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  1. /*
  2. Tracer Color Const || Configuration In Cvar "sgdrill_trace_color"
  3. White = 0
  4. Red = 1
  5. Green = 2
  6. Yellow = 3
  7. Blue = 4
  8. Orange = 5
  9. Pink = 6
  10. */
  11.  
  12. #include <amxmodx>
  13. #include <engine>
  14. #include <fakemeta>
  15. #include <fakemeta_util>
  16. #include <hamsandwich>
  17. #include <cstrike>
  18. #include <xs>
  19.  
  20. // ZP NATIVE
  21. #include <zombieplague>
  22.  
  23. #define PLUGIN "[ZP] CSO Magnum Drill | Zombie Plague Extra Items"
  24. #define VERSION "1.0"
  25. #define AUTHOR "AsepKhairulAnam@CS:ZPMI"
  26.  
  27. // CONFIGURATION WEAPON
  28. #define system_name "sgdrill"
  29. #define system_base "xm1014"
  30.  
  31. #define DRAW_TIME 1.0
  32. #define RELOAD_TIME 2.7
  33.  
  34. #define SLASH_TIME 0.7
  35. #define SLASH_DELAY_TIME 1.8
  36. #define SLASH_RADIUS 150
  37. #define SLASH_DAMAGE 500
  38. #define SLASH_KNOCKBACK_POWER 800
  39.  
  40. #define CSW_BASE CSW_XM1014
  41. #define WEAPON_KEY 11092002
  42.  
  43. #define ANIMEXT "m249"
  44. #define ANIMEXT_SLASH "knife"
  45.  
  46. // ALL MACRO
  47. #define ENG_NULLENT -1
  48. #define EV_INT_WEAPONKEY EV_INT_impulse
  49.  
  50. #define USE_STOPPED 0
  51. #define OFFSET_LINUX_WEAPONS 4
  52. #define OFFSET_LINUX 5
  53. #define OFFSET_WEAPONOWNER 41
  54. #define OFFSET_ACTIVE_ITEM 373
  55.  
  56. #define m_fKnown 44
  57. #define m_flNextPrimaryAttack 46
  58. #define m_flTimeWeaponIdle 48
  59. #define m_iClip 51
  60. #define m_fInReload 54
  61. #define m_flNextAttack 83
  62.  
  63. // ALL ANIM
  64. #define ANIM_SHOOT1 1
  65. #define ANIM_SHOOT2 1
  66. #define ANIM_SHOOT3 1
  67. #define ANIM_SLASH 2
  68. #define ANIM_RELOAD 3
  69. #define ANIM_DRAW 4
  70.  
  71. #define TASK_SLASH 4412482
  72. #define write_coord_f(%1) engfunc(EngFunc_WriteCoord,%1)
  73.  
  74. // All Models Of The Weapon
  75. new V_MODEL[64] = "models/v_sgdrill.mdl"
  76. new W_MODEL[64] = "models/w_sgdrill.mdl"
  77. new P_MODEL[64] = "models/p_sgdrill.mdl"
  78. new P_MODEL_SLASH[64] = "models/p_sgdrill_slash.mdl"
  79.  
  80. // You Can Add Fire Sound Here
  81. new const Fire_Sounds[][] = { "weapons/sgdrill-1.wav", "weapons/sgdrill_slash.wav" }
  82.  
  83. // All Vars Here
  84. new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }
  85. new cvar_dmg, cvar_recoil, cvar_clip, cvar_spd, cvar_ammo, cvar_color_trace
  86. new g_MaxPlayers, g_orig_event, g_IsInPrimaryAttack, g_attack_type[33], Float:cl_pushangle[33][3], g_temp_slash_attack[33]
  87. new g_has_weapon[33], g_clip_ammo[33], g_weapon_TmpClip[33], oldweap[33], g_InTempingAttack[33], g_item
  88.  
  89. // Macros Again :v
  90. new weapon_name_buffer[512]
  91. new weapon_base_buffer[512]
  92.  
  93. const PRIMARY_WEAPONS_BIT_SUM =
  94. (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<<
  95. 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)
  96. new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
  97. "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550",
  98. "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
  99. "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
  100. "weapon_ak47", "weapon_knife", "weapon_p90" }
  101.  
  102. // START TO CREATE PLUGINS || AMXMODX FORWARD
  103. public plugin_init()
  104. {
  105. formatex(weapon_name_buffer, sizeof(weapon_name_buffer), "weapon_%s_asep", system_name)
  106. formatex(weapon_base_buffer, sizeof(weapon_base_buffer), "weapon_%s", system_base)
  107.  
  108. register_plugin(PLUGIN, VERSION, AUTHOR)
  109.  
  110. // Event And Message
  111. register_event("CurWeapon", "Forward_CurrentWeapon", "be", "1=1")
  112. register_message(get_user_msgid("DeathMsg"), "Forward_DeathMsg")
  113.  
  114. // Ham Forward (Entity) || Ham_Use
  115. RegisterHam(Ham_Use, "func_tank", "Forward_UseStationary_Post", 1)
  116. RegisterHam(Ham_Use, "func_tankmortar", "Forward_UseStationary_Post", 1)
  117. RegisterHam(Ham_Use, "func_tankrocket", "Forward_UseStationary_Post", 1)
  118. RegisterHam(Ham_Use, "func_tanklaser", "Forward_UseStationary_Post", 1)
  119.  
  120. // Ham Forward (Entity) || Ham_TraceAttack
  121. RegisterHam(Ham_TraceAttack, "func_door", "Forward_TraceAttack", 1)
  122. RegisterHam(Ham_TraceAttack, "func_door_rotating", "Forward_TraceAttack", 1)
  123. RegisterHam(Ham_TraceAttack, "func_plat", "Forward_TraceAttack", 1)
  124. RegisterHam(Ham_TraceAttack, "func_rotating", "Forward_TraceAttack", 1)
  125. RegisterHam(Ham_TraceAttack, "func_breakable", "Forward_TraceAttack", 1)
  126. RegisterHam(Ham_TraceAttack, "func_wall", "Forward_TraceAttack", 1)
  127. RegisterHam(Ham_TraceAttack, "worldspawn", "Forward_TraceAttack", 1)
  128.  
