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Új téma nyitása Hozzászólás a témához  [9 hozzászólás ] 
Szerző Üzenet
 Hozzászólás témája: modell hiba
HozzászólásElküldve:2012.04.15. 12:06 
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Csatlakozott:2011.09.26. 20:33
Hozzászólások:2105
Megköszönt másnak: 28 alkalommal
Megköszönték neki: 33 alkalommal
sziasztok
írtam egy zp-s plugint amit utána átírtam public-ra, működik is csak nem a beírt v_ modellt adja be hanem az alap m249-ét és össze vissza lejátszik reload, draw meg shoot animációkat. Örülnék neki ha valaki tudna segíteni a problémámban :D
A jelenlegi modellt csatoltam!
Kód:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <xs>
#include <cstrike>

enum
{
anim_idle,
anim_reload,
anim_draw,
anim_shoot1,
anim_shoot2,
anim_shoot3
}

#define ENG_NULLENT      -1
#define EV_INT_WEAPONKEY   EV_INT_impulse
#define WEAPONKEY 33
#define MAX_PLAYERS             32
#define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)
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 RELOAD_TIME 3.0.0
#define wId CSW_M249
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 Fire_snd[] = {"weapons/m249ex-1.wav"}
new const went[] ={"weapon_m249"}
new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }
new skull7_V_MODEL[64] = "models/hq/v_m249ex.mdl"
new skull7_P_MODEL[64] = "models/p_m249ex.mdl"
new skull7_W_MODEL[64] = "models/w_m249ex.mdl"
new cvar_dmg_skull7,g_itemid_skull7, cvar_clip_skull7, cvar_skull7_ammo
new g_has_skull7[33]
new g_MaxPlayers, g_orig_event_skull7, g_clip_ammo[33]
new Float:cl_pushangle[MAX_PLAYERS + 1][3], m_iBlood[2]
new g_skull7_TmpClip[33]
public plugin_init()
{
   register_plugin("Skull7", "1.0", "FD goD")
   register_event("CurWeapon","CurrentWeapon","be","1=1")
   RegisterHam(Ham_Item_AddToPlayer, went, "fw_skull7_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)
   RegisterHam(Ham_Item_Deploy, went, "fw_Item_Deploy_Post", 1)
   RegisterHam(Ham_Weapon_PrimaryAttack, went, "fw_skull7_PrimaryAttack")
   RegisterHam(Ham_Weapon_PrimaryAttack, went, "fw_skull7_PrimaryAttack_Post", 1)
   RegisterHam(Ham_Item_PostFrame, went, "skull7__ItemPostFrame");
   RegisterHam(Ham_Weapon_Reload, went, "skull7__Reload");
   RegisterHam(Ham_Weapon_Reload, went, "skull7__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")
   cvar_dmg_skull7 = register_cvar("zp_skull7_dmg", "1.7")
   cvar_clip_skull7 = register_cvar("zp_skull7_clip", "120")
   cvar_skull7_ammo = register_cvar("zp_skull7_ammo", "200")

     register_clcmd( "say /skull7", "Skull7Selected");

   g_MaxPlayers = get_maxplayers()
}
public plugin_precache()
{
   precache_model(skull7_V_MODEL)
   precache_model(skull7_P_MODEL)
   precache_model(skull7_W_MODEL)
   precache_sound(Fire_snd)
   precache_generic("events/m249ex.sc")
   precache_sound("weapons/m249ex_clipin3.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")
   m_iBlood[0] = precache_model("sprites/blood.spr")
   m_iBlood[1] = precache_model("sprites/bloodspray.spr")
   register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1)
}
public fwPrecacheEvent_Post(type, const name[])
{
   if (equal("events/m249ex.sc", name))
   {
      g_orig_event_skull7 = get_orig_retval()
      return FMRES_HANDLED
   }
   return FMRES_IGNORED
}

