17/03/2021, 07:23 PM
Buenas, presento un problema con el arma Dual Beretta Gunslinger que me paso de modo zp a modo normal, el problema (bug) es que da todos los models (w_ y p_) menos el "v_". Acá dejo el code
Código PHP:
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <xs>
#include <cstrike>
// Mofiying Plugin Info Will Violate CopyRight///
#define PLUGIN "Dual Beretta GunsLinger" /////
#define VERSION "1.0" /////
#define AUTHOR "ZinoZack47" /////
/////////////////////////////////////////////
#define GK_WEAPONKEY 854647
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_pPlayer 41
#define m_iId 43
#define m_fKnown 44
#define m_flNextPrimaryAttack 46
#define m_flNextSecondaryAttack 47
#define m_flTimeWeaponIdle 48
#define m_iClip 51
#define m_fInReload 54
#define m_iShotsFired 64
#define PLAYER_LINUX_XTRA_OFF 5
#define m_flNextAttack 83
#define m_pActiveItem 373
#define GK_DRAW_TIME 1.0
#define GK_RELOAD_TIME 2.0
#define CSW_GK CSW_DEAGLE
#define weapon_gk "weapon_deagle"
#define GK_EXP_CLASSNAME "GK_EXP"
#define GK_SHADOW_CLASSNAME "GK_SENPAI"
#define GK_FASTEFFECT_CLASSNAME "GK_STALKER"
#define GK_HANDS_CLASSNAME "GK_HANDS"
enum (+= 47)
{
GK_TASK_FIX = 85969147,
GK_TASK_RESET,
GK_TASK_LAST
}
enum
{
MODE_RIGHT = 0,
MODE_LEFT,
MODE_SKILL1,
MODE_SKILL2,
MODE_SKILL3,
MODE_SKILL4,
MODE_SKILL5,
MODE_SKILL_LAST
}
enum
{
GK_IDLE = 0,
GK_IDLE2,
GK_SHOOT,
GK_SHOOT_LAST,
GK_SHOOT2,
GK_SHOOT2_LAST,
GK_RELOAD,
GK_RELOAD2,
GK_DRAW,
GK_DRAW2,
GK_SKILL1,
GK_SKILL2,
GK_SKILL3,
GK_SKILL4,
GK_SKILL5,
GK_SKILL_LAST
}
new GK_V_MODEL[64] = "models/z47_gunkata/v_gunkata.mdl"
new GK_P_MODEL[64] = "models/z47_gunkata/p_gunkata.mdl"
new GK_P_MODEL2[64] = "models/z47_gunkata/p_gunkata2.mdl"
new GK_W_MODEL[64] = "models/z47_gunkata/w_gunkata.mdl"
new const GK_Sounds[][] =
{
"weapons/z47_gunkata/gunkata_idle.wav",
"weapons/z47_gunkata/gunkata-1.wav",
"weapons/z47_gunkata/gunkata_draw.wav",
"weapons/z47_gunkata/gunkata_draw2.wav",
"weapons/z47_gunkata/gunkata_reload.wav",
"weapons/z47_gunkata/gunkata_reload2.wav",
"weapons/z47_gunkata/gunkata_reload2.wav",
"weapons/z47_gunkata/gunkata_skill_01.wav",
"weapons/z47_gunkata/gunkata_skill_02.wav",
"weapons/z47_gunkata/gunkata_skill_03.wav",
"weapons/z47_gunkata/gunkata_skill_04.wav",
"weapons/z47_gunkata/gunkata_skill_05.wav",
"weapons/z47_gunkata/gunkata_skill_last.wav",
"weapons/z47_gunkata/gunkata_skill_last_exp.wav"
}
new const GK_Effects[][] =
{
"models/z47_gunkata/ef_gunkata.mdl",
"models/z47_gunkata/ef_hole.mdl",
"models/z47_gunkata/ef_gunkata_man.mdl"
}
new const GK_Sprites[][] =
{
"sprites/weapon_gunkata.txt",
"sprites/640hud18.spr",
"sprites/640hud176.spr"
}
new const GK_MUZZLEFLASH[64] = "sprites/muzzleflash77.spr"
new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }
const pev_life = pev_fuser1
new cvar_dmg_gk, cvar_recoil_gk, g_itemid, cvar_clip_gk, cvar_gk_ammo, cvar_one_round, cvar_cooldown_gk, cvar_radius_gk
new g_maxplayers, g_orig_event_gk, g_IsInPrimaryAttack, g_iClip, g_clip_counter[33]
new Float:cl_pushangle[33][3], m_iBlood[2], g_HitGroup[33]
new g_has_gk[33], g_clip_ammo[33], g_gk_TmpClip[33], g_current_mode[33]
new g_MsgWeaponList, g_MsgCurWeapon, g_nCurWeapon[33][2]
new g_Muzzleflash[33], g_Muzzleflash_Ent[2], Float:g_Delay[33]
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_message(get_user_msgid("DeathMsg"), "message_DeathMsg")
register_event("CurWeapon","CurrentWeapon","be","1=1")
register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0")
RegisterHam(Ham_Item_Deploy, weapon_gk, "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_gk, "fw_GunKata_PrimaryAttack")
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_gk, "fw_GunKata_PrimaryAttack_Post", 1)
RegisterHam(Ham_Item_PostFrame, weapon_gk, "fw_GunKata_ItemPostFrame")
RegisterHam(Ham_Weapon_Reload, weapon_gk, "fw_GunKata_Reload")
RegisterHam(Ham_Weapon_Reload, weapon_gk, "fw_GunKata_Reload_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, weapon_gk, "fw_GunKata_AddToPlayer")
RegisterHam(Ham_Weapon_WeaponIdle, weapon_gk, "fw_GunKata_WeaponIdle_Post", 1)
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_breakable", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_wall", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_door", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_door_rotating", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_plat", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_rotating", "fw_TraceAttack", 1)
