.spr", "sprites/weapon_flamethrower.txt", "sprites/640hud7_2.spr", "sprites/640hud59_2.spr", "sprites/640hud60_2.spr", "sprites/smokepuff.spr" } enum { ANIM_IDLE = 0, ANIM_SHOOT, ANIM_SHOOT_END, ANIM_RELOAD, ANIM_DRAW } // Marcros #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))); // Vars new g_Had_Salamander, g_WeaponEnt, g_SmokePuff_SprID, Float:g_PunchAngles[33] new g_MsgCurWeapon, g_MsgWeaponList // Safety new g_HamBot new g_IsConnected, g_IsAlive, g_PlayerWeapon[33] new g_iItemId public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) // Your highness! Register_SafetyFunc() // Forward register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1) register_forward(FM_SetModel, "fw_SetModel") register_forward(FM_PlaybackEvent, "fw_PlaybackEvent") register_forward(FM_CmdStart, "fw_CmdStart") register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1) // Engine register_think("fireinsaigon", "fw_Fire_Think") register_touch("fireinsaigon", "*", "fw_Fire_Touch") // Hams RegisterHam(Ham_Item_Deploy, weapon_sal, "fw_Item_Deploy_Post", 1) RegisterHam(Ham_Item_AddToPlayer, weapon_sal, "fw_Item_AddToPlayer_Post", 1) RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack") RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack") RegisterHam(Ham_Weapon_PrimaryAttack, weapon_sal, "fw_Weapon_PrimaryAttack") RegisterHam(Ham_Weapon_PrimaryAttack, weapon_sal, "fw_Weapon_PrimaryAttack_Post", 1) g_MsgCurWeapon = get_user_msgid("CurWeapon") g_MsgWeaponList = get_user_msgid("WeaponList") // register_clcmd("say /get", "Get_Salamander") register_clcmd("weapon_flamethrower", "Hook_Weapon") g_iItemId = ze_register_item("CSO Salamander", 100, 0) ze_set_item_vip(g_iItemId, "VIP_A") } public plugin_precache() { precache_model(MODEL_V) precache_model(MODEL_P) precache_model(MODEL_W) for(new i = 0; i < sizeof(WeaponSounds); i++) precache_sound(WeaponSounds[i]) for(new i = 0; i < sizeof(WeaponResources); i++) { if(i == 2) precache_generic(WeaponResources[i]) else if(i == 6) g_SmokePuff_SprID = precache_model(WeaponResources[i]) else precache_model(WeaponResources[i]) } } public fw_PrecacheEvent_Post(type, const name[]) { if(equal("events/m249.sc", name)) g_WeaponEnt = get_orig_retval() } public client_putinserver(id) { Safety_Connected(id) if(!g_HamBot && is_user_bot(id)) { g_HamBot = 1 set_task(0.1, "Register_HamBot", id) } } public Register_HamBot(id) { Register_SafetyFuncBot(id) RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack") } public client_disconnected(id) { Safety_Disconnected(id) } public Hook_Weapon(id) { engclient_cmd(id, weapon_sal) return PLUGIN_HANDLED } public Get_Salamander(id) { Set_BitVar(g_Had_Salamander, id) rg_give_item(id, weapon_sal, GT_REPLACE) message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, _, id) write_byte(1) write_byte(CSW_SAL) write_byte(100) message_end() cs_set_user_bpammo(id, CSW_SAL, 200) } public Remove_Salamander(id) { UnSet_BitVar(g_Had_Salamander, id) } public fw_UpdateClientData_Post(id, sendweapons, cd_handle) { if(!is_alive(id)) return FMRES_IGNORED if(get_player_weapon(id) != CSW_SAL || !Get_BitVar(g_Had_Salamander, id)) return FMRES_IGNORED set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001) return FMRES_HANDLED } public fw_SetModel(entity, model[]) { if(!pev_valid(entity)) return FMRES_IGNORED static szClassName[33] pev(entity, pev_classname, szClassName, charsmax(szClassName)) if(!equal(szClassName, "weaponbox")) return