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  1. #include <amxmodx>
  2. #include <fakemeta>
  3. #include <hamsandwich>
  4.  
  5. #define PLUGIN "Back Weapons"
  6. #define AUTHOR "hoboman313/cheap_suit"
  7. #define VERSION "1.87"
  8.  
  9. #define MAX_PLAYERS 32
  10. #define OFFSET_PRIMARYWEAPON 116
  11. #define OFFSET_WEAPONTYPE 43
  12. #define EXTRAOFFSET_WEAPONS 4
  13. #define OFFSET_AUTOSWITCH 509
  14. #define OFFSET_SHIELD 510
  15. #define HAS_SHIELD (1<<24)
  16.  
  17. #define PRIMARY_WEAPONS (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)
  18.  
  19. #define is_weapon_primary(%1) (PRIMARY_WEAPONS & (1<<%1))
  20. #define cs_get_weapon_type(%1) get_pdata_int(%1, OFFSET_WEAPONTYPE, EXTRAOFFSET_WEAPONS)
  21. #define cs_get_user_hasprim(%1) get_pdata_int(%1, OFFSET_PRIMARYWEAPON)
  22. #define cs_get_user_autoswitch(%1) get_pdata_int(%1, OFFSET_AUTOSWITCH)
  23. #define cs_get_user_shield(%1) (get_pdata_int(%1, OFFSET_SHIELD) & HAS_SHIELD) ? 1 : 0
  24.  
  25. enum
  26. {
  27. MODEL_NULL = 0,
  28. MODEL_AUG = 1,
  29. MODEL_AK47 = 2,
  30. MODEL_AWP = 3,
  31. MODEL_MP5NAVY = 4,
  32. MODEL_P90 = 5,
  33. MODEL_GALIL = 6,
  34. MODEL_M4A1 = 7,
  35. MODEL_SG550 = 8,
  36. MODEL_SG552 = 9,
  37. MODEL_SCOUT = 10,
  38. MODEL_XM1014 = 11,
  39. MODEL_M3 = 12,
  40. MODEL_G3SG1 = 13,
  41. MODEL_M249 = 14,
  42. MODEL_FAMAS = 15,
  43. MODEL_UMP45 = 16
  44. }
  45.  
  46. new g_weapons[][] =
  47. {
  48. "weapon_p228",
  49. "weapon_scout",
  50. "weapon_hegrenade",
  51. "weapon_xm1014",
  52. "weapon_c4",
  53. "weapon_mac10",
  54. "weapon_aug",
  55. "weapon_smokegrenade",
  56. "weapon_elite",
  57. "weapon_fiveseven",
  58. "weapon_ump45",
  59. "weapon_sg550",
  60. "weapon_galil",
  61. "weapon_famas",
  62. "weapon_usp",
  63. "weapon_glock18",
  64. "weapon_awp",
  65. "weapon_mp5navy",
  66. "weapon_m249",
  67. "weapon_m3",
  68. "weapon_m4a1",
  69. "weapon_tmp",
  70. "weapon_g3sg1",
  71. "weapon_flashbang",
  72. "weapon_deagle",
  73. "weapon_sg552",
  74. "weapon_ak47",
  75. "weapon_knife",
  76. "weapon_p90"
  77. }
  78.  
  79. new g_weaponclass[] = "backweapon"
  80. new g_weaponmodel[] = "models/backweapons.mdl"
  81.  
  82. new g_weaponent[MAX_PLAYERS+1]
  83.  
  84. public plugin_init()
  85. {
  86. register_plugin(PLUGIN, VERSION, AUTHOR)
  87. register_cvar(PLUGIN, VERSION, FCVAR_SPONLY|FCVAR_SERVER)
  88.  
  89. RegisterHam(Ham_Killed, "player", "bacon_killed")
  90. RegisterHam(Ham_Spawn, "player", "bacon_spawn_post", 1)
  91. RegisterHam(Ham_AddPlayerItem, "player", "bacon_addplayeritem")
  92. RegisterHam(Ham_RemovePlayerItem, "player", "bacon_removeplayeritem")
  93.  
  94. for(new i = 0; i < sizeof g_weapons; i++)
  95. {
  96. RegisterHam(Ham_Item_AttachToPlayer, g_weapons[i], "bacon_item_attachtoplayer_post", 1)
  97. RegisterHam(Ham_Item_Deploy, g_weapons[i], "bacon_item_deploy_post", 1)
  98. }
  99. }
  100.  
  101. public plugin_precache()
  102. precache_model(g_weaponmodel)
  103.  