public client_connect(id)
{
   g_has_skull7[id] = false
}
public client_disconnect(id)
{
   g_has_skull7[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_m249.mdl"))
   {
      static iStoredSVDID
      iStoredSVDID = find_ent_by_owner(ENG_NULLENT, went, entity)
      if(!is_valid_ent(iStoredSVDID))
         return FMRES_IGNORED;
      if(g_has_skull7[iOwner])
      {
         entity_set_int(iStoredSVDID, EV_INT_WEAPONKEY, WEAPONKEY)
         g_has_skull7[iOwner] = false
         entity_set_model(entity, skull7_W_MODEL)
         return FMRES_SUPERCEDE;
      }
   }
   return FMRES_IGNORED;
}
public give_skull7(id)
{
   drop_weapons(id, 1);
   new iWep2 = give_item(id,went)
   if( iWep2 > 0 )
   {
   cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_skull7))
   cs_set_user_bpammo (id, wId, get_pcvar_num(cvar_skull7_ammo))
   cs_set_user_money(id, cs_get_user_money(id)-9000)
   }
   g_has_skull7[id] = true;
}
public Skull7Selected(id, itemid)
{
   if(itemid == g_itemid_skull7)
   {
   give_skull7(id)
   }
}
public fw_skull7_AddToPlayer(skull7, id)
{
   if(!is_valid_ent(skull7) || !is_user_connected(id))
      return HAM_IGNORED;
   if(entity_get_int(skull7, EV_INT_WEAPONKEY) == WEAPONKEY)
   {
      g_has_skull7[id] = true
      entity_set_int(skull7, 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))
}
replace_weapon_models(id, weaponid)
{
   switch (weaponid)
   {
      case wId:
      {
         if (cs_get_user_team(id) || cs_get_user_team(id))
            return;
         if(g_has_skull7[id])
         {
            set_pev(id, pev_viewmodel2, skull7_V_MODEL)
            set_pev(id, pev_weaponmodel2, skull7_P_MODEL)
         }
      }
   }
}
public fw_UpdateClientData_Post(Player, SendWeapons, CD_Handle)
{
  if(!is_user_alive(Player) || (get_user_weapon(Player) != wId) || !g_has_skull7[Player])
  return FMRES_IGNORED
  set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)
  return FMRES_HANDLED
}
public fw_skull7_PrimaryAttack(Weapon)
{
   new Player = get_pdata_cbase(Weapon, 41, 4)
   if (!g_has_skull7[Player])
      return;
   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_skull7))
      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_skull7_PrimaryAttack_Post(Weapon)
{   new Player = get_pdata_cbase(Weapon, 41, 4)
   new szClip, szAmmo
   get_user_weapon(Player, szClip, szAmmo)
   if(Player > 0 && Player < 33)
   {
   if(g_has_skull7[Player])
   {
   if(szClip > 0)emit_sound(Player, CHAN_WEAPON, Fire_snd, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
   }
   if(g_has_skull7[Player])
   {
      new Float:push[3]
      pev(Player,pev_punchangle,push)
      xs_vec_sub(push,cl_pushangle[Player],push)
      xs_vec_mul_scalar(push,0.6,push)
      xs_vec_add(push,cl_pushangle[Player],push)
      set_pev(Player,pev_punchangle,push)
      if (!g_clip_ammo[Player])
         return
      UTIL_PlayWeaponAnimation(Player, random_num(1,3))
      make_blood_and_bulletholes(Player)
   }
   }
}
public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
   if (victim != attacker && is_user_connected(attacker))
   {
      if(get_user_weapon(attacker) == wId)
      {
         if(g_has_skull7[attacker])
            SetHamParamFloat(4, damage * get_pcvar_float(cvar_dmg_skull7))
      }
   }
}
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()
}
stock make_blood_and_bulletholes(id)
{
   new aimOrigin[3], target, body
   get_user_origin(id, aimOrigin, 3)
   get_user_aiming(id, target, body)
   if(target > 0 && target <= g_MaxPlayers && cs_get_user_team(target))
   {
      new Float:fStart[3], Float:fEnd[3], Float:fRes[3], Float:fVel[3]
      pev(id, pev_origin, fStart)
      velocity_by_aim(id, 64, fVel)
      fStart[0] = float(aimOrigin[0])
      fStart[1] = float(aimOrigin[1])
      fStart[2] = float(aimOrigin[2])
      fEnd[0] = fStart[0]+fVel[0]
      fEnd[1] = fStart[1]+fVel[1]
      fEnd[2] = fStart[2]+fVel[2]
      new res
      engfunc(EngFunc_TraceLine, fStart, fEnd, 0, target, res)
      get_tr2(res, TR_vecEndPos, fRes)
      message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
      write_byte(TE_BLOODSPRITE)
      write_coord(floatround(fStart[0]))
      write_coord(floatround(fStart[1]))
      write_coord(floatround(fStart[2]))
      write_short( m_iBlood [ 1 ])
      write_short( m_iBlood [ 0 ] )
      write_byte(70)
      write_byte(random_num(1,2))
      message_end()
   }
   else if(!is_user_connected(target))
   {
      if(target)
      {
         message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
         write_byte(TE_DECAL)
         write_coord(aimOrigin[0])
         write_coord(aimOrigin[1])
         write_coord(aimOrigin[2])
         write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
         write_short(target)
         message_end()
      }
      else
      {
         message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
         write_byte(TE_WORLDDECAL)
         write_coord(aimOrigin[0])
         write_coord(aimOrigin[1])
         write_coord(aimOrigin[2])
         write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
         message_end()
      }
      message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
      write_byte(TE_GUNSHOTDECAL)
      write_coord(aimOrigin[0])
      write_coord(aimOrigin[1])
      write_coord(aimOrigin[2])
      write_short(id)
      write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
      message_end()
   }
}
public skull7__ItemPostFrame(weapon_entity) {
   new id = pev(weapon_entity, pev_owner)
   if (!is_user_connected(id))
      return HAM_IGNORED;
   if (!g_has_skull7[id])
      return HAM_IGNORED;
   new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF)
   new iBpAmmo = cs_get_user_bpammo(id, wId);
   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(get_pcvar_num(cvar_clip_skull7) - iClip, iBpAmmo)
      set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF)
      cs_set_user_bpammo(id, wId, iBpAmmo-j);
      set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF)
      fInReload = 0
   }
   return HAM_IGNORED;
}
public skull7__Reload(weapon_entity) {
   new id = pev(weapon_entity, pev_owner)
   if (!is_user_connected(id))
      return HAM_IGNORED;
   if (!g_has_skull7[id])
      return HAM_IGNORED;
   g_skull7_TmpClip[id] = -1;
   new iBpAmmo = cs_get_user_bpammo(id, wId);
   new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
   if (iBpAmmo <= 0)
      return HAM_SUPERCEDE;
   if (iClip >= get_pcvar_num(cvar_clip_skull7))
      return HAM_SUPERCEDE;
   g_skull7_TmpClip[id] = iClip;
   return HAM_IGNORED;
}
public skull7__Reload_Post(weapon_entity) {
   new id = pev(weapon_entity, pev_owner)
   if (!is_user_connected(id))
      return HAM_IGNORED;
   if (!g_has_skull7[id])
      return HAM_IGNORED;
   if (g_skull7_TmpClip[id] == -1)
      return HAM_IGNORED;
   set_pdata_int(weapon_entity, m_iClip, g_skull7_TmpClip[id], WEAP_LINUX_XTRA_OFF)
   set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)
   UTIL_PlayWeaponAnimation(id, 4)
   return HAM_IGNORED;
}
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)
          }
     }
}