  129. // Ham Forward (Weapon)
  130. RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base_buffer, "Weapon_PrimaryAttack")
  131. RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base_buffer, "Weapon_PrimaryAttack_Post", 1)
  132. RegisterHam(Ham_Item_PostFrame, weapon_base_buffer, "Weapon_ItemPostFrame")
  133. RegisterHam(Ham_Weapon_Reload, weapon_base_buffer, "Weapon_Reload")
  134. RegisterHam(Ham_Weapon_Reload, weapon_base_buffer, "Weapon_Reload_Post", 1)
  135. RegisterHam(Ham_Item_AddToPlayer, weapon_base_buffer, "Weapon_AddToPlayer")
  136.  
  137. for(new i = 1; i < sizeof WEAPONENTNAMES; i++)
  138. if(WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "Weapon_Deploy_Post", 1)
  139.  
  140. // Ham Forward (Player)
  141. RegisterHam(Ham_TakeDamage, "player", "Forward_TakeDamage")
  142. RegisterHam(Ham_TakeDamage, "func_breakable", "Forward_TakeDamage")
  143. RegisterHam(Ham_Killed, "player", "Forward_PlayerKilled")
  144.  
  145. // Fakemeta Forward
  146. register_forward(FM_SetModel, "Forward_SetModel")
  147. register_forward(FM_UpdateClientData, "Forward_UpdateClientData_Post", 1)
  148. register_forward(FM_PlaybackEvent, "Forward_PlaybackEvent")
  149. register_forward(FM_EmitSound, "Forward_Emitsound")
  150. register_forward(FM_TraceLine, "Forward_Traceline")
  151. register_forward(FM_TraceHull, "Forward_Tracehull")
  152.  
  153. // All Some Cvar
  154. cvar_clip = register_cvar("sgdrill_clip", "35")
  155. cvar_spd = register_cvar("sgdrill_speed", "0.8")
  156. cvar_ammo = register_cvar("sgdrill_ammo", "70")
  157. cvar_dmg = register_cvar("sgdrill_damage", "1.5")
  158. cvar_recoil = register_cvar("sgdrill_recoil", "5.0")
  159. cvar_color_trace = register_cvar("sgdrill_trace_color", "5")
  160.  
  161. g_MaxPlayers = get_maxplayers()
  162. g_item = zp_register_extra_item("Magnum Drill", 50, ZP_TEAM_HUMAN)
  163. }
  164.  
  165. public plugin_precache()
  166. {
  167. formatex(weapon_name_buffer, sizeof(weapon_name_buffer), "weapon_%s_asep", system_name)
  168. formatex(weapon_base_buffer, sizeof(weapon_base_buffer), "weapon_%s", system_base)
  169.  
  170. new Buffer[512]
  171. precache_model(V_MODEL)
  172. precache_model(P_MODEL)
  173. precache_model(W_MODEL)
  174. precache_model(P_MODEL_SLASH)
  175.  
  176. formatex(Buffer, sizeof(Buffer), "sprites/%s.txt", weapon_name_buffer)
  177. precache_generic(Buffer) // EG: Output "sprites/weapon_sgdrill.txt"
  178.  
  179. precache_model("sprites/asep/640hud140.spr")
  180. precache_model("sprites/asep/640hud17.spr")
  181.  
  182. for(new i = 0; i < sizeof Fire_Sounds; i++)
  183. precache_sound(Fire_Sounds[i])
  184.  
  185. precache_viewmodel_sound(V_MODEL)
  186.  
  187. formatex(Buffer, sizeof(Buffer), "test_%s", system_name)
  188. register_clcmd(Buffer, "give_item") // EG: Output "test_sgdrill"
  189. register_clcmd(weapon_name_buffer, "weapon_hook")
  190.  
  191. register_forward(FM_PrecacheEvent, "Forward_PrecacheEvent_Post", 1)
  192. }
  193.  
  194. public plugin_natives()
  195. {
  196. new Buffer[512]
  197. formatex(Buffer, sizeof(Buffer), "give_%s", system_name)
  198. register_native(Buffer, "give_item", 1) // EG: Output "give_sgdrill"
  199. formatex(Buffer, sizeof(Buffer), "remove_%s", system_name)
  200. register_native(Buffer, "remove_item", 1) // EG: Output "remove_sgdrill"
  201. }
  202.  
  203. // Register Extra Items For ZP
  204. public zp_extra_item_selected(id, itemid)
  205. {
  206. if(itemid != g_item)
  207. return
  208.  
  209. give_item(id)
  210. }
  211.  
  212. // Reset Bitvar (Fix Bug)
  213. public client_connect(id) remove_item(id)
  214. public client_disconnect(id) remove_item(id)
  215. public zp_user_infected_post(id) remove_item(id)
  216. public zp_user_humanized_post(id) remove_item(id)
  217. /* ========= START OF REGISTER HAM TO SUPPORT BOTS FUNC ========= */
  218. new g_HamBot
  219. public client_putinserver(id)
  220. {
  221. if(!g_HamBot && is_user_bot(id))
  222. {
  223. g_HamBot = 1
  224. set_task(0.1, "Do_RegisterHam", id)
  225. }
  226. }
  227.  
  228. public Do_RegisterHam(id)
  229. {
  230. RegisterHamFromEntity(Ham_TakeDamage, id, "Forward_TakeDamage")
  231. RegisterHamFromEntity(Ham_Killed, id, "Forward_PlayerKilled")
  232. }
  233. /* ======== END OF REGISTER HAM TO SUPPORT BOTS FUNC ============= */
  234. /* ============ START OF ALL FORWARD (FAKEMETA) ================== */
  235. public Forward_PrecacheEvent_Post(type, const name[])
  236. {
  237. new Buffer[512]
  238. formatex(Buffer, sizeof(Buffer), "events/%s.sc", system_base)
  239. if(equal(Buffer, name, 0))
  240. {
  241. g_orig_event = get_orig_retval()
  242. return FMRES_HANDLED
  243. }
  244. return FMRES_IGNORED
  245. }
  246.  
  247. public Forward_SetModel(entity, model[])
  248. {
  249. if(!is_valid_ent(entity))
  250. return FMRES_IGNORED
  251.  
  252. static szClassName[33]
  253. entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName))
  254.  
  255. if(!equal(szClassName, "weaponbox"))
  256. return FMRES_IGNORED
  257.  
  258. static iOwner
  259. iOwner = entity_get_edict(entity, EV_ENT_owner)
  260.  
  261. new Buffer[512]
  262. formatex(Buffer, sizeof(Buffer), "models/w_%s.mdl", system_base)
  263.  
  264. if(equal(model, Buffer))
  265. {
  266. static iStoredAugID
  267.  
  268. iStoredAugID = find_ent_by_owner(ENG_NULLENT, weapon_base_buffer, entity)
  269.  