register_forward(FM_CmdStart, "fw_CmdStart")
register_forward(FM_SetModel, "fw_SetModel")
register_forward(FM_Think, "fw_Think")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")
register_forward(FM_AddToFullPack, "fw_AddToFullPack_post", 1)
register_forward(FM_CheckVisibility, "fw_CheckVisibility")
cvar_clip_gk = register_cvar("zp_dualberetta_clip", "36")
cvar_gk_ammo = register_cvar("zp_dualberetta_ammo", "180")
cvar_dmg_gk = register_cvar("zp_dualberetta_dmg", "200")
cvar_recoil_gk = register_cvar("zp_dualberettak_recoil", "0.06")
cvar_one_round = register_cvar("zp_dualberetta_one_round", "0")
cvar_radius_gk = register_cvar("zp_dualberetta_radius", "300")
cvar_cooldown_gk = register_cvar("zp_dualberetta_mode_cooldown", "45.0")
g_MsgWeaponList = get_user_msgid("WeaponList")
g_MsgCurWeapon = get_user_msgid("CurWeapon")
register_clcmd("weapon_gunkata", "select_gunkata")
g_maxplayers = get_maxplayers()
}
public plugin_precache()
{
precache_model(GK_V_MODEL)
precache_model(GK_P_MODEL)
precache_model(GK_P_MODEL2)
precache_model(GK_W_MODEL)
for(new i = 0; i < sizeof(GK_Sounds); i++)
precache_sound(GK_Sounds[i])
for(new i = 0; i < sizeof(GK_Sprites); i++)
precache_generic(GK_Sprites[i])
for(new i = 0; i < sizeof(GK_Effects); i++)
precache_model(GK_Effects[i])
m_iBlood[0] = precache_model("sprites/blood.spr")
m_iBlood[1] = precache_model("sprites/bloodspray.spr")
precache_model(GK_MUZZLEFLASH)
g_Muzzleflash_Ent[MODE_RIGHT] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
engfunc(EngFunc_SetModel, g_Muzzleflash_Ent[MODE_RIGHT], GK_MUZZLEFLASH)
set_pev(g_Muzzleflash_Ent[MODE_RIGHT], pev_scale, 0.1)
set_pev(g_Muzzleflash_Ent[MODE_RIGHT], pev_rendermode, kRenderTransTexture)
set_pev(g_Muzzleflash_Ent[MODE_RIGHT], pev_renderamt, 0.0)
g_Muzzleflash_Ent[MODE_LEFT] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
engfunc(EngFunc_SetModel, g_Muzzleflash_Ent[MODE_LEFT], GK_MUZZLEFLASH)
set_pev(g_Muzzleflash_Ent[MODE_LEFT], pev_scale, 0.1)
set_pev(g_Muzzleflash_Ent[MODE_LEFT], pev_rendermode, kRenderTransTexture)
set_pev(g_Muzzleflash_Ent[MODE_LEFT], pev_renderamt, 0.0)
register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
}
public plugin_natives ()
{
register_native("give_weapon_gk", "native_give_weapon_add", 1)
}
public native_give_weapon_add(id)
{
give_gunkata(id)
}
public select_gunkata(id)
{
engclient_cmd(id, weapon_gk)
return PLUGIN_HANDLED
}
public fw_PrecacheEvent_Post(type, const name[])
{
new weapon[32], event_gk[64]
copy(weapon, charsmax(weapon), weapon_gk)
replace(weapon, charsmax(weapon), "weapon_", "")
formatex(event_gk, charsmax(event_gk), "events/%s.sc", weapon)
if (equal(event_gk, name))
{
g_orig_event_gk = get_orig_retval()
return FMRES_HANDLED
}
return FMRES_IGNORED
}
public Event_NewRound()
{
for(new id = 0; id <= g_maxplayers; id++)
{
if(!g_has_gk[id])
if(get_pcvar_num(cvar_one_round))
remove_gunkata(id)
}
}
public zp_user_humanized_post(id)
remove_gunkata(id)
public client_disconnect(id)
remove_gunkata(id)
public zp_user_infected_post(id)
remove_gunkata(id)
public fw_SetModel(entity, model[])
{
if(!pev_valid(entity))
return FMRES_IGNORED
static classname[33], weapon[32], old_gk[64]
pev(entity, pev_classname, classname, charsmax(classname))
if(!equal(classname, "weaponbox"))
return FMRES_IGNORED
copy(weapon, charsmax(weapon), weapon_gk)
replace(weapon, charsmax(weapon), "weapon_", "")
formatex(old_gk, charsmax(old_gk), "models/w_%s.mdl", weapon)
static owner
owner = pev(entity, pev_owner)
if(equal(model, old_gk))
{
static StoredWepID
StoredWepID = fm_find_ent_by_owner(-1, weapon_gk, entity)
if(!pev_valid(StoredWepID))
return FMRES_IGNORED
if(g_has_gk[owner])
{
set_pev(StoredWepID, pev_impulse, GK_WEAPONKEY)
remove_gunkata(owner)
engfunc(EngFunc_SetModel, entity, GK_W_MODEL)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED
}
public give_gunkata(id)
{
drop_weapons(id, 2)
g_has_gk[id] = true
g_current_mode[id] = MODE_RIGHT
fm_give_item(id, weapon_gk)
static weapon; weapon = fm_get_user_weapon_entity(id, CSW_GK)
if(!pev_valid(weapon))
return
cs_set_weapon_ammo(weapon, get_pcvar_num(cvar_clip_gk))
message_begin(MSG_ONE_UNRELIABLE, g_MsgWeaponList, .player = id)
write_string("weapon_gunkata")
write_byte(8)
write_byte(35)
write_byte(-1)
write_byte(-1)
write_byte(1)
write_byte(1)
write_byte(CSW_GK)
write_byte(0)