Csatolmányok:
v_m249ex_2.rar [298.39KiB]
Letöltve 20 alkalommal.
Hozzászólás jelentése
Vissza a tetejére
   
 Hozzászólás témája: Re: modell hiba
HozzászólásElküldve:2012.04.15. 12:16 
Offline
Őskövület
Avatar

Csatlakozott:2011.09.17. 17:54
Hozzászólások:2350
Megköszönt másnak: 40 alkalommal
Megköszönték neki: 57 alkalommal
"írtam egy zp-s plugint" Ezt azért nem kellett volna :) Ja és nem a modellel van a baj szerintem.

Try:

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

enum
{
anim_idle,
anim_reload,
anim_draw,
anim_shoot1,
anim_shoot2,
anim_shoot3
}

#define ENG_NULLENT      -1
#define EV_INT_WEAPONKEY   EV_INT_impulse
#define WEAPONKEY 33
#define MAX_PLAYERS             32
#define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)
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 RELOAD_TIME 3.0.0
#define wId CSW_M249
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 Fire_snd[] = {"weapons/m249ex-1.wav"}
new const went[] ={"weapon_m249"}
new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }
new skull7_V_MODEL[64] = "models/hq/v_m249ex.mdl"
new skull7_P_MODEL[64] = "models/p_m249ex.mdl"
new skull7_W_MODEL[64] = "models/w_m249ex.mdl"
new cvar_dmg_skull7,g_itemid_skull7, cvar_clip_skull7, cvar_skull7_ammo
new g_has_skull7[33]
new g_MaxPlayers, g_orig_event_skull7, g_clip_ammo[33]
new Float:cl_pushangle[MAX_PLAYERS + 1][3], m_iBlood[2]
new g_skull7_TmpClip[33]
public plugin_init()
{
   register_plugin("Skull7", "1.0", "FD goD")
   register_event("CurWeapon","CurrentWeapon","be","1=1")
   RegisterHam(Ham_Item_AddToPlayer, went, "fw_skull7_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)
   RegisterHam(Ham_Item_Deploy, went, "fw_Item_Deploy_Post", 1)
   RegisterHam(Ham_Weapon_PrimaryAttack, went, "fw_skull7_PrimaryAttack")
   RegisterHam(Ham_Weapon_PrimaryAttack, went, "fw_skull7_PrimaryAttack_Post", 1)
   RegisterHam(Ham_Item_PostFrame, went, "skull7__ItemPostFrame");
   RegisterHam(Ham_Weapon_Reload, went, "skull7__Reload");
   RegisterHam(Ham_Weapon_Reload, went, "skull7__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")
   cvar_dmg_skull7 = register_cvar("zp_skull7_dmg", "1.7")
   cvar_clip_skull7 = register_cvar("zp_skull7_clip", "120")
   cvar_skull7_ammo = register_cvar("zp_skull7_ammo", "200")