  270. if(!is_valid_ent(iStoredAugID))
  271. return FMRES_IGNORED
  272.  
  273. if(g_has_weapon[iOwner])
  274. {
  275. entity_set_int(iStoredAugID, EV_INT_WEAPONKEY, WEAPON_KEY)
  276. remove_item(iOwner)
  277. entity_set_model(entity, W_MODEL)
  278.  
  279. return FMRES_SUPERCEDE
  280. }
  281. }
  282. return FMRES_IGNORED
  283. }
  284.  
  285. public Forward_UseStationary_Post(entity, caller, activator, use_type)
  286. {
  287. if(use_type == USE_STOPPED && is_user_connected(caller))
  288. replace_weapon_models(caller, get_user_weapon(caller))
  289. }
  290.  
  291. public Forward_UpdateClientData_Post(Player, SendWeapons, CD_Handle)
  292. {
  293. if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_BASE || !g_has_weapon[Player]))
  294. return FMRES_IGNORED
  295.  
  296. set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)
  297. return FMRES_HANDLED
  298. }
  299.  
  300. public Forward_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
  301. {
  302. if ((eventid != g_orig_event) || !g_IsInPrimaryAttack)
  303. return FMRES_IGNORED
  304. if (!(1 <= invoker <= g_MaxPlayers))
  305. return FMRES_IGNORED
  306.  
  307. playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
  308. return FMRES_SUPERCEDE
  309. }
  310.  
  311. public Forward_TakeDamage(victim, inflictor, attacker, Float:damage)
  312. {
  313. if(victim != attacker && is_user_connected(attacker))
  314. {
  315. if(get_user_weapon(attacker) == CSW_BASE)
  316. {
  317. if(g_has_weapon[attacker])
  318. {
  319. SetHamParamFloat(4, damage * get_pcvar_float(cvar_dmg))
  320. set_hudmessage(255, 0, 0, -1.0, 0.46, 0, 0.2, 0.2)
  321. show_hudmessage(attacker, "\ /^n^n/ \")
  322.  
  323. // Effect Like CSO || I Think Haha..
  324. // \ / (Like This)
  325. // + (Crosshair Default)
  326. // / \ (If Enemy TakeDamage Or Entity To BreakAble)
  327. }
  328. }
  329. }
  330. }
  331.  
  332. public Forward_Emitsound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
  333. {
  334. if(!is_user_alive(id) || !is_user_connected(id))
  335. return FMRES_IGNORED
  336. if(!g_has_weapon[id] || !g_InTempingAttack[id])
  337. return FMRES_IGNORED
  338.  
  339. if(sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i')
  340. {
  341. if(sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a')
  342. return FMRES_SUPERCEDE
  343. if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't')
  344. {
  345. if (sample[17] == 'w') return FMRES_SUPERCEDE
  346. else return FMRES_SUPERCEDE
  347. }
  348. if (sample[14] == 's' && sample[15] == 't' && sample[16] == 'a')
  349. return FMRES_SUPERCEDE;
  350. }
  351.  
  352. return FMRES_IGNORED
  353. }
  354.  
  355. public Forward_Traceline(Float:vector_start[3], Float:vector_end[3], ignored_monster, id, handle)
  356. {
  357. if(!is_user_alive(id) || !is_user_connected(id))
  358. return FMRES_IGNORED
  359. if(!g_InTempingAttack[id])
  360. return FMRES_IGNORED
  361.  
  362. static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
  363.  
  364. pev(id, pev_origin, fOrigin)
  365. pev(id, pev_view_ofs, view_ofs)
  366. xs_vec_add(fOrigin, view_ofs, vecStart)
  367. pev(id, pev_v_angle, v_angle)
  368.  
  369. engfunc(EngFunc_MakeVectors, v_angle)
  370. get_global_vector(GL_v_forward, v_forward)
  371.  
  372. xs_vec_mul_scalar(v_forward, 0.0, v_forward)
  373. xs_vec_add(vecStart, v_forward, vecEnd)
  374.  
  375. engfunc(EngFunc_TraceLine, vecStart, vecEnd, ignored_monster, id, handle)
  376.  
  377. return FMRES_SUPERCEDE
  378. }
  379.  
  380. public Forward_Tracehull(Float:vector_start[3], Float:vector_end[3], ignored_monster, hull, id, handle)
  381. {
  382. if(!is_user_alive(id) || !is_user_connected(id))
  383. return FMRES_IGNORED
  384. if(!g_InTempingAttack[id])
  385. return FMRES_IGNORED
  386.  
  387. static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
  388.  
  389. pev(id, pev_origin, fOrigin)
  390. pev(id, pev_view_ofs, view_ofs)
  391. xs_vec_add(fOrigin, view_ofs, vecStart)
  392. pev(id, pev_v_angle, v_angle)
  393.  
  394. engfunc(EngFunc_MakeVectors, v_angle)
  395. get_global_vector(GL_v_forward, v_forward)
  396.  
  397. xs_vec_mul_scalar(v_forward, 0.0, v_forward)
  398. xs_vec_add(vecStart, v_forward, vecEnd)
  399.  
  400. engfunc(EngFunc_TraceHull, vecStart, vecEnd, ignored_monster, hull, id, handle)
  401.  
  402. return FMRES_SUPERCEDE
  403. }
  404. /* ================= END OF ALL FAKEMETA FORWARD ================= */
  405. /* ================= START OF ALL MESSAGE FORWARD ================ */
  406. public Forward_CurrentWeapon(id)
  407. {
  408. replace_weapon_models(id, read_data(2))
  409.  
  410. if(!is_user_alive(id))
  411. return
  412.  
  413. if(read_data(2) != CSW_BASE || !g_has_weapon[id])
  414. return
  415.  
  416. static Float:Speed
  417. if(g_has_weapon[id] && !cs_get_user_zoom(id))
  418. Speed = get_pcvar_float(cvar_spd)
  419. else if(g_has_weapon[id] && cs_get_user_zoom(id))
  420. Speed = get_pcvar_float(cvar_spd)*2
  421.  
  422. static weapon[32], Ent
  423. get_weaponname(read_data(2), weapon, 31)
  424. Ent = find_ent_by_owner(-1, weapon, id)
  425. if(pev_valid(Ent))
  426. {
  427. static Float:Delay
  428. Delay = get_pdata_float(Ent, 46, 4) * Speed
  429. if(Delay > 0.0) set_pdata_float(Ent, 46, Delay, 4)
  430. }
  431. }
  432. /* ================== END OF ALL MESSAGE FORWARD ================ */
  433. /* ================== START OF ALL EVENT FORWARD ================ */
  434. public Forward_DeathMsg(msg_id, msg_dest, id)
  435. {
  436. static szTruncatedWeapon[33], iAttacker, iVictim
  437.  
