Tessék

zombieplague4.3.ini :
Kód:
; --------------------------------------------
; Zombie Plague 4.3 Customization File
; ---------------------------------------------------
; Any changes you make here will be
; automatically loaded at map start
; Note: No error parsing is done for this.
; Make sure you don't mistype anything.
[Access Flags]
ENABLE/DISABLE MOD = l
ADMIN MENU = d
START MODE INFECTION = d
START MODE NEMESIS = d
START MODE SURVIVOR = d
START MODE SWARM = d
START MODE MULTI = d
START MODE PLAGUE = d
MAKE ZOMBIE = d
MAKE HUMAN = d
MAKE NEMESIS = d
MAKE SURVIVOR = d
RESPAWN PLAYERS = d
ADMIN MODELS = d
[Player Models] (randomly chosen if more than one)
HUMAN = arctic , guerilla , leet , terror , gign , gsg9 , sas , urban
NEMESIS = eb@_zm2__9
SURVIVOR = sas , leet
ADMIN ZOMBIE = eb@_zm2_admin_zm_
ADMIN HUMAN = eb@_zm2__admin1
; If you don't want people using altered player models, enable the following.
; 1 = Bounds Check (model's geometry must fit in the same bbox)
; 2 = CRC Check (file on client must exactly match server's file)
FORCE CONSISTENCY = 0
; By default, zombie models are class specific. You can edit them separately in your zp_zombieclasses.ini
; If, however, you want all zombies to use the same models regardless of class, you can enable this
; setting and add your global zombie models to the "ZOMBIE" line.
SAME MODELS FOR ALL = 0
ZOMBIE = zombie_source
[Weapon Models]
V_KNIFE HUMAN = models/eb@_zm2/eb@_zm2_knife.mdl
V_KNIFE NEMESIS = models/eb@_zm2/eb@_zm2__9.mdl
V_M249 SURVIVOR = models/v_m249.mdl
GRENADE INFECT = models/eb@_zm2/eb@_zm2_fertozo_bomba.mdl
GRENADE FIRE = models/eb@_zm2/v_fire.mdl
GRENADE FROST = models/zombie_plague/v_grenade_frost.mdl
GRENADE FLARE = models/zombie_plague/v_grenade_flare.mdl
V_KNIFE ADMIN HUMAN = models/v_knife.mdl
V_KNIFE ADMIN ZOMBIE = models/zombie_plague/v_knife_zombie.mdl
[Grenade Sprites]
TRAIL = sprites/laserbeam.spr
RING = sprites/shockwave.spr
FIRE = sprites/flame.spr
SMOKE = sprites/black_smoke3.spr
GLASS = models/glassgibs.mdl
[Sounds] (randomly chosen if more than one)
WIN ZOMBIES = ambience/the_horror1.wav , ambience/the_horror3.wav , ambience/the_horror4.wav
WIN HUMANS = zombie_plague/win_humans1.wav , zombie_plague/win_humans2.wav
WIN NO ONE = ambience/3dmstart.wav
ZOMBIE INFECT = eb@_zm2_sfx/scream1.wav , eb@_zm2_sfx/scream2.wav, eb@_zm2_sfx/scream3.wav
ZOMBIE PAIN = zombie_plague/zombie_pain1.wav , zombie_plague/zombie_pain2.wav , zombie_plague/zombie_pain3.wav , zombie_plague/zombie_pain4.wav , zombie_plague/zombie_pain5.wav
NEMESIS PAIN = eb@_zm2_sfx/pain1.wav , eb@_zm2_sfx/pain2.wav , eb@_zm2_sfx/pain3.wav , eb@_zm2_sfx/pain4.wav
ZOMBIE DIE = eb@_zm2_sfx/zombi_halal1.wav , eb@_zm2_sfx/zombi_halal2.wav
ZOMBIE FALL = zombie_plague/zombie_fall1.wav
ZOMBIE MISS SLASH = weapons/knife_slash1.wav , weapons/knife_slash2.wav
ZOMBIE MISS WALL = weapons/knife_hitwall1.wav
ZOMBIE HIT NORMAL = weapons/knife_hit1.wav , weapons/knife_hit2.wav , weapons/knife_hit3.wav , weapons/knife_hit4.wav
ZOMBIE HIT STAB = weapons/knife_stab.wav
ZOMBIE IDLE = nihilanth/nil_now_die.wav , nihilanth/nil_slaves.wav , nihilanth/nil_alone.wav , zombie_plague/zombie_brains1.wav , zombie_plague/zombie_brains2.wav
ZOMBIE IDLE LAST = nihilanth/nil_thelast.wav
ZOMBIE MADNESS = zombie_plague/zombie_madness1.wav
ROUND NEMESIS = zombie_plague/nemesis1.wav , zombie_plague/nemesis2.wav
ROUND SURVIVOR = zombie_plague/survivor1.wav , zombie_plague/survivor2.wav