     register_clcmd( "say /skull7", "Skull7Selected");

   g_MaxPlayers = get_maxplayers()
}
public plugin_precache()
{
   precache_model(skull7_V_MODEL)
   precache_model(skull7_P_MODEL)
   precache_model(skull7_W_MODEL)
   precache_sound(Fire_snd)
   precache_generic("events/m249ex.sc")
   precache_sound("weapons/m249ex_clipin3.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")
   m_iBlood[0] = precache_model("sprites/blood.spr")
   m_iBlood[1] = precache_model("sprites/bloodspray.spr")
   register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1)
}
public fwPrecacheEvent_Post(type, const name[])
{
   if (equal("events/m249ex.sc", name))
   {
      g_orig_event_skull7 = get_orig_retval()
      return FMRES_HANDLED
   }
   return FMRES_IGNORED
}

public client_connect(id)
{
   g_has_skull7[id] = false
}
public client_disconnect(id)
{
   g_has_skull7[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/hq/v_m249ex.mdl"))
   {
      static iStoredSVDID
      iStoredSVDID = find_ent_by_owner(ENG_NULLENT, went, entity)
      if(!is_valid_ent(iStoredSVDID))
         return FMRES_IGNORED;
      if(g_has_skull7[iOwner])
      {
         entity_set_int(iStoredSVDID, EV_INT_WEAPONKEY, WEAPONKEY)
         g_has_skull7[iOwner] = false
         entity_set_model(entity, skull7_W_MODEL)
         return FMRES_SUPERCEDE;
      }
   }
   return FMRES_IGNORED;
}
public give_skull7(id)
{
   drop_weapons(id, 1);
   new iWep2 = give_item(id,went)
   if( iWep2 > 0 )
   {
   cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_skull7))
   cs_set_user_bpammo (id, wId, get_pcvar_num(cvar_skull7_ammo))
   cs_set_user_money(id, cs_get_user_money(id)-9000)
   }
   g_has_skull7[id] = true;
}
public Skull7Selected(id, itemid)
{
   if(itemid == g_itemid_skull7)
   {
   give_skull7(id)
   }
}
public fw_skull7_AddToPlayer(skull7, id)
{
   if(!is_valid_ent(skull7) || !is_user_connected(id))
      return HAM_IGNORED;
   if(entity_get_int(skull7, EV_INT_WEAPONKEY) == WEAPONKEY)
   {
      g_has_skull7[id] = true
      entity_set_int(skull7, 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))
}
replace_weapon_models(id, weaponid)
{
   switch (weaponid)
   {
      case wId:
      {
         if (cs_get_user_team(id) || cs_get_user_team(id))
            return;
         if(g_has_skull7[id])
         {
            set_pev(id, pev_viewmodel2, skull7_V_MODEL)
            set_pev(id, pev_weaponmodel2, skull7_P_MODEL)
         }
      }
   }
}
public fw_UpdateClientData_Post(Player, SendWeapons, CD_Handle)
{
  if(!is_user_alive(Player) || (get_user_weapon(Player) != wId) || !g_has_skull7[Player])
  return FMRES_IGNORED
  set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)
  return FMRES_HANDLED
}
public fw_skull7_PrimaryAttack(Weapon)
{
   new Player = get_pdata_cbase(Weapon, 41, 4)
   if (!g_has_skull7[Player])
      return;
   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_skull7))
      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_skull7_PrimaryAttack_Post(Weapon)
{   new Player = get_pdata_cbase(Weapon, 41, 4)
   new szClip, szAmmo
   get_user_weapon(Player, szClip, szAmmo)
   if(Player > 0 && Player < 33)
   {
   if(g_has_skull7[Player])
   {
   if(szClip > 0)emit_sound(Player, CHAN_WEAPON, Fire_snd, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
   }
   if(g_has_skull7[Player])
   {
      new Float:push[3]
      pev(Player,pev_punchangle,push)
      xs_vec_sub(push,cl_pushangle[Player],push)
      xs_vec_mul_scalar(push,0.6,push)
      xs_vec_add(push,cl_pushangle[Player],push)
      set_pev(Player,pev_punchangle,push)
      if (!g_clip_ammo[Player])
         return
      UTIL_PlayWeaponAnimation(Player, random_num(1,3))
      make_blood_and_bulletholes(Player)
   }
   }
}
public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
   if (victim != attacker && is_user_connected(attacker))
   {
      if(get_user_weapon(attacker) == wId)
      {
         if(g_has_skull7[attacker])
            SetHamParamFloat(4, damage * get_pcvar_float(cvar_dmg_skull7))
      }
   }
}
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()
}
stock make_blood_and_bulletholes(id)
{
   new aimOrigin[3], target, body
   get_user_origin(id, aimOrigin, 3)
