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https://hlmod.hu/viewtopic.php?f=29&t=5769
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Szerző:  kopaszpunk [2012.08.27. 19:14 ]
Hozzászólás témája:  VIP

Üdv! Kezdő vagyok még ebben a CFG-sek világában épp azért kérek segítséget itt,nos: egy olyan plugin készítésében szeretnék segítséget kérni,hogy a VIP-ha beírja chatbe "/vp" akkor kap egy vízipisztolyt a kezébe. Az oldalon olyan plugint láttam,ami a zombi módra való,de talán egy kis átírással meglehet oldani egyszerűbben mint írni egy újat.(gondolom én) Remélem tudtok segíteni. Kopaszpunk

Szerző:  DeteCT0R [2012.08.27. 19:15 ]
Hozzászólás témája:  Re: VIP

kopaszpunk írta:
Üdv! Kezdő vagyok még ebben a CFG-sek világában épp azért kérek segítséget itt,nos: egy olyan plugin készítésében szeretnék segítséget kérni,hogy a VIP-ha beírja chatbe "/vp" akkor kap egy vízipisztolyt a kezébe. Az oldalon olyan plugint láttam,ami a zombi módra való,de talán egy kis átírással meglehet oldani egyszerűbben mint írni egy újat.(gondolom én) Remélem tudtok segíteni. Kopaszpunk

Copy Copy Deph?:D

Szerző:  kopaszpunk [2012.08.27. 19:17 ]
Hozzászólás témája:  Re: VIP

Mit másoljak?Vagy mi?:D

Szerző:  DeteCT0R [2012.08.27. 19:19 ]
Hozzászólás témája:  Re: VIP

kopaszpunk írta:
Mit másoljak?Vagy mi?:D

Deph Foundon van ez amit kersz:)

Szerző:  kopaszpunk [2012.08.27. 19:20 ]
Hozzászólás témája:  Re: VIP

Akkor az itt ütközik valami elvbe,vagy tán gond van a kérésemmel?

Szerző:  VirTuaL ~` [2012.08.27. 19:22 ]
Hozzászólás témája:  Re: VIP

Ej de sokan kérik mostanába...

Kód:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <xs>
#include <cstrike>

#define ENG_NULLENT      -1
#define EV_INT_WEAPONKEY   EV_INT_impulse
#define watergun_WEAPONKEY 893
#define MAX_PLAYERS             32
#define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)

#define JOG   ADMIN_LEVEL_H

const USE_STOPPED = 0
const OFFSET_ACTIVE_ITEM = 373
const OFFSET_WEAPONOWNER = 41
const OFFSET_LINUX = 5
const OFFSET_LINUX_WEAPONS = 4

#define WEAP_LINUX_XTRA_OFF      4
#define m_fKnown               44
#define m_flNextPrimaryAttack       46
#define m_flTimeWeaponIdle         48
#define m_iClip               51
#define m_fInReload            54
#define PLAYER_LINUX_XTRA_OFF   5
#define m_flNextAttack            83

#define watergun_RELOAD_TIME    3.5
#define watergun_RELOAD      1
#define watergun_DRAW      2
#define watergun_SHOOT1      3
#define watergun_SHOOT2      4

#define write_coord_f(%1)   engfunc(EngFunc_WriteCoord,%1)

new const Fire_Sounds[][] = { "weapons/waterp.wav" }

new watergun_V_MODEL[64] = "models/v_waterpistol.mdl"
new watergun_P_MODEL[64] = "models/p_waterpistol.mdl"
new watergun_W_MODEL[64] = "models/w_waterpistol.mdl"

