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  1. /*
  2. [ZP] Extra Item: Golden Ak 47
  3. Team: Humans
  4.  
  5. Description: This plugin adds a new weapon for Human Teams.
  6. Weapon Cost: 30
  7.  
  8. Features:
  9. - This weapon do more damage
  10. - This weapon has zoom
  11. - Launch Lasers
  12. - This weapon has unlimited bullets
  13.  
  14. Credits:
  15.  
  16. KaOs - For his Dual MP5 mod
  17.  
  18. Cvars:
  19.  
  20.  
  21. - zp_goldenak_dmg_multiplier <5> - Damage Multiplier for Golden Ak 47
  22. - zp_goldenak_gold_bullets <1|0> - Golden bullets effect ?
  23. - zp_goldenak_custom_model <1|0> - Golden ak Custom Model
  24. - zp_goldenak_unlimited_clip <1|0> - Golden ak Unlimited Clip
  25.  
  26. */
  27.  
  28.  
  29.  
  30. #include <amxmodx>
  31. #include <fakemeta>
  32. #include <fun>
  33. #include <hamsandwich>
  34. #include <cstrike>
  35. #include <zombieplague>
  36.  
  37. #define is_valid_player(%1) (1 <= %1 <= 32)
  38.  
  39. new AK_V_MODEL[64] = "models/zombie_plague/v_golden_ak47.mdl"
  40. new AK_P_MODEL[64] = "models/zombie_plague/p_golden_ak47.mdl"
  41.  
  42. /* Pcvars */
  43. new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip
  44.  
  45. // Item ID
  46. new g_itemid
  47.  
  48. new bool:g_HasAk[33]
  49.  
  50. new g_hasZoom[ 33 ]
  51. new bullets[ 33 ]
  52.  
  53. // Sprite
  54. new m_spriteTexture
  55.  
  56. const Wep_ak47 = ((1<<CSW_AK47))
  57.  
  58. public plugin_init()
  59. {
  60.  
  61. /* CVARS */
  62. cvar_dmgmultiplier = register_cvar("zp_goldenak_dmg_multiplier", "5")
  63. cvar_custommodel = register_cvar("zp_goldenak_custom_model", "1")
  64. cvar_goldbullets = register_cvar("zp_goldenak_gold_bullets", "1")
  65. cvar_uclip = register_cvar("zp_goldenak_unlimited_clip", "1")
  66.  
  67. // Register The Plugin
  68. register_plugin("[ZP] Extra: Golden Ak 47", "1.1", "AlejandroSk")
  69. // Register Zombie Plague extra item
  70. g_itemid = zp_register_extra_item("Golden Ak 47", 30, ZP_TEAM_HUMAN)
  71. // Death Msg
  72. register_event("DeathMsg", "Death", "a")
  73. // Weapon Pick Up
  74. register_event("WeapPickup","checkModel","b","1=19")
  75. // Current Weapon Event
  76. register_event("CurWeapon","checkWeapon","be","1=1")
  77. register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
  78. // Ham TakeDamage
  79. RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
  80. register_forward( FM_CmdStart, "fw_CmdStart" )
  81. RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
  82.  
  83. }
  84.  
  85. public client_connect(id)
  86. {
  87. g_HasAk[id] = false
  88. }
  89.  
  90. public client_disconnect(id)
  91. {
  92. g_HasAk[id] = false
  93. }
  94.  
  95. public Death()
  96. {
  97. g_HasAk[read_data(2)] = false
  98. }
  99.  
  100. public fwHamPlayerSpawnPost(id)
  101. {
  102. g_HasAk[id] = false
  103. }
  104.  
  105. public plugin_precache()
  106. {
  107. precache_model(AK_V_MODEL)
  108. precache_model(AK_P_MODEL)
  109. m_spriteTexture = precache_model("sprites/dot.spr")
  110. precache_sound("weapons/zoom.wav")
  111. }
  112.  
  113. public zp_user_infected_post(id)
  114. {
  115. if (zp_get_user_zombie(id))
  116. {
  117. g_HasAk[id] = false
  118. }
  119. }
  120.  
  121. public checkModel(id)
  122. {
  123. if ( zp_get_user_zombie(id) )
  124. return PLUGIN_HANDLED
  125.  
  126. new szWeapID = read_data(2)
  127.  