  438. get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon))
  439.  
  440. iAttacker = get_msg_arg_int(1)
  441. iVictim = get_msg_arg_int(2)
  442.  
  443. if(!is_user_connected(iAttacker) || iAttacker == iVictim)
  444. return PLUGIN_CONTINUE
  445.  
  446. if(equal(szTruncatedWeapon, system_base) || equal(szTruncatedWeapon, "knife") && get_user_weapon(iAttacker) == CSW_BASE)
  447. {
  448. if(g_has_weapon[iAttacker])
  449. set_msg_arg_string(4, system_name)
  450. }
  451. return PLUGIN_CONTINUE
  452. }
  453. /* ================== END OF ALL EVENT FORWARD =================== */
  454. /* ================== START OF ALL HAM FORWARD ============== */
  455. public Forward_PlayerKilled(id) remove_item(id)
  456. public Forward_TraceAttack(iEnt, iAttacker, Float:flDamage, Float:fDir[3], ptr, iDamageType)
  457. {
  458. if(!is_user_alive(iAttacker))
  459. return
  460.  
  461. new g_currentweapon = get_user_weapon(iAttacker)
  462. if(g_currentweapon != CSW_BASE || !g_has_weapon[iAttacker])
  463. return
  464.  
  465. static Float:flEnd[3], Float:WallVector[3]
  466. get_tr2(ptr, TR_vecEndPos, flEnd)
  467. get_tr2(ptr, TR_vecPlaneNormal, WallVector)
  468.  
  469. if(iEnt)
  470. {
  471. message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  472. write_byte(TE_DECAL)
  473. write_coord_f(flEnd[0])
  474. write_coord_f(flEnd[1])
  475. write_coord_f(flEnd[2])
  476. write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
  477. write_short(iEnt)
  478. message_end()
  479. }
  480. else
  481. {
  482. message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  483. write_byte(TE_WORLDDECAL)
  484. write_coord_f(flEnd[0])
  485. write_coord_f(flEnd[1])
  486. write_coord_f(flEnd[2])
  487. write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
  488. message_end()
  489. }
  490.  
  491. message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  492. write_byte(TE_GUNSHOTDECAL)
  493. write_coord_f(flEnd[0])
  494. write_coord_f(flEnd[1])
  495. write_coord_f(flEnd[2])
  496. write_short(iAttacker)
  497. write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
  498. message_end()
  499.  
  500. message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  501. write_byte(TE_STREAK_SPLASH)
  502. engfunc(EngFunc_WriteCoord, flEnd[0])
  503. engfunc(EngFunc_WriteCoord, flEnd[1])
  504. engfunc(EngFunc_WriteCoord, flEnd[2])
  505. engfunc(EngFunc_WriteCoord, WallVector[0] * random_float(25.0,30.0))
  506. engfunc(EngFunc_WriteCoord, WallVector[1] * random_float(25.0,30.0))
  507. engfunc(EngFunc_WriteCoord, WallVector[2] * random_float(25.0,30.0))
  508. write_byte(get_pcvar_num(cvar_color_trace))
  509. write_short(12)
  510. write_short(3)
  511. write_short(75)
  512. message_end()
  513. }
  514.  
  515. public Weapon_Deploy_Post(weapon_entity)
  516. {
  517. static owner
  518. owner = fm_cs_get_weapon_ent_owner(weapon_entity)
  519.  
  520. static weaponid
  521. weaponid = cs_get_weapon_id(weapon_entity)
  522.  
  523. replace_weapon_models(owner, weaponid)
  524. }
  525.  
  526. public Weapon_AddToPlayer(weapon_entity, id)
  527. {
  528. if(!is_valid_ent(weapon_entity) || !is_user_connected(id))
  529. return HAM_IGNORED
  530.  
  531. if(entity_get_int(weapon_entity, EV_INT_WEAPONKEY) == WEAPON_KEY)
  532. {
  533. g_has_weapon[id] = true
  534. entity_set_int(weapon_entity, EV_INT_WEAPONKEY, 0)
  535. set_weapon_list(id, weapon_name_buffer, CSW_BASE)
  536.  
  537. return HAM_HANDLED
  538. }
  539. else
  540. {
  541. set_weapon_list(id, weapon_base_buffer, CSW_BASE)
  542. }
  543.  
  544. return HAM_IGNORED
  545. }
  546.  
  547. public Weapon_PrimaryAttack(weapon_entity)
  548. {
  549. new Player = get_pdata_cbase(weapon_entity, 41, 4)
  550.  
  551. if(!g_has_weapon[Player])
  552. return
  553.  
  554. g_IsInPrimaryAttack = 1
  555. pev(Player,pev_punchangle,cl_pushangle[Player])
  556.  
  557. g_clip_ammo[Player] = cs_get_weapon_ammo(weapon_entity)
  558. }
  559.  
  560. public Weapon_PrimaryAttack_Post(weapon_entity)
  561. {
  562. g_IsInPrimaryAttack = 0
  563. new Player = get_pdata_cbase(weapon_entity, 41, 4)
  564.  
  565. new szClip, szAmmo
  566. get_user_weapon(Player, szClip, szAmmo)
  567.  
  568. if(!is_user_alive(Player))
  569. return
  570.  
  571. if(g_has_weapon[Player])
  572. {
  573. if(!g_clip_ammo[Player])
  574. return
  575.  
  576. new Float:push[3]
  577. pev(Player,pev_punchangle,push)
  578. xs_vec_sub(push,cl_pushangle[Player],push)
  579. xs_vec_mul_scalar(push,get_pcvar_float(cvar_recoil),push)
  580.  
  581. xs_vec_add(push,cl_pushangle[Player],push)
  582. set_pev(Player,pev_punchangle,push)
  583.  
  584. emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
  585. if(!g_attack_type[Player])
  586. {
  587. static random_number
  588. random_number = random_num(0,1)
  589. if(!random_number) set_weapon_anim(Player, ANIM_SHOOT1)
  590. else set_weapon_anim(Player, ANIM_SHOOT3)
  591.  
  592. g_attack_type[Player] = 1
  593. }
  594. else
  595. {
  596. set_weapon_anim(Player, ANIM_SHOOT2)
  597. g_attack_type[Player] = 0
  598. }
  599. }
  600. }
  601.  