message_end()
message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, {0, 0, 0}, id)
write_byte(1)
write_byte(CSW_GK)
write_byte(get_pcvar_num(cvar_clip_gk))
message_end()
cs_set_user_bpammo (id, CSW_GK, get_pcvar_num(cvar_gk_ammo))
}
public remove_gunkata(id)
{
remove_task(id+GK_TASK_RESET)
remove_task(id+GK_TASK_FIX)
remove_task(id+GK_TASK_RESET)
g_has_gk[id] = false
g_current_mode[id] = MODE_RIGHT
g_clip_counter[id] = 0
}
public fw_TraceAttack(iEnt, iAttacker, Float:flDamage, Float:fDir[3], ptr, iDamageType)
{
if(!is_user_alive(iAttacker))
return HAM_IGNORED
new g_currentweapon = get_user_weapon(iAttacker)
if(g_currentweapon != CSW_GK || !g_has_gk[iAttacker])
return HAM_IGNORED
if(is_user_alive(iEnt))
{
g_HitGroup[iAttacker] = get_tr2(ptr, TR_iHitgroup)
return HAM_IGNORED
}
static Float:flEnd[3]
get_tr2(ptr, TR_vecEndPos, flEnd)
if(iEnt)
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_DECAL)
engfunc(EngFunc_WriteCoord, flEnd[0])
engfunc(EngFunc_WriteCoord, flEnd[1])
engfunc(EngFunc_WriteCoord, flEnd[2])
write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
write_short(iEnt)
message_end()
}
else
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
engfunc(EngFunc_WriteCoord, flEnd[0])
engfunc(EngFunc_WriteCoord, flEnd[1])
engfunc(EngFunc_WriteCoord, flEnd[2])
write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
message_end()
}
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_GUNSHOTDECAL)
engfunc(EngFunc_WriteCoord, flEnd[0])
engfunc(EngFunc_WriteCoord, flEnd[1])
engfunc(EngFunc_WriteCoord, flEnd[2])
write_short(iAttacker)
write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
message_end()
return HAM_IGNORED
}
public zp_extra_item_selected(id, itemid)
{
if(itemid != g_itemid)
return
give_gunkata(id)
}
public fw_GunKata_AddToPlayer(item, id)
{
if(!pev_valid(item))
return HAM_IGNORED
switch(pev(item, pev_impulse))
{
case 0:
{
message_begin(MSG_ONE, g_MsgWeaponList, .player = id)
write_string(weapon_gk)
write_byte(8)
write_byte(35)
write_byte(-1)
write_byte(-1)
write_byte(1)
write_byte(1)
write_byte(CSW_GK)
write_byte(0)
message_end()
return HAM_IGNORED
}
case GK_WEAPONKEY:
{
g_has_gk[id] = true
message_begin(MSG_ONE, g_MsgWeaponList, .player = id)
write_string("weapon_gunkata")
write_byte(8)
write_byte(35)
write_byte(-1)
write_byte(-1)
write_byte(1)
write_byte(1)
write_byte(CSW_GK)
write_byte(0)
message_end()
set_pev(item, pev_impulse, 0)
return HAM_HANDLED
}
}
return HAM_IGNORED
}
public fw_Item_Deploy_Post(weapon_ent)
{
if(pev_valid(weapon_ent) != 2)
return
static id
id = fm_cs_get_weapon_ent_owner(weapon_ent)
if(get_pdata_cbase(id, m_pActiveItem) != weapon_ent)
return
if(!g_has_gk[id])
return
set_pev(id, pev_viewmodel2, GK_V_MODEL)
set_pev(id, pev_weaponmodel2, GK_P_MODEL)
switch(g_current_mode[id])
{
case MODE_RIGHT:fm_play_weapon_animation(id, GK_DRAW)
case MODE_LEFT:fm_play_weapon_animation(id, GK_DRAW2)
}
fm_set_weapon_idle_time(id, weapon_gk, GK_DRAW_TIME)
set_pdata_string(id, (492) * 4, "dualpistols", -1 , 20)
}
public fw_GunKata_WeaponIdle_Post(gk)
{
if(pev_valid(gk) != 2)
return HAM_IGNORED
new id = fm_cs_get_weapon_ent_owner(gk)
if(get_pdata_cbase(id, m_pActiveItem) != gk)
return HAM_IGNORED
if (!g_has_gk[id])
return HAM_IGNORED;
if(get_pdata_float(gk, m_flTimeWeaponIdle, WEAP_LINUX_XTRA_OFF) < 0.1)
{
switch(g_current_mode[id])
{
case MODE_RIGHT: fm_play_weapon_animation(id, GK_IDLE)
case MODE_LEFT: fm_play_weapon_animation(id, GK_IDLE2)
}
set_pdata_float(gk, m_flTimeWeaponIdle, 20.0, WEAP_LINUX_XTRA_OFF)
set_pdata_string(id, (492) * 4, "dualpistols", -1 , 20)
}
return HAM_IGNORED
}
public CurrentWeapon(id)
{
new weapon = read_data(2)
new ammo = read_data(3)
if(weapon != CSW_GK || !g_has_gk[id])
{
if(task_exists(id+GK_TASK_RESET))
{
remove_task(id+GK_TASK_RESET)
g_current_mode[id] = MODE_RIGHT
g_clip_counter[id] = 0
}
return
}
if(g_current_mode[id] >= MODE_SKILL1)
return
static Float:iSpeed, Ent
Ent = fm_find_ent_by_owner(-1, weapon_gk, id)
if(g_clip_counter[id] == 2 || g_clip_counter[id] == 5)
iSpeed = 0.5
else
iSpeed = 0.1
if(Ent)
{
set_pdata_float(Ent, m_flNextPrimaryAttack, iSpeed, WEAP_LINUX_XTRA_OFF)
set_pdata_float(Ent, m_flNextSecondaryAttack, iSpeed, WEAP_LINUX_XTRA_OFF)
}
Check_Counter(id, weapon, ammo)
}
public fw_UpdateClientData_Post(id, SendWeapons, CD_Handle)
{
if(!is_user_alive(id) || get_user_weapon(id) != CSW_GK || !g_has_gk[id])
return FMRES_IGNORED
