hi  kéne egy menü ami erre a parancsra jön elő: say /morewpn és lenne ott több fegyver átírtam a goldenak-t pár más fegyverré szóval így képzelem el a menüt
  1. Ak47 Dragon [spoiler]Kód: #include <amxmodx> #include <fakemeta> #include <fun> #include <hamsandwich> #include <cstrike> #include <amxmisc>
 
  #define is_valid_player(%1) (1 <= %1 <= 32)
  new AK_V_MODEL[64] = "models/v_ak47dragon.mdl" new AK_P_MODEL[64] = "models/p_ak47dragon.mdl"
  /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip, cvar_cost
  new bool:g_HasAk[33]
  new g_hasZoom[ 33 ] new bullets[ 33 ]
  // Sprite new m_spriteTexture
  const Wep_ak47 = ((1<<CSW_AK47))
  public plugin_init() {        /* CVARS */    cvar_dmgmultiplier = register_cvar("goldenak_dmg_multiplier", "1.25")    cvar_custommodel = register_cvar("goldenak_custom_model", "1")    cvar_goldbullets = register_cvar("goldenak_gold_bullets", "0")    cvar_uclip = register_cvar("goldenak_unlimited_clip", "0")    cvar_cost = register_cvar("goldenak_cost", "2750")        // Register The Buy Cmd    register_clcmd("say /ak47dragon", "CmdBuyAk")    register_clcmd("say_team /ak47dragon", "CmdBuyAk")    register_concmd("amx_ak47dragon", "CmdGiveAk", ADMIN_BAN, "<name>")        // Register The Plugin    register_plugin("Golden Ak 47", "1.0", "AlejandroSk")    // Death Msg    register_event("DeathMsg", "Death", "a")    // Weapon Pick Up    register_event("WeapPickup","checkModel","b","1=19")    // Current Weapon Event    register_event("CurWeapon","checkWeapon","be","1=1")    register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")    // Ham TakeDamage    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")    register_forward( FM_CmdStart, "fw_CmdStart" )    RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)     }
  public client_connect(id) {    g_HasAk[id] = false }
  public client_disconnect(id) {    g_HasAk[id] = false }
  public Death() {    g_HasAk[read_data(2)] = false }
  public fwHamPlayerSpawnPost(id) {    g_HasAk[id] = false }
  public plugin_precache() {    precache_model(AK_V_MODEL)    precache_model(AK_P_MODEL)    m_spriteTexture = precache_model("sprites/dot.spr")    precache_sound("weapons/svd_clipout.wav")    precache_sound("weapons/zoom.wav") }
  public checkModel(id) {    if ( !g_HasAk[id] )       return PLUGIN_HANDLED        new szWeapID = read_data(2)        if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )    {       set_pev(id, pev_viewmodel2, AK_V_MODEL)       set_pev(id, pev_weaponmodel2, AK_P_MODEL)    }    return PLUGIN_HANDLED }
  public checkWeapon(id) {    new plrClip, plrAmmo, plrWeap[32]    new plrWeapId        plrWeapId = get_user_weapon(id, plrClip , plrAmmo)        if (plrWeapId == CSW_AK47 && g_HasAk[id])    {       checkModel(id)    }    else     {       return PLUGIN_CONTINUE    }        if (plrClip == 0 && get_pcvar_num(cvar_uclip))    {       // If the user is out of ammo..       get_weaponname(plrWeapId, plrWeap, 31)       // Get the name of their weapon       give_item(id, plrWeap)       engclient_cmd(id, plrWeap)        engclient_cmd(id, plrWeap)       engclient_cmd(id, plrWeap)    }    return PLUGIN_HANDLED }
 
 
  public fw_TakeDamage(victim, inflictor, attacker, Float:damage) {    if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )    {       SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )    } }
  public fw_CmdStart( id, uc_handle, seed ) {    if( !is_user_alive( id ) )        return PLUGIN_HANDLED        if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )    {       new szClip, szAmmo       new szWeapID = get_user_weapon( id, szClip, szAmmo )              if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)       {          g_hasZoom[id] = true          cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )          emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )       }              else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])       {          g_hasZoom[ id ] = false          cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )                 }           }    return PLUGIN_HANDLED }
 