ROUND SWARM = ambience/the_horror2.wav
ROUND MULTI = ambience/the_horror2.wav
ROUND PLAGUE = zombie_plague/nemesis1.wav , zombie_plague/survivor1.wav
GRENADE INFECT EXPLODE = zombie_plague/grenade_infect.wav
GRENADE INFECT PLAYER = eb@_zm2_sfx/scream1.wav , eb@_zm2_sfx/scream2.wav, eb@_zm2_sfx/scream3.wav
GRENADE FIRE EXPLODE = eb@_zm2_sfx/egogranat.wav
GRENADE FIRE PLAYER = zombie_plague/zombie_burn3.wav , zombie_plague/zombie_burn4.wav , zombie_plague/zombie_burn5.wav , zombie_plague/zombie_burn6.wav , zombie_plague/zombie_burn7.wav
GRENADE FROST EXPLODE = eb@_zm2_sfx/frostnova.wav
GRENADE FROST PLAYER = eb@_zm2_sfx/impalehit.wav
GRENADE FROST BREAK = eb@_zm2_sfx/impalelaunch1.wav
GRENADE FLARE = items/nvg_on.wav
ANTIDOTE = items/smallmedkit1.wav
THUNDER = zombie_plague/thunder1.wav , zombie_plague/thunder2.wav
[Ambience Sounds] (randomly chosen if more than one) (only .wav and .mp3 formats supported) (duration is in seconds)
INFECTION ENABLE = 0
INFECTION SOUNDS = zombie_plague/ambience.wav
INFECTION DURATIONS = 17
NEMESIS ENABLE = 0
NEMESIS SOUNDS = zombie_plague/ambience.wav
NEMESIS DURATIONS = 17
SURVIVOR ENABLE = 0
SURVIVOR SOUNDS = zombie_plague/ambience.wav
SURVIVOR DURATIONS = 17
SWARM ENABLE = 0
SWARM SOUNDS = zombie_plague/ambience.wav
SWARM DURATIONS = 17
PLAGUE ENABLE = 0
PLAGUE SOUNDS = zombie_plague/ambience.wav
PLAGUE DURATIONS = 17
[Buy Menu Weapons]
PRIMARY = weapon_galil , weapon_famas , weapon_m4a1 , weapon_ak47 , weapon_sg552 , weapon_aug , weapon_scout , weapon_m3 , weapon_xm1014 , weapon_tmp , weapon_mac10 , weapon_ump45 , weapon_mp5navy , weapon_p90
SECONDARY = weapon_glock18 , weapon_usp , weapon_p228 , weapon_deagle , weapon_fiveseven , weapon_elite
ADDITIONAL ITEMS = weapon_hegrenade , weapon_flashbang , weapon_smokegrenade
[Extra Items: Weapons and their costs]
NAMES = Molotov koktel , Fagyaszto Granat , Feny Granat , AwP , M249 Para , SG550 Auto-Sniper , G3SG1 Auto-Sniper
ITEMS = weapon_hegrenade , weapon_flashbang , weapon_smokegrenade , weapon_awp , weapon_m249 , weapon_sg550 , weapon_g3sg1
COSTS = 10 , 10 , 5 , 8 , 10 , 12 , 12
[Hard Coded Items Costs]
NIGHT VISION = 5
ANTIDOTE = 15
ZOMBIE MADNESS = 20
INFECTION BOMB = 70
[Weather Effects]
RAIN = 0
SNOW = 0
FOG = 0
FOG DENSITY = 0.018
FOG COLOR = 128 128 128
[Custom Skies] (randomly chosen if more than one)
ENABLE = 1
SKY NAMES = orbital-element256_
[Lightning Lights Cycle]
LIGHTS = ijklmnonmlkjihgfedcb , klmlkjihgfedcbaabcdedcb , bcdefedcijklmlkjihgfedcb
[Zombie Decals] (for bloodstains/footsteps)
DECALS = 99 , 107 , 108 , 184 , 185 , 186 , 187 , 188 , 189
[Knockback Power for Weapons] (use -1.0 to disable knockback power for the weapon)
P228 = 2.4
SCOUT = 6.5
XM1014 = 8.0
MAC10 = 2.3
AUG = 5.0
ELITE = 2.4
FIVESEVEN = 2.0
UMP45 = 2.4
SG550 = 5.3
GALIL = 5.5
FAMAS = 5.5
USP = 2.2
GLOCK18 = 2.0
AWP = 10.0
MP5NAVY = 2.5
M249 = 5.2
M3 = 8.0
M4A1 = 5.0
TMP = 2.4
G3SG1 = 6.5
DEAGLE = 5.3
SG552 = 5.0
AK47 = 6.0
P90 = 2.0
[Objective Entities] (and anything that would affect gameplay that needs to be removed)
CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_vehicle
[SVC_BAD Prevention] (if you experience *many* SVC_BAD kicks, try one of the following)
; A. Increase the delay between model changes here (in 0.1 increments until the kicks are gone)
MODELCHANGE DELAY = 0.2
; B. If you still get recurring kicks, try enabling this setting: (experimental!)