  104. public client_putinserver(id)
  105. {
  106. static infotarget
  107. if(!infotarget) infotarget = engfunc(EngFunc_AllocString, "info_target")
  108.  
  109. g_weaponent[id] = engfunc(EngFunc_CreateNamedEntity, infotarget)
  110. if(pev_valid(g_weaponent[id]))
  111. {
  112. engfunc(EngFunc_SetModel, g_weaponent[id], g_weaponmodel)
  113. set_pev(g_weaponent[id], pev_classname, g_weaponclass)
  114. set_pev(g_weaponent[id], pev_movetype, MOVETYPE_FOLLOW)
  115. set_pev(g_weaponent[id], pev_effects, EF_NODRAW)
  116. set_pev(g_weaponent[id], pev_aiment, id)
  117. }
  118. }
  119.  
  120. public client_disconnect(id)
  121. {
  122. if(g_weaponent[id] > 0 && pev_valid(g_weaponent[id]))
  123. engfunc(EngFunc_RemoveEntity, g_weaponent[id])
  124.  
  125. g_weaponent[id] = 0
  126. }
  127.  
  128. public bacon_killed(id, idattacker, shouldgib)
  129. fm_set_entity_visibility(g_weaponent[id], 0)
  130.  
  131. public bacon_addplayeritem(id, ent)
  132. {
  133. static weaponid; weaponid = cs_get_weapon_type(ent)
  134. if(is_weapon_primary(weaponid) && pev_valid(g_weaponent[id]))
  135. {
  136. fm_set_entity_visibility(g_weaponent[id], 0)
  137. set_pev(g_weaponent[id], pev_body, get_weapon_model(weaponid))
  138. }
  139. }
  140.  
  141. public bacon_removeplayeritem(id, ent)
  142. {
  143. if(is_weapon_primary(cs_get_weapon_type(ent)) && pev_valid(g_weaponent[id]))
  144. fm_set_entity_visibility(g_weaponent[id], 0)
  145. }
  146.  
  147. public bacon_spawn_post(id) if(is_user_alive(id))
  148. {
  149. if(!cs_get_user_hasprim(id))
  150. fm_set_entity_visibility(g_weaponent[id], 0)
  151. }
  152.  
  153. public bacon_item_attachtoplayer_post(ent, id) if(is_user_alive(id) && !cs_get_user_autoswitch(id))
  154. {
  155. if(is_weapon_primary(cs_get_weapon_type(ent)) && pev_valid(g_weaponent[id]))
  156. fm_set_entity_visibility(g_weaponent[id], 1)
  157. }
  158.  
  159. public bacon_item_deploy_post(ent)
  160. {
  161. static id; id = pev(ent, pev_owner)
  162. if(is_user_alive(id))
  163. {
  164. static weapon; weapon = cs_get_weapon_type(ent)
  165. if(is_weapon_primary(weapon) || cs_get_user_shield(id))
  166. fm_set_entity_visibility(g_weaponent[id], 0)
  167.  
  168. else if(cs_get_user_hasprim(id))
  169. fm_set_entity_visibility(g_weaponent[id], 1)
  170. }
  171. }
  172.  
  173. stock get_weapon_model(weapon)
  174. {
  175. switch(weapon)
  176. {
  177. case CSW_SCOUT: return MODEL_SCOUT
  178. case CSW_XM1014: return MODEL_XM1014
  179. case CSW_AUG: return MODEL_AUG
  180. case CSW_UMP45: return MODEL_UMP45
  181. case CSW_SG550: return MODEL_SG550
  182. case CSW_GALIL: return MODEL_GALIL
  183. case CSW_FAMAS: return MODEL_FAMAS
  184. case CSW_AWP: return MODEL_AWP
  185. case CSW_MP5NAVY: return MODEL_MP5NAVY
  186. case CSW_M249: return MODEL_M249
  187. case CSW_M3: return MODEL_M3
  188. case CSW_M4A1: return MODEL_M4A1
  189. case CSW_G3SG1: return MODEL_G3SG1
  190. case CSW_SG552: return MODEL_SG552
  191. case CSW_AK47: return MODEL_AK47
  192. case CSW_P90: return MODEL_P90
  193. }
  194. return 0
  195. }
  196.  
  197. stock fm_set_entity_visibility(index, visible = 1)
  198. set_pev(index, pev_effects, visible == 1 ? pev(index, pev_effects) & ~EF_NODRAW : pev(index, pev_effects) | EF_NODRAW)