FMRES_IGNORED static id id = pev(entity, pev_owner) if(equal(model, DEFAULT_W_MODEL)) { static weapon; weapon = fm_find_ent_by_owner(-1, weapon_sal, entity) if(!pev_valid(weapon)) return FMRES_IGNORED if(Get_BitVar(g_Had_Salamander, id)) { set_pev(weapon, pev_impulse, 442015) engfunc(EngFunc_SetModel, entity, MODEL_W) UnSet_BitVar(g_Had_Salamander, id) return FMRES_SUPERCEDE } } return FMRES_IGNORED } public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2) { if(!is_alive(invoker)) return FMRES_IGNORED if(get_player_weapon(invoker) != CSW_SAL || !Get_BitVar(g_Had_Salamander, invoker)) return FMRES_IGNORED if(eventid == g_WeaponEnt) { playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2) if(pev(invoker, pev_weaponanim) != ANIM_SHOOT) Set_WeaponAnim(invoker, ANIM_SHOOT) return FMRES_SUPERCEDE } return FMRES_HANDLED } public fw_CmdStart(id, uc_handle, seed) { if(!is_alive(id)) return FMRES_IGNORED if(get_player_weapon(id) != CSW_SAL || !Get_BitVar(g_Had_Salamander, id)) return FMRES_IGNORED static PressedButton PressedButton = get_uc(uc_handle, UC_Buttons) if(!(PressedButton & IN_ATTACK)) { if((pev(id, pev_oldbuttons) & IN_ATTACK) && pev(id, pev_weaponanim) == ANIM_SHOOT) { static weapon; weapon = fm_get_user_weapon_entity(id, CSW_SAL) if(pev_valid(weapon)) set_pdata_float(weapon, 48, 2.0, 4) Set_WeaponAnim(id, ANIM_SHOOT_END) Make_FireSmoke(id) } } return FMRES_HANDLED } public Make_FireSmoke(id) { static Float:Origin[3] get_position(id, 40.0, 5.0, -15.0, Origin) 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_SmokePuff_SprID) write_byte(5) write_byte(30) write_byte(14) message_end() } public fw_Item_Deploy_Post(Ent) { if(pev_valid(Ent) != 2) return static Id; Id = get_pdata_cbase(Ent, 41, 4) if(get_pdata_cbase(Id, 373) != Ent) return if(!Get_BitVar(g_Had_Salamander, Id)) return set_pev(Id, pev_viewmodel2, MODEL_V) set_pev(Id, pev_weaponmodel2, MODEL_P) } public fw_Item_AddToPlayer_Post(Ent, id) { if(!pev_valid(Ent)) return HAM_IGNORED if(pev(Ent, pev_impulse) == 442015) { Set_BitVar(g_Had_Salamander, id) set_pev(Ent, pev_impulse, 0) } if(Get_BitVar(g_Had_Salamander, id)) { message_begin(MSG_ONE_UNRELIABLE, g_MsgWeaponList, _, id) write_string("weapon_flamethrower") write_byte(3) write_byte(200) write_byte(-1) write_byte(-1) write_byte(0) write_byte(4) write_byte(CSW_SAL) write_byte(0) message_end() } return HAM_HANDLED } public fw_TraceAttack(Ent, Attacker, Float:Damage, Float:Dir[3], ptr, DamageType) { if(!is_alive(Attacker)) return HAM_IGNORED if(get_player_weapon(Attacker) != CSW_SAL || !Get_BitVar(g_Had_Salamander, Attacker)) return HAM_IGNORED return HAM_SUPERCEDE } public CreateFire(id, Float:Speed) { new iEnt = create_entity("env_sprite") if(!pev_valid(iEnt)) return static Float:vfAngle[3], Float:MyOrigin[3] static Float:Origin[3], Float:TargetOrigin[3], Float:Velocity[3] get_position(id, 40.0, 5.0, -5.0, Origin) get_position(id, 1024.0, 0.0, 0.0, TargetOrigin) pev(id, pev_angles, vfAngle) pev(id, pev_origin, MyOrigin) vfAngle[2] = float(random(18) * 20) // set info for ent set_pev(iEnt, pev_movetype, MOVETYPE_FLY) set_pev(iEnt, pev_rendermode, kRenderTransAdd) set_pev(iEnt, pev_renderamt, 160.0) set_pev(iEnt, pev_fuser1, get_gametime() + 1.0) // time remove set_pev(iEnt, pev_scale, 0.25) set_pev(iEnt, pev_nextthink, get_gametime() + 0.05) entity_set_string(iEnt, EV_SZ_classname, "fireinsaigon") engfunc(EngFunc_SetModel, iEnt, WeaponResources[0]) set_pev(iEnt, pev_mins, Float:{-1.0, -1.0, -1.0}) set_pev(iEnt, pev_maxs, Float:{1.0, 