HANDLE MODELS ON SEPARATE ENT = 0
; If you want your models to have accurate hitboxes, try enabling this.
; Note: make sure your models don't have messed up hitboxes, otherwise
; this setting might cause your server insane cpu usage and lag!
SET MODELINDEX OFFSET = 0
Sma:
Minigun:
Kód:
#include <amxmodx>
#include <engine>
#include <fakemeta_util>
#include <cstrike>
#include <hamsandwich>
#include <zombieplague>
#include <fun>
#define MAX_PLAYERS 32
#define MAX_BLOOD_DISTANCE 64
#define LOADUP_TIME 0.75
#define SHUTDOWN_TIME 1.7
#define SHAKE_FORCE -5.0 //(must be negative value)
new const GUNSHOT_DECALS[] = {41, 42, 43, 44, 45} // Gunshot decal list
// Plugin information
new const PLUGIN[] = "[ZP] Minigun"
new const VERSION[] = "1.65"
new const AUTHOR[] = "CLLlAgOB"
// Weapon information
new const g_item_name[] = { "Minigun" }
const g_item_cost = 30
// other
new bool:has_minigun[33], m249, bool:atk2[33], bool:atk1[33],bool:delay[33],bool:beackup[33],
clipp[33],clipstart,g_itemid_minigun,g_fwid,g_guns_eventids_bitsum,bool:g_fix_punchangle[33],
bool:frstCLIP[33],g_MaxPlayers, Float:g_lastShot[33], g_normal_trace[33],DMGMG,bool:haswhpnnmg[33],
Float:g_nextSound[33], g_plAction[33],bool:canfire[33],oneround,bool:user_bot[33],bool:delayhud[33],
clipstartsuv,bool:survivor[33],bool:is_alive[33],bool:is_connected[33]
// Blood
new g_blood
new g_bloodspray
// CS Player PData Offsets (win32)
const OFFSET_CSTEAMS = 114
// Linux diff's
const OFFSET_LINUX = 5 // offsets 5 higher in Linux builds
// Models
new P_MODEL[] = "models/wpnmod/m134/p_minigun.mdl"
new V_MODEL[] = "models/wpnmod/m134/v_minigun.mdl"
new W_MODEL[] = "models/wpnmod/m134/w_minigun.mdl"
// Sounds
new m_SOUND[][] = {"wpnmod/minigun/hw_shoot1.wav", "wpnmod/minigun/hw_spin.wav", "wpnmod/minigun/hw_spinup.wav", "wpnmod/minigun/hw_spindown.wav"}
new g_noammo_sounds[][] = {"weapons/dryfire_rifle.wav"}
//no recoil
new const g_guns_events[][] = {"events/m249.sc"}
//connect valid?