//new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }

new cvar_dmg_watergun, cvar_recoil_watergun, cvar_clip_watergun, cvar_spd_watergun, cvar_watergun_ammo
new g_MaxPlayers, g_orig_event_watergun, g_IsInPrimaryAttack
new Float:cl_pushangle[MAX_PLAYERS + 1][3], m_iBlood[2]
new g_has_watergun[33], g_clip_ammo[33], g_watergun_TmpClip[33], oldweap[33]
new watergun_sprite

const PRIMARY_WEAPONS_BIT_SUM =
(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)
new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
         "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550",
         "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
         "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
         "weapon_ak47", "weapon_knife", "weapon_p90" }

public plugin_init()
{
   register_plugin("Water Gun", "1.0", "LARS-DAY[BR]EAKER")
   register_message(get_user_msgid("DeathMsg"), "message_DeathMsg")
   register_event("CurWeapon","CurrentWeapon","be","1=1")
   RegisterHam(Ham_Item_AddToPlayer, "weapon_mp5navy", "fw_watergun_AddToPlayer")
   RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1)
   RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1)
   RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1)
   RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1)
   for (new i = 1; i < sizeof WEAPONENTNAMES; i++)
   if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1)
   RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_mp5navy", "fw_watergun_PrimaryAttack")
   RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_mp5navy", "fw_watergun_PrimaryAttack_Post", 1)
   RegisterHam(Ham_Item_PostFrame, "weapon_mp5navy", "watergun_ItemPostFrame")
   RegisterHam(Ham_Weapon_Reload, "weapon_mp5navy", "watergun_Reload")
   RegisterHam(Ham_Weapon_Reload, "weapon_mp5navy", "watergun_Reload_Post", 1)
   RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
   register_forward(FM_SetModel, "fw_SetModel")
   register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
   register_forward(FM_PlaybackEvent, "fwPlaybackEvent")
   
   //RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack", 1)
   //RegisterHam(Ham_TraceAttack, "func_breakable", "fw_TraceAttack", 1)
   //RegisterHam(Ham_TraceAttack, "func_wall", "fw_TraceAttack", 1)
   //RegisterHam(Ham_TraceAttack, "func_door", "fw_TraceAttack", 1)
   //RegisterHam(Ham_TraceAttack, "func_door_rotating", "fw_TraceAttack", 1)
   //RegisterHam(Ham_TraceAttack, "func_plat", "fw_TraceAttack", 1)
   //RegisterHam(Ham_TraceAttack, "func_rotating", "fw_TraceAttack", 1)

   cvar_dmg_watergun = register_cvar("watergun_dmg", "1.20")
   cvar_recoil_watergun = register_cvar("watergun_recoil", "1.01")
   cvar_clip_watergun = register_cvar("watergun_clip", "999")
   cvar_spd_watergun = register_cvar("watergun_spd", "1.02")
   cvar_watergun_ammo = register_cvar("watergun_ammo", "999")
   
   g_MaxPlayers = get_maxplayers()
   
   register_clcmd("say /vp", "GiveWaterGun")
   register_clcmd("say_team /vp", "GiveWaterGun")
}

public plugin_precache()
{
   precache_model(watergun_V_MODEL)
   precache_model(watergun_P_MODEL)
   precache_model(watergun_W_MODEL)
   for(new i = 0; i < sizeof Fire_Sounds; i++)
   precache_sound(Fire_Sounds[i])   
   precache_sound("weapons/water_clipin.wav")
   precache_sound("weapons/water_clipout.wav")
   precache_sound("weapons/water_pump.wav")
   precache_sound("weapons/water_draw.wav")
   m_iBlood[0] = precache_model("sprites/blood.spr")
   m_iBlood[1] = precache_model("sprites/bloodspray.spr")
   watergun_sprite = precache_model("sprites/watergun.spr")

   register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1)
}

public fwPrecacheEvent_Post(type, const name[])
{
   if (equal("events/mp5n.sc", name))
   {
      g_orig_event_watergun = get_orig_retval()
      return FMRES_HANDLED
   }
   return FMRES_IGNORED
}

public client_connect(id)
{
   g_has_watergun[id] = false
}

public client_disconnect(id)
{
   g_has_watergun[id] = false
}

public fw_SetModel(entity, model[])
{
   if(!is_valid_ent(entity))
      return FMRES_IGNORED
   