set_cd(CD_Handle, CD_flNextAttack, get_gametime() + 0.001)
return FMRES_HANDLED
}
public fw_GunKata_PrimaryAttack(Weapon)
{
new id = get_pdata_cbase(Weapon, m_pPlayer, WEAP_LINUX_XTRA_OFF)
if (!g_has_gk[id])
return HAM_IGNORED
g_IsInPrimaryAttack = 1
pev(id,pev_punchangle, cl_pushangle[id])
set_pdata_int(Weapon, m_iShotsFired, -1)
g_clip_ammo[id] = cs_get_weapon_ammo(Weapon)
g_iClip = cs_get_weapon_ammo(Weapon)
return HAM_IGNORED
}
public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
if (eventid != g_orig_event_gk || !g_IsInPrimaryAttack)
return FMRES_IGNORED
if (!(1 <= invoker <= g_maxplayers))
return FMRES_IGNORED
engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
return FMRES_SUPERCEDE
}
public fw_GunKata_PrimaryAttack_Post(Weapon)
{
g_IsInPrimaryAttack = 0
new id = get_pdata_cbase(Weapon, m_pPlayer, WEAP_LINUX_XTRA_OFF)
if(!is_user_alive(id))
return HAM_IGNORED
new szClip, szAmmo
get_user_weapon(id, szClip, szAmmo)
if(g_iClip <= cs_get_weapon_ammo(Weapon))
return HAM_IGNORED
if(g_current_mode[id] <= MODE_LEFT)
remove_task(id+GK_TASK_RESET)
if(g_has_gk[id])
{
if (!g_clip_ammo[id])
return HAM_IGNORED
new Float:push[3]
pev(id,pev_punchangle,push)
xs_vec_sub(push,cl_pushangle[id],push)
xs_vec_mul_scalar(push, g_current_mode[id] > MODE_LEFT ? get_pcvar_float(cvar_recoil_gk) : 0.0, push)
xs_vec_add(push, cl_pushangle[id], push)
set_pev(id,pev_punchangle, push)
if(g_current_mode[id] == MODE_SKILL3 || g_current_mode[id] == MODE_SKILL4)
{
if(g_current_mode[id] == MODE_SKILL3)
g_Muzzleflash[id] = 1
else
g_Muzzleflash[id] = 2
return HAM_IGNORED
}
if (g_current_mode[id] > MODE_LEFT)
return HAM_IGNORED
if(g_clip_counter[id] <= 2)
{
if(g_clip_counter[id] == 2)
{
g_Muzzleflash[id] = 1
fm_play_weapon_animation(id, GK_SHOOT_LAST)
g_current_mode[id] = MODE_LEFT
fm_set_weapon_idle_time(id, weapon_gk, 0.5)
}
else
{
g_current_mode[id] = MODE_RIGHT
g_Muzzleflash[id] = 1
fm_play_weapon_animation(id, GK_SHOOT)
}
}
else
{
if(g_clip_counter[id] == 5)
{
g_Muzzleflash[id] = 2
fm_play_weapon_animation(id, GK_SHOOT2_LAST)
g_current_mode[id] = MODE_RIGHT
fm_set_weapon_idle_time(id, weapon_gk, 0.5)
set_task(0.3, "fix_counter", id+GK_TASK_FIX)
}
else
{
g_Muzzleflash[id] = 2
g_current_mode[id] = MODE_LEFT
fm_play_weapon_animation(id, GK_SHOOT2)
}
}
emit_sound(id, CHAN_WEAPON, GK_Sounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
}
return HAM_IGNORED
}
public fix_counter(id)
{
id -= GK_TASK_FIX
if(is_user_alive(id))
g_clip_counter[id] = 0
}
public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
if (victim != attacker && is_user_connected(attacker))
{
if(get_user_weapon(attacker) == CSW_GK)
{
if(g_has_gk[attacker] && g_current_mode[attacker] < MODE_SKILL1)
{
switch(g_HitGroup[attacker])
{
case HIT_HEAD: damage = get_pcvar_num(cvar_dmg_gk) * 1.5
case HIT_LEFTARM .. HIT_RIGHTLEG: damage = get_pcvar_num(cvar_dmg_gk) * 0.75
case HIT_CHEST, HIT_STOMACH: damage = float(get_pcvar_num(cvar_dmg_gk))
}
SetHamParamFloat(4, damage)
}
}
}
}
public message_DeathMsg(msg_id, msg_dest, id)
{
static TruncatedWeapon[33], iAttacker, iVictim, weapon[32]
copy(weapon, charsmax(weapon), weapon_gk)
replace(weapon, charsmax(weapon), "weapon_", "")
get_msg_arg_string(4, TruncatedWeapon, charsmax(TruncatedWeapon))
iAttacker = get_msg_arg_int(1)
iVictim = get_msg_arg_int(2)
if(!is_user_connected(iAttacker) || iAttacker == iVictim)
return PLUGIN_CONTINUE
if(equal(TruncatedWeapon, weapon) && get_user_weapon(iAttacker) == CSW_GK && g_has_gk[iAttacker])
set_msg_arg_string(4, "gunkata")
return PLUGIN_CONTINUE
}
public fw_GunKata_ItemPostFrame(weapon_entity)
{
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED
if (!g_has_gk[id])
return HAM_IGNORED
static iClipExtra
iClipExtra = get_pcvar_num(cvar_clip_gk)
new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF)
new iBpAmmo = cs_get_user_bpammo(id, CSW_GK)
new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
new iButton = pev(id, pev_button)
new fInReload = get_pdata_int(weapon_entity, m_fInReload, WEAP_LINUX_XTRA_OFF)
if(fInReload && flNextAttack <= 0.0 && g_current_mode[id] < MODE_SKILL1)
{
new j = min(iClipExtra - iClip, iBpAmmo)
set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF)
cs_set_user_bpammo(id, CSW_GK, iBpAmmo-j)
set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF)
fInReload = 0
}
new Float: flDelay = get_pcvar_float(cvar_cooldown_gk)
if(get_gametime() - flDelay >= g_Delay[id])
