Picit átírtam ezt de a hangok nem változtak,gondolom azért mert az nincs beírva a scriptbe,hogy le töltse.Valaki beleírná,vagy ha nem az a gond akkor mi? 
Kód: #define CUSTOM_SOUNDS 0 new SOUND_SLASH1[] = "KesHangok/hammer_slash.wav" new SOUND_HIT1[] = "KesHangok/hammer_hit.wav" new SOUND_STAB[] = "KesHangok/hammer_stab.wav" new SOUND_DEPLOY[] = "KesHangok/knife_deploy1.wav" new SOUND_HITWALL[] = "KesHangok/hammer_hitwall.wav"
/* DO NOT EDIT BEYOND THIS LINE UNLESS YOU KNOW WHAT YOU ARE DOING */
#include <amxmodx> #include <fakemeta> #include <engine>
new PLUGIN_NAME[] = "AIO Knife Plugin" new PLUGIN_AUTHOR[] = "Cheap_Suit" new PLUGIN_VERSION[] = "1.4"
public plugin_init() { register_plugin( PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR ) register_cvar( "amx_knife_boost", "0.5" ) register_cvar( "amx_knife_damage", "0.9" ) register_cvar( "amx_knife_jump", "0.4" ) register_event( "CurWeapon", "Event_CurWeapon", "be", "1=1" ) register_event( "Damage", "Event_Damage", "b", "2!0" ) #if (CUSTOM_SOUNDS) register_forward( FM_EmitSound, "fw_EmitSound" ) #endif }
public plugin_precache() { #if ( CUSTOM_SOUNDS ) precache_sound( SOUND_SLASH1 ) precache_sound( SOUND_HIT1 ) precache_sound( SOUND_DEPLOY ) precache_sound( SOUND_HITWALL ) precache_sound( SOUND_STAB ) #endif }
public Event_CurWeapon( id ) { if ( !is_user_connected( id ) || !is_user_alive( id ) ) return PLUGIN_CONTINUE new WeaponID = read_data( 2 ) if ( WeaponID != CSW_KNIFE ) return PLUGIN_CONTINUE new Float:addSpeed = get_cvar_float( "amx_knife_boost" ) if ( addSpeed > 0.0 ) entity_set_float(id, EV_FL_maxspeed, 240.0 + addSpeed ) return PLUGIN_CONTINUE; }
public Event_Damage( id ) { new weapon, bodypart new attacker = get_user_attacker( id, weapon, bodypart ) if ( !is_user_alive( id ) || !is_user_alive( attacker ) ) return PLUGIN_CONTINUE if ( weapon != CSW_KNIFE ) return PLUGIN_CONTINUE new iHealth = get_user_health( id ) new iDamage = floatround( float( read_data(2) ) * get_cvar_float( "amx_knife_damage" ) ) if ( iHealth > iDamage ) fakedamage( id, "weapon_knife", float( iDamage ), read_data( 3 ) ) else { user_silentkill( id ) make_deathmsg( attacker, id, 0, "knife" ) } return PLUGIN_CONTINUE } public client_PreThink( id ) { if ( !is_user_connected( id ) || !is_user_alive( id ) ) return PLUGIN_CONTINUE
new temp[2], weapon = get_user_weapon( id, temp[0], temp[1] ) if ( weapon != CSW_KNIFE ) return PLUGIN_CONTINUE if ( ( get_user_button( id ) & IN_JUMP ) && !( get_user_oldbutton( id ) & IN_JUMP ) ) { new flags = entity_get_int( id, EV_INT_flags ) new waterlvl = entity_get_int( id, EV_INT_waterlevel ) if ( !( flags & FL_ONGROUND ) ) return PLUGIN_CONTINUE if ( flags & FL_WATERJUMP ) return PLUGIN_CONTINUE if ( waterlvl > 1 ) return PLUGIN_CONTINUE new Float:fVelocity[3] entity_get_vector( id, EV_VEC_velocity, fVelocity ) fVelocity[2] += get_cvar_float( "amx_knife_jump" ) entity_set_vector( id, EV_VEC_velocity, fVelocity ) entity_set_int( id, EV_INT_gaitsequence, 6 ) } return PLUGIN_CONTINUE; }
public fw_EmitSound( id, channel, sound[] ) { if ( !is_user_connected( id ) || !is_user_alive( id ) ) return FMRES_IGNORED new temp[2], weapon = get_user_weapon( id, temp[0], temp[1] ) if ( weapon != CSW_KNIFE ) return FMRES_IGNORED if ( equal ( sound, "KesHangok/hammer_slash.wav" ) ) { emit_sound( id, CHAN_WEAPON, SOUND_SLASH1, 1.0, ATTN_NORM, 0, PITCH_NORM ) return FMRES_SUPERCEDE } if ( equal ( sound, "KesHangok/knife_deploy1.wav" ) ) { emit_sound( id, CHAN_WEAPON, SOUND_DEPLOY, 1.0, ATTN_NORM, 0, PITCH_NORM ) return FMRES_SUPERCEDE; } if ( equal ( sound, "KesHangok/hammer_hitwall.wav" ) ) { emit_sound( id, CHAN_WEAPON, SOUND_HITWALL, 1.0, ATTN_NORM, 0, PITCH_NORM ) return FMRES_SUPERCEDE } if ( equal ( sound, "KesHangok/hammer_hit.wav" ) ) { emit_sound( id, CHAN_WEAPON, SOUND_HIT1, 1.0, ATTN_NORM, 0, PITCH_NORM ) return FMRES_SUPERCEDE } if ( equal ( sound, "KesHangok/hammer_stab.wav" ) ) { emit_sound( id, CHAN_WEAPON, SOUND_STAB, 1.0, ATTN_NORM, 0, PITCH_NORM ) return FMRES_SUPERCEDE } return FMRES_IGNORED }
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