   static szClassName[33]
   entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName))
      
   if(!equal(szClassName, "weaponbox"))
      return FMRES_IGNORED
   
   static iOwner
   
   iOwner = entity_get_edict(entity, EV_ENT_owner)
   
   if(equal(model, "models/w_mp5.mdl"))
   {
      static iStoredAugID
      
      iStoredAugID = find_ent_by_owner(ENG_NULLENT, "weapon_mp5navy", entity)
   
      if(!is_valid_ent(iStoredAugID))
         return FMRES_IGNORED
   
      if(g_has_watergun[iOwner])
      {
         entity_set_int(iStoredAugID, EV_INT_WEAPONKEY, watergun_WEAPONKEY)
         
         g_has_watergun[iOwner] = false
         
         entity_set_model(entity, watergun_W_MODEL)
         
         return FMRES_SUPERCEDE
      }
   }
   return FMRES_IGNORED
}

public GiveWaterGun(id)
{
   if(get_user_flags(id) & JOG)
   {
        drop_weapons(id, 1)
      new iWep2 = give_item(id,"weapon_mp5navy")
      if( iWep2 > 0 )
      {
         cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_watergun))
         cs_set_user_bpammo (id, CSW_MP5NAVY, get_pcvar_num(cvar_watergun_ammo))   
         UTIL_PlayWeaponAnimation(id, watergun_DRAW)
         set_pdata_float(id, m_flNextAttack, 1.0, PLAYER_LINUX_XTRA_OFF)
      }
      g_has_watergun[id] = true
   }
   else
   {
      client_print(id, print_chat, "Csak vip-k vehetnek vizipisztolyt!")
   }
}

public fw_watergun_AddToPlayer(watergun, id)
{
   if(!is_valid_ent(watergun) || !is_user_connected(id))
      return HAM_IGNORED
   
   if(entity_get_int(watergun, EV_INT_WEAPONKEY) == watergun_WEAPONKEY)
   {
      g_has_watergun[id] = true
      
      entity_set_int(watergun, EV_INT_WEAPONKEY, 0)
      
      return HAM_HANDLED
   }
   return HAM_IGNORED
}

public fw_UseStationary_Post(entity, caller, activator, use_type)
{
   if (use_type == USE_STOPPED && is_user_connected(caller))
      replace_weapon_models(caller, get_user_weapon(caller))
}

public fw_Item_Deploy_Post(weapon_ent)
{
   static owner
   owner = fm_cs_get_weapon_ent_owner(weapon_ent)
   
   static weaponid
   weaponid = cs_get_weapon_id(weapon_ent)
   
   replace_weapon_models(owner, weaponid)
}

public CurrentWeapon(id)
{
     replace_weapon_models(id, read_data(2))

     if(read_data(2) != CSW_MP5NAVY || !g_has_watergun[id])
          return
     
     static Float:iSpeed
     if(g_has_watergun[id])
          iSpeed = get_pcvar_float(cvar_spd_watergun)
     
     static weapon[32],Ent
     get_weaponname(read_data(2),weapon,31)
     Ent = find_ent_by_owner(-1,weapon,id)
     if(Ent)
     {
          static Float:Delay
          Delay = get_pdata_float( Ent, 46, 4) * iSpeed
          if (Delay > 0.0)
          {
               set_pdata_float(Ent, 46, Delay, 4)
          }
     }
}

replace_weapon_models(id, weaponid)
{
   switch (weaponid)
   {
      case CSW_MP5NAVY:
      {
         if(g_has_watergun[id])
         {
            set_pev(id, pev_viewmodel2, watergun_V_MODEL)
            set_pev(id, pev_weaponmodel2, watergun_P_MODEL)
            if(oldweap[id] != CSW_MP5NAVY)
            {
               UTIL_PlayWeaponAnimation(id, watergun_DRAW)
               set_pdata_float(id, m_flNextAttack, 1.0, PLAYER_LINUX_XTRA_OFF)
            }
         }
      }
   }
   oldweap[id] = weaponid
}