GunKata_Dance(id, weapon_entity, iButton)
return HAM_IGNORED
}
public fw_CmdStart(id, uc_handle, seed)
{
if(!is_user_alive(id) || !is_user_connected(id))
return FMRES_IGNORED
static CurButton
CurButton = get_uc(uc_handle, UC_Buttons)
if(g_current_mode[id] < MODE_SKILL1)
return FMRES_IGNORED
if(CurButton & IN_ATTACK)
{
CurButton &= ~IN_ATTACK
set_uc(uc_handle, UC_Buttons, CurButton)
}
return FMRES_IGNORED
}
public GunKata_Dance(id, weapon_entity, iButton)
{
if(get_pdata_float(id, m_flNextAttack) > 0.0)
return
if(get_pdata_float(weapon_entity, m_flNextSecondaryAttack, WEAP_LINUX_XTRA_OFF) <= 0.0 && iButton & IN_ATTACK2 && iButton & ~IN_ATTACK)
{
set_pev(id, pev_weaponmodel2, GK_P_MODEL2)
new gk_range = get_pcvar_num(cvar_radius_gk)
make_stalker(id)
switch(g_current_mode[id])
{
case MODE_RIGHT .. MODE_LEFT:
{
g_current_mode[id] = MODE_SKILL1
remove_task(id+GK_TASK_RESET)
fm_play_weapon_animation(id, GK_SKILL1)
make_senpai(id, 0)
emit_sound(id, CHAN_WEAPON, GK_Sounds[7], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
fm_set_weapon_idle_time(id, weapon_gk, 0.5)
gk_slash(id, get_pcvar_num(cvar_dmg_gk) * 2, gk_range)
set_task(1.5, "reset_mode", id+GK_TASK_RESET)
}
case MODE_SKILL1:
{
g_current_mode[id] = MODE_SKILL2
remove_task(id+GK_TASK_RESET)
fm_play_weapon_animation(id, GK_SKILL2)
make_senpai(id, 1)
emit_sound(id, CHAN_WEAPON, GK_Sounds[8], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
fm_set_weapon_idle_time(id, weapon_gk, 0.5)
gk_slash(id, get_pcvar_num(cvar_dmg_gk) * 2, gk_range)
set_task(1.5, "reset_mode", id+GK_TASK_RESET)
}
case MODE_SKILL2:
{
g_current_mode[id] = MODE_SKILL3
remove_task(id+GK_TASK_RESET)
fm_play_weapon_animation(id, GK_SKILL3)
ExecuteHamB(Ham_Weapon_PrimaryAttack, weapon_entity)
make_senpai(id, 2)
emit_sound(id, CHAN_WEAPON, GK_Sounds[9], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
fm_set_weapon_idle_time(id, weapon_gk, 1.0)
gk_slash(id, get_pcvar_num(cvar_dmg_gk) * 2, gk_range)
set_task(1.5, "reset_mode", id+GK_TASK_RESET)
}
case MODE_SKILL3:
{
g_current_mode[id] = MODE_SKILL4
remove_task(id+GK_TASK_RESET)
fm_play_weapon_animation(id, GK_SKILL4)
make_senpai(id, 3)
emit_sound(id, CHAN_WEAPON, GK_Sounds[10], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
set_task(0.5, "last_effect", id+GK_TASK_LAST)
fm_set_weapon_idle_time(id, weapon_gk, 1.0)
gk_slash(id, get_pcvar_num(cvar_dmg_gk) * 2, gk_range)
set_task(1.5, "reset_mode", id+GK_TASK_RESET)
}
case MODE_SKILL4:
{
g_current_mode[id] = MODE_SKILL5
remove_task(id+GK_TASK_RESET)
fm_play_weapon_animation(id, GK_SKILL5)
make_senpai(id, 4)
emit_sound(id, CHAN_WEAPON, GK_Sounds[11], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
fm_set_weapon_idle_time(id, weapon_gk, 0.5)
gk_slash(id, get_pcvar_num(cvar_dmg_gk) * 2, gk_range)
set_task(1.0, "reset_mode", id+GK_TASK_RESET)
}
case MODE_SKILL5:
{
g_current_mode[id] = MODE_SKILL_LAST
remove_task(id+GK_TASK_RESET)
fm_play_weapon_animation(id, GK_SKILL_LAST)
make_senpai(id, 5)
set_task(0.4, "last_effect", id+GK_TASK_LAST)
fm_set_weapon_idle_time(id, weapon_gk, 0.5)
gk_slash(id, get_pcvar_num(cvar_dmg_gk) * 2, gk_range)
set_task(1.0, "reset_mode", id+GK_TASK_RESET)
}
}
}
}
public gk_slash(id, damage, range)
{
new temp[2], weapon = get_user_weapon(id, temp[0], temp[1])
if (weapon != CSW_GK || !g_has_gk[id])
return
if(g_current_mode[id] < MODE_SKILL1)
return
static Float:origin[3], Float:vSrc[3], Float:angles[3], Float:v_forward[3], Float:v_right[3], Float:v_up[3], Float:gun_position[3], Float:player_origin[3], Float:player_view_offset[3]
pev(id, pev_v_angle, angles)
engfunc(EngFunc_MakeVectors, angles)
global_get(glb_v_forward, v_forward)
global_get(glb_v_right, v_right)
global_get(glb_v_up, v_up)
pev(id, pev_origin, player_origin)
pev(id, pev_view_ofs, player_view_offset)
xs_vec_add(player_origin, player_view_offset, gun_position)
xs_vec_mul_scalar(v_right, 0.0, v_right)
if ((pev(id, pev_flags) & FL_DUCKING) == FL_DUCKING)
xs_vec_mul_scalar(v_up, 6.0, v_up)
else
xs_vec_mul_scalar(v_up, -2.0, v_up)
xs_vec_add(gun_position, v_forward, origin)
xs_vec_add(origin, v_right, origin)
xs_vec_add(origin, v_up, origin)
vSrc[0] = origin[0]
vSrc[1] = origin[1]
vSrc[2] = origin[2]
static Float:flOrigin[3] , Float:flDistance , Float:originplayer[3]
for(new victim = 0; victim <= g_maxplayers; victim++)
{
if(is_user_alive(victim) && victim != id && get_user_team(victim) != get_user_team(id))