1.0, 1.0}) set_pev(iEnt, pev_origin, Origin) set_pev(iEnt, pev_gravity, 0.01) set_pev(iEnt, pev_angles, vfAngle) set_pev(iEnt, pev_solid, SOLID_TRIGGER) set_pev(iEnt, pev_owner, id) set_pev(iEnt, pev_frame, 0.0) set_pev(iEnt, pev_iuser2, get_user_team(id)) get_speed_vector(Origin, TargetOrigin, Speed, Velocity) set_pev(iEnt, pev_velocity, Velocity) emit_sound(iEnt, CHAN_BODY, WeaponSounds[0], 1.0, ATTN_NORM, 0, PITCH_NORM) } public fw_Fire_Think(iEnt) { if(!pev_valid(iEnt)) return static Float:fFrame, Float:fScale pev(iEnt, pev_frame, fFrame) pev(iEnt, pev_scale, fScale) // effect exp if(pev(iEnt, pev_movetype) == MOVETYPE_NONE) { fFrame += 1.0 fScale += 0.1 fScale = floatmin(fScale, 1.75) if(fFrame > 21.0) { engfunc(EngFunc_RemoveEntity, iEnt) return } set_pev(iEnt, pev_nextthink, get_gametime() + 0.025) } else { fFrame += 1.25 fFrame = floatmin(21.0, fFrame) fScale += 0.15 fScale = floatmin(fScale, 1.75) set_pev(iEnt, pev_nextthink, get_gametime() + 0.05) } set_pev(iEnt, pev_frame, fFrame) set_pev(iEnt, pev_scale, fScale) // time remove static Float:fTimeRemove pev(iEnt, pev_fuser1, fTimeRemove) if (get_gametime() >= fTimeRemove) { engfunc(EngFunc_RemoveEntity, iEnt) return; } } public fw_Fire_Touch(ent, id) { if(!pev_valid(ent)) return if(pev_valid(id)) { static Classname[32] pev(id, pev_classname, Classname, sizeof(Classname)) if(equal(Classname, "fireinsaigon")) return else if(is_alive(id)) { static EntTeam; EntTeam = pev(ent, pev_iuser2) if(get_user_team(id) != EntTeam) { static Attacker; Attacker = pev(ent, pev_owner) if(is_connected(Attacker)) { ExecuteHamB(Ham_TakeDamage, id, 0, Attacker, float(DAMAGE), DMG_BULLET) } } } } set_pev(ent, pev_movetype, MOVETYPE_NONE) set_pev(ent, pev_solid, SOLID_NOT) } public ze_select_item_pre(id, itemid) { // If it is not the gun the player is willing to buy then just make it available. // g_iItemId is the handler you made it before. // You can name itemid whatever you like but just not the same handler name. if (itemid != g_iItemId) return ZE_ITEM_AVAILABLE // In this item we are working on, it will be for humans only so we need to hide it for zombies so they do not get it. //If you want it to be for zombies, you need to add the not operator "!" before the native so it's gonna be like this: // if (!ze_is_user_zombie(id)) // If you want an item to be for zombies & humans then just don't add the next code. if (ze_is_user_zombie(id)) return ZE_ITEM_DONT_SHOW // Here we need to return a value so you don't get a warning on compiling. return ZE_ITEM_AVAILABLE } public ze_select_item_post(id, itemid) { // Here we just block buying the gun if it is not the gun the player is willing to buy so we just add return without values. if (itemid != g_iItemId) return // Here you can give the item & you can even add a message to notice the player what he bought for example like this: ze_colored_print(id, "You have successfully bought the item.") // Do you remember in public plugin_init(), we found something like this in it: // register_clcmd("say /get", "Get_MyWeapon") // That line is to allow you to get the gun for free when you type that command. // Well, we don't care about it, we care about: // Get_MyWeapon // This is the function we will use to give the weapon to the player // It's like this: Get_Salamander(id) } public fw_Weapon_PrimaryAttack(ent) { static