#define is_user_valid_connected(%1) (1 <= %1 <= g_MaxPlayers && is_connected[%1])
enum {
anim_idle,
anim_idle2,
anim_gentleidle,
anim_stillidle,
anim_draw,
anim_holster,
anim_spinup,
anim_spindown,
anim_spinidle,
anim_spinfire,
anim_spinidledown
}
// Types
enum {
act_none,
act_load_up,
act_run
}
public plugin_precache() {
precache_model(P_MODEL)
precache_model(V_MODEL)
precache_model(W_MODEL)
precache_sound(m_SOUND[0])
precache_sound(m_SOUND[1])
precache_sound(m_SOUND[2])
precache_sound(m_SOUND[3])
g_blood = precache_model("sprites/blood.spr")
g_bloodspray = precache_model("sprites/bloodspray.spr")
g_fwid = register_forward(FM_PrecacheEvent, "fwPrecacheEvent", 1)
}
public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR)
clipstart = register_cvar("amx_ammo_m249","600")
clipstartsuv = register_cvar("amx_ammosuv_m249","10000")
m249 = register_cvar("amx_minigun_speed","0.7")
DMGMG = register_cvar("amx_minigun_damage","0.35")
oneround = register_cvar("amx_oneround","0")
g_itemid_minigun = zp_register_extra_item(g_item_name, g_item_cost, ZP_TEAM_HUMAN)
register_event("CurWeapon","event_curweapon","be", "1=1")
register_event("DeathMsg","unminigun","a")
register_forward(FM_ClientDisconnect, "fw_ClientDisconnect")
register_forward(FM_CmdStart, "fwd_CmdStart")
register_forward(FM_EmitSound,"fwd_emitsound")
register_forward(FM_PlaybackEvent, "fwPlaybackEvent")
register_forward(FM_PlayerPostThink, "fwPlayerPostThink", 1)
register_forward(FM_StartFrame, "fwd_StartFrame")
register_forward(FM_UpdateClientData, "UpdateClientData_Post", 1)
RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1)
RegisterHam(Ham_TakeDamage, "player", "player_TakeDamage")
register_clcmd("drop","dropcmd", 0)
g_MaxPlayers = get_maxplayers()
//events
register_logevent("event_start", 2, "1=Round_Start")
register_event("TextMsg", "fwEvGameWillRestartIn", "a", "2=#Game_will_restart_in")
register_event("HLTV", "event_start_freezetime", "a", "1=0", "2=0")
unregister_forward(FM_PrecacheEvent, g_fwid, 1)
}
// Client joins the game
public client_putinserver(id)
{
// Player joined
is_connected[id] = true
}
// Client leaving
public fw_ClientDisconnect(id)
{
is_connected[id] = false
is_alive[id] = false
}
public fw_PlayerSpawn_Post(id)
{
// Not alive or didn't join a team yet
if (!is_user_alive(id) || !fm_cs_get_user_team(id))
return;
// Player spawned
is_alive[id] = true
}
public fw_PlayerKilled(victim, attacker, shouldgib)
{
//player die
is_alive[victim] = false
}
public unminigun(){
new id = read_data(2)
if(has_minigun[id] && !is_alive[id]) {
new Float:Aim[3],Float:origin[3]
VelocityByAim(id, 64, Aim)
entity_get_vector(id,EV_VEC_origin,origin)
origin[0] += Aim[0]
origin[1] += Aim[1]
new minigun = create_entity("info_target")
entity_set_string(minigun,EV_SZ_classname,"minigun")
entity_set_model(minigun,W_MODEL)
entity_set_size(minigun,Float:{-2.0,-2.0,-2.0},Float:{5.0,5.0,5.0})
entity_set_int(minigun,EV_INT_solid,1)
entity_set_int(minigun,EV_INT_movetype,6)
entity_set_int(minigun, EV_INT_iuser1, clipp[id])
entity_set_vector(minigun,EV_VEC_origin,origin)
has_minigun[id] = false
remowegun(id)
return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
//damage lvl
public player_TakeDamage(victim, inflictor, attacker, Float:damage, damagetype) {
if(damagetype & DMG_BULLET && haswhpnnmg[attacker] && has_minigun[attacker] == true && attacker!=victim)
{
