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Új téma nyitása  Hozzászólás a témához  [ 2 hozzászólás ] 
Szerző Üzenet
 Hozzászólás témája: Dual Infinity
HozzászólásElküldve: 2013.06.16. 07:14 
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Veterán
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Csatlakozott: 2013.03.26. 20:20
Hozzászólások: 1846
Megköszönt másnak: 27 alkalommal
Megköszönték neki: 120 alkalommal
Valaki átírná úgy, hogy ne sebezzen csapattársra? THX :D

SMA Forráskód: [ Mindet kijelol ]
  1. #include <amxmodx>
  2. #include <engine>
  3. #include <fakemeta>
  4. #include <fun>
  5. #include <hamsandwich>
  6. #include <xs>
  7. #include <cstrike>
  8. #include <fakemeta_util>
  9. #include <amxmisc>
  10.  
  11. enum
  12. {
  13. anim_idle,
  14. anim_reload,
  15. anim_draw,
  16. shoot1,
  17. shoot2,
  18. shoot3
  19. }
  20. new g_mode[33]
  21. #define BLOOD_SM_NUM 8
  22. #define ENG_NULLENT -1
  23. #define EV_INT_WEAPONKEY EV_INT_impulse
  24. #define DINFINITY_WEAPONKEY 901
  25. #define MAX_PLAYERS 32
  26. #define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)
  27.  
  28. const USE_STOPPED = 0
  29. const OFFSET_ACTIVE_ITEM = 373
  30. const OFFSET_WEAPONOWNER = 41
  31. const OFFSET_LINUX = 5
  32. const OFFSET_LINUX_WEAPONS = 4
  33. #define BLOOD_STREAM_RED 70
  34. #define WEAP_LINUX_XTRA_OFF 4
  35. #define m_fKnown 44
  36. #define m_flNextPrimaryAttack 46
  37. #define m_flTimeWeaponIdle 48
  38. #define m_iClip 51
  39. #define m_fInReload 54
  40. #define PLAYER_LINUX_XTRA_OFF 5
  41. #define m_flNextAttack 83
  42. #define BLOOD_LG_NUM 2
  43. #define DINFINITY_RELOAD_TIME 4.0
  44. new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
  45. "weapon_aug", "weapon_smokegrenade", "weapon_sg550", "weapon_fiveseven", "weapon_ump45", "weapon_elite",
  46. "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
  47. "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
  48. "weapon_elite", "weapon_knife", "weapon_p90" }
  49. new const Fire_Sounds[][] = { "weapons/infi-1.wav" }
  50. new const Sound_Zoom[] = { "weapons/zoom.wav" }
  51. new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }
  52. new DINFINITY_V_MODEL[64] = "models/cso_gun_deathmatch/v_infinity.mdl"
  53. new DINFINITY_V_MODEL2[64] = "models/cso_gun_deathmatch/v_infinity2.mdl"
  54. new DINFINITY_P_MODEL[64] = "models/cso_gun_deathmatch/p_infinity.mdl"
  55. new DINFINITY_W_MODEL[64] = "models/cso_gun_deathmatch/w_infinity.mdl"
  56. new cvar_dmg_DINFINITY, g_itemid_DINFINITY, cvar_clip_DINFINITY, cvar_DINFINITY_ammo
  57. new g_has_DINFINITY[33]
  58. new g_MaxPlayers, g_orig_event_DINFINITY, g_clip_ammo[33]
  59. new m_iBlood[2]
  60. new g_DINFINITY_TmpClip[33]
  61. new g_Reload[33]
  62. new Offset[8][3] = {{0,0,10},{0,0,30},{-4,-4,16},{-4,-4,16},{4,4,16},{-4,-4,16},{4,4,-12},{-4,-4,-12}}
  63. new blood_small_red[BLOOD_SM_NUM], blood_large_red[BLOOD_LG_NUM]
  64. public plugin_init()
  65. {
  66. register_plugin("[ZP] Weapon: DInfinity", "1.0", "Crock / =)")
  67. register_message(get_user_msgid("DeathMsg"), "message_DeathMsg")
  68. register_event("CurWeapon","CurrentWeapon","be","1=1")
  69. RegisterHam(Ham_Item_AddToPlayer, "weapon_elite", "fw_DINFINITY_AddToPlayer")