   get_user_aiming(id, target, body)
   if(target > 0 && target <= g_MaxPlayers && cs_get_user_team(target))
   {
      new Float:fStart[3], Float:fEnd[3], Float:fRes[3], Float:fVel[3]
      pev(id, pev_origin, fStart)
      velocity_by_aim(id, 64, fVel)
      fStart[0] = float(aimOrigin[0])
      fStart[1] = float(aimOrigin[1])
      fStart[2] = float(aimOrigin[2])
      fEnd[0] = fStart[0]+fVel[0]
      fEnd[1] = fStart[1]+fVel[1]
      fEnd[2] = fStart[2]+fVel[2]
      new res
      engfunc(EngFunc_TraceLine, fStart, fEnd, 0, target, res)
      get_tr2(res, TR_vecEndPos, fRes)
      message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
      write_byte(TE_BLOODSPRITE)
      write_coord(floatround(fStart[0]))
      write_coord(floatround(fStart[1]))
      write_coord(floatround(fStart[2]))
      write_short( m_iBlood [ 1 ])
      write_short( m_iBlood [ 0 ] )
      write_byte(70)
      write_byte(random_num(1,2))
      message_end()
   }
   else if(!is_user_connected(target))
   {
      if(target)
      {
         message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
         write_byte(TE_DECAL)
         write_coord(aimOrigin[0])
         write_coord(aimOrigin[1])
         write_coord(aimOrigin[2])
         write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
         write_short(target)
         message_end()
      }
      else
      {
         message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
         write_byte(TE_WORLDDECAL)
         write_coord(aimOrigin[0])
         write_coord(aimOrigin[1])
         write_coord(aimOrigin[2])
         write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
         message_end()
      }
      message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
      write_byte(TE_GUNSHOTDECAL)
      write_coord(aimOrigin[0])
      write_coord(aimOrigin[1])
      write_coord(aimOrigin[2])
      write_short(id)
      write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
      message_end()
   }
}
public skull7__ItemPostFrame(weapon_entity) {
   new id = pev(weapon_entity, pev_owner)
   if (!is_user_connected(id))
      return HAM_IGNORED;
   if (!g_has_skull7[id])
      return HAM_IGNORED;
   new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF)
   new iBpAmmo = cs_get_user_bpammo(id, wId);
   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(get_pcvar_num(cvar_clip_skull7) - iClip, iBpAmmo)
      set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF)
      cs_set_user_bpammo(id, wId, iBpAmmo-j);
      set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF)
      fInReload = 0
   }
   return HAM_IGNORED;
}
public skull7__Reload(weapon_entity) {
   new id = pev(weapon_entity, pev_owner)
   if (!is_user_connected(id))
      return HAM_IGNORED;
   if (!g_has_skull7[id])
      return HAM_IGNORED;
   g_skull7_TmpClip[id] = -1;
   new iBpAmmo = cs_get_user_bpammo(id, wId);
   new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
   if (iBpAmmo <= 0)
      return HAM_SUPERCEDE;
   if (iClip >= get_pcvar_num(cvar_clip_skull7))
      return HAM_SUPERCEDE;
   g_skull7_TmpClip[id] = iClip;
   return HAM_IGNORED;
}
public skull7__Reload_Post(weapon_entity) {
   new id = pev(weapon_entity, pev_owner)
   if (!is_user_connected(id))
      return HAM_IGNORED;
   if (!g_has_skull7[id])
      return HAM_IGNORED;
   if (g_skull7_TmpClip[id] == -1)
      return HAM_IGNORED;
   set_pdata_int(weapon_entity, m_iClip, g_skull7_TmpClip[id], WEAP_LINUX_XTRA_OFF)
   set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)
   UTIL_PlayWeaponAnimation(id, 4)
   return HAM_IGNORED;
}
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)
          }
     }
}


Hozzászólás jelentése
Vissza a tetejére
   
 Hozzászólás témája: Re: modell hiba
HozzászólásElküldve:2012.04.15. 12:48 
Offline
Őskövület
Avatar

Csatlakozott:2011.09.26. 20:33
Hozzászólások:2105
Megköszönt másnak: 28 alkalommal
Megköszönték neki: 33 alkalommal
na most nem mindegy hogy a program írta XD??? amugy alaposan átkellet írni mert tele rakta szeméttel
amugy nem jó


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Vissza a tetejére
   
 Hozzászólás témája: Re: modell hiba
HozzászólásElküldve:2012.04.15. 12:56 
Offline
Tiszteletbeli
Avatar