damage = damage*get_pcvar_float(DMGMG)
SetHamParamFloat(4, damage)
return HAM_IGNORED
}
return HAM_IGNORED
}
public event_start_freezetime(){
remove_miniguns()
static iPlayers[32], iPlayersNum, i
get_players(iPlayers, iPlayersNum, "a")
if(get_pcvar_num(oneround)){
for (i = 0; i <= iPlayersNum; ++i){
if(has_minigun[iPlayers[i]]){
has_minigun[iPlayers[i]] = false
remowegun(iPlayers[i])
removesuv(iPlayers[i])
}
}
} else {
for (i = 0; i <= iPlayersNum; ++i){
g_plAction[iPlayers[i]] = false
canfire[iPlayers[i]] = false
frstCLIP[iPlayers[i]] = true
set_task(0.1,"event_curweapon",iPlayers[i])
removesuv(iPlayers[i])
}
}
}
public removesuv(id){
if(survivor[id]){
has_minigun[id] = false
survivor[id] = false
remowegun(id)
}
}
// remove gun and save all guns
public remowegun(id) {
new wpnList[32]
new number
get_user_weapons(id,wpnList,number)
for (new i = 0;i < number ;i++) {
if (wpnList[i] == CSW_M249) {
fm_strip_user_gun(id, wpnList[i])
}
}
}
public event_start(){
static iPlayers[32], iPlayersNum, i
get_players(iPlayers, iPlayersNum, "a")
for (i = 0; i <= iPlayersNum; ++i)
canfire[iPlayers[i]] = true
}
public fwEvGameWillRestartIn() {
static iPlayers[32], iPlayersNum, i
get_players(iPlayers, iPlayersNum, "a")
for (i = 0; i <= iPlayersNum; ++i)
has_minigun[iPlayers[i]] = false
}
public client_connect(id){
canfire[id]= false
has_minigun[id] = false
g_normal_trace[id] = 0
if(is_user_bot(id)) user_bot[id] = true
else user_bot[id] = false
}
//block sound no ammo in atack
public fwd_emitsound(id, channel, sample[], Float:volume, Float:attn, flag, pitch)
{
if (!is_user_valid_connected(id) || !has_minigun[id])
return FMRES_IGNORED;
else if((equal(sample, g_noammo_sounds[0])) && has_minigun[id] && haswhpnnmg[id])
{
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
// someone bought our extra item
public zp_extra_item_selected(id, itemid)
{
if (itemid == g_itemid_minigun) give_weapon(id,0,1)
}
//infect plaer
public zp_user_infected_pre(player, infector){
has_minigun[player] = false
dropcmd(player)
}
public dropcmd(id) {
if(has_minigun[id] && haswhpnnmg[id] && is_alive[id]) {
new Float:Aim[3],Float:origin[3]
VelocityByAim(id, 64, Aim)
entity_get_vector(id,EV_VEC_origin,origin)
origin[0] += Aim[0]
origin[1] += Aim[1]
new minigun = create_entity("info_target")
entity_set_string(minigun,EV_SZ_classname,"minigun")
entity_set_model(minigun,W_MODEL)
entity_set_size(minigun,Float:{-2.0,-2.0,-2.0},Float:{5.0,5.0,5.0})
entity_set_int(minigun,EV_INT_solid,1)
entity_set_int(minigun,EV_INT_movetype,6)
entity_set_int(minigun, EV_INT_iuser1, clipp[id])
entity_set_vector(minigun,EV_VEC_origin,origin)
has_minigun[id] = false
canfire[id] = false
remowegun(id)
g_plAction[id] = false
return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public pfn_touch(ptr, ptd) {
if(is_valid_ent(ptr)) {
new classname[32]
entity_get_string(ptr,EV_SZ_classname,classname,31)
if(equal(classname, "minigun")) {
if(is_valid_ent(ptd)) {
new id = ptd
if(id > 0 && id < 34) {
if(!has_minigun[id] && is_alive[id] && !zp_get_user_zombie(id)) {
give_weapon(id,entity_get_int(ptr, EV_INT_iuser1), 0)
remove_entity(ptr)
}
}
}
}
}
}
public remove_miniguns() {
new nextitem = find_ent_by_class(-1,"minigun")
while(nextitem) {
remove_entity(nextitem)
nextitem = find_ent_by_class(-1,"minigun")
}
return PLUGIN_CONTINUE
}
//give wpn
public give_weapon(id, ammo, frst){
has_minigun[id] = true