public fw_UpdateClientData_Post(Player, SendWeapons, CD_Handle)
{
   if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_MP5NAVY || !g_has_watergun[Player]))
      return FMRES_IGNORED
   
   set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)
   return FMRES_HANDLED
}

public fw_watergun_PrimaryAttack(Weapon)
{
   new Player = get_pdata_cbase(Weapon, 41, 4)
   
   if (!g_has_watergun[Player])
      return
   
   g_IsInPrimaryAttack = 1
   pev(Player,pev_punchangle,cl_pushangle[Player])
   
   g_clip_ammo[Player] = cs_get_weapon_ammo(Weapon)
}

public fwPlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
   if ((eventid != g_orig_event_watergun) || !g_IsInPrimaryAttack)
      return FMRES_IGNORED
   if (!(1 <= invoker <= g_MaxPlayers))
    return FMRES_IGNORED

   playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
   return FMRES_SUPERCEDE
}

public fw_watergun_PrimaryAttack_Post(Weapon)
{
   g_IsInPrimaryAttack = 0
   new Player = get_pdata_cbase(Weapon, 41, 4)
   
   new szClip, szAmmo
   get_user_weapon(Player, szClip, szAmmo)
   
   if(!is_user_alive(Player))
      return

   if(g_has_watergun[Player])
   {
      if (!g_clip_ammo[Player])
         return

      new Float:push[3]
      pev(Player,pev_punchangle,push)
      xs_vec_sub(push,cl_pushangle[Player],push)
      
      xs_vec_mul_scalar(push,get_pcvar_float(cvar_recoil_watergun),push)
      xs_vec_add(push,cl_pushangle[Player],push)
      set_pev(Player,pev_punchangle,push)
      
      emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
      UTIL_PlayWeaponAnimation(Player, random_num(watergun_SHOOT1, watergun_SHOOT2))

      static Float:plrViewAngles[3], Float:VecEnd[3], Float:VecDir[3], Float:PlrOrigin[3]
      pev(Player, pev_v_angle, plrViewAngles)

      static Float:VecSrc[3], Float:VecDst[3]
   
      //VecSrc = pev->origin + pev->view_ofs
      pev(Player, pev_origin, PlrOrigin)
      pev(Player, pev_view_ofs, VecSrc)
      xs_vec_add(VecSrc, PlrOrigin, VecSrc)

      //VecDst = VecDir * 8192.0
      angle_vector(plrViewAngles, ANGLEVECTOR_FORWARD, VecDir);
      xs_vec_mul_scalar(VecDir, 8192.0, VecDst);
      xs_vec_add(VecDst, VecSrc, VecDst);
   
      new hTrace = create_tr2()
      engfunc(EngFunc_TraceLine, VecSrc, VecDst, 0, Player, hTrace)
      get_tr2(hTrace, TR_vecEndPos, VecEnd);

      create_tracer_water(Player, VecSrc, VecEnd)   
   }
}

public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
   if (victim != attacker && is_user_connected(attacker))
   {
      if(get_user_weapon(attacker) == CSW_MP5NAVY)
      {
         if(g_has_watergun[attacker])
            SetHamParamFloat(4, damage * get_pcvar_float(cvar_dmg_watergun))
      }
   }
}

public message_DeathMsg(msg_id, msg_dest, id)
{
   static szTruncatedWeapon[33], iAttacker, iVictim
   
   get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon))
   
   iAttacker = get_msg_arg_int(1)
   iVictim = get_msg_arg_int(2)
   
   if(!is_user_connected(iAttacker) || iAttacker == iVictim)
      return PLUGIN_CONTINUE
   
   if(equal(szTruncatedWeapon, "mp5navy") && get_user_weapon(iAttacker) == CSW_MP5NAVY)
   {
      if(g_has_watergun[iAttacker])
         set_msg_arg_string(4, "mp5navy")
   }
   return PLUGIN_CONTINUE
}