  70. RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1)
  71. RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1)
  72. RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1)
  73. RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1)
  74. for (new i = 1; i < sizeof WEAPONENTNAMES; i++)
  75. if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1)
  76. RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_elite", "fw_DINFINITY_PrimaryAttack")
  77. RegisterHam(Ham_Item_PostFrame, "weapon_elite", "DINFINITY__ItemPostFrame");
  78. RegisterHam(Ham_Weapon_Reload, "weapon_elite", "DINFINITY__Reload");
  79. RegisterHam(Ham_Weapon_Reload, "weapon_elite", "DINFINITY__Reload_Post", 1);
  80. RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
  81. register_forward(FM_SetModel, "fw_SetModel")
  82. register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
  83. register_forward(FM_PlaybackEvent, "fwPlaybackEvent")
  84. cvar_dmg_DINFINITY = register_cvar("zp_DINFINITY_dmg", "50")
  85. register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0")
  86. cvar_clip_DINFINITY = register_cvar("zp_DINFINITY_clip", "30")
  87. cvar_DINFINITY_ammo = register_cvar("zp_DINFINITY_ammo", "120")
  88. register_forward(FM_CmdStart, "fw_CmdStart")
  89. blood_large_red = {204,205}
  90. blood_small_red = {190,191,192,193,194,195,196,197}
  91. g_MaxPlayers = get_maxplayers()
  92. }
  93.  
  94. public plugin_precache()
  95. {
  96. precache_model(DINFINITY_V_MODEL)
  97. precache_model(DINFINITY_P_MODEL)
  98. precache_model(DINFINITY_V_MODEL2)
  99. precache_model(DINFINITY_W_MODEL)
  100. precache_sound(Sound_Zoom)
  101. precache_sound(Fire_Sounds[0])
  102. precache_sound("weapons/in_clipout1.wav")
  103. precache_sound("weapons/infiniti_c.wav")
  104. precache_sound("weapons/infinit_dr.wav")
  105. precache_sound("weapons/in_cl1.wav")
  106. precache_sound("weapons/infinit_clp1.wav")
  107. precache_sound("weapons/infiniti_fole1.wav")
  108. precache_sound("weapons/folye_2.wav")
  109. precache_sound("weapons/infiniti_draw.wav")
  110. precache_sound(Fire_Sounds[0])
  111. m_iBlood[0] = precache_model("sprites/blood.spr")
  112. m_iBlood[1] = precache_model("sprites/bloodspray.spr")
  113. //precache_model("sprites/640hud5.spr")
  114. register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1)
  115. }
  116. public plugin_natives()
  117. {
  118. register_native("give_weapon_inf", "native_give_weapon_add", 1)
  119. register_native("set_infinity_have", "native_give_weapon_add2", 1)
  120. }
  121. public native_give_weapon_add(id)
  122. {
  123. give_dinfinity(id)
  124. }
  125. public native_give_weapon_add2(id)
  126. {
  127. g_has_DINFINITY[id] = false
  128. }
  129. public fwPrecacheEvent_Post(type, const name[])
  130. {
  131. if (equal("events/elite_right.sc", name))
  132. {
  133. g_orig_event_DINFINITY = get_orig_retval()
  134. return FMRES_HANDLED
  135. }
  136.  
  137. return FMRES_IGNORED
  138. }
  139. public Event_NewRound()
  140. {
  141. for(new i; i <=32; i++)
  142. {
  143. g_Reload[i] = 0
  144. }
  145. }
  146.  
  147. public client_connect(id)
  148. {
  149. g_has_DINFINITY[id] = false
  150. }
  151.  