give_item(id,"weapon_m249")
canfire[id] = true
clipp[id] = ammo
if(frst) frstCLIP[id] = true
else beackup[id] = true
}
//set models
public event_curweapon(id){
if(!is_alive[id] || !is_connected[id] || user_bot[id]) return;
new clip, ammo, weapon = get_user_weapon(id, clip, ammo)
if(zp_get_user_survivor(id) && get_pcvar_num(clipstartsuv)!=0 && !survivor[id]){
survivor[id] = true
give_weapon(id,0,1)
}
if((has_minigun[id]) && (weapon == CSW_M249)){
if(g_plAction[id] != act_run && frstCLIP[id]){
if(survivor[id]){
clipp[id] = get_pcvar_num(clipstartsuv)
} else {
clipp[id] = get_pcvar_num(clipstart)
}
new ent = get_weapon_ent(id,weapon)
if(clipp[id] < get_pcvar_num(clipstart)) clipp[id] = get_pcvar_num(clipstart)
cs_set_weapon_ammo(ent, clipp[id])
frstCLIP[id] = false
}
if(g_plAction[id] != act_run && beackup[id]){
new ent = get_weapon_ent(id,weapon)
cs_set_weapon_ammo(ent, clipp[id])
beackup[id] = false
}
if(clipp[id] == 0){
new ent = get_weapon_ent(id,weapon)
cs_set_weapon_ammo(ent, clipp[id])
}
if(g_plAction[id] == act_run){
clipp[id] = clip
}
message_begin(MSG_ONE, get_user_msgid("CurWeapon"), {0,0,0}, id)
write_byte(1)
write_byte(CSW_KNIFE)
write_byte(0)
message_end()
if(!haswhpnnmg[id]){
entity_set_string(id,EV_SZ_viewmodel,V_MODEL)
entity_set_string(id,EV_SZ_weaponmodel,P_MODEL)
haswhpnnmg[id] = true
}
new Ent = get_weapon_ent(id,weapon)
new Float:N_Speed
if(Ent)
{
N_Speed = get_pcvar_float(m249)
new Float:Delay = get_pdata_float( Ent, 46, 4) * N_Speed
if (Delay > 0.0){
set_pdata_float( Ent, 46, Delay, 4)
}
}
ammo_hud(id)
if(atk1[id]){
fire_mode(id, 0)
}
if(atk2[id]){
fire_mode(id, 1)
}
}
if(weapon != CSW_M249) haswhpnnmg[id] = false
if((has_minigun[id]) && (!haswhpnnmg[id])) g_plAction[id] = act_none
return;
}
//play anim
public native_playanim(player,anim)
{
set_pev(player, pev_weaponanim, anim)
message_begin(MSG_ONE, SVC_WEAPONANIM, {0, 0, 0}, player)
write_byte(anim)
write_byte(pev(player, pev_body))
message_end()
}
//marks on hit
public native_gi_get_gunshot_decal()
{
return GUNSHOT_DECALS[random_num(0, sizeof(GUNSHOT_DECALS) - 1)]
}
//hit bulet
public testbulet(id){
// Find target
new aimOrigin[3], target, body
get_user_origin(id, aimOrigin, 3)
get_user_aiming(id, target, body)
if(target > 0 && target <= g_MaxPlayers)
{
new Float:fStart[3], Float:fEnd[3], Float:fRes[3], Float:fVel[3]
pev(id, pev_origin, fStart)
// Get ids view direction
velocity_by_aim(id, MAX_BLOOD_DISTANCE, fVel)
// Calculate position where blood should be displayed
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]
// Draw traceline from victims origin into ids view direction to find
// the location on the wall to put some blood on there
new res
engfunc(EngFunc_TraceLine, fStart, fEnd, 0, target, res)
get_tr2(res, TR_vecEndPos, fRes)
// Show some blood :)
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(g_bloodspray)
write_short(g_blood)
write_byte(70)
write_byte(random_num(1,2))
message_end()
} else {
new decal = native_gi_get_gunshot_decal()
// Check if the wall hit is an entity
if(target)
{
// Put decal on an entity
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_DECAL)
write_coord(aimOrigin[0])
write_coord(aimOrigin[1])
write_coord(aimOrigin[2])
write_byte(decal)
write_short(target)
message_end()
} else {
// Put decal on "world" (a wall)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
write_coord(aimOrigin[0])
write_coord(aimOrigin[1])