  128. if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
  129. {
  130. set_pev(id, pev_viewmodel2, AK_V_MODEL)
  131. set_pev(id, pev_weaponmodel2, AK_P_MODEL)
  132. }
  133. return PLUGIN_HANDLED
  134. }
  135.  
  136. public checkWeapon(id)
  137. {
  138. new plrClip, plrAmmo, plrWeap[32]
  139. new plrWeapId
  140.  
  141. plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
  142.  
  143. if (plrWeapId == CSW_AK47 && g_HasAk[id])
  144. {
  145. checkModel(id)
  146. }
  147. else
  148. {
  149. return PLUGIN_CONTINUE
  150. }
  151.  
  152. if (plrClip == 0 && get_pcvar_num(cvar_uclip))
  153. {
  154. // If the user is out of ammo..
  155. get_weaponname(plrWeapId, plrWeap, 31)
  156. // Get the name of their weapon
  157. give_item(id, plrWeap)
  158. engclient_cmd(id, plrWeap)
  159. engclient_cmd(id, plrWeap)
  160. engclient_cmd(id, plrWeap)
  161. }
  162. return PLUGIN_HANDLED
  163. }
  164.  
  165.  
  166.  
  167. public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
  168. {
  169. if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
  170. {
  171. SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
  172. }
  173. }
  174.  
  175. public fw_CmdStart( id, uc_handle, seed )
  176. {
  177. if( !is_user_alive( id ) )
  178. return PLUGIN_HANDLED
  179.  
  180. if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
  181. {
  182. new szClip, szAmmo
  183. new szWeapID = get_user_weapon( id, szClip, szAmmo )
  184.  
  185. if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
  186. {
  187. g_hasZoom[id] = true
  188. cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
  189. emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
  190. }
  191.  
  192. else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])
  193. {
  194. g_hasZoom[ id ] = false
  195. cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
  196.  
  197. }
  198.  
  199. }
  200. return PLUGIN_HANDLED
  201. }
  202.  
  203.  
  204. public make_tracer(id)
  205. {
  206. if (get_pcvar_num(cvar_goldbullets))
  207. {
  208. new clip,ammo
  209. new wpnid = get_user_weapon(id,clip,ammo)
  210. new pteam[16]
  211.  
  212. get_user_team(id, pteam, 15)
  213.  
  214. if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
  215. {
  216. new vec1[3], vec2[3]
  217. get_user_origin(id, vec1, 1) // origin; your camera point.
  218. get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
  219.  
  220.  
  221. //BEAMENTPOINTS
  222. message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
  223. write_byte (0) //TE_BEAMENTPOINTS 0
  224. write_coord(vec1[0])
  225. write_coord(vec1[1])
  226. write_coord(vec1[2])
  227. write_coord(vec2[0])
  228. write_coord(vec2[1])
  229. write_coord(vec2[2])
  230. write_short( m_spriteTexture )
  231. write_byte(1) // framestart
  232. write_byte(5) // framerate
  233. write_byte(2) // life
  234. write_byte(10) // width
  235. write_byte(0) // noise
  236. write_byte( 255 ) // r, g, b
  237. write_byte( 215 ) // r, g, b
  238. write_byte( 0 ) // r, g, b
  239. write_byte(200) // brightness
  240. write_byte(150) // speed
  241. message_end()
  242. }
  243.  
  244. bullets[id] = clip
  245. }
  246.  
  247. }
  248.  
  249. public zp_extra_item_selected(player, itemid)
  250. {
  251. if ( itemid == g_itemid )
  252. {
  253. if ( user_has_weapon(player, CSW_AK47) )
  254. {
  255. drop_prim(player)
  256. }
  257.  
  258. give_item(player, "weapon_ak47")
  259. client_print(player, print_chat, "[Zombie Plague] Vettel 1 Arany AK47.-et!")
  260. g_HasAk[player] = true;
  261. }
  262. }
  263.  
  264. stock drop_prim(id)
  265. {
  266. new weapons[32], num
  267. get_user_weapons(id, weapons, num)
  268. for (new i = 0; i < num; i++) {
  269. if (Wep_ak47 & (1<<weapons[i]))
  270. {
  271. static wname[32]
  272. get_weaponname(weapons[i], wname, sizeof wname - 1)
  273. engclient_cmd(id, "drop", wname)
  274. }
  275. }
  276. }
  277. /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
  278. *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par }
  279. */
  280.