Csatlakozott:2011.09.18. 13:01
Hozzászólások:4274
Megköszönt másnak: 55 alkalommal
Megköszönték neki: 515 alkalommal
rericsi8 írta:
na most nem mindegy hogy a program írta XD??? amugy alaposan átkellet írni mert tele rakta szeméttel
amugy nem jó


Nem a program irta...CSak programba irtak:DDe nembiztos hogy amxx studioba :Daki profi az megirja notepadba:D

_________________
Idk. Csak ugy funbooo.
Kép


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 Hozzászólás témája: Re: modell hiba
HozzászólásElküldve:2012.04.15. 13:05 
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Csatlakozott:2011.09.17. 17:54
Hozzászólások:2350
Megköszönt másnak: 40 alkalommal
Megköszönték neki: 57 alkalommal
Most hogy jobban megnéztem,kaptam még pár hibát.

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

enum
{
anim_idle,
anim_reload,
anim_draw,
anim_shoot1,
anim_shoot2,
anim_shoot3
}

#define ENG_NULLENT      -1
#define EV_INT_WEAPONKEY   EV_INT_impulse
#define WEAPONKEY 33
#define MAX_PLAYERS             32
#define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)
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 RELOAD_TIME 3.0.0
#define wId CSW_M249
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 Fire_snd[] = {"weapons/m249ex-1.wav"}
new const went[] ={"weapon_m249"}
new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }
new skull7_V_MODEL[64] = "models/hq/v_m249ex.mdl"
new skull7_P_MODEL[64] = "models/p_m249ex.mdl"
new skull7_W_MODEL[64] = "models/w_m249ex.mdl"
new cvar_dmg_skull7, cvar_clip_skull7, cvar_skull7_ammo
new g_has_skull7[33]
new g_MaxPlayers, g_orig_event_skull7, g_clip_ammo[33]
new Float:cl_pushangle[MAX_PLAYERS + 1][3], m_iBlood[2]
new g_skull7_TmpClip[33]
public plugin_init()
{
   register_plugin("Skull7", "1.0", "FD goD")
   register_event("CurWeapon","CurrentWeapon","be","1=1")
   RegisterHam(Ham_Item_AddToPlayer, went, "fw_skull7_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)
   RegisterHam(Ham_Item_Deploy, went, "fw_Item_Deploy_Post", 1)
   RegisterHam(Ham_Weapon_PrimaryAttack, went, "fw_skull7_PrimaryAttack")
   RegisterHam(Ham_Weapon_PrimaryAttack, went, "fw_skull7_PrimaryAttack_Post", 1)
   RegisterHam(Ham_Item_PostFrame, went, "skull7__ItemPostFrame");
   RegisterHam(Ham_Weapon_Reload, went, "skull7__Reload");
   RegisterHam(Ham_Weapon_Reload, went, "skull7__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")
   cvar_dmg_skull7 = register_cvar("zp_skull7_dmg", "1.7")
   cvar_clip_skull7 = register_cvar("zp_skull7_clip", "120")
   cvar_skull7_ammo = register_cvar("zp_skull7_ammo", "200")

     register_clcmd( "say /skull7", "Skull7Selected");

   g_MaxPlayers = get_maxplayers()
}
public plugin_precache()
{
   precache_model(skull7_V_MODEL)
   precache_model(skull7_P_MODEL)
   precache_model(skull7_W_MODEL)
   precache_sound(Fire_snd)
   precache_generic("events/m249ex.sc")
   precache_sound("weapons/m249ex_clipin3.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")
   m_iBlood[0] = precache_model("sprites/blood.spr")
   m_iBlood[1] = precache_model("sprites/bloodspray.spr")
   register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1)
}
public fwPrecacheEvent_Post(type, const name[])
{
   if (equal("events/m249ex.sc", name))
   {
      g_orig_event_skull7 = get_orig_retval()
      return FMRES_HANDLED
   }
   return FMRES_IGNORED
}

public client_connect(id)
{
   g_has_skull7[id] = false
}

public client_disconnect(id)
{
   g_has_skull7[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/hq/v_m249ex.mdl"))
   {
      static iStoredSVDID
      iStoredSVDID = find_ent_by_owner(ENG_NULLENT, went, entity)
      if(!is_valid_ent(iStoredSVDID))
         return FMRES_IGNORED;
      if(g_has_skull7[iOwner])
      {
         entity_set_int(iStoredSVDID, EV_INT_WEAPONKEY, WEAPONKEY)
         g_has_skull7[iOwner] = false
         entity_set_model(entity, skull7_W_MODEL)
         return FMRES_SUPERCEDE;
      }
   }
   return FMRES_IGNORED;
}
public Skull7Selected(id)
{
   drop_weapons(id, 1);
   new iWep2 = give_item(id,went)
   if( iWep2 > 0 )
   {
   cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_skull7))
   cs_set_user_bpammo (id, wId, get_pcvar_num(cvar_skull7_ammo))
   