write_coord(aimOrigin[2])
write_byte(decal)
message_end()
}
// Show sparcles
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(decal)
message_end()
}
}
//block anim standart wpn
public UpdateClientData_Post( id, sendweapons, cd_handle ){
if ( !is_alive[id] ) return FMRES_IGNORED;
if(haswhpnnmg[id] && has_minigun[id]) set_cd(cd_handle, CD_flNextAttack, halflife_time() + 0.001 );
return FMRES_HANDLED;
}
public fwd_CmdStart(id, uc_handle, seed)
{
if(!is_alive[id] || !has_minigun[id]) return FMRES_IGNORED
if(!canfire[id]) return FMRES_HANDLED
if(haswhpnnmg[id])
{
static buttons
buttons = get_uc(uc_handle, UC_Buttons)
if(buttons & IN_ATTACK)
{
atk1[id] = true
atk2[id] = false
}
else if(buttons & IN_ATTACK2)
{
atk2[id] = true
atk1[id] = false
}
if(atk1[id] && !atk2[id] && (g_plAction[id] == act_none || g_plAction[id] == act_load_up) && clipp[id]>0){
buttons &= ~IN_ATTACK
buttons &= ~IN_ATTACK2
set_uc(uc_handle, UC_Buttons, buttons)
fire_mode(id,0)
} else if(atk2[id] || atk1[id] && clipp[id]==0){
fire_mode(id,1)
}
}
return FMRES_IGNORED
}
// in fire
fire_mode(id, type) {
static Float:gtime
gtime = get_gametime()
g_lastShot[id] = gtime
if(g_nextSound[id] <= gtime && canfire[id]) {
switch(g_plAction[id]) {
case act_none: {
native_playanim(id, anim_spinup)
emit_sound(id, CHAN_WEAPON, m_SOUND[2], 1.0, ATTN_NORM, 0, PITCH_NORM)
g_nextSound[id] = gtime + LOADUP_TIME
g_plAction[id] = act_load_up
}
case act_load_up: {
g_nextSound[id] = gtime
g_plAction[id] = act_run
}
}
}
if(g_plAction[id] == act_run) {
if(type == 0 && clipp[id]>0 && atk1[id]){
emit_sound(id, CHAN_WEAPON, m_SOUND[0], 1.0, ATTN_NORM, 0, PITCH_NORM)
testbulet(id)
if(!delay[id]) {
native_playanim(id, anim_spinfire)
ammo_hud(id)
set_task(0.2,"delayanim",id)
delay[id] = true
}
}
else {
if(!delay[id]) {
ammo_hud(id)
emit_sound(id, CHAN_WEAPON, m_SOUND[1], 1.0, ATTN_NORM, 0, PITCH_NORM)
native_playanim(id, anim_spinidle)
set_task(0.2,"delayanim",id)
delay[id] = true
}
}
}
atk1[id] = false
atk2[id] = false
}
public delayanim(id){
delay[id] = false
}
//sound and anim
public fwd_StartFrame() {
static Float:gtime, id
gtime = get_gametime()
for(id = 0; id <= g_MaxPlayers; id++) {
if(g_plAction[id] != act_none) {
if(!(pev(id, pev_button) & IN_ATTACK) && !(pev(id, pev_button) & IN_ATTACK2) && g_lastShot[id] + 0.2 < gtime) {
native_playanim(id, anim_spinidledown)
emit_sound(id, CHAN_WEAPON, m_SOUND[3], 1.0, ATTN_NORM, 0, PITCH_NORM)
g_nextSound[id] = gtime + SHUTDOWN_TIME
g_plAction[id] = act_none
}
}
}
}
// No recoil stuff
public fwPrecacheEvent(type, const name[]) {
for (new i = 0; i < sizeof g_guns_events; ++i) {
if (equal(g_guns_events[i], name)) {
g_guns_eventids_bitsum |= (1<<get_orig_retval())
return FMRES_HANDLED
}
}
return FMRES_IGNORED
}
public fwPlaybackEvent(flags, invoker, eventid) {
if (!(g_guns_eventids_bitsum & (1<<eventid)) || !(1 <= invoker <= g_MaxPlayers) || !haswhpnnmg[invoker] || !has_minigun[invoker])
return FMRES_IGNORED
g_fix_punchangle[invoker] = true
return FMRES_HANDLED
}
public fwPlayerPostThink(id) {
if (g_fix_punchangle[id]) {
g_fix_punchangle[id] = false
set_pev(id, pev_punchangle, Float:{0.0, 0.0, 0.0})
return FMRES_HANDLED
}
return FMRES_IGNORED
}
public fwTraceLine(const Float:start[3], const Float:dest[3], ignore_monsters, id, ptr) {
if (!(1 <= id <= g_MaxPlayers))
return FMRES_IGNORED
if (!g_normal_trace[id]) {
g_normal_trace[id] = ptr