  152. public client_disconnect(id)
  153. {
  154. g_has_DINFINITY[id] = false
  155. }
  156.  
  157. public fw_SetModel(entity, model[])
  158. {
  159. if(!is_valid_ent(entity))
  160. return FMRES_IGNORED;
  161.  
  162. static szClassName[33]
  163. entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName))
  164.  
  165. if(!equal(szClassName, "weaponbox"))
  166. return FMRES_IGNORED;
  167.  
  168. static iOwner
  169.  
  170. iOwner = entity_get_edict(entity, EV_ENT_owner)
  171.  
  172. if(equal(model, "models/w_elite.mdl"))
  173. {
  174. static iStoredSVDID
  175.  
  176. iStoredSVDID = find_ent_by_owner(ENG_NULLENT, "weapon_elite", entity)
  177.  
  178. if(!is_valid_ent(iStoredSVDID))
  179. return FMRES_IGNORED;
  180.  
  181. if(g_has_DINFINITY[iOwner])
  182. {
  183. entity_set_int(iStoredSVDID, EV_INT_WEAPONKEY, DINFINITY_WEAPONKEY)
  184. g_has_DINFINITY[iOwner] = false
  185.  
  186. entity_set_model(entity, DINFINITY_W_MODEL)
  187.  
  188. return FMRES_SUPERCEDE;
  189. }
  190. }
  191.  
  192.  
  193. return FMRES_IGNORED;
  194. }
  195. public give_dinfinity(id)
  196. {
  197. new iWep2 = give_item(id,"weapon_elite")
  198. if( iWep2 > 0 )
  199. {
  200. cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_DINFINITY))
  201. cs_set_user_bpammo (id, CSW_ELITE, get_pcvar_num(cvar_DINFINITY_ammo))
  202. }
  203. g_has_DINFINITY[id] = true;
  204. }
  205. public dualinfinity(id, itemid)
  206. {
  207. if(itemid == g_itemid_DINFINITY)
  208. {
  209. give_dinfinity(id)
  210. }
  211. return PLUGIN_HANDLED
  212. }
  213. public fw_CmdStart(id, uc_handle, seed)
  214. {
  215. if(!is_user_alive(id))
  216. return PLUGIN_HANDLED
  217.  
  218. if(g_Reload[id])
  219. return PLUGIN_HANDLED
  220.  
  221.  
  222. if((get_uc(uc_handle, UC_Buttons) & IN_ATTACK) && !(pev(id, pev_oldbuttons) & IN_ATTACK))
  223. {
  224. new szClip, szAmmo
  225. new szWeapID = get_user_weapon(id, szClip, szAmmo)
  226.  
  227. if(szClip > 0)
  228. {
  229. if(szWeapID == CSW_ELITE && g_has_DINFINITY[id])
  230. {
  231. new num
  232. num = random_num(1,2)
  233. if(num == 1) UTIL_PlayWeaponAnimation(id, 8)
  234. if(num == 2) UTIL_PlayWeaponAnimation(id, 5)
  235. make_blood_and_bulletholes(id)
  236. g_mode[id] = 0
  237. set_pdata_float(id, m_flNextAttack, 0.3, PLAYER_LINUX_XTRA_OFF)
  238. new ak = find_ent_by_owner ( -1, "weapon_elite", id )
  239. set_pdata_int ( ak, 51, szClip - 1, 4 )
  240. remove_task(id)
  241. }
  242. }
  243.  
  244. }
  245. if((get_uc(uc_handle, UC_Buttons) & IN_ATTACK2) && !(pev(id, pev_oldbuttons) & IN_ATTACK2))
  246. {
  247. new szClip, szAmmo
  248. new szWeapID = get_user_weapon(id, szClip, szAmmo)
  249.  
