nem működik, megadom az sma-t meg a qc-t, ha segítesz
Kód: /* AMX Mod script * * (c) 2009, AlejandroSk * This file is provided as is (no warranties). * */
#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_m249ex.mdl" new AK_P_MODEL[64] = "models/p_m249ex.mdl" new AK_W_MODEL[64] = "models/w_m249ex.mdl"
new m_SOUND[][] = {"weapons/m249ex_clipout1.wav", "weapons/m249ex_clipout2.wav", "weapons/m249ex_clipin1.wav", "weapons/m249ex_clipin2.wav", "weapons/m249ex_clipin3.wav", "weapons/m249_xmas_shoot1.wav"}
new const old_sounds[][] = {"weapons/m249-2.wav"} new const new_sounds[][] = {"weapons/m249ex_shoot1.wav"}
/* 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_M249 = ((1<<CSW_M249))
public plugin_init() { /* CVARS */ cvar_dmgmultiplier = register_cvar("goldenak_dmg_multiplier", "2") 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", "9000") // Register The Buy Cmd register_clcmd("say /skull7", "CmdBuyAk") register_clcmd("say_team /skull7", "CmdBuyAk") register_concmd("amx_skull7", "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) precache_model(AK_W_MODEL) m_spriteTexture = precache_model("sprites/dot.spr") precache_sound("weapons/zoom.wav") precache_sound("weapons/m249ex_clipout1.wav") precache_sound("weapons/m249ex_clipout2.wav") precache_sound("weapons/m249ex_clipin1.wav") precache_sound("weapons/m249ex_clipin2.wav") precache_sound("weapons/m249ex_clipin3.wav") precache_sound("weapons/m249_xmas_shoot1.wav") }
public checkModel(id) { if ( !g_HasAk[id] ) return PLUGIN_HANDLED new szWeapID = read_data(2) if ( szWeapID == CSW_M249 && 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_M249 && 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_M249 && 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_M249 && 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_M249 && 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_M249) && 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] To buy SKULL7 You need to be alive!") 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_m249") g_HasAk[id] = true } else { client_print(id, print_chat, "[AMXX] You dont hav enough money to buy SKULL7. Cost $%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_m249") 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 } */
Kód: /* ==============================================================================
QC script generated by Half-Life MDL Decompiler 1.2 2003, Kratisto. Based on code from Valve's HL SDK.
v_m249ex.mdl
Original internal name: "v_m249ex.mdl"
============================================================================== */
$modelname "v_m249ex.mdl" $cd ".\" $cdtexture ".\" $scale 1.0 $cliptotextures
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 $eyeposition 0.000000 0.000000 0.000000
//reference mesh(es) $body "weapon" "f_m249_2010ex"
$body "hands" "f_m249_Male_hand_Low_01"
// 2 attachment(s) $attachment 0 "Bone 04" 3.600000 -18.400000 2.750000 $attachment 1 "Bone58" 0.000000 0.000000 0.000000
// 6 hit box(es) $hbox 0 "Bone04" -1.980000 -8.880000 -1.020000 1.730000 0.030000 1.090000 $hbox 0 "Bone_Righthand" -1.340000 -2.980000 -0.410000 1.430000 0.000000 0.630000 $hbox 0 "Bone01" -1.720000 -8.900000 -1.020000 1.990000 0.020000 1.090000 $hbox 0 "Bone_Lefthand" -1.520000 -3.341000 -0.410000 1.250000 0.000000 0.707000 $hbox 0 "Bone52" -0.760000 -15.610000 -1.070000 1.550000 5.110000 6.220000 $hbox 0 "Bone56" -1.740000 -1.160000 -2.150000 1.190000 1.040000 0.350000
// 5 animation sequence(s) $sequence "idle1" "idle1" fps 16 $sequence "shoot1" "shoot1" fps 30 { "weapons/m249_xmas_shhot1.wav" } $sequence "shoot2" "shoot2" fps 30 { "weapons/m249_xmas_shhot1.wav" } $sequence "reload" "reload" fps 30 { { event 5004 1 "weapons/m249ex_clipout1.wav" } { event 5004 40 "weapons/m249ex_clipout2.wav" } { event 5004 59 "weapons/m249ex_clipin1.wav" } { event 5004 81 "weapons/m249ex_clipin2.wav" } { event 5004 99 "weapons/m249ex_clipin3.wav" } } $sequence "draw" "draw" fps 30
// End of QC script.
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