  602. public Weapon_ItemPostFrame(weapon_entity)
  603. {
  604. new id = pev(weapon_entity, pev_owner)
  605. if(!is_user_connected(id))
  606. return HAM_IGNORED
  607.  
  608. if(!g_has_weapon[id])
  609. return HAM_IGNORED
  610.  
  611. static iClipExtra
  612.  
  613. iClipExtra = get_pcvar_num(cvar_clip)
  614. new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, OFFSET_LINUX)
  615.  
  616. new iBpAmmo = cs_get_user_bpammo(id, CSW_BASE)
  617. new iClip = get_pdata_int(weapon_entity, m_iClip, OFFSET_LINUX_WEAPONS)
  618.  
  619. new fInReload = get_pdata_int(weapon_entity, m_fInReload, OFFSET_LINUX_WEAPONS)
  620. if(fInReload && flNextAttack <= 0.0)
  621. {
  622. new j = min(iClipExtra - iClip, iBpAmmo)
  623.  
  624. set_pdata_int(weapon_entity, m_iClip, iClip + j, OFFSET_LINUX_WEAPONS)
  625. cs_set_user_bpammo(id, CSW_BASE, iBpAmmo-j)
  626.  
  627. set_pdata_int(weapon_entity, m_fInReload, 0, OFFSET_LINUX_WEAPONS)
  628. fInReload = 0
  629. }
  630. else if(!fInReload && !get_pdata_int(weapon_entity, 74, 4))
  631. {
  632. if(get_pdata_float(weapon_entity, 47, 4) <= 0.0 || get_pdata_float(weapon_entity, 48, 4) <= 8.066)
  633. {
  634. if(pev(id, pev_button) & IN_ATTACK2 && !g_temp_slash_attack[id])
  635. {
  636. remove_task(id+TASK_SLASH)
  637. g_temp_slash_attack[id] = 1
  638.  
  639. create_fake_attack(id)
  640. set_weapon_anim(id, ANIM_SLASH)
  641. emit_sound(id, CHAN_WEAPON, Fire_Sounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
  642.  
  643. set_pev(id, pev_weaponmodel2, P_MODEL_SLASH)
  644. set_task(SLASH_TIME, "Slash_Attack", id+TASK_SLASH)
  645.  
  646. set_player_nextattackx(id, SLASH_DELAY_TIME)
  647. set_weapons_timeidle(id, CSW_BASE, SLASH_DELAY_TIME)
  648. }
  649. }
  650. }
  651.  
  652. return HAM_IGNORED
  653. }
  654.  
  655. public Weapon_Reload(weapon_entity)
  656. {
  657. new id = pev(weapon_entity, pev_owner)
  658. if(!is_user_connected(id))
  659. return HAM_IGNORED
  660. if(!g_has_weapon[id])
  661. return HAM_IGNORED
  662.  
  663. static iClipExtra
  664. if(g_has_weapon[id])
  665. iClipExtra = get_pcvar_num(cvar_clip)
  666.  
  667. g_weapon_TmpClip[id] = -1
  668.  
  669. new iBpAmmo = cs_get_user_bpammo(id, CSW_BASE)
  670. new iClip = get_pdata_int(weapon_entity, m_iClip, OFFSET_LINUX_WEAPONS)
  671.  
  672. if(iBpAmmo <= 0)
  673. return HAM_SUPERCEDE
  674.  
  675. if(iClip >= iClipExtra)
  676. return HAM_SUPERCEDE
  677.  
  678. g_weapon_TmpClip[id] = iClip
  679.  
  680. return HAM_IGNORED
  681. }
  682.  
  683. public Weapon_Reload_Post(weapon_entity)
  684. {
  685. new id = pev(weapon_entity, pev_owner)
  686. if (!is_user_connected(id))
  687. return HAM_IGNORED
  688.  
  689. if(!g_has_weapon[id])
  690. return HAM_IGNORED
  691. if(g_weapon_TmpClip[id] == -1)
  692. return HAM_IGNORED
  693.  
  694. remove_task(id+TASK_SLASH)
  695. g_temp_slash_attack[id] = 0
  696.  
  697. set_pdata_int(weapon_entity, m_iClip, g_weapon_TmpClip[id], OFFSET_LINUX_WEAPONS)
  698. set_pdata_float(weapon_entity, m_flTimeWeaponIdle, RELOAD_TIME, OFFSET_LINUX_WEAPONS)
  699. set_pdata_float(id, m_flNextAttack, RELOAD_TIME, OFFSET_LINUX)
  700. set_pdata_int(weapon_entity, m_fInReload, 1, OFFSET_LINUX_WEAPONS)
  701.  
  702. set_weapon_anim(id, ANIM_RELOAD)
  703. set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)
  704.  
  705. return HAM_IGNORED
  706. }
  707.  
  708. /* ===================== END OF ALL HAM FORWARD ====================== */
  709. /* ================= START OF OTHER PUBLIC FUNCTION ================= */
  710. public give_item(id)
  711. {
  712. drop_weapons(id, 1)
  713. new iWeapon = fm_give_item(id, weapon_base_buffer)
  714. if(iWeapon > 0)
  715. {
  716. cs_set_weapon_ammo(iWeapon, get_pcvar_num(cvar_clip))
  717. cs_set_user_bpammo(id, CSW_BASE, get_pcvar_num(cvar_ammo))
  718. emit_sound(id, CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM,0,PITCH_NORM)
  719.  
  720. set_weapon_anim(id, ANIM_DRAW)
  721. set_pdata_float(id, m_flNextAttack, DRAW_TIME, OFFSET_LINUX)
  722.  
  723. set_weapon_list(id, weapon_name_buffer, CSW_BASE)
  724. set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)
  725. }
  726.  
  727. g_has_weapon[id] = true
  728. g_attack_type[id] = 0
  729. g_temp_slash_attack[id] = 0
  730. }
  731.  
  732. public remove_item(id)
  733. {
  734. g_has_weapon[id] = false
  735. g_attack_type[id] = 0
  736. g_temp_slash_attack[id] = 0
  737. }
  738.  
  739. public weapon_hook(id)
  740. {
  741. engclient_cmd(id, weapon_base_buffer)
  742. return PLUGIN_HANDLED
  743. }
  744.  
  745. public Slash_Attack(id)
  746. {
  747. id -= TASK_SLASH
  748.  
  749. if(!is_user_alive(id) || !is_user_connected(id))
  750. return
  751. if(!g_temp_slash_attack[id])
  752. return
  753.  
  754. for(new Target = 0; Target < get_maxplayers(); Target++)
  755. {
  756. if(!is_user_alive(Target))
  757. continue
  758.  