  250. if(szWeapID == CSW_ELITE && g_has_DINFINITY[id])
  251. {
  252. if(g_mode[id] == 0)
  253. {
  254. g_mode[id] = 1
  255. set_task(0.1,"fire_id",id)
  256. replace_weapon_models(id,CSW_ELITE)
  257. }else{
  258. remove_task(id)
  259. g_mode[id] = 0
  260. replace_weapon_models(id,CSW_ELITE)
  261. }
  262. }
  263.  
  264. }
  265. return PLUGIN_HANDLED
  266. }
  267. public fire_id(id)
  268. {
  269. if(g_mode[id] == 1 && g_Reload[id] == 0 && is_user_alive(id) && !zp_get_user_zombie(id))
  270. {
  271.  
  272. new szClip, szAmmo
  273. new szWeapID = get_user_weapon(id, szClip, szAmmo)
  274. if(szClip > 1 && szWeapID == CSW_ELITE)
  275. {
  276. new num
  277. num = random_num(1,10)
  278. if(num == 1) UTIL_PlayWeaponAnimation(id, 2)
  279. if(num == 2) UTIL_PlayWeaponAnimation(id, 3)
  280. if(num == 3) UTIL_PlayWeaponAnimation(id, 4)
  281. if(num == 4) UTIL_PlayWeaponAnimation(id, 5)
  282. if(num == 5) UTIL_PlayWeaponAnimation(id, 6)
  283. if(num == 6) UTIL_PlayWeaponAnimation(id, 8)
  284. if(num == 7) UTIL_PlayWeaponAnimation(id, 9)
  285. if(num == 8) UTIL_PlayWeaponAnimation(id, 10)
  286. if(num == 9) UTIL_PlayWeaponAnimation(id, 11)
  287. if(num == 10) UTIL_PlayWeaponAnimation(id, 12)
  288. make_blood_and_bulletholes(id)
  289. new ak = find_ent_by_owner ( -1, "weapon_elite", id )
  290. set_pdata_int ( ak, 51, szClip - 1, 4 )
  291. }else if(szClip == 1 && szWeapID == CSW_ELITE)
  292. {
  293. new num
  294. num = random_num(1,2)
  295. if(num == 1) UTIL_PlayWeaponAnimation(id, 7)
  296. if(num == 2) UTIL_PlayWeaponAnimation(id, 13)
  297. make_blood_and_bulletholes(id)
  298. new ak = find_ent_by_owner ( -1, "weapon_elite", id )
  299. set_pdata_int ( ak, 51, szClip - 1, 4 )
  300. }else if(szClip == 0 && szWeapID == CSW_ELITE)
  301. {
  302. UTIL_PlayWeaponAnimation(id, 14)
  303. }
  304. set_task(0.1,"fire_id",id)
  305. }
  306. }
  307. public fw_DINFINITY_AddToPlayer(DINFINITY, id)
  308. {
  309. if(!is_valid_ent(DINFINITY) || !is_user_connected(id))
  310. return HAM_IGNORED;
  311.  
  312. if(entity_get_int(DINFINITY, EV_INT_WEAPONKEY) == DINFINITY_WEAPONKEY)
  313. {
  314. g_has_DINFINITY[id] = true
  315.  
  316. entity_set_int(DINFINITY, EV_INT_WEAPONKEY, 0)
  317.  
  318. return HAM_HANDLED;
  319. }
  320.  
  321. return HAM_IGNORED;
  322. }
  323.  
  324. public fw_UseStationary_Post(entity, caller, activator, use_type)
  325. {
  326. if (use_type == USE_STOPPED && is_user_connected(caller))
  327. replace_weapon_models(caller, get_user_weapon(caller))
  328. }
  329.  
  330. public fw_Item_Deploy_Post(weapon_ent)
  331. {
  332. static owner
  333. owner = fm_cs_get_weapon_ent_owner(weapon_ent)
  334.  
  335. static weaponid
  336. weaponid = cs_get_weapon_id(weapon_ent)
  337.  
  338. replace_weapon_models(owner, weaponid)
  339. }
  340.  
  341. public CurrentWeapon(id)
  342. {
  343. replace_weapon_models(id, read_data(2))
  344. }
  345.  