  public make_tracer(id) {    if (get_pcvar_num(cvar_goldbullets))    {       new clip,ammo       new wpnid = get_user_weapon(id,clip,ammo)       new pteam[16]              get_user_team(id, pteam, 15)              if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])        {          new vec1[3], vec2[3]          get_user_origin(id, vec1, 1) // origin; your camera point.          get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)                              //BEAMENTPOINTS          message_begin( MSG_BROADCAST,SVC_TEMPENTITY)          write_byte (0)     //TE_BEAMENTPOINTS 0          write_coord(vec1[0])          write_coord(vec1[1])          write_coord(vec1[2])          write_coord(vec2[0])          write_coord(vec2[1])          write_coord(vec2[2])          write_short( m_spriteTexture )          write_byte(1) // framestart          write_byte(5) // framerate          write_byte(2) // life          write_byte(10) // width          write_byte(0) // noise          write_byte( 255 )     // r, g, b          write_byte( 215 )       // r, g, b          write_byte( 0 )       // r, g, b          write_byte(200) // brightness          write_byte(150) // speed          message_end()       }              bullets[id] = clip    }     }
  public CmdBuyAk(id) {    if ( !is_user_alive(id) )    {       client_print(id,print_chat, "[AMXX] Ahhoz hogy Sarkany AK-t vegyel, elned kell!")       return PLUGIN_HANDLED    }        new money = cs_get_user_money(id)        if (money >= get_pcvar_num(cvar_cost))    {       cs_set_user_money(id, money - get_pcvar_num(cvar_cost))       give_item(id, "weapon_ak47")       g_HasAk[id] = true    }        else    {       client_print(id, print_chat, "[AMXX] Nincs eleg penzed a sarkany ak-hoz. Ar $%d ", get_pcvar_num(cvar_cost))    }    return PLUGIN_HANDLED }
  public CmdGiveAk(id,level,cid) {    if (!cmd_access(id,level,cid,2))       return PLUGIN_HANDLED;    new arg[32];    read_argv(1,arg,31);        new player = cmd_target(id,arg,7);    if (!player)        return PLUGIN_HANDLED;        new name[32];    get_user_name(player,name,31);        give_item(player, "weapon_ak47")    g_HasAk[player] = true        return PLUGIN_HANDLED }
  stock drop_prim(id)  {    new weapons[32], num    get_user_weapons(id, weapons, num)    for (new i = 0; i < num; i++) {       if (Wep_ak47 & (1<<weapons[i]))        {          static wname[32]          get_weaponname(weapons[i], wname, sizeof wname - 1)          engclient_cmd(id, "drop", wname)       }    } } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par } */
  [/spoiler]
  2. M4A1 Dragon [spoiler]Kód: #include <amxmodx> #include <fakemeta> #include <fun> #include <hamsandwich> #include <cstrike> #include <amxmisc>
 