  759. // Shake Screen :v
  760. message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenShake"), _, id)
  761. write_short((1<<12) * 4)
  762. write_short((1<<12) * 1)
  763. write_short((1<<12) * 4)
  764. message_end()
  765.  
  766. if(cs_get_user_team(Target) == cs_get_user_team(id))
  767. continue
  768. if(id == Target)
  769. continue
  770. if(entity_range(id, Target) > float(SLASH_RADIUS))
  771. continue
  772.  
  773. new Float:VicOrigin[3], Float:MyOrigin[3]
  774. pev(Target, pev_origin, VicOrigin)
  775. pev(id, pev_origin, MyOrigin)
  776.  
  777. if(!is_in_viewcone(id, VicOrigin, 1))
  778. continue
  779. if(is_wall_between_points(MyOrigin, VicOrigin, id))
  780. continue
  781.  
  782. do_attack(id, Target, 0, float(SLASH_DAMAGE))
  783. set_hook_entity(Target, MyOrigin, float(SLASH_KNOCKBACK_POWER), 2)
  784. }
  785.  
  786. set_pev(id, pev_weaponmodel2, P_MODEL)
  787. set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)
  788.  
  789. g_temp_slash_attack[id] = 0
  790. }
  791.  
  792. public create_fake_attack(id)
  793. {
  794. static Ent
  795. Ent = fm_get_user_weapon_entity(id, CSW_KNIFE)
  796.  
  797. if(!pev_valid(Ent))
  798. return
  799.  
  800. g_InTempingAttack[id] = 1
  801. ExecuteHamB(Ham_Weapon_PrimaryAttack, Ent)
  802.  
  803. static iAnimDesired, szAnimation[64]
  804. formatex(szAnimation, charsmax(szAnimation), (pev(id, pev_flags) & FL_DUCKING) ? "crouch_shoot_%s" : "ref_shoot_%s", ANIMEXT_SLASH)
  805. if((iAnimDesired = lookup_sequence(id, szAnimation)) == -1)
  806. iAnimDesired = 0
  807.  
  808. set_pev(id, pev_sequence, iAnimDesired)
  809. g_InTempingAttack[id] = 0
  810. }
  811.  
  812. public replace_weapon_models(id, weaponid)
  813. {
  814. remove_task(id+TASK_SLASH)
  815. g_temp_slash_attack[id] = 0
  816.  
  817. switch(weaponid)
  818. {
  819. case CSW_BASE:
  820. {
  821. if(g_has_weapon[id])
  822. {
  823. set_pev(id, pev_viewmodel2, V_MODEL)
  824. set_pev(id, pev_weaponmodel2, P_MODEL)
  825.  
  826. if(oldweap[id] != CSW_BASE)
  827. {
  828. set_weapon_anim(id, ANIM_DRAW)
  829. set_player_nextattackx(id, DRAW_TIME)
  830. set_weapons_timeidle(id, CSW_BASE, DRAW_TIME)
  831. set_weapon_list(id, weapon_name_buffer, CSW_BASE)
  832.  
  833. set_pdata_string(id, (492) * 4, ANIMEXT, -1 , 20)
  834. }
  835. }
  836. }
  837. }
  838.  
  839. oldweap[id] = weaponid
  840. }
  841.  
  842. /* ============= END OF OTHER PUBLIC FUNCTION (Weapon) ============= */
  843. /* ================= START OF ALL STOCK TO MACROS ================== */
  844. stock set_weapon_list(id, const weapon_namee[], const CSW_NAMEE)
  845. {
  846. message_begin(MSG_ONE, get_user_msgid("WeaponList"), {0,0,0}, id)
  847. write_string(weapon_namee)
  848. write_byte(5)
  849. write_byte(32)
  850. write_byte(-1)
  851. write_byte(-1)
  852. write_byte(0)
  853. write_byte(12)
  854. write_byte(CSW_NAMEE)
  855. write_byte(0)
  856. message_end()
  857. }
  858.  
  859. stock set_hook_entity(ent, Float:VicOrigin[3], Float:speed, type)
  860. {
  861. static Float:fl_Velocity[3]
  862. static Float:EntOrigin[3]
  863.  
  864. pev(ent, pev_origin, EntOrigin)
  865. static Float:distance_f
  866. distance_f = get_distance_f(EntOrigin, VicOrigin)
  867.  
  868. new Float:fl_Time = distance_f / speed
  869.  
  870. if(type == 1)
  871. {
  872. fl_Velocity[0] = ((VicOrigin[0] - EntOrigin[0]) / fl_Time)
  873. fl_Velocity[1] = ((VicOrigin[1] - EntOrigin[1]) / fl_Time)
  874. fl_Velocity[2] = ((VicOrigin[2] - EntOrigin[2]) / fl_Time) + random_float(200.0, 300.0)
  875. } else if(type == 2) {
  876. fl_Velocity[0] = ((EntOrigin[0] - VicOrigin[0]) / fl_Time)
  877. fl_Velocity[1] = ((EntOrigin[1] - VicOrigin[1]) / fl_Time)
  878. fl_Velocity[2] = ((EntOrigin[2] - VicOrigin[2]) / fl_Time) + random_float(200.0, 300.0)
  879. }
  880.  
  881. set_pev(ent, pev_velocity, fl_Velocity)
  882. }
  883.  
  884. stock drop_weapons(id, dropwhat)
  885. {
  886. static weapons[32], num = 0, i, weaponid
  887. get_user_weapons(id, weapons, num)
  888.  
  889. for (i = 0; i < num; i++)
  890. {
  891. weaponid = weapons[i]
  892.  
  893. if(dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
  894. {
  895. static wname[32]
  896. get_weaponname(weaponid, wname, sizeof wname - 1)
  897. engclient_cmd(id, "drop", wname)
  898. }
  899. }
  900. }
  901. stock set_player_nextattackx(id, Float:nexttime)
  902. {
  903. if(!is_user_alive(id))
  904. return
  905.  
  906. set_pdata_float(id, m_flNextAttack, nexttime, 5)
  907. }
  908.  
  909. stock set_weapons_timeidle(id, WeaponId ,Float:TimeIdle)
  910. {
  911. if(!is_user_alive(id))
  912. return
  913.  
  914. static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)
  915. if(!pev_valid(entwpn))
  916. return
  917.  
  918. set_pdata_float(entwpn, 46, TimeIdle, OFFSET_LINUX_WEAPONS)
  919. set_pdata_float(entwpn, 47, TimeIdle, OFFSET_LINUX_WEAPONS)
  920. set_pdata_float(entwpn, 48, TimeIdle + 1.0, OFFSET_LINUX_WEAPONS)
  921. }
  922.  