  346. replace_weapon_models(id, weaponid)
  347. {
  348. if(weaponid == CSW_ELITE)
  349. {
  350. if(g_has_DINFINITY[id])
  351. {
  352. if(g_mode[id] == 0)
  353. {
  354. set_pev(id, pev_viewmodel2, DINFINITY_V_MODEL)
  355. set_pev(id, pev_weaponmodel2, DINFINITY_P_MODEL)
  356. }else{
  357. set_pev(id, pev_viewmodel2, DINFINITY_V_MODEL2)
  358. set_pev(id, pev_weaponmodel2, DINFINITY_P_MODEL)
  359. }
  360. }
  361. }else{
  362. g_mode[id] = 0
  363. }
  364. if(weaponid != CSW_ELITE) g_Reload[id] = 0
  365. }
  366.  
  367. public fw_UpdateClientData_Post(Player, SendWeapons, CD_Handle)
  368. {
  369. if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_ELITE) || !g_has_DINFINITY[Player])
  370. return FMRES_IGNORED
  371.  
  372. set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)
  373. return FMRES_HANDLED
  374. }
  375.  
  376. public fw_DINFINITY_PrimaryAttack(Weapon)
  377. {
  378. new Player = get_pdata_cbase(Weapon, 41, 4)
  379.  
  380. if (!g_has_DINFINITY[Player])
  381. return;
  382. if(Weapon == CSW_ELITE)
  383. {
  384.  
  385. g_clip_ammo[Player] = cs_get_weapon_ammo(Weapon)
  386. }
  387. }
  388.  
  389. public fwPlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
  390. {
  391. if ((eventid != g_orig_event_DINFINITY))
  392. return FMRES_IGNORED
  393. if (!(1 <= invoker <= g_MaxPlayers))
  394. return FMRES_IGNORED
  395.  
  396. playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
  397. return FMRES_SUPERCEDE
  398. }
  399.  
  400. public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
  401. {
  402. if (victim != attacker && is_user_connected(attacker))
  403. {
  404. if(get_user_weapon(attacker) == CSW_ELITE)
  405. {
  406. if(g_has_DINFINITY[attacker])
  407. SetHamParamFloat(4, get_pcvar_float(cvar_dmg_DINFINITY))
  408. }
  409. }
  410. }
  411.  
  412. public message_DeathMsg(msg_id, msg_dest, id)
  413. {
  414. static szTruncatedWeapon[33], iAttacker, iVictim
  415.  
  416. get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon))
  417.  
  418. iAttacker = get_msg_arg_int(1)
  419. iVictim = get_msg_arg_int(2)
  420.  
  421. if(!is_user_connected(iAttacker) || iAttacker == iVictim)
  422. return PLUGIN_CONTINUE
  423.  
  424. if(equal(szTruncatedWeapon, "elite") && get_user_weapon(iAttacker) == CSW_ELITE)
  425. {
  426. if(g_has_DINFINITY[iAttacker])
  427. set_msg_arg_string(4, "elite")
  428. }
  429.  
  430. return PLUGIN_CONTINUE
  431. }
  432.  
  433. stock fm_cs_get_current_weapon_ent(id)
  434. {
  435. return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX);
  436. }
  437.  
  438. stock fm_cs_get_weapon_ent_owner(ent)
  439. {
  440. return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS);
  441. }
  442.  
  443. stock UTIL_PlayWeaponAnimation(const Player, const Sequence)
  444. {
  445. set_pev(Player, pev_weaponanim, Sequence)
  446.  
  447. message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
  448. write_byte(Sequence)
  449. write_byte(pev(Player, pev_body))
  450. message_end()
  451. }
  452.  
  453. stock make_blood_and_bulletholes(id)
  454. {
  455. new aimOrigin[3], target, body
  456. get_user_origin(id, aimOrigin, 3)
  457. get_user_aiming(id, target, body)
  458.  