{
pev(victim, pev_origin, flOrigin)
pev(id, pev_origin, originplayer)
if(!get_can_see(flOrigin, originplayer))
continue
flDistance = get_distance_f(vSrc, flOrigin)
if(flDistance <= float(range))
{
new Float:dmg = float(damage)
ExecuteHamB(Ham_TakeDamage, victim , id , id, dmg, DMG_BULLET)
make_blood(victim, dmg)
}
}
}
}
public last_effect(id)
{
id -= GK_TASK_LAST
if(get_user_weapon(id) != CSW_GK || !g_has_gk[id])
return
new weapon_entity = fm_find_ent_by_owner(-1, weapon_gk, id)
switch(g_current_mode[id])
{
case MODE_SKILL4: ExecuteHamB(Ham_Weapon_PrimaryAttack, weapon_entity)
case MODE_SKILL_LAST: create_explosion(id)
}
}
stock make_stalker(id)
{
if(g_current_mode[id] < MODE_SKILL1)
return
new Float:flOrigin[3]
pev(id, pev_origin, flOrigin)
new gk_stalker = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if(!pev_valid(gk_stalker))
return
set_pev(gk_stalker, pev_classname, GK_FASTEFFECT_CLASSNAME)
engfunc(EngFunc_SetOrigin, gk_stalker, flOrigin)
set_pev(gk_stalker, pev_movetype, MOVETYPE_FOLLOW)
set_pev(gk_stalker, pev_aiment, id)
engfunc(EngFunc_SetModel, gk_stalker, GK_Effects[0])
set_pev(gk_stalker, pev_solid, SOLID_NOT)
set_pev(gk_stalker, pev_animtime, get_gametime())
set_pev(gk_stalker, pev_framerate, 1.0)
set_pev(gk_stalker, pev_sequence, 1)
set_pev(gk_stalker, pev_nextthink, get_gametime() + 1.0)
}
stock make_senpai(id, anim)
{
if(get_user_weapon(id) != CSW_GK || !g_has_gk[id])
return
new Float:flOrigin[3], Float:flAimOrigin[3], iButton
pev(id, pev_origin, flOrigin)
fm_get_aim_origin(id, flAimOrigin)
iButton = pev(id, pev_button)
new gk_senpai = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if(!pev_valid(gk_senpai))
return
set_pev(gk_senpai, pev_classname, GK_SHADOW_CLASSNAME)
engfunc(EngFunc_SetOrigin, gk_senpai, flOrigin)
fm_set_aim(gk_senpai, flAimOrigin)
engfunc(EngFunc_SetModel, gk_senpai, GK_Effects[2])
set_pev(gk_senpai, pev_solid, SOLID_NOT)
set_pev(gk_senpai, pev_animtime, 2.0)
set_pev(gk_senpai, pev_framerate, 1.0)
iButton & IN_DUCK ? set_pev(gk_senpai, pev_sequence, anim + 6) : set_pev(gk_senpai, pev_sequence, anim)
set_pev(gk_senpai, pev_life, get_gametime() + 2.0)
set_pev(gk_senpai, pev_nextthink, get_gametime() + 1.0)
}
public create_explosion(id)
{
if(get_user_weapon(id) != CSW_GK || !g_has_gk[id])
return
new Float:flOrigin[3]
pev(id, pev_origin, flOrigin)
new gk_hole = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if(!pev_valid(gk_hole))
return
set_pev(gk_hole, pev_classname, GK_EXP_CLASSNAME)
engfunc(EngFunc_SetModel, gk_hole, GK_Effects[1])
engfunc(EngFunc_SetOrigin, gk_hole, flOrigin)
set_pev(gk_hole, pev_solid, SOLID_NOT)
set_pev(gk_hole, pev_scale, get_pcvar_num(cvar_radius_gk) / 10000)
set_pev(gk_hole, pev_animtime, get_gametime())
set_pev(gk_hole, pev_framerate, 1.0)
set_pev(gk_hole, pev_sequence, 1)
set_pev(gk_hole, pev_life, get_gametime() + 0.5)
set_pev(gk_hole, pev_nextthink, get_gametime() + 0.1)
emit_sound(id, CHAN_WEAPON, GK_Sounds[13], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
static victim
victim = -1
while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, flOrigin, float(get_pcvar_num(cvar_radius_gk)))) != 0)
{
if (!is_user_alive(victim) || victim == id || get_user_team(victim) == get_user_team(id))
continue
new Float:vec[3]
new Float:oldvelo[3]
pev(victim, pev_velocity, oldvelo)
fm_create_velocity_vector(victim, id, vec)
vec[0] += oldvelo[0]
vec[1] += oldvelo[1]
set_pev(victim, pev_velocity, vec)
}
}
stock fm_get_aim_origin(index, Float:origin[3])
{
new Float:start[3], Float:view_ofs[3];
pev(index, pev_origin, start);
pev(index, pev_view_ofs, view_ofs);
xs_vec_add(start, view_ofs, start);
new Float:dest[3];
pev(index, 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, 0, index, 0);
get_tr2(0, TR_vecEndPos, origin);
return 1;
}
stock fm_set_aim(ent, Float:origin[3])
{
static Float:ent_origin[3], Float:angles[3]
pev(ent, pev_origin, ent_origin)
xs_vec_sub(origin, ent_origin, origin)
xs_vec_normalize(origin, origin)
vector_to_angle(origin, angles)
angles[0] = 0.0
set_pev(ent, pev_angles, angles)
}
public fw_Think(ent)
{
if(!pev_valid(ent))
return FMRES_IGNORED
new ClassName[32]
pev(ent, pev_classname, ClassName, charsmax(ClassName))
if(equal(ClassName, GK_EXP_CLASSNAME))
{
if(pev(ent, pev_life) - get_gametime() <= 0)
{
set_pev(ent, pev_flags, FL_KILLME)
engfunc(EngFunc_RemoveEntity, ent)
return FMRES_IGNORED
}
}