  #define is_valid_player(%1) (1 <= %1 <= 32)
  new AK_V_MODEL[64] = "models/v_m4a1dragon.mdl" new AK_P_MODEL[64] = "models/p_m4a1dragon.mdl"
  /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip, cvar_cost
  new bool:g_HasAk[33]
  new g_hasZoom[ 33 ] new bullets[ 33 ]
  // Sprite new m_spriteTexture
  const Wep_m4a1 = ((1<<CSW_M4A1))
  public plugin_init() {        /* CVARS */    cvar_dmgmultiplier = register_cvar("goldenak_dmg_multiplier", "1.25")    cvar_custommodel = register_cvar("goldenak_custom_model", "1")    cvar_goldbullets = register_cvar("goldenak_gold_bullets", "0")    cvar_uclip = register_cvar("goldenak_unlimited_clip", "0")    cvar_cost = register_cvar("goldenak_cost", "3450")        // Register The Buy Cmd    register_clcmd("say /m4dragon", "CmdBuyAk")    register_clcmd("say_team /m4dragon", "CmdBuyAk")    register_concmd("amx_m4dragon", "CmdGiveAk", ADMIN_BAN, "<name>")        // Register The Plugin    register_plugin("Golden Ak 47", "1.0", "AlejandroSk")    // Death Msg    register_event("DeathMsg", "Death", "a")    // Weapon Pick Up    register_event("WeapPickup","checkModel","b","1=19")    // Current Weapon Event    register_event("CurWeapon","checkWeapon","be","1=1")    register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")    // Ham TakeDamage    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")    register_forward( FM_CmdStart, "fw_CmdStart" )    RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)     }
  public client_connect(id) {    g_HasAk[id] = false }
  public client_disconnect(id) {    g_HasAk[id] = false }
  public Death() {    g_HasAk[read_data(2)] = false }
  public fwHamPlayerSpawnPost(id) {    g_HasAk[id] = false }
  public plugin_precache() {    precache_model(AK_V_MODEL)    precache_model(AK_P_MODEL)    m_spriteTexture = precache_model("sprites/dot.spr")    precache_sound("weapons/zoom.wav") }
  public checkModel(id) {    if ( !g_HasAk[id] )       return PLUGIN_HANDLED        new szWeapID = read_data(2)        if ( szWeapID == CSW_M4A1 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )    {       set_pev(id, pev_viewmodel2, AK_V_MODEL)       set_pev(id, pev_weaponmodel2, AK_P_MODEL)    }    return PLUGIN_HANDLED }
  public checkWeapon(id) {    new plrClip, plrAmmo, plrWeap[32]    new plrWeapId        plrWeapId = get_user_weapon(id, plrClip , plrAmmo)        if (plrWeapId == CSW_M4A1 && g_HasAk[id])    {       checkModel(id)    }    else     {       return PLUGIN_CONTINUE    }        if (plrClip == 0 && get_pcvar_num(cvar_uclip))    {       // If the user is out of ammo..       get_weaponname(plrWeapId, plrWeap, 31)       // Get the name of their weapon       give_item(id, plrWeap)       engclient_cmd(id, plrWeap)        engclient_cmd(id, plrWeap)       engclient_cmd(id, plrWeap)    }    return PLUGIN_HANDLED }
 
 
  public fw_TakeDamage(victim, inflictor, attacker, Float:damage) {    if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_M4A1 && g_HasAk[attacker] )    {       SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )    } }
  public fw_CmdStart( id, uc_handle, seed ) {    if( !is_user_alive( id ) )        return PLUGIN_HANDLED        if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )    {       new szClip, szAmmo       new szWeapID = get_user_weapon( id, szClip, szAmmo )              if( szWeapID == CSW_M4A1 && g_HasAk[id] == true && !g_hasZoom[id] == true)       {          g_hasZoom[id] = true          cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )          emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )       }              else if ( szWeapID == CSW_M4A1 && g_HasAk[id] == true && g_hasZoom[id])       {          g_hasZoom[ id ] = false          cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )                 }           }    return PLUGIN_HANDLED }
 
  public make_tracer(id) {    if (get_pcvar_num(cvar_goldbullets))    {       new clip,ammo       new wpnid = get_user_weapon(id,clip,ammo)       new pteam[16]              get_user_team(id, pteam, 15)              if ((bullets[id] > clip) && (wpnid == CSW_M4A1) && g_HasAk[id])        {          new vec1[3], vec2[3]          get_user_origin(id, vec1, 1) // origin; your camera point.          get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)                              //BEAMENTPOINTS          message_begin( MSG_BROADCAST,SVC_TEMPENTITY)          write_byte (0)     //TE_BEAMENTPOINTS 0          write_coord(vec1[0])          write_coord(vec1[1])          write_coord(vec1[2])          write_coord(vec2[0])          write_coord(vec2[1])          write_coord(vec2[2])          write_short( m_spriteTexture )          write_byte(1) // framestart          write_byte(5) // framerate          write_byte(2) // life          write_byte(10) // width          write_byte(0) // noise          write_byte( 255 )     // r, g, b          write_byte( 215 )       // r, g, b          write_byte( 0 )       // r, g, b          write_byte(200) // brightness          write_byte(150) // speed          message_end()       }              bullets[id] = clip    }     }
  public CmdBuyAk(id) {    if ( !is_user_alive(id) )    {       client_print(id,print_chat, "[AMXX] Ahhoz hogy Sarkany m4-et vegyel, elned kell!")       return PLUGIN_HANDLED    }        new money = cs_get_user_money(id)        if (money >= get_pcvar_num(cvar_cost))    {       cs_set_user_money(id, money - get_pcvar_num(cvar_cost))       give_item(id, "weapon_m4a1")       g_HasAk[id] = true    }        else    {       client_print(id, print_chat, "[AMXX] Nincs eleg penzed Sakany M4-et venni. Ar $%d ", get_pcvar_num(cvar_cost))    }    return PLUGIN_HANDLED }
  public CmdGiveAk(id,level,cid) {    if (!cmd_access(id,level,cid,2))       return PLUGIN_HANDLED;    new arg[32];    read_argv(1,arg,31);        new player = cmd_target(id,arg,7);    if (!player)        return PLUGIN_HANDLED;        new name[32];    get_user_name(player,name,31);        give_item(player, "weapon_m4a1")    g_HasAk[player] = true        return PLUGIN_HANDLED }
  stock drop_prim(id)  {    new weapons[32], num    get_user_weapons(id, weapons, num)    for (new i = 0; i < num; i++) {       if (Wep_m4a1 & (1<<weapons[i]))        {          static wname[32]          get_weaponname(weapons[i], wname, sizeof wname - 1)          engclient_cmd(id, "drop", wname)       }    } } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par } */
  [/spoiler]
  3. Ak47 Gold [spoiler]Kód: #include <amxmodx> #include <fakemeta> #include <fun> #include <hamsandwich> #include <cstrike> #include <amxmisc>
 
