03/04/2021, 10:25 PM
(Última modificación: 03/04/2021, 10:36 PM por Gstrigl. Edited 1 time in total.)
Hola!
Finalmente pude encontrarle la vuelta (gracias a [N]drs que me orientó bastante!)
El tema ahora es que necesito saber y modificar en que momento carga la habilidad si es por daño o por disparos de impactos.. necesito que sea mucho menos sea daño o cantidad de disparos..
Por otro lado tambien me gustaria saber como puedo hacer para ponerle un precio a tal arma (que todos la puedan comprar por "x" valor
Finalmente pude encontrarle la vuelta (gracias a [N]drs que me orientó bastante!)
El tema ahora es que necesito saber y modificar en que momento carga la habilidad si es por daño o por disparos de impactos.. necesito que sea mucho menos sea daño o cantidad de disparos..
Por otro lado tambien me gustaria saber como puedo hacer para ponerle un precio a tal arma (que todos la puedan comprar por "x" valor
Código PHP:
#include <amxmodx>
#include <fakemeta_util>
#include <hamsandwich>
#define PLUGIN "[ZP] Extra: CSO Weapon M3 Big Shark"
#define VERSION "1.0"
#define AUTHOR "TemplateAuthor:KORD_12.7:WeaponAuthor:PaXaN-ZOMBIE"
#pragma ctrlchar '\'
#pragma compress 1
//**********************************************
//* Weapon Settings. *
//**********************************************
#define WPNLIST
// Main
#define WEAPON_KEY 8279214
#define WEAPON_NAME "weapon_m3dragonm_paxan"
#define WEAPON_REFERANCE "weapon_xm1014"
#define WEAPON_MAX_CLIP 8
#define WEAPON_DEFAULT_AMMO 32
#define WEAPON_HIT_TO_ACTIVE 32 //32 hit on player for active B mode (Shark)
#define WEAPON_TIME_NEXT_IDLE 15.0
#define WEAPON_TIME_NEXT_ATTACK 1.0
#define WEAPON_TIME_DELAY_DEPLOY 1.0
#define WEAPON_MULTIPLIER_DAMAGE 1.65
//MissileAttack
#define WEAPON_RADIUS_EXP 200.0
#define WEAPON_DAMAGE_EXP 500.0
//SharkAttack
#define WEAPON_RADIUS_EXP2 110.0
#define WEAPON_DAMAGE_EXP2 400.0
#define ZP_ITEM_NAME "M3 Big Shark"
#define ZP_ITEM_COST 5000
// Models
#define MODEL_WORLD "models/PaXaN/Weapons/w_m3dragonm.mdl"
#define MODEL_VIEW "models/PaXaN/Weapons/v_m3dragonm.mdl"
#define MODEL_PLAYER "models/PaXaN/Weapons/p_m3dragonm.mdl"
#define SHARKMODEL "models/PaXaN/Weapons/m3dragonm_effect.mdl"
#define MISSILEMODEL "sprites/PaXaN/ef_m3water.spr"
// Sounds
#define SOUND_FIRE "weapons/m3dragonm-1_1.wav"
#define SOUND_FIRE2 "weapons/m3dragonm-2.wav"
#define SOUND_FIRE3 "weapons/m3dragonm-2.wav"
#define SOUND_EXPLODE "weapons/m3dragonm_shark_fx.wav"
#define SOUND_DRAGONFX "weapons/m3dragon_dragon_fx.wav"
#define SOUND_FLAME_LOOP "weapons/m3dragonm_gas_loop.wav"
// Sprites
#define WEAPON_HUD_TXT "sprites/weapon_m3dragonm_paxan.txt"
#define WEAPON_HUD_SPR "sprites/PaXaN/640hud188.spr"
#define WEAPON_HUD_SPR2 "sprites/PaXaN/640hud7.spr"
#define WEAPON_SPR_FLAME "sprites/PaXaN/m3dragonm_smoke.spr"