  459. emit_sound(id, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
  460.  
  461. new victim = target
  462. new attacker = id
  463.  
  464. if(target > 0 && target <= g_MaxPlayers)
  465. {
  466. new Float:fStart[3], Float:fEnd[3], Float:fRes[3], Float:fVel[3]
  467. pev(id, pev_origin, fStart)
  468.  
  469. velocity_by_aim(id, 64, fVel)
  470.  
  471. fStart[0] = float(aimOrigin[0])
  472. fStart[1] = float(aimOrigin[1])
  473. fStart[2] = float(aimOrigin[2])
  474. fEnd[0] = fStart[0]+fVel[0]
  475. fEnd[1] = fStart[1]+fVel[1]
  476. fEnd[2] = fStart[2]+fVel[2]
  477.  
  478. new res
  479. engfunc(EngFunc_TraceLine, fStart, fEnd, 0, target, res)
  480. get_tr2(res, TR_vecEndPos, fRes)
  481.  
  482. message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  483. write_byte(TE_BLOODSPRITE)
  484. write_coord(floatround(fStart[0]))
  485. write_coord(floatround(fStart[1]))
  486. write_coord(floatround(fStart[2]))
  487. write_short( m_iBlood [ 1 ])
  488. write_short( m_iBlood [ 0 ] )
  489. write_byte(70)
  490. write_byte(random_num(1,2))
  491. message_end()
  492.  
  493. if ( pev(target, pev_health) <= get_pcvar_num(cvar_dmg_DINFINITY))
  494. {
  495. kill(id, target)
  496. client_print(id, print_center,"Health: 0")
  497. }else{
  498. new iOrigin[3], iOrigin2[3]
  499. get_origin_int(victim,iOrigin)
  500. get_origin_int(attacker,iOrigin2)
  501. new iHitPlace = random_num(1,5)
  502. fx_blood(iOrigin,iOrigin2,iHitPlace)
  503. fx_blood_small(iOrigin,8)
  504. fx_blood(iOrigin,iOrigin2,iHitPlace)
  505. fx_blood(iOrigin,iOrigin2,iHitPlace)
  506. fx_blood(iOrigin,iOrigin2,iHitPlace)
  507. fx_blood_small(iOrigin,4)
  508. set_user_health(target, get_user_health(target) - get_pcvar_num(cvar_dmg_DINFINITY))
  509. client_print(id, print_center,"Health: %d",get_user_health(victim))
  510. }
  511.  
  512. }
  513. else if(!is_user_connected(target))
  514. {
  515. if(target)
  516. {
  517. message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  518. write_byte(TE_DECAL)
  519. write_coord(aimOrigin[0])
  520. write_coord(aimOrigin[1])
  521. write_coord(aimOrigin[2])
  522. write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
  523. write_short(target)
  524. message_end()
  525. }
  526. else
  527. {
  528. message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  529. write_byte(TE_WORLDDECAL)
  530. write_coord(aimOrigin[0])
  531. write_coord(aimOrigin[1])
  532. write_coord(aimOrigin[2])
  533. write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
  534. message_end()
  535. }
  536.  
  537. message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
  538. write_byte(TE_GUNSHOTDECAL)
  539. write_coord(aimOrigin[0])
  540. write_coord(aimOrigin[1])
  541. write_coord(aimOrigin[2])
  542. write_short(id)
  543. write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
  544. message_end()
  545. }
  546. }
  547. fx_blood(origin[3],origin2[3],HitPlace)
  548. {
  549. //Crash Checks
  550. if (HitPlace < 0 || HitPlace > 7) HitPlace = 0
  551. new rDistance = get_distance(origin,origin2) ? get_distance(origin,origin2) : 1
  552.  
  553. new rX = ((origin[0]-origin2[0]) * 300) / rDistance
  554. new rY = ((origin[1]-origin2[1]) * 300) / rDistance
  555. new rZ = ((origin[2]-origin2[2]) * 300) / rDistance
  556.  