  #define is_valid_player(%1) (1 <= %1 <= 32)
  new AK_V_MODEL[64] = "models/v_ak47gold.mdl" new AK_P_MODEL[64] = "models/p_ak47gold.mdl"
  /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip, cvar_cost
  new bool:g_HasAk[33]
  new g_hasZoom[ 33 ] new bullets[ 33 ]
  // Sprite new m_spriteTexture
  const Wep_ak47 = ((1<<CSW_AK47))
  public plugin_init() {        /* CVARS */    cvar_dmgmultiplier = register_cvar("goldenak_dmg_multiplier", "1.75")    cvar_custommodel = register_cvar("goldenak_custom_model", "1")    cvar_goldbullets = register_cvar("goldenak_gold_bullets", "0")    cvar_uclip = register_cvar("goldenak_unlimited_clip", "0")    cvar_cost = register_cvar("goldenak_cost", "3500")        // Register The Buy Cmd    register_clcmd("say /goldenak", "CmdBuyAk")    register_clcmd("say_team /goldenak", "CmdBuyAk")    register_concmd("amx_goldenak", "CmdGiveAk", ADMIN_BAN, "<name>")        // Register The Plugin    register_plugin("Golden Ak 47", "1.0", "AlejandroSk")    // Death Msg    register_event("DeathMsg", "Death", "a")    // Weapon Pick Up    register_event("WeapPickup","checkModel","b","1=19")    // Current Weapon Event    register_event("CurWeapon","checkWeapon","be","1=1")    register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")    // Ham TakeDamage    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")    register_forward( FM_CmdStart, "fw_CmdStart" )    RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)     }
  public client_connect(id) {    g_HasAk[id] = false }
  public client_disconnect(id) {    g_HasAk[id] = false }
  public Death() {    g_HasAk[read_data(2)] = false }
  public fwHamPlayerSpawnPost(id) {    g_HasAk[id] = false }
  public plugin_precache() {    precache_model(AK_V_MODEL)    precache_model(AK_P_MODEL)    m_spriteTexture = precache_model("sprites/dot.spr")    precache_sound("weapons/zoom.wav") }
  public checkModel(id) {    if ( !g_HasAk[id] )       return PLUGIN_HANDLED        new szWeapID = read_data(2)        if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )    {       set_pev(id, pev_viewmodel2, AK_V_MODEL)       set_pev(id, pev_weaponmodel2, AK_P_MODEL)    }    return PLUGIN_HANDLED }
  public checkWeapon(id) {    new plrClip, plrAmmo, plrWeap[32]    new plrWeapId        plrWeapId = get_user_weapon(id, plrClip , plrAmmo)        if (plrWeapId == CSW_AK47 && g_HasAk[id])    {       checkModel(id)    }    else     {       return PLUGIN_CONTINUE    }        if (plrClip == 0 && get_pcvar_num(cvar_uclip))    {       // If the user is out of ammo..       get_weaponname(plrWeapId, plrWeap, 31)       // Get the name of their weapon       give_item(id, plrWeap)       engclient_cmd(id, plrWeap)        engclient_cmd(id, plrWeap)       engclient_cmd(id, plrWeap)    }    return PLUGIN_HANDLED }
 