stock fm_cs_get_current_weapon_ent(id)
{
   return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX)
}

stock fm_cs_get_weapon_ent_owner(ent)
{
   return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS)
}

stock UTIL_PlayWeaponAnimation(const Player, const Sequence)
{
   set_pev(Player, pev_weaponanim, Sequence)
   
   message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
   write_byte(Sequence)
   write_byte(pev(Player, pev_body))
   message_end()
}

public watergun_ItemPostFrame(weapon_entity)
{
     new id = pev(weapon_entity, pev_owner)
     if (!is_user_connected(id))
          return HAM_IGNORED

     if (!g_has_watergun[id])
          return HAM_IGNORED

     static iClipExtra
     
     iClipExtra = get_pcvar_num(cvar_clip_watergun)
     new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF)

     new iBpAmmo = cs_get_user_bpammo(id, CSW_MP5NAVY);
     new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)

     new fInReload = get_pdata_int(weapon_entity, m_fInReload, WEAP_LINUX_XTRA_OFF)

     if( fInReload && flNextAttack <= 0.0 )
     {
        new j = min(iClipExtra - iClip, iBpAmmo)
   
        set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF)
        cs_set_user_bpammo(id, CSW_MP5NAVY, iBpAmmo-j)
      
        set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF)
        fInReload = 0
     }
     return HAM_IGNORED
}

public watergun_Reload(weapon_entity)
{
     new id = pev(weapon_entity, pev_owner)
     if (!is_user_connected(id))
          return HAM_IGNORED

     if (!g_has_watergun[id])
          return HAM_IGNORED

     static iClipExtra

     if(g_has_watergun[id])
          iClipExtra = get_pcvar_num(cvar_clip_watergun)

     g_watergun_TmpClip[id] = -1

     new iBpAmmo = cs_get_user_bpammo(id, CSW_MP5NAVY)
     new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)

     if (iBpAmmo <= 0)
          return HAM_SUPERCEDE

     if (iClip >= iClipExtra)
          return HAM_SUPERCEDE

     g_watergun_TmpClip[id] = iClip

     return HAM_IGNORED
}

public watergun_Reload_Post(weapon_entity)
{
   new id = pev(weapon_entity, pev_owner)
   if (!is_user_connected(id))
      return HAM_IGNORED

   if (!g_has_watergun[id])
      return HAM_IGNORED

   if (g_watergun_TmpClip[id] == -1)
      return HAM_IGNORED

   set_pdata_int(weapon_entity, m_iClip, g_watergun_TmpClip[id], WEAP_LINUX_XTRA_OFF)

   set_pdata_float(weapon_entity, m_flTimeWeaponIdle, watergun_RELOAD_TIME, WEAP_LINUX_XTRA_OFF)

   set_pdata_float(id, m_flNextAttack, watergun_RELOAD_TIME, PLAYER_LINUX_XTRA_OFF)

   set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)

   UTIL_PlayWeaponAnimation(id, watergun_RELOAD)

   return HAM_IGNORED
}

stock create_tracer_water(id, Float:fVec1[3], Float:fVec2[3])
{
   static iVec1[3]
   FVecIVec(fVec1, iVec1)

   static Float:origin[3], Float:vSrc[3], Float:angles[3], Float:v_forward[3], Float:v_right[3], Float:v_up[3], Float:gun_position[3], Float:player_origin[3], Float:player_view_offset[3]
   pev(id, pev_v_angle, angles)
   engfunc(EngFunc_MakeVectors, angles)
   global_get(glb_v_forward, v_forward)
   global_get(glb_v_right, v_right)
   global_get(glb_v_up, v_up)