  923. stock set_weapons_timeidlex(id, Float:TimeIdle, Float:Idle)
  924. {
  925. new entwpn = fm_get_user_weapon_entity(id, CSW_BASE)
  926. if(!pev_valid(entwpn))
  927. return
  928.  
  929. set_pdata_float(entwpn, 46, TimeIdle, 4)
  930. set_pdata_float(entwpn, 47, TimeIdle, 4)
  931. set_pdata_float(entwpn, 48, Idle, 4)
  932. }
  933.  
  934. stock set_weapon_anim(const Player, const Sequence)
  935. {
  936. set_pev(Player, pev_weaponanim, Sequence)
  937.  
  938. message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
  939. write_byte(Sequence)
  940. write_byte(pev(Player, pev_body))
  941. message_end()
  942. }
  943.  
  944. stock precache_viewmodel_sound(const model[]) // I Get This From BTE
  945. {
  946. new file, i, k
  947. if((file = fopen(model, "rt")))
  948. {
  949. new szsoundpath[64], NumSeq, SeqID, Event, NumEvents, EventID
  950. fseek(file, 164, SEEK_SET)
  951. fread(file, NumSeq, BLOCK_INT)
  952. fread(file, SeqID, BLOCK_INT)
  953.  
  954. for(i = 0; i < NumSeq; i++)
  955. {
  956. fseek(file, SeqID + 48 + 176 * i, SEEK_SET)
  957. fread(file, NumEvents, BLOCK_INT)
  958. fread(file, EventID, BLOCK_INT)
  959. fseek(file, EventID + 176 * i, SEEK_SET)
  960.  
  961. // The Output Is All Sound To Precache In ViewModels (GREAT :V)
  962. for(k = 0; k < NumEvents; k++)
  963. {
  964. fseek(file, EventID + 4 + 76 * k, SEEK_SET)
  965. fread(file, Event, BLOCK_INT)
  966. fseek(file, 4, SEEK_CUR)
  967.  
  968. if(Event != 5004)
  969. continue
  970.  
  971. fread_blocks(file, szsoundpath, 64, BLOCK_CHAR)
  972.  
  973. if(strlen(szsoundpath))
  974. {
  975. strtolower(szsoundpath)
  976. engfunc(EngFunc_PrecacheSound, szsoundpath)
  977. }
  978. }
  979. }
  980. }
  981. fclose(file)
  982. }
  983.  
  984. stock fm_cs_get_weapon_ent_owner(ent)
  985. {
  986. return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS)
  987. }
  988.  
  989. stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[])
  990. {
  991. static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
  992.  
  993. pev(id, pev_origin, vOrigin)
  994. pev(id, pev_view_ofs, vUp) //for player
  995. xs_vec_add(vOrigin, vUp, vOrigin)
  996. pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
  997.  
  998. angle_vector(vAngle, ANGLEVECTOR_FORWARD, vForward) //or use EngFunc_AngleVectors
  999. angle_vector(vAngle, ANGLEVECTOR_RIGHT, vRight)
  1000. angle_vector(vAngle, ANGLEVECTOR_UP, vUp)
  1001.  
  1002. vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
  1003. vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
  1004. vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
  1005. }
  1006.  
  1007. stock do_attack(Attacker, Victim, Inflictor, Float:fDamage)
  1008. {
  1009. fake_player_trace_attack(Attacker, Victim, fDamage)
  1010. fake_take_damage(Attacker, Victim, fDamage, Inflictor)
  1011. }
  1012.  
  1013. stock fake_player_trace_attack(iAttacker, iVictim, &Float:fDamage)
  1014. {
  1015. // get fDirection
  1016. new Float:fAngles[3], Float:fDirection[3]
  1017. pev(iAttacker, pev_angles, fAngles)
  1018. angle_vector(fAngles, ANGLEVECTOR_FORWARD, fDirection)
  1019.  
  1020. // get fStart
  1021. new Float:fStart[3], Float:fViewOfs[3]
  1022. pev(iAttacker, pev_origin, fStart)
  1023. pev(iAttacker, pev_view_ofs, fViewOfs)
  1024. xs_vec_add(fViewOfs, fStart, fStart)
  1025.  
  1026. // get aimOrigin
  1027. new iAimOrigin[3], Float:fAimOrigin[3]
  1028. get_user_origin(iAttacker, iAimOrigin, 3)
  1029. IVecFVec(iAimOrigin, fAimOrigin)
  1030.  
  1031. // TraceLine from fStart to AimOrigin
  1032. new ptr = create_tr2()
  1033. engfunc(EngFunc_TraceLine, fStart, fAimOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr)
  1034. new pHit = get_tr2(ptr, TR_pHit)
  1035. new iHitgroup = get_tr2(ptr, TR_iHitgroup)
  1036. new Float:fEndPos[3]
  1037. get_tr2(ptr, TR_vecEndPos, fEndPos)
  1038.  
  1039. // get target & body at aiming
  1040. new iTarget, iBody
  1041. get_user_aiming(iAttacker, iTarget, iBody)
  1042.  
  1043. // if aiming find target is iVictim then update iHitgroup
  1044. if(iTarget == iVictim)
  1045. iHitgroup = iBody
  1046.  
  1047. // if ptr find target not is iVictim
  1048. else if (pHit != iVictim)
  1049. {
  1050. // get AimOrigin in iVictim
  1051. new Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3]
  1052. pev(iVictim, pev_origin, fVicOrigin)
  1053. pev(iVictim, pev_view_ofs, fVicViewOfs)
  1054. xs_vec_add(fVicViewOfs, fVicOrigin, fAimInVictim)
  1055. fAimInVictim[2] = fStart[2]
  1056. fAimInVictim[2] += get_distance_f(fStart, fAimInVictim) * floattan( fAngles[0] * 2.0, degrees )
  1057.  
  1058. // check aim in size of iVictim
  1059. new iAngleToVictim = get_angle_to_target(iAttacker, fVicOrigin)
  1060. iAngleToVictim = abs(iAngleToVictim)
  1061. new Float:fDis = 2.0 * get_distance_f(fStart, fAimInVictim) * floatsin( float(iAngleToVictim) * 0.5, degrees )
  1062. new Float:fVicSize[3]
  1063. pev(iVictim, pev_size , fVicSize)
  1064. if ( fDis <= fVicSize[0] * 0.5 )
  1065. {
  1066. // TraceLine from fStart to aimOrigin in iVictim
  1067. new ptr2 = create_tr2()
  1068. engfunc(EngFunc_TraceLine, fStart, fAimInVictim, DONT_IGNORE_MONSTERS, iAttacker, ptr2)
  1069. new pHit2 = get_tr2(ptr2, TR_pHit)
  1070. new iHitgroup2 = get_tr2(ptr2, TR_iHitgroup)
  1071.  