 
  public fw_TakeDamage(victim, inflictor, attacker, Float:damage) {    if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )    {       SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )    } }
  public fw_CmdStart( id, uc_handle, seed ) {    if( !is_user_alive( id ) )        return PLUGIN_HANDLED        if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )    {       new szClip, szAmmo       new szWeapID = get_user_weapon( id, szClip, szAmmo )              if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)       {          g_hasZoom[id] = true          cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )          emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )       }              else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])       {          g_hasZoom[ id ] = false          cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )                 }           }    return PLUGIN_HANDLED }
 
  public make_tracer(id) {    if (get_pcvar_num(cvar_goldbullets))    {       new clip,ammo       new wpnid = get_user_weapon(id,clip,ammo)       new pteam[16]              get_user_team(id, pteam, 15)              if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])        {          new vec1[3], vec2[3]          get_user_origin(id, vec1, 1) // origin; your camera point.          get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)                              //BEAMENTPOINTS          message_begin( MSG_BROADCAST,SVC_TEMPENTITY)          write_byte (0)     //TE_BEAMENTPOINTS 0          write_coord(vec1[0])          write_coord(vec1[1])          write_coord(vec1[2])          write_coord(vec2[0])          write_coord(vec2[1])          write_coord(vec2[2])          write_short( m_spriteTexture )          write_byte(1) // framestart          write_byte(5) // framerate          write_byte(2) // life          write_byte(10) // width          write_byte(0) // noise          write_byte( 255 )     // r, g, b          write_byte( 215 )       // r, g, b          write_byte( 0 )       // r, g, b          write_byte(200) // brightness          write_byte(150) // speed          message_end()       }              bullets[id] = clip    }     }
  public CmdBuyAk(id) {    if ( !is_user_alive(id) )    {       client_print(id,print_chat, "[AMXX] Az arany Ak vasarlasahoz elned kell!")       return PLUGIN_HANDLED    }        new money = cs_get_user_money(id)        if (money >= get_pcvar_num(cvar_cost))    {       cs_set_user_money(id, money - get_pcvar_num(cvar_cost))       give_item(id, "weapon_ak47")       g_HasAk[id] = true    }        else    {       client_print(id, print_chat, "[AMXX] Nincs eleg penzed arany ak-hoz. Ar $%d ", get_pcvar_num(cvar_cost))    }    return PLUGIN_HANDLED }
  public CmdGiveAk(id,level,cid) {    if (!cmd_access(id,level,cid,2))       return PLUGIN_HANDLED;    new arg[32];    read_argv(1,arg,31);        new player = cmd_target(id,arg,7);    if (!player)        return PLUGIN_HANDLED;        new name[32];    get_user_name(player,name,31);        give_item(player, "weapon_ak47")    g_HasAk[player] = true        return PLUGIN_HANDLED }
  stock drop_prim(id)  {    new weapons[32], num    get_user_weapons(id, weapons, num)    for (new i = 0; i < num; i++) {       if (Wep_ak47 & (1<<weapons[i]))        {          static wname[32]          get_weaponname(weapons[i], wname, sizeof wname - 1)          engclient_cmd(id, "drop", wname)       }    } } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par } */
  [/spoiler]
  4. Skull 3 [spoiler]Kód: #include <amxmodx> #include <fakemeta> #include <fun> #include <hamsandwich> #include <cstrike> #include <amxmisc>
 