  557. message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
  558. write_byte(TE_BLOODSTREAM)
  559. write_coord(origin[0]+Offset[HitPlace][0])
  560. write_coord(origin[1]+Offset[HitPlace][1])
  561. write_coord(origin[2]+Offset[HitPlace][2])
  562. write_coord(rX) // x
  563. write_coord(rY) // y
  564. write_coord(rZ) // z
  565. write_byte(BLOOD_STREAM_RED) // color
  566. write_byte(random_num(100,200)) // speed
  567. message_end()
  568. }
  569. fx_blood_small(origin[3],num)
  570. {
  571. // Write Large splash decal
  572. for (new i = 0; i < num; i++) {
  573. message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
  574. write_byte(TE_WORLDDECAL)
  575. write_coord(origin[0]+random_num(-50,50))
  576. write_coord(origin[1]+random_num(-50,50))
  577. write_coord(origin[2]-36)
  578. write_byte(blood_large_red[random_num(0,BLOOD_LG_NUM - 1)]) // index
  579. message_end()
  580. }
  581. }
  582. stock kill(k, v) {
  583. set_user_frags(k, get_user_frags(k) + 1)
  584. new gmsgScoreInfo = get_user_msgid("ScoreInfo")
  585. new gmsgDeathMsg = get_user_msgid("DeathMsg")
  586.  
  587. set_msg_block(gmsgDeathMsg,BLOCK_ONCE)
  588. set_msg_block(gmsgScoreInfo,BLOCK_ONCE)
  589. user_kill(v,1)
  590.  
  591. //Update killers scorboard with new info
  592. message_begin(MSG_ALL,gmsgScoreInfo)
  593. write_byte(k)
  594. write_short(get_user_frags(k))
  595. write_short(get_user_deaths(k))
  596. write_short(0)
  597. write_short(get_user_team(k))
  598. message_end()
  599.  
  600. //Update victims scoreboard with correct info
  601. message_begin(MSG_ALL,gmsgScoreInfo)
  602. write_byte(v)
  603. write_short(get_user_frags(v))
  604. write_short(get_user_deaths(v))
  605. write_short(0)
  606. write_short(get_user_team(v))
  607. message_end()
  608.  
  609. //Replaced HUD death message
  610. message_begin(MSG_ALL,gmsgDeathMsg,{0,0,0},0)
  611. write_byte(k)
  612. write_byte(v)
  613. write_byte(0)
  614. write_string("elite")
  615. message_end()
  616.  
  617.  
  618. set_user_frags(k, get_user_frags(k) + 1);
  619. }
  620.  
  621.  
  622.  
  623. public DINFINITY__ItemPostFrame(weapon_entity) {
  624. new id = pev(weapon_entity, pev_owner)
  625. if (!is_user_connected(id))
  626. return HAM_IGNORED;
  627.  
  628. if (!g_has_DINFINITY[id])
  629. return HAM_IGNORED;
  630.  
  631. new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF)
  632.  
  633. new iBpAmmo = cs_get_user_bpammo(id, CSW_ELITE);
  634. new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
  635.  
  636. new fInReload = get_pdata_int(weapon_entity, m_fInReload, WEAP_LINUX_XTRA_OFF)
  637.  
  638. if( fInReload && flNextAttack <= 0.0 )
  639. {
  640. new j = min(get_pcvar_num(cvar_clip_DINFINITY) - iClip, iBpAmmo)
  641.  
  642. set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF)
  643. cs_set_user_bpammo(id, CSW_ELITE, iBpAmmo-j);
  644.  
  645. set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF)
  646. fInReload = 0
  647. g_Reload[id] = 0
  648. }
  649.  
  650. return HAM_IGNORED;
  651. }
  652.  
  653. public DINFINITY__Reload(weapon_entity) {
  654. new id = pev(weapon_entity, pev_owner)
  655. if (!is_user_connected(id))
  656. return HAM_IGNORED;
  657.  