#define WEAPON_SPR_FLAME2 "sprites/PaXaN/m3dragonm_smoke2.spr"
// Animation
#define ANIM_EXTENSION "shotgun"
// Animation sequences
enum
{
ANIM_IDLE,
ANIM_SHOOT,
ANIM_SHOOT2,
ANIM_INSERT,
ANIM_AFTER_RELOAD,
ANIM_BEFOR_RELOAD,
ANIM_DRAW,
ANIM_IDLE_B,
ANIM_SHOOT_B,
ANIM_INSERT_B,
ANIM_AFTER_RELOAD_B,
ANIM_BEFOR_RELOAD_B,
ANIM_DRAW_B,
ANIM_SHOOT3
};
//**********************************************
//* Some macroses. *
//**********************************************
#define Sprite_SetScale(%0,%1) set_pev(%0, pev_scale, %1)
#define Sprite_SetFramerate(%0,%1) set_pev(%0, pev_framerate, %1)
#define POINTCONTENTS(%0) engfunc(EngFunc_PointContents, %0)
#define GET_STATE(%0) get_pdata_int(%0, m_fWeaponState, extra_offset_weapon)
#define SET_STATE(%0,%1) set_pdata_int(%0, m_fWeaponState, %1, extra_offset_weapon)
#define GET_SHOOTS(%0) get_pdata_int(%0, m_fInCheckShoots, extra_offset_weapon)
#define SET_SHOOTS(%0,%1) set_pdata_int(%0, m_fInCheckShoots, %1, extra_offset_weapon)
#define MDLL_Spawn(%0) dllfunc(DLLFunc_Spawn, %0)
#define MDLL_Touch(%0,%1) dllfunc(DLLFunc_Touch, %0, %1)
#define MDLL_USE(%0,%1) dllfunc(DLLFunc_Use, %0, %1)
#define SET_MODEL(%0,%1) engfunc(EngFunc_SetModel, %0, %1)
#define SET_ORIGIN(%0,%1) engfunc(EngFunc_SetOrigin, %0, %1)
#define SET_SIZE(%0,%1,%2) engfunc(EngFunc_SetSize, %0, %1, %2)
#define PRECACHE_MODEL(%0) engfunc(EngFunc_PrecacheModel, %0)
#define PRECACHE_SOUND(%0) engfunc(EngFunc_PrecacheSound, %0)
#define PRECACHE_GENERIC(%0) engfunc(EngFunc_PrecacheGeneric, %0)
#define MESSAGE_BEGIN(%0,%1,%2,%3) engfunc(EngFunc_MessageBegin, %0, %1, %2, %3)
#define MESSAGE_END() message_end()
#define WRITE_ANGLE(%0) engfunc(EngFunc_WriteAngle, %0)
#define WRITE_BYTE(%0) write_byte(%0)
#define WRITE_COORD(%0) engfunc(EngFunc_WriteCoord, %0)
#define WRITE_STRING(%0) write_string(%0)
#define WRITE_SHORT(%0) write_short(%0)
#define BitSet(%0,%1) (%0 |= (1 << (%1 - 1)))
#define BitClear(%0,%1) (%0 &= ~(1 << (%1 - 1)))
#define BitCheck(%0,%1) (%0 & (1 << (%1 - 1)))
//**********************************************
//* PvData Offsets. *
//**********************************************
// Linux extra offsets
#define extra_offset_weapon 4
#define extra_offset_player 5
new g_bitIsConnected;
#define m_rgpPlayerItems_CWeaponBox 34
#define m_fInCheckShoots 39
// CBasePlayerItem
#define m_pPlayer 41
#define m_pNext 42
#define m_iId 43
// CBasePlayerWeapon
#define m_flNextPrimaryAttack 46
#define m_flNextSecondaryAttack 47
#define m_flTimeWeaponIdle 48
#define m_iPrimaryAmmoType 49
#define m_iClip 51
#define m_fInSpecialReload 55
#define m_fWeaponState 74
#define m_flNextAttack 83
#define m_iLastZoom 109
// CBasePlayer
#define m_flVelocityModifier 108
#define m_fResumeZoom 110
#define m_iFOV 363
#define m_rgpPlayerItems_CBasePlayer 367