  #define is_valid_player(%1) (1 <= %1 <= 32)
  new AK_V_MODEL[64] = "models/v_skull3.mdl" new AK_P_MODEL[64] = "models/p_skull3.mdl"
  /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip, cvar_cost
  new bool:g_HasAk[33]
  new g_hasZoom[ 33 ] new bullets[ 33 ]
  // Sprite new m_spriteTexture
  const Wep_ump45 = ((1<<CSW_UMP45))
  public plugin_init() {        /* CVARS */    cvar_dmgmultiplier = register_cvar("goldenak_dmg_multiplier", "1.95")    cvar_custommodel = register_cvar("goldenak_custom_model", "1")    cvar_goldbullets = register_cvar("goldenak_gold_bullets", "0")    cvar_uclip = register_cvar("goldenak_unlimited_clip", "0")    cvar_cost = register_cvar("goldenak_cost", "2250")        // Register The Buy Cmd    register_clcmd("say /skull3", "CmdBuyAk")    register_clcmd("say_team /skull3", "CmdBuyAk")    register_concmd("amx_skull3", "CmdGiveAk", ADMIN_BAN, "<name>")        // Register The Plugin    register_plugin("Golden Ak 47", "1.0", "AlejandroSk")    // Death Msg    register_event("DeathMsg", "Death", "a")    // Weapon Pick Up    register_event("WeapPickup","checkModel","b","1=19")    // Current Weapon Event    register_event("CurWeapon","checkWeapon","be","1=1")    register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")    // Ham TakeDamage    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")    register_forward( FM_CmdStart, "fw_CmdStart" )    RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)     }
  public client_connect(id) {    g_HasAk[id] = false }
  public client_disconnect(id) {    g_HasAk[id] = false }
  public Death() {    g_HasAk[read_data(2)] = false }
  public fwHamPlayerSpawnPost(id) {    g_HasAk[id] = false }
  public plugin_precache() {    precache_model(AK_V_MODEL)    precache_model(AK_P_MODEL)    m_spriteTexture = precache_model("sprites/dot.spr")    precache_sound("weapons/zoom.wav")    precache_sound("weapons/skull3_clipout.wav")    precache_sound("weapons/skull3_clipon.wav")    precache_sound("weapons/skull3_boltpull.wav")     }
  public checkModel(id) {    if ( !g_HasAk[id] )       return PLUGIN_HANDLED        new szWeapID = read_data(2)        if ( szWeapID == CSW_UMP45 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )    {       set_pev(id, pev_viewmodel2, AK_V_MODEL)       set_pev(id, pev_weaponmodel2, AK_P_MODEL)    }    return PLUGIN_HANDLED }
  public checkWeapon(id) {    new plrClip, plrAmmo, plrWeap[32]    new plrWeapId        plrWeapId = get_user_weapon(id, plrClip , plrAmmo)        if (plrWeapId == CSW_UMP45 && g_HasAk[id])    {       checkModel(id)    }    else     {       return PLUGIN_CONTINUE    }        if (plrClip == 0 && get_pcvar_num(cvar_uclip))    {       // If the user is out of ammo..       get_weaponname(plrWeapId, plrWeap, 31)       // Get the name of their weapon       give_item(id, plrWeap)       engclient_cmd(id, plrWeap)        engclient_cmd(id, plrWeap)       engclient_cmd(id, plrWeap)    }    return PLUGIN_HANDLED }
 
 
  public fw_TakeDamage(victim, inflictor, attacker, Float:damage) {    if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_UMP45 && g_HasAk[attacker] )    {       SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )    } }
  public fw_CmdStart( id, uc_handle, seed ) {    if( !is_user_alive( id ) )        return PLUGIN_HANDLED        if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )    {       new szClip, szAmmo       new szWeapID = get_user_weapon( id, szClip, szAmmo )              if( szWeapID == CSW_UMP45 && g_HasAk[id] == true && !g_hasZoom[id] == true)       {          g_hasZoom[id] = true          cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )          emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )       }              else if ( szWeapID == CSW_UMP45 && g_HasAk[id] == true && g_hasZoom[id])       {          g_hasZoom[ id ] = false          cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )                 }           }    return PLUGIN_HANDLED }
 