else if(equal(ClassName, GK_SHADOW_CLASSNAME))
{
if(pev(ent, pev_life) - get_gametime() <= 0)
{
set_pev(ent, pev_flags, FL_KILLME)
engfunc(EngFunc_RemoveEntity, ent)
return FMRES_IGNORED
}
}
else if(equal(ClassName, GK_FASTEFFECT_CLASSNAME))
{
static id
id = pev(ent, pev_aiment)
if(g_current_mode[id] < MODE_SKILL1)
{
set_pev(ent, pev_flags, FL_KILLME)
engfunc(EngFunc_RemoveEntity, ent)
return FMRES_IGNORED
}
}
else if(equal(ClassName, GK_HANDS_CLASSNAME))
{
static id
id = pev(ent, pev_aiment)
if(g_current_mode[id] < MODE_SKILL1)
{
set_pev(ent, pev_flags, FL_KILLME)
engfunc(EngFunc_RemoveEntity, ent)
return FMRES_IGNORED
}
}
set_pev(ent, pev_nextthink, get_gametime() + 0.1)
return FMRES_IGNORED
}
public reset_mode(id)
{
id -= GK_TASK_RESET
new weapon_entity = fm_find_ent_by_owner(-1, weapon_gk, id)
if(get_user_weapon(id) != CSW_GK || !g_has_gk[id])
return
if(g_current_mode[id] == MODE_SKILL_LAST)
{
g_current_mode[id] = MODE_RIGHT
g_clip_counter[id] = 0
ExecuteHamB(Ham_Weapon_Reload, weapon_entity)
}
else
{
g_current_mode[id] = MODE_RIGHT
g_clip_counter[id] = 0
ExecuteHamB(Ham_Item_Deploy, weapon_entity)
}
g_Delay[id] = get_gametime()
set_pev(id, pev_weaponmodel2, GK_P_MODEL)
}
stock get_can_see(Float:ent_origin[3], Float:target_origin[3])
{
new Float:hit_origin[3]
fm_trace_line(-1, ent_origin, target_origin, hit_origin)
if (!vector_distance(hit_origin, target_origin))
return 1
return 0
}
stock make_blood(id , Float:Damage)
{
new bloodColor = ExecuteHam(Ham_BloodColor, id)
new Float:origin[3]
pev(id, pev_origin, origin)
if (bloodColor == -1)
return
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
write_coord(floatround(origin[0]))
write_coord(floatround(origin[1]))
write_coord(floatround(origin[2]))
write_short(m_iBlood[1])
write_short(m_iBlood[0])
write_byte(bloodColor)
write_byte(min(max(3, floatround(Damage)/5), 16))
message_end()
}
public fw_GunKata_Reload(weapon_entity)
{
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED
if (!g_has_gk[id])
return HAM_IGNORED
if(g_current_mode[id] >= MODE_SKILL1)
return HAM_SUPERCEDE
static iClipExtra
if(g_has_gk[id])
iClipExtra = get_pcvar_num(cvar_clip_gk)
g_gk_TmpClip[id] = -1
new iBpAmmo = cs_get_user_bpammo(id, CSW_GK)
new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
if (iBpAmmo <= 0)
return HAM_SUPERCEDE
if (iClip >= iClipExtra)
return HAM_SUPERCEDE
g_gk_TmpClip[id] = iClip
return HAM_IGNORED
}
public fw_GunKata_Reload_Post(weapon_entity)
{
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED
if (!g_has_gk[id])
return HAM_IGNORED
if (g_gk_TmpClip[id] == -1)
return HAM_IGNORED
set_pdata_int(weapon_entity, m_iClip, g_gk_TmpClip[id], WEAP_LINUX_XTRA_OFF)
fm_set_weapon_idle_time(id, weapon_gk, GK_RELOAD_TIME)
set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)
switch(g_current_mode[id])
{
case MODE_RIGHT: fm_play_weapon_animation (id, GK_RELOAD)
case MODE_LEFT:
{
fm_play_weapon_animation (id, GK_RELOAD2)
g_current_mode[id] = MODE_RIGHT
g_clip_counter[id] = 0
}
}
set_pdata_string(id, (492) * 4, "dualpistols", -1 , 20)
return HAM_IGNORED
}
public fw_CheckVisibility(iEntity, pSet)
{
if(iEntity != g_Muzzleflash_Ent[MODE_RIGHT] || iEntity != g_Muzzleflash_Ent[MODE_LEFT])
return FMRES_IGNORED
forward_return(FMV_CELL, 1)
return FMRES_SUPERCEDE
}
public fw_AddToFullPack_post(esState, iE, iEnt, iHost, iHostFlags, iPlayer, pSet)
{
static Float:flOrigin[3]
pev(iPlayer, pev_origin, flOrigin)
if(iEnt == g_Muzzleflash_Ent[MODE_RIGHT])
{
if(g_Muzzleflash[iHost] == 1)
{
set_es(esState, ES_Frame, float(random_num(0, 2)))
set_es(esState, ES_RenderMode, kRenderTransAdd)
set_es(esState, ES_RenderAmt, 255.0)
g_Muzzleflash[iHost] = 0
}
set_es(esState, ES_Skin, iHost)
set_es(esState, ES_Body, MODE_RIGHT + 1)
set_es(esState, ES_AimEnt, iHost)
set_es(esState, ES_MoveType, MOVETYPE_FOLLOW)
}
else if (iEnt == g_Muzzleflash_Ent[MODE_LEFT])
{
if(g_Muzzleflash[iHost] == 2)
{
set_es(esState, ES_Frame, float(random_num(0, 2)))
set_es(esState, ES_RenderMode, kRenderTransAdd)
set_es(esState, ES_RenderAmt, 255.0)
g_Muzzleflash[iHost] = 0
}
set_es(esState, ES_Skin, iHost)
set_es(esState, ES_Body, MODE_LEFT + 2)
set_es(esState, ES_AimEnt, iHost)
set_es(esState, ES_MoveType, MOVETYPE_FOLLOW)
}
if(fm_is_ent_classname(iEnt, GK_SHADOW_CLASSNAME) && fm_entity_range(iEnt, iHost) <= 10.0)
{
set_es(esState, ES_RenderMode, kRenderTransAdd)
set_es(esState, ES_RenderAmt, 0.0)
}
}