id; id = pev(ent, pev_owner) pev(id, pev_punchangle, g_PunchAngles[id]) return HAM_IGNORED } public fw_Weapon_PrimaryAttack_Post(ent) { static id; id = pev(ent, pev_owner) if(get_player_weapon(id) == CSW_SAL && Get_BitVar(g_Had_Salamander, id) && cs_get_weapon_ammo(ent) > 0) { static Float:push[3] pev(id, pev_punchangle, push) xs_vec_sub(push, g_PunchAngles[id], push) xs_vec_mul_scalar(push, RECOIL, push) xs_vec_add(push, g_PunchAngles[id], push) set_pev(id, pev_punchangle, push) CreateFire(id, FIRE_SPEED) } else { static Float:push[3] pev(id, pev_punchangle, push) xs_vec_sub(push, g_PunchAngles[id], push) xs_vec_mul_scalar(push, 0.0, push) xs_vec_add(push, g_PunchAngles[id], push) set_pev(id, pev_punchangle, push) } return HAM_IGNORED } stock Set_WeaponIdleTime(id, WeaponId ,Float:TimeIdle) { static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId) if(!pev_valid(entwpn)) return set_pdata_float(entwpn, 46, TimeIdle, 4) set_pdata_float(entwpn, 47, TimeIdle, 4) set_pdata_float(entwpn, 48, TimeIdle + 0.5, 4) } stock Set_PlayerNextAttack(id, Float:nexttime) { set_pdata_float(id, 83, nexttime, 5) } stock Set_WeaponAnim(id, anim) { set_pev(id, pev_weaponanim, anim) message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id) write_byte(anim) write_byte(pev(id, pev_body)) message_end() } stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[]) { new 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 get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3]) { new_velocity[0] = origin2[0] - origin1[0] new_velocity[1] = origin2[1] - origin1[1] new_velocity[2] = origin2[2] - origin1[2] new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2])) new_velocity[0] *= num new_velocity[1] *= num new_velocity[2] *= num return 1; } stock 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) } /* =============================== ------------- SAFETY ------------- =================================*/ public Register_SafetyFunc() { register_event("CurWeapon", "Safety_CurWeapon", "be", "1=1") RegisterHam(Ham_Spawn, "player", "fw_Safety_Spawn_Post", 1) RegisterHam(Ham_Killed, "player", "fw_Safety_Killed_Post", 1) } public Register_SafetyFuncBot(id) { RegisterHamFromEntity(Ham_Spawn, id, "fw_Safety_Spawn_Post", 1) RegisterHamFromEntity(Ham_Killed, id, "fw_Safety_Killed_Post", 1) } public Safety_Connected(id) { Set_BitVar(g_IsConnected, id) UnSet_BitVar(g_IsAlive, id) g_PlayerWeapon[id] = 0 } public Safety_Disconnected(id) { UnSet_BitVar(g_IsConnected, id) UnSet_BitVar(g_IsAlive, id) g_PlayerWeapon[id] = 0 } public Safety_CurWeapon(id) { if(!is_alive(id)) return static CSW; CSW = read_data(2) if(g_PlayerWeapon[id] != CSW) g_PlayerWeapon[id] = CSW } public fw_Safety_Spawn_Post(id) { if(!is_user_alive(id)) return Set_BitVar(g_IsAlive, id) } public fw_Safety_Killed_Post(id) { UnSet_BitVar(g_IsAlive, id) } public is_connected(id) { if(!(1 <= id <= 32)) return 0 if(!Get_BitVar(g_IsConnected, id)) return 0 return 1 } public is_alive(id) { if(!is_connected(id)) return 0 if(!Get_BitVar(g_IsAlive, id)) return 0 return 1 } public get_player_weapon(id) { if(!is_alive(id)) return 0 return g_PlayerWeapon[id] } // ===================== STOCK... ======================= // ======================================================
give_item(id, weapon_sal)
---> rg_give_item(id, weapon_sal, GT_REPLACE)
He who fails to plan is planning to fail
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