  public make_tracer(id) {    if (get_pcvar_num(cvar_goldbullets))    {       new clip,ammo       new wpnid = get_user_weapon(id,clip,ammo)       new pteam[16]              get_user_team(id, pteam, 15)              if ((bullets[id] > clip) && (wpnid == CSW_UMP45) && g_HasAk[id])        {          new vec1[3], vec2[3]          get_user_origin(id, vec1, 1) // origin; your camera point.          get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)                              //BEAMENTPOINTS          message_begin( MSG_BROADCAST,SVC_TEMPENTITY)          write_byte (0)     //TE_BEAMENTPOINTS 0          write_coord(vec1[0])          write_coord(vec1[1])          write_coord(vec1[2])          write_coord(vec2[0])          write_coord(vec2[1])          write_coord(vec2[2])          write_short( m_spriteTexture )          write_byte(1) // framestart          write_byte(5) // framerate          write_byte(2) // life          write_byte(10) // width          write_byte(0) // noise          write_byte( 255 )     // r, g, b          write_byte( 215 )       // r, g, b          write_byte( 0 )       // r, g, b          write_byte(200) // brightness          write_byte(150) // speed          message_end()       }              bullets[id] = clip    }     }
  public CmdBuyAk(id) {    if ( !is_user_alive(id) )    {       client_print(id,print_chat, "[AMXX] Ahhoz hogy Skull3-at vegyel, elned kell!")       return PLUGIN_HANDLED    }        new money = cs_get_user_money(id)        if (money >= get_pcvar_num(cvar_cost))    {       cs_set_user_money(id, money - get_pcvar_num(cvar_cost))       give_item(id, "weapon_ump45")       g_HasAk[id] = true    }        else    {       client_print(id, print_chat, "[AMXX] Nincs eleg penzed Skull3-at venni. Ar $%d ", get_pcvar_num(cvar_cost))    }    return PLUGIN_HANDLED }
  public CmdGiveAk(id,level,cid) {    if (!cmd_access(id,level,cid,2))       return PLUGIN_HANDLED;    new arg[32];    read_argv(1,arg,31);        new player = cmd_target(id,arg,7);    if (!player)        return PLUGIN_HANDLED;        new name[32];    get_user_name(player,name,31);        give_item(player, "weapon_ump45")    g_HasAk[player] = true        return PLUGIN_HANDLED }
  stock drop_prim(id)  {    new weapons[32], num    get_user_weapons(id, weapons, num)    for (new i = 0; i < num; i++) {       if (Wep_ump45 & (1<<weapons[i]))        {          static wname[32]          get_weaponname(weapons[i], wname, sizeof wname - 1)          engclient_cmd(id, "drop", wname)       }    } } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par } */
  [/spoiler]
  5. TMP Dragon [spoiler]Kód: #include <amxmodx> #include <fakemeta> #include <fun> #include <hamsandwich> #include <cstrike> #include <amxmisc>
 
  #define is_valid_player(%1) (1 <= %1 <= 32)
  new AK_V_MODEL[64] = "models/v_tmpdragon.mdl" new AK_P_MODEL[64] = "models/p_tmpdragon.mdl"
  /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip, cvar_cost
  new bool:g_HasAk[33]
  new g_hasZoom[ 33 ] new bullets[ 33 ]
  // Sprite new m_spriteTexture
  const Wep_tmp = ((1<<CSW_TMP))
  public plugin_init() {        /* CVARS */    cvar_dmgmultiplier = register_cvar("goldenak_dmg_multiplier", "2.11")    cvar_custommodel = register_cvar("goldenak_custom_model", "1")    cvar_goldbullets = register_cvar("goldenak_gold_bullets", "0")    cvar_uclip = register_cvar("goldenak_unlimited_clip", "0")    cvar_cost = register_cvar("goldenak_cost", "2500")        // Register The Buy Cmd    register_clcmd("say /dragontmp", "CmdBuyAk")    register_clcmd("say_team /dragontmp", "CmdBuyAk")    register_concmd("amx_dragontmp", "CmdGiveAk", ADMIN_BAN, "<name>")        // Register The Plugin    register_plugin("Golden Ak 47", "1.0", "AlejandroSk")    // Death Msg    register_event("DeathMsg", "Death", "a")    // Weapon Pick Up    register_event("WeapPickup","checkModel","b","1=19")    // Current Weapon Event    register_event("CurWeapon","checkWeapon","be","1=1")    register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")    // Ham TakeDamage    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")    register_forward( FM_CmdStart, "fw_CmdStart" )    RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)     }
  public client_connect(id) {    g_HasAk[id] = false }
  public client_disconnect(id) {    g_HasAk[id] = false }
  public Death() {    g_HasAk[read_data(2)] = false }
  public fwHamPlayerSpawnPost(id) {    g_HasAk[id] = false }
  public plugin_precache() {    precache_model(AK_V_MODEL)    precache_model(AK_P_MODEL)    m_spriteTexture = precache_model("sprites/dot.spr")    precache_sound("weapons/zoom.wav")    precache_sound("weapons/tmpdragon_clipout.wav")    precache_sound("weapons/tmpdragon_clipin.wav")     }
  public checkModel(id) {    if ( !g_HasAk[id] )       return PLUGIN_HANDLED        new szWeapID = read_data(2)        if ( szWeapID == CSW_UMP45 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )    {       set_pev(id, pev_viewmodel2, AK_V_MODEL)       set_pev(id, pev_weaponmodel2, AK_P_MODEL)    }    return PLUGIN_HANDLED }
  public checkWeapon(id) {    new plrClip, plrAmmo, plrWeap[32]    new plrWeapId        plrWeapId = get_user_weapon(id, plrClip , plrAmmo)        if (plrWeapId == CSW_TMP && g_HasAk[id])    {       checkModel(id)    }    else     {       return PLUGIN_CONTINUE    }        if (plrClip == 0 && get_pcvar_num(cvar_uclip))    {       // If the user is out of ammo..       get_weaponname(plrWeapId, plrWeap, 31)       // Get the name of their weapon       give_item(id, plrWeap)       engclient_cmd(id, plrWeap)        engclient_cmd(id, plrWeap)       engclient_cmd(id, plrWeap)    }    return PLUGIN_HANDLED }
 