return FMRES_HANDLED
}
if (ptr == g_normal_trace[id] || ignore_monsters != DONT_IGNORE_MONSTERS || !is_alive[id] || !haswhpnnmg[id] || !has_minigun[id])
return FMRES_IGNORED
fix_recoil_trace(id, start, ptr)
return FMRES_SUPERCEDE
}
// show ammo clip
public ammo_hud(id) {
if(!delayhud[id]) {
delayhud[id] = true
new AmmoHud[65]
new clip = clipp[id]
format(AmmoHud, 64, "Ammo: %i", clip)
set_hudmessage(200, 100, 0, 1.0 , 1.0, 0, 0.1, 0.1,0.1)
show_hudmessage(id,"%s",AmmoHud)
set_task(0.2,"delayhutmsg",id)
}
}
public delayhutmsg(id){
delayhud[id]= false
}
//get weapon id
stock get_weapon_ent(id,wpnid=0,wpnName[]="")
{
// who knows what wpnName will be
static newName[24];
// need to find the name
if(wpnid) get_weaponname(wpnid,newName,23);
// go with what we were told
else formatex(newName,23,"%s",wpnName);
// prefix it if we need to
if(!equal(newName,"weapon_",7))
format(newName,23,"weapon_%s",newName);
return fm_find_ent_by_owner(get_maxplayers(),newName,id);
}
fix_recoil_trace(id, const Float:start[], ptr) {
static Float:dest[3]
pev(id, pev_v_angle, dest)
engfunc(EngFunc_MakeVectors, dest)
global_get(glb_v_forward, dest)
xs_vec_mul_scalar(dest, 9999.0, dest)
xs_vec_add(start, dest, dest)
engfunc(EngFunc_TraceLine, start, dest, DONT_IGNORE_MONSTERS, id, ptr)
}
// Get User Team
stock fm_cs_get_user_team(id)
{
return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX);
}
Újraéledés (/ujra)
Kód:
#include <amxmodx>
#include <hamsandwich>
#include <zombieplague>
#include <fakemeta>
#include <amxmisc>
#define PLUGIN "[ZP] Extra Item : Respawn"
#define VERSION "2.6"
#define AUTHOR "The_Thing\Maslyak & LauNcHerR"
static const plugin[] = "Ujraeledes (sayba /ujra)";
new g_respawn_cost;
new thinkobj;
new g_respawn
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
g_respawn_cost = register_cvar("zp_respawn_cost", "15")
g_respawn = zp_register_extra_item("Ujraeledes (sayba /ujra)", get_pcvar_num(g_respawn_cost), ZP_TEAM_HUMAN)
register_clcmd("say /ujra", "buy_respawn")
register_clcmd("say /respawn", "buy_respawn")
register_clcmd("say /ujraeledes", "buy_respawn")
register_clcmd("say /eledes", "buy_respawn")
thinkobj = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
if ( pev_valid(thinkobj) )
{
set_pev(thinkobj, pev_classname, "advertisement_loop");
set_pev(thinkobj, pev_nextthink, get_gametime() + 260.0);
register_forward(FM_Think, "fourmin_think");
}
}
public fourmin_think(ent)
{
if ( ent != thinkobj )
return FMRES_IGNORED;
client_print(0, print_chat, "", plugin);
set_pev(ent, pev_nextthink, get_gametime() + 240.0);
return FMRES_HANDLED;
}
public buy_respawn(id, itemid)
{
if (itemid == g_respawn)
if ( is_user_alive(id) )
{
client_print(id, print_chat, "[ZP] Csak halott szemelyek tudjak megvasarolni az ujraeledes kepesseget!", get_pcvar_num(g_respawn_cost))
return PLUGIN_HANDLED
}
new money = zp_get_user_ammo_packs(id)
if ( money < get_pcvar_num(g_respawn_cost))
{
client_print(id, print_chat, "[ZP] Nincs eleg loszer csomagod az ujraeledes meg vasarlashoz!", get_pcvar_num(g_respawn_cost))
return PLUGIN_HANDLED
}
zp_set_user_ammo_packs(id, money - get_pcvar_num(g_respawn_cost))
respawn_player(id)
client_print(id, print_chat, "*** Ujraeledtel! ***")
return PLUGIN_HANDLED
}
public respawn_player(id)
{
if(zp_is_survivor_round())
{
zp_respawn_user(id, ZP_TEAM_ZOMBIE)
}
else
{
zp_respawn_user(id, ZP_TEAM_HUMAN)
}
}
A /ujra se megy :S