#define m_pActiveItem 373
#define m_rgAmmo_CBasePlayer 376
#define m_szAnimExtention 492
#define IsValidPev(%0) (pev_valid(%0) == 2)
//EnitityClassName
#define MUZZLE_CLASSNAME_LEFT "SmokeSharkleft"
#define MUZZLE_CLASSNAME_RIGHT "SmokeSharkright"
#define DRAGON_CLASSNAME "SharClass"
#define MISSILE_CLASSNAME "SharkMissileClass"
#define MUZZLE_CLASSNAME2 "MuzzleBigShark"
#define WATER_CLASSNAME "WaterClassShark"
#define WATERMODEL "models/PaXaN/Weapons/ef_m3dragonm_sign.mdl"
#define WEAPON_SPR_MUZZLE "sprites/PaXaN/muzzleflash106.spr"
//**********************************************
//* Let's code our weapon. *
//**********************************************
new iBlood[4];
Weapon_OnPrecache()
{
PRECACHE_SOUND_FROM_MODEL(MODEL_VIEW);
PRECACHE_MODEL(MODEL_WORLD);
PRECACHE_MODEL(MODEL_VIEW);
PRECACHE_MODEL(MODEL_PLAYER);
PRECACHE_MODEL(WATERMODEL);
PRECACHE_MODEL(SHARKMODEL);
PRECACHE_MODEL(MISSILEMODEL);
PRECACHE_SOUND(SOUND_FIRE);
PRECACHE_SOUND(SOUND_FIRE2);
PRECACHE_SOUND(SOUND_FIRE3);
PRECACHE_SOUND(SOUND_EXPLODE);
PRECACHE_SOUND(SOUND_DRAGONFX);
PRECACHE_SOUND(SOUND_FLAME_LOOP);
#if defined WPNLIST
PRECACHE_GENERIC(WEAPON_HUD_TXT);
PRECACHE_GENERIC(WEAPON_HUD_SPR);
PRECACHE_GENERIC(WEAPON_HUD_SPR2);
#endif
PRECACHE_MODEL(WEAPON_SPR_FLAME);
PRECACHE_MODEL(WEAPON_SPR_FLAME2);
PRECACHE_MODEL(WEAPON_SPR_MUZZLE);
iBlood[0] = PRECACHE_MODEL("sprites/bloodspray.spr");
iBlood[1] = PRECACHE_MODEL("sprites/blood.spr");
iBlood[2] = PRECACHE_MODEL("sprites/PaXaN/ef_m3waterbomb.spr");
iBlood[3] = PRECACHE_MODEL("sprites/PaXaN/ef_m3dragonm_water.spr");
}
Weapon_OnSpawn(const iItem)
{
// Setting world model.
SET_MODEL(iItem, MODEL_WORLD);
}
Weapon_OnDeploy(const iItem, const iPlayer, const iClip, const iAmmoPrimary, const iReloadMode, const iState)
{
#pragma unused iClip, iAmmoPrimary, iReloadMode
static iszViewModel;
if (iszViewModel || (iszViewModel = engfunc(EngFunc_AllocString, MODEL_VIEW)))
{
set_pev_string(iPlayer, pev_viewmodel2, iszViewModel);
}
static iszPlayerModel;
if (iszPlayerModel || (iszPlayerModel = engfunc(EngFunc_AllocString, MODEL_PLAYER)))
{
set_pev_string(iPlayer, pev_weaponmodel2, iszPlayerModel);
}
set_pdata_int(iItem, m_fInSpecialReload, false, extra_offset_weapon);
set_pdata_string(iPlayer, m_szAnimExtention * 4, ANIM_EXTENSION, -1, extra_offset_player * 4);
set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_DELAY_DEPLOY, extra_offset_weapon);
set_pdata_float(iPlayer, m_flNextAttack, WEAPON_TIME_DELAY_DEPLOY, extra_offset_player);
Weapon_DefaultDeploy(iPlayer, MODEL_VIEW, MODEL_PLAYER, iState ? ANIM_DRAW_B:ANIM_DRAW, ANIM_EXTENSION);
switch (iState)
{
case 1:
{
MuzzleFlash(iPlayer, WEAPON_SPR_FLAME, MUZZLE_CLASSNAME_LEFT, 0.08, 1.0, 2, 0.0, 0.0);
MuzzleFlash(iPlayer, WEAPON_SPR_FLAME, MUZZLE_CLASSNAME_RIGHT, 0.08, 1.0, 3, 29.0, 0.0);