  658. if (!g_has_DINFINITY[id])
  659. return HAM_IGNORED;
  660.  
  661. g_DINFINITY_TmpClip[id] = -1;
  662. new iBpAmmo = cs_get_user_bpammo(id, CSW_ELITE);
  663. new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
  664.  
  665. if (iBpAmmo <= 0)
  666. return HAM_SUPERCEDE;
  667.  
  668. if (iClip >= get_pcvar_num(cvar_clip_DINFINITY))
  669. return HAM_SUPERCEDE;
  670.  
  671.  
  672. g_DINFINITY_TmpClip[id] = iClip;
  673.  
  674. return HAM_IGNORED;
  675. }
  676.  
  677. public DINFINITY__Reload_Post(weapon_entity) {
  678. new id = pev(weapon_entity, pev_owner)
  679. if (!is_user_connected(id))
  680. return HAM_IGNORED;
  681.  
  682. if (!g_has_DINFINITY[id])
  683. return HAM_IGNORED;
  684.  
  685. if (g_DINFINITY_TmpClip[id] == -1)
  686. return HAM_IGNORED;
  687.  
  688. set_pdata_int(weapon_entity, m_iClip, g_DINFINITY_TmpClip[id], WEAP_LINUX_XTRA_OFF)
  689.  
  690. set_pdata_float(weapon_entity, m_flTimeWeaponIdle, DINFINITY_RELOAD_TIME, WEAP_LINUX_XTRA_OFF)
  691.  
  692. set_pdata_float(id, m_flNextAttack, DINFINITY_RELOAD_TIME, PLAYER_LINUX_XTRA_OFF)
  693.  
  694. set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)
  695.  
  696. // relaod animation
  697. UTIL_PlayWeaponAnimation(id, 14)
  698. remove_task(id)
  699. g_mode[id] = 0
  700.  
  701. g_Reload[id] = 1
  702.  
  703. return HAM_IGNORED;
  704. }
  705. public get_origin_int(index, origin[3])
  706. {
  707. new Float:FVec[3]
  708.  
  709. pev(index,pev_origin,FVec)
  710.  
  711. origin[0] = floatround(FVec[0])
  712. origin[1] = floatround(FVec[1])
  713. origin[2] = floatround(FVec[2])
  714.  
  715. return 1
  716. }

_________________
Projektem:

[CSO2] Ghost Mod
CSO2 GamePlay video: https://www.youtube.com/watch?feature=p ... iOS4Ik1Yrk


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 Hozzászólás témája: Re: Dual Infinity
HozzászólásElküldve: 2013.06.16. 17:20 
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Csatlakozott: 2011.06.12. 20:51
Hozzászólások: 1089
Megköszönt másnak: 3 alkalommal
Megköszönték neki: 44 alkalommal
SMA Forráskód: [ Mindet kijelol ]
  1. public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
  2. {
  3. if (victim != attacker && is_user_connected(attacker))
  4. {
  5. if(get_user_weapon(attacker) == CSW_ELITE)
  6. {
  7. if(g_has_DINFINITY[attacker])
  8. SetHamParamFloat(4, get_pcvar_float(cvar_dmg_DINFINITY))
  9. }
  10. }
  11. }


--->

SMA Forráskód: [ Mindet kijelol ]
  1. public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
  2. {
  3. if (victim != attacker && is_user_connected(attacker))
  4. {
  5. if(get_user_weapon(attacker) == CSW_ELITE)
  6. {
  7. if(get_user_team(victim) == get_user_team(attacker))
  8. return HAM_SUPERCEDE
  9. if(g_has_DINFINITY[attacker])
  10. SetHamParamFloat(4, get_pcvar_float(cvar_dmg_DINFINITY))
  11. }
  12. }
  13. }

_________________
[img]semmi[/img]

Ők köszönték meg fuck604 nek ezt a hozzászólást: RaZzoR (2013.06.16. 19:07)
  Népszerűség: 2.27%


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