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 fm_set_weapon_idle_time(id, const class[], Float:IdleTime)
{
static weapon_ent
weapon_ent = fm_find_ent_by_owner(-1, class, id)
if(!pev_valid(weapon_ent))
return
set_pdata_float(weapon_ent, m_flNextPrimaryAttack, IdleTime, WEAP_LINUX_XTRA_OFF)
set_pdata_float(weapon_ent, m_flNextSecondaryAttack, IdleTime, WEAP_LINUX_XTRA_OFF)
set_pdata_float(weapon_ent, m_flTimeWeaponIdle, IdleTime + 0.50, WEAP_LINUX_XTRA_OFF)
}
stock fm_play_weapon_animation(const id, const Sequence)
{
set_pev(id, pev_weaponanim, Sequence)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = id)
write_byte(Sequence)
write_byte(pev(id, pev_body))
message_end()
}
stock fm_find_ent_by_owner(index, const classname[], owner, jghgtype = 0)
{
new strtype[11] = "classname", ent = index;
switch (jghgtype)
{
case 1: strtype = "target";
case 2: strtype = "targetname";
}
while ((ent = engfunc(EngFunc_FindEntityByString, ent, strtype, classname)) && pev(ent, pev_owner) != owner) {}
return ent;
}
stock fm_give_item(index, const item[])
{
if (!equal(item, "weapon_", 7) && !equal(item, "ammo_", 5) && !equal(item, "item_", 5) && !equal(item, "tf_weapon_", 10))
return 0;
new ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item));
if (!pev_valid(ent))
return 0;
new Float:origin[3];
pev(index, pev_origin, origin);
set_pev(ent, pev_origin, origin);
set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN);
dllfunc(DLLFunc_Spawn, ent);
new save = pev(ent, pev_solid);
dllfunc(DLLFunc_Touch, ent, index);
if (pev(ent, pev_solid) != save)
return ent;
engfunc(EngFunc_RemoveEntity, ent);
return -1;
}
stock Check_Counter(id, weapon, ammo)
{
if(g_nCurWeapon[id][0] != weapon)
{
g_nCurWeapon[id][0] = weapon
g_nCurWeapon[id][1] = ammo
return
}
if(g_nCurWeapon[id][1] < ammo)
{
g_nCurWeapon[id][1] = ammo
return
}
if(g_nCurWeapon[id][1] == ammo)
return
g_nCurWeapon[id][0] = weapon
g_nCurWeapon[id][1] = ammo
g_clip_counter[id]++
}
stock fm_create_velocity_vector(victim, attacker, Float:velocity[3])
{
if(0 < victim <= g_maxplayers)
{
if(!is_user_alive(attacker) || victim == attacker || get_user_team(victim) == get_user_team(attacker))
return 0;
new Float:vicorigin[3], Float:attorigin[3]
pev(victim, pev_origin, vicorigin)
pev(attacker, pev_origin, attorigin)
new Float:origin2[3]
origin2[0] = vicorigin[0] - attorigin[0]
origin2[1] = vicorigin[1] - attorigin[1]
new Float:largestnum
if(floatabs(origin2[0]) > largestnum)
largestnum = floatabs(origin2[0])
if(floatabs(origin2[1]) > largestnum)
largestnum = floatabs(origin2[1])
origin2[0] /= largestnum
origin2[1] /= largestnum
velocity[0] = (origin2[0] * (200.0 * 1000)) / floatround(fm_entity_range(victim, attacker))
velocity[1] = (origin2[1] * (200.0 * 1000)) / floatround(fm_entity_range(victim, attacker))
if(velocity[0] <= 20.0 || velocity[1] <= 20.0)
velocity[2] = random_float(200.0 , 275.0)
}
return 1;
}
stock fm_get_user_weapon_entity(id, wid = 0)
{
new weap = wid, clip, ammo;
if (!weap && !(weap = get_user_weapon(id, clip, ammo)))
return 0;
if(!pev_valid(weap))
return 0
new class[32];
get_weaponname(weap, class, sizeof class - 1);
return fm_find_ent_by_owner(-1, class, id);
}
stock fm_trace_line(ignoreent, const Float:start[3], const Float:end[3], Float:ret[3])
{
engfunc(EngFunc_TraceLine, start, end, ignoreent == -1 ? 1 : 0, ignoreent, 0);
new ent = get_tr2(0, TR_pHit);
get_tr2(0, TR_vecEndPos, ret);
return pev_valid(ent) ? ent : 0;
}
stock Float:fm_entity_range(ent1, ent2)
{
new Float:origin1[3], Float:origin2[3]
pev(ent1, pev_origin, origin1)
pev(ent2, pev_origin, origin2)
return get_distance_f(origin1, origin2)
}
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
new Float:RenderColor[3];
RenderColor[0] = float(r);
RenderColor[1] = float(g);
RenderColor[2] = float(b);
set_pev(entity, pev_renderfx, fx);
set_pev(entity, pev_rendercolor, RenderColor);
set_pev(entity, pev_rendermode, render);
set_pev(entity, pev_renderamt, float(amount));
return 1;
}
stock bool:fm_is_ent_classname(index, const classname[])
{
if (!pev_valid(index))
return false;
new class[32];
pev(index, pev_classname, class, sizeof class - 1);
if (equal(class, classname))
return true;
return false;
}
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 == 2 && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM))
{
static wname[32]
get_weaponname(weaponid, wname, sizeof wname - 1)
engclient_cmd(id, "drop", wname)
}
}
}