  1072. // if ptr2 find target is iVictim
  1073. if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) )
  1074. {
  1075. pHit = iVictim
  1076. iHitgroup = iHitgroup2
  1077. get_tr2(ptr2, TR_vecEndPos, fEndPos)
  1078. }
  1079.  
  1080. free_tr2(ptr2)
  1081. }
  1082.  
  1083. // if pHit still not is iVictim then set default HitGroup
  1084. if (pHit != iVictim)
  1085. {
  1086. // set default iHitgroup
  1087. iHitgroup = HIT_GENERIC
  1088.  
  1089. new ptr3 = create_tr2()
  1090. engfunc(EngFunc_TraceLine, fStart, fVicOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr3)
  1091. get_tr2(ptr3, TR_vecEndPos, fEndPos)
  1092.  
  1093. // free ptr3
  1094. free_tr2(ptr3)
  1095. }
  1096. }
  1097.  
  1098. // set new Hit & Hitgroup & EndPos
  1099. set_tr2(ptr, TR_pHit, iVictim)
  1100. set_tr2(ptr, TR_iHitgroup, iHitgroup)
  1101. set_tr2(ptr, TR_vecEndPos, fEndPos)
  1102.  
  1103. // hitgroup multi fDamage
  1104. new Float:fMultifDamage
  1105. switch(iHitgroup)
  1106. {
  1107. case HIT_HEAD: fMultifDamage = 4.0
  1108. case HIT_STOMACH: fMultifDamage = 1.25
  1109. case HIT_LEFTLEG: fMultifDamage = 0.75
  1110. case HIT_RIGHTLEG: fMultifDamage = 0.75
  1111. default: fMultifDamage = 1.0
  1112. }
  1113.  
  1114. fDamage *= fMultifDamage
  1115.  
  1116. // ExecuteHam
  1117. fake_trake_attack(iAttacker, iVictim, fDamage, fDirection, ptr)
  1118.  
  1119. // free ptr
  1120. free_tr2(ptr)
  1121. }
  1122.  
  1123. stock fake_trake_attack(iAttacker, iVictim, Float:fDamage, Float:fDirection[3], iTraceHandle, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
  1124. {
  1125. ExecuteHamB(Ham_TraceAttack, iVictim, iAttacker, fDamage, fDirection, iTraceHandle, iDamageBit)
  1126. }
  1127.  
  1128. stock fake_take_damage(iAttacker, iVictim, Float:fDamage, iInflictor = 0, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
  1129. {
  1130. iInflictor = (!iInflictor) ? iAttacker : iInflictor
  1131. ExecuteHamB(Ham_TakeDamage, iVictim, iInflictor, iAttacker, fDamage, iDamageBit)
  1132. }
  1133.  
  1134. stock is_wall_between_points(Float:start[3], Float:end[3], ignore_ent)
  1135. {
  1136. static ptr
  1137. ptr = create_tr2()
  1138.  
  1139. engfunc(EngFunc_TraceLine, start, end, IGNORE_MONSTERS, ignore_ent, ptr)
  1140.  
  1141. static Float:EndPos[3]
  1142. get_tr2(ptr, TR_vecEndPos, EndPos)
  1143.  
  1144. free_tr2(ptr)
  1145. return floatround(get_distance_f(end, EndPos))
  1146. }
  1147.  
  1148. stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
  1149. {
  1150. static Float:vfEnd[3], viEnd[3]
  1151. get_user_origin(id, viEnd, 3)
  1152. IVecFVec(viEnd, vfEnd)
  1153.  
  1154. static Float:fOrigin[3], Float:fAngle[3]
  1155.  
  1156. pev(id, pev_origin, fOrigin)
  1157. pev(id, pev_view_ofs, fAngle)
  1158.  
  1159. xs_vec_add(fOrigin, fAngle, fOrigin)
  1160.  
  1161. static Float:fAttack[3]
  1162.  
  1163. xs_vec_sub(vfEnd, fOrigin, fAttack)
  1164. xs_vec_sub(vfEnd, fOrigin, fAttack)
  1165.  
  1166. static Float:fRate
  1167.  
  1168. fRate = fDis / vector_length(fAttack)
  1169. xs_vec_mul_scalar(fAttack, fRate, fAttack)
  1170.  
  1171. xs_vec_add(fOrigin, fAttack, output)
  1172. }
  1173.  
  1174. stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize = 0.0)
  1175. {
  1176. static Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3]
  1177. pev(id, pev_origin, fOrigin)
  1178. get_user_origin(id, iAimOrigin, 3) // end position from eyes
  1179. IVecFVec(iAimOrigin, fAimOrigin)
  1180. xs_vec_sub(fAimOrigin, fOrigin, fV1)
  1181.  
  1182. static Float:fV2[3]
  1183. xs_vec_sub(fTarget, fOrigin, fV2)
  1184.  
  1185. static iResult; iResult = get_angle_between_vectors(fV1, fV2)
  1186.  
  1187. if (TargetSize > 0.0)
  1188. {
  1189. static Float:fTan; fTan = TargetSize / get_distance_f(fOrigin, fTarget)
  1190. static fAngleToTargetSize; fAngleToTargetSize = floatround( floatatan(fTan, degrees) )
  1191. iResult -= (iResult > 0) ? fAngleToTargetSize : -fAngleToTargetSize
  1192. }
  1193.  
  1194. return iResult
  1195. }
  1196.  
  1197. stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3])
  1198. {
  1199. static Float:fA1[3], Float:fA2[3]
  1200. engfunc(EngFunc_VecToAngles, fV1, fA1)
  1201. engfunc(EngFunc_VecToAngles, fV2, fA2)
  1202.  
  1203. static iResult; iResult = floatround(fA1[1] - fA2[1])
  1204. iResult = iResult % 360
  1205. iResult = (iResult > 180) ? (iResult - 360) : iResult
  1206.  
  1207. return iResult
  1208. }
  1209.  
  1210. /* ================= END OF ALL STOCK AND PLUGINS CREATED ================== */
  1211. /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
  1212. *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1049\\ f0\\ fs16 \n\\ par }
  1213. */
  1214.