 
  public fw_TakeDamage(victim, inflictor, attacker, Float:damage) {    if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_TMP && g_HasAk[attacker] )    {       SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )    } }
  public fw_CmdStart( id, uc_handle, seed ) {    if( !is_user_alive( id ) )        return PLUGIN_HANDLED        if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )    {       new szClip, szAmmo       new szWeapID = get_user_weapon( id, szClip, szAmmo )              if( szWeapID == CSW_TMP && g_HasAk[id] == true && !g_hasZoom[id] == true)       {          g_hasZoom[id] = true          cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )          emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )       }              else if ( szWeapID == CSW_TMP && g_HasAk[id] == true && g_hasZoom[id])       {          g_hasZoom[ id ] = false          cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )                 }           }    return PLUGIN_HANDLED }
 
  public make_tracer(id) {    if (get_pcvar_num(cvar_goldbullets))    {       new clip,ammo       new wpnid = get_user_weapon(id,clip,ammo)       new pteam[16]              get_user_team(id, pteam, 15)              if ((bullets[id] > clip) && (wpnid == CSW_TMP) && g_HasAk[id])        {          new vec1[3], vec2[3]          get_user_origin(id, vec1, 1) // origin; your camera point.          get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)                              //BEAMENTPOINTS          message_begin( MSG_BROADCAST,SVC_TEMPENTITY)          write_byte (0)     //TE_BEAMENTPOINTS 0          write_coord(vec1[0])          write_coord(vec1[1])          write_coord(vec1[2])          write_coord(vec2[0])          write_coord(vec2[1])          write_coord(vec2[2])          write_short( m_spriteTexture )          write_byte(1) // framestart          write_byte(5) // framerate          write_byte(2) // life          write_byte(10) // width          write_byte(0) // noise          write_byte( 255 )     // r, g, b          write_byte( 215 )       // r, g, b          write_byte( 0 )       // r, g, b          write_byte(200) // brightness          write_byte(150) // speed          message_end()       }              bullets[id] = clip    }     }
  public CmdBuyAk(id) {    if ( !is_user_alive(id) )    {       client_print(id,print_chat, "[AMXX] Ahhoz hogy TMP Sarkanyt vegyel, elned kell!")       return PLUGIN_HANDLED    }        new money = cs_get_user_money(id)        if (money >= get_pcvar_num(cvar_cost))    {       cs_set_user_money(id, money - get_pcvar_num(cvar_cost))       give_item(id, "weapon_tmp")       g_HasAk[id] = true    }        else    {       client_print(id, print_chat, "[AMXX] Nincs eleg penzed TMP Sarkanyt venni. Ar $%d ", get_pcvar_num(cvar_cost))    }    return PLUGIN_HANDLED }
  public CmdGiveAk(id,level,cid) {    if (!cmd_access(id,level,cid,2))       return PLUGIN_HANDLED;    new arg[32];    read_argv(1,arg,31);        new player = cmd_target(id,arg,7);    if (!player)        return PLUGIN_HANDLED;        new name[32];    get_user_name(player,name,31);        give_item(player, "weapon_tmp")    g_HasAk[player] = true        return PLUGIN_HANDLED }
  stock drop_prim(id)  {    new weapons[32], num    get_user_weapons(id, weapons, num)    for (new i = 0; i < num; i++) {       if (Wep_tmp & (1<<weapons[i]))        {          static wname[32]          get_weaponname(weapons[i], wname, sizeof wname - 1)          engclient_cmd(id, "drop", wname)       }    } } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par } */
  [/spoiler]
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