   new money = cs_get_user_money(id);
   if(money >= 1000)
   cs_set_user_money(id, money -1000)
   }
   g_has_skull7[id] = true;
}

public fw_skull7_AddToPlayer(skull7, id)
{
   if(!is_valid_ent(skull7) || !is_user_connected(id))
      return HAM_IGNORED;
   if(entity_get_int(skull7, EV_INT_WEAPONKEY) == WEAPONKEY)
   {
      g_has_skull7[id] = true
      entity_set_int(skull7, 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))
}
replace_weapon_models(id, weaponid)
{
   switch (weaponid)
   {
      case wId:
      {
         if (cs_get_user_team(id) || cs_get_user_team(id))
            return;
         if(g_has_skull7[id])
         {
            set_pev(id, pev_viewmodel2, skull7_V_MODEL)
            set_pev(id, pev_weaponmodel2, skull7_P_MODEL)
         }
      }
   }
}
public fw_UpdateClientData_Post(Player, SendWeapons, CD_Handle)
{
  if(!is_user_alive(Player) || (get_user_weapon(Player) != wId) || !g_has_skull7[Player])
  return FMRES_IGNORED
  set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)
  return FMRES_HANDLED
}
public fw_skull7_PrimaryAttack(Weapon)
{
   new Player = get_pdata_cbase(Weapon, 41, 4)
   if (!g_has_skull7[Player])
      return;
   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_skull7))
      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_skull7_PrimaryAttack_Post(Weapon)
{   new Player = get_pdata_cbase(Weapon, 41, 4)
   new szClip, szAmmo
   get_user_weapon(Player, szClip, szAmmo)
   if(Player > 0 && Player < 33)
   {
   if(g_has_skull7[Player])
   {
   if(szClip > 0)emit_sound(Player, CHAN_WEAPON, Fire_snd, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
   }
   if(g_has_skull7[Player])
   {
      new Float:push[3]
      pev(Player,pev_punchangle,push)
      xs_vec_sub(push,cl_pushangle[Player],push)
      xs_vec_mul_scalar(push,0.6,push)
      xs_vec_add(push,cl_pushangle[Player],push)
      set_pev(Player,pev_punchangle,push)
      if (!g_clip_ammo[Player])
         return
      UTIL_PlayWeaponAnimation(Player, random_num(1,3))
      make_blood_and_bulletholes(Player)
   }
   }
}
public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
   if (victim != attacker && is_user_connected(attacker))
   {
      if(get_user_weapon(attacker) == wId)
      {
         if(g_has_skull7[attacker])
            SetHamParamFloat(4, damage * get_pcvar_float(cvar_dmg_skull7))
      }
   }
}
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()
}
stock make_blood_and_bulletholes(id)
{
   new aimOrigin[3], target, body
   get_user_origin(id, aimOrigin, 3)
   get_user_aiming(id, target, body)
   if(target > 0 && target <= g_MaxPlayers && cs_get_user_team(target))
   {
      new Float:fStart[3], Float:fEnd[3], Float:fRes[3], Float:fVel[3]
      pev(id, pev_origin, fStart)
      velocity_by_aim(id, 64, fVel)
      fStart[0] = float(aimOrigin[0])
      fStart[1] = float(aimOrigin[1])
      fStart[2] = float(aimOrigin[2])
      fEnd[0] = fStart[0]+fVel[0]
      fEnd[1] = fStart[1]+fVel[1]
      fEnd[2] = fStart[2]+fVel[2]
      new res
      engfunc(EngFunc_TraceLine, fStart, fEnd, 0, target, res)
      get_tr2(res, TR_vecEndPos, fRes)
      message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
      write_byte(TE_BLOODSPRITE)
      write_coord(floatround(fStart[0]))
      write_coord(floatround(fStart[1]))
      write_coord(floatround(fStart[2]))
      write_short( m_iBlood [ 1 ])
      write_short( m_iBlood [ 0 ] )
      write_byte(70)
      write_byte(random_num(1,2))
      message_end()
   }
   else if(!is_user_connected(target))
   {
      if(target)
      {
         message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
         write_byte(TE_DECAL)
         write_coord(aimOrigin[0])
         write_coord(aimOrigin[1])
         write_coord(aimOrigin[2])
         write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
         write_short(target)
         message_end()
      }
      else
      {
         message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
         write_byte(TE_WORLDDECAL)
         write_coord(aimOrigin[0])
         write_coord(aimOrigin[1])
         write_coord(aimOrigin[2])
         write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
         message_end()
      }
      message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
      write_byte(TE_GUNSHOTDECAL)
      write_coord(aimOrigin[0])
      write_coord(aimOrigin[1])
      write_coord(aimOrigin[2])
      write_short(id)
      write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
      message_end()
   }
}
public skull7__ItemPostFrame(weapon_entity) {
   new id = pev(weapon_entity, pev_owner)
   if (!is_user_connected(id))
      return HAM_IGNORED;
   if (!g_has_skull7[id])
      return HAM_IGNORED;
   new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF)
   new iBpAmmo = cs_get_user_bpammo(id, wId);
   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(get_pcvar_num(cvar_clip_skull7) - iClip, iBpAmmo)
      set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF)
      cs_set_user_bpammo(id, wId, iBpAmmo-j);
      set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF)
      fInReload = 0
   }
   return HAM_IGNORED;
}
public skull7__Reload(weapon_entity) {
   new id = pev(weapon_entity, pev_owner)
   if (!is_user_connected(id))
      return HAM_IGNORED;
   if (!g_has_skull7[id])
      return HAM_IGNORED;
   g_skull7_TmpClip[id] = -1;
   new iBpAmmo = cs_get_user_bpammo(id, wId);
   new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
   if (iBpAmmo <= 0)
      return HAM_SUPERCEDE;
   if (iClip >= get_pcvar_num(cvar_clip_skull7))
      return HAM_SUPERCEDE;
   g_skull7_TmpClip[id] = iClip;
   return HAM_IGNORED;
}
public skull7__Reload_Post(weapon_entity) {
   new id = pev(weapon_entity, pev_owner)
   if (!is_user_connected(id))
      return HAM_IGNORED;
   if (!g_has_skull7[id])
      return HAM_IGNORED;
   if (g_skull7_TmpClip[id] == -1)
      return HAM_IGNORED;
   set_pdata_int(weapon_entity, m_iClip, g_skull7_TmpClip[id], WEAP_LINUX_XTRA_OFF)
   set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)
   UTIL_PlayWeaponAnimation(id, 4)
   return HAM_IGNORED;
}
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)
          }
     }
}