   //m_pPlayer->GetGunPosition( ) = pev->origin + pev->view_ofs
   pev(id, pev_origin, player_origin)
   pev(id, pev_view_ofs, player_view_offset)
   xs_vec_add(player_origin, player_view_offset, gun_position)

   xs_vec_mul_scalar(v_forward, 24.0, v_forward)
   xs_vec_mul_scalar(v_right, 3.0, v_right)

   if ((pev(id, pev_flags) & FL_DUCKING) == FL_DUCKING)
      xs_vec_mul_scalar(v_up, 6.0, v_up)
   else
      xs_vec_mul_scalar(v_up, -2.0, v_up)

   xs_vec_add(gun_position, v_forward, origin)
   xs_vec_add(origin, v_right, origin)
   xs_vec_add(origin, v_up, origin)

   vSrc[0] = origin[0]
   vSrc[1] = origin[1]
   vSrc[2] = origin[2]

   new Float:dist = get_distance_f(vSrc, fVec2)
   new CountDrops = floatround(dist / 50.0)
   
   if (CountDrops > 20)
      CountDrops = 20
   
   if (CountDrops < 2)
      CountDrops = 2

   message_begin(MSG_PAS, SVC_TEMPENTITY, iVec1)
   write_byte(TE_SPRITETRAIL)
   engfunc(EngFunc_WriteCoord, vSrc[0])
   engfunc(EngFunc_WriteCoord, vSrc[1])
   engfunc(EngFunc_WriteCoord, vSrc[2])
   engfunc(EngFunc_WriteCoord, fVec2[0])
   engfunc(EngFunc_WriteCoord, fVec2[1])
   engfunc(EngFunc_WriteCoord, fVec2[2])
   write_short(watergun_sprite)
   write_byte(CountDrops)
   write_byte(0)
   write_byte(1)
   write_byte(60)
   write_byte(10)
   message_end()

   message_begin(MSG_PAS, SVC_TEMPENTITY, iVec1)
   write_byte(TE_BEAMPOINTS)
   engfunc(EngFunc_WriteCoord, fVec2[0])
   engfunc(EngFunc_WriteCoord, fVec2[1])
   engfunc(EngFunc_WriteCoord, fVec2[2])
   engfunc(EngFunc_WriteCoord, vSrc[0])
   engfunc(EngFunc_WriteCoord, vSrc[1])
   engfunc(EngFunc_WriteCoord, vSrc[2])
   write_short(watergun_sprite)
   write_byte(6)
   write_byte(200)
   write_byte(1)
   write_byte(100)
   write_byte(0)
   write_byte(64); write_byte(64); write_byte(192);
   write_byte(192)
   write_byte(250)
   message_end()
}

stock drop_weapons(id, dropwhat)
{
     static weapons[32], num, i, weaponid
     num = 0
     get_user_weapons(id, weapons, num)
     
     for (i = 0; i < num; i++)
     {
          weaponid = weapons[i]
         
          if (dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
          {
               static wname[32]
               get_weaponname(weaponid, wname, sizeof wname - 1)
               engclient_cmd(id, "drop", wname)
          }
     }
}

public client_PreThink(id)
{
   if(get_user_flags(id) & JOG)
      return PLUGIN_HANDLED;
   
   if(user_has_weapon(id, CSW_MP5NAVY))
   {
      if(g_has_watergun[id])
      {
         client_cmd(id, "drop")
      }
   }
}

Szerző:  stricimacko [2012.08.27. 19:24 ]
Hozzászólás témája:  Re: VIP

Valóban D3pht-Fountos szervereken van ilyen plugin,
én már kaptam egy ilyen plugint átírom neked vizipisztolyosra és publikálom neked :D

Virtual megelőzött :O :D

Szerző:  VirTuaL ~` [2012.08.27. 19:26 ]
Hozzászólás témája:  Re: VIP

Ja,hosztnál sok ügyfél kérte mostanába azt megvan xd

Szerző:  kopaszpunk [2012.08.27. 19:31 ]
Hozzászólás témája:  Re: VIP

Köszönöm szépen a segítséget!

Szerző:  kopaszpunk [2012.08.27. 20:04 ]
Hozzászólás témája:  Re: VIP

Ehhez elég csak a sma és amxx fájl,plusz a modellek és hangok? Vagy kell valami más pl. lang fájl?

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