}
}
}
Weapon_OnHolster(const iItem, const iPlayer, const iClip, const iAmmoPrimary, const iReloadMode, const iState)
{
#pragma unused iPlayer, iClip, iAmmoPrimary, iReloadMode, iState
set_pdata_int(iItem, m_fInSpecialReload, false, extra_offset_weapon);
set_pev(iItem, pev_fuser1, 0.0);
}
Weapon_OnReload(const iItem, const iPlayer, const iClip, const iAmmoPrimary, const iReloadMode, const iState)
{
#pragma unused iState
if(iAmmoPrimary <= 0)
{
return HAM_IGNORED;
}
if (iClip >=WEAPON_MAX_CLIP)
{
return HAM_IGNORED;
}
switch(iReloadMode)
{
case 0:
{
Weapon_SendAnim(iPlayer, ANIM_BEFOR_RELOAD);
set_pdata_float(iItem, m_flNextPrimaryAttack, 0.5, extra_offset_weapon);
set_pdata_float(iItem, m_flTimeWeaponIdle, 0.5, extra_offset_weapon);
set_pdata_int(iItem, m_fInSpecialReload, 1, extra_offset_weapon);
return HAM_IGNORED;
}
case 1:
{
if (get_pdata_int(iItem, m_flTimeWeaponIdle, extra_offset_weapon) > 0.0)
{
return HAM_IGNORED;
}
Weapon_SendAnim(iPlayer, ANIM_INSERT);
set_pdata_int(iItem, m_fInSpecialReload, 2, extra_offset_weapon);
set_pdata_float(iItem, m_flTimeWeaponIdle, 0.5, extra_offset_weapon);
static szAnimation[64];
formatex(szAnimation, charsmax(szAnimation), "ref_reload_shotgun");
Player_SetAnimation(iPlayer, szAnimation);
}
case 2:
{
set_pdata_int(iItem, m_iClip, iClip + 1, extra_offset_weapon);
set_pdata_int(iPlayer, 381, iAmmoPrimary-1, extra_offset_player);
set_pdata_int(iItem, m_fInSpecialReload, 1, extra_offset_weapon);
}
}
switch(iReloadMode)
{
case 0:
{
Weapon_SendAnim(iPlayer, ANIM_BEFOR_RELOAD);
set_pdata_float(iItem, m_flNextPrimaryAttack, 0.5, extra_offset_weapon);
set_pdata_float(iItem, m_flTimeWeaponIdle, 0.5, extra_offset_weapon);
set_pdata_int(iItem, m_fInSpecialReload, 1, extra_offset_weapon);
return HAM_IGNORED;
}
}
return HAM_IGNORED;
}
Weapon_OnIdle(const iItem, const iPlayer, const iClip, const iAmmoPrimary, const iReloadMode, const iState)
{
#pragma unused iClip, iAmmoPrimary
ExecuteHamB(Ham_Weapon_ResetEmptySound, iItem);
static Float:iFuser;pev(iItem, pev_fuser1, iFuser);
if (GET_STATE(iItem) && iFuser <= get_gametime())
{
engfunc(EngFunc_EmitSound, iPlayer, CHAN_ITEM, SOUND_FLAME_LOOP, 1.0, ATTN_NORM, 0, PITCH_HIGH);
set_pev(iItem, pev_fuser1, get_gametime() + 0.6);
}
if(iClip == WEAPON_MAX_CLIP)
{
if(iReloadMode == 2)
{
Weapon_ReloadEnd(iItem, iPlayer, iState);
return;
}
}
if(iAmmoPrimary <= 0)
{
if(iReloadMode == 2)
{
Weapon_ReloadEnd(iItem, iPlayer, iState);
return;
}
}
switch(iReloadMode)
{
case 1:
{
if (get_pdata_int(iItem, m_flTimeWeaponIdle, extra_offset_weapon) > 0.0)
{
return;
}
Weapon_SendAnim(iPlayer, ANIM_INSERT);
set_pdata_int(iItem, m_fInSpecialReload, 2, extra_offset_weapon);
set_pdata_float(iItem, m_flTimeWeaponIdle, 0.5, extra_offset_weapon);
static szAnimation[64];