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 Hozzászólás témája: Re: modell hiba
HozzászólásElküldve:2012.04.15. 18:24 
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Őskövület
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Csatlakozott:2011.09.26. 20:33
Hozzászólások:2105
Megköszönt másnak: 28 alkalommal
Megköszönték neki: 33 alkalommal
ez se volt jó virtual :D
de azé kössz a próbálkozást :D
átírtam az mg3-at skull7-re :D


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 Hozzászólás témája: Re: modell hiba
HozzászólásElküldve:2012.04.15. 18:31 
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Signore Senior
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Csatlakozott:2011.09.09. 17:39
Hozzászólások:4020
Megköszönt másnak: 12 alkalommal
Megköszönték neki: 139 alkalommal
DeteCT0R írta:
rericsi8 írta:
na most nem mindegy hogy a program írta XD??? amugy alaposan átkellet írni mert tele rakta szeméttel
amugy nem jó


Nem a program irta...CSak programba irtak:DDe nembiztos hogy amxx studioba :Daki profi az megirja notepadba:D


Én nemtartom magam profinak de egy pawn szkriptet még megtudok írni jegyzettömbbel is :D


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 Hozzászólás témája: Re: modell hiba
HozzászólásElküldve:2012.04.15. 22:04 
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Tiszteletbeli
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Csatlakozott:2011.09.18. 13:01
Hozzászólások:4274
Megköszönt másnak: 55 alkalommal
Megköszönték neki: 515 alkalommal
Silent írta:
DeteCT0R írta:
rericsi8 írta:
na most nem mindegy hogy a program írta XD??? amugy alaposan átkellet írni mert tele rakta szeméttel
amugy nem jó


Nem a program irta...CSak programba irtak:DDe nembiztos hogy amxx studioba :Daki profi az megirja notepadba:D


Én nemtartom magam profinak de egy pawn szkriptet még megtudok írni jegyzettömbbel is :D


Most nem konkretan profikra celoztam hogy becsukott szemmel irnak pluginokat

_________________
Idk. Csak ugy funbooo.
Kép


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 Hozzászólás témája: Re: modell hiba
HozzászólásElküldve:2012.04.15. 22:09 
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Csatlakozott:2010.02.04. 19:12
Hozzászólások:3528
Megköszönt másnak: 26 alkalommal
Megköszönték neki: 180 alkalommal
és ha profi(megírja simán a "kódokat"), de nem tanult gépírást, így nem tud vakon írni?

_________________
http://www.ebateam.eu/


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