formatex(szAnimation, charsmax(szAnimation), "ref_reload_shotgun");
Player_SetAnimation(iPlayer, szAnimation);
}
case 2:
{
set_pdata_int(iItem, m_iClip, iClip + 1, extra_offset_weapon);
set_pdata_int(iPlayer, 381, iAmmoPrimary-1, extra_offset_player);
set_pdata_int(iItem, m_fInSpecialReload, 1, extra_offset_weapon);
}
}
if(!iReloadMode)
{
if (get_pdata_int(iItem, m_flTimeWeaponIdle, extra_offset_weapon) > 0.0)
{
return;
}
set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_NEXT_IDLE, extra_offset_weapon);
Weapon_SendAnim(iPlayer, iState ? ANIM_IDLE_B:ANIM_IDLE);
}
}
Weapon_OnPrimaryAttack(const iItem, const iPlayer, const iClip, const iAmmoPrimary, const iReloadMode, const iState)
{
#pragma unused iAmmoPrimary
static iFlags, iAnimDesired;
static szAnimation[64];iFlags = pev(iPlayer, pev_flags);
if(iReloadMode > 0 && iClip > 0)
{
Weapon_ReloadEnd(iItem, iPlayer, iState);
return;
}
CallOrigFireBullets3(iItem, iPlayer)
if (iClip <= 0 || pev(iPlayer, pev_waterlevel) == 3)
{
return;
}
Punchangle(iPlayer, .iVecx = -2.5, .iVecy = 0.0, .iVecz = 0.0);
Weapon_SendAnim(iPlayer, iState ? ANIM_SHOOT3:ANIM_SHOOT);
switch (iState)
{
case 0:engfunc(EngFunc_EmitSound, iPlayer, CHAN_WEAPON, SOUND_FIRE, 0.9, ATTN_NORM, 0, PITCH_NORM);
case 1:engfunc(EngFunc_EmitSound, iPlayer, CHAN_WEAPON, SOUND_FIRE3, 0.9, ATTN_NORM, 0, PITCH_NORM);
}
set_pdata_float(iItem, m_flNextPrimaryAttack, WEAPON_TIME_NEXT_ATTACK, extra_offset_weapon);
set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_NEXT_ATTACK+1.0, extra_offset_weapon);
formatex(szAnimation, charsmax(szAnimation), iFlags & FL_DUCKING ? "crouch_shoot_%s" : "ref_shoot_%s", ANIM_EXTENSION);
if ((iAnimDesired = lookup_sequence(iPlayer, szAnimation)) == -1)
{
iAnimDesired = 0;
}
set_pev(iPlayer, pev_sequence, iAnimDesired);
Weapon_MuzzleFlash(iPlayer, WEAPON_SPR_MUZZLE, 0.08, 10.0, Float: {255.0, 255.0, 255.0}, 255.0);
if (!GET_STATE(iItem) && GET_SHOOTS(iItem) >= WEAPON_HIT_TO_ACTIVE)
{
MuzzleFlash(iPlayer, WEAPON_SPR_FLAME, MUZZLE_CLASSNAME_LEFT, 0.08, 1.0, 2, 0.0, 0.0);
MuzzleFlash(iPlayer, WEAPON_SPR_FLAME, MUZZLE_CLASSNAME_RIGHT, 0.08, 1.0, 3, 29.0, 0.0);
Weapon_SendAnim(iPlayer, ANIM_SHOOT2);
SET_STATE(iItem, 1);
SET_SHOOTS(iItem, 0);
}
}
Weapon_OnSecondaryAttack(const iItem, const iPlayer, const iClip, const iAmmoPrimary, const iReloadMode, const iState)
{
#pragma unused iAmmoPrimary, iClip, iReloadMode, iState
if (!GET_STATE(iItem))
{
return;
}
static iFlags, iAnimDesired;
static szAnimation[64];iFlags = pev(iPlayer, pev_flags);
formatex(szAnimation, charsmax(szAnimation), iFlags & FL_DUCKING ? "crouch_shoot_%s" : "ref_shoot_%s", ANIM_EXTENSION);
if ((iAnimDesired = lookup_sequence(iPlayer, szAnimation)) == -1)
{
iAnimDesired = 0;
}
set_pev(iPlayer, pev_sequence, iAnimDesired);
Weapon_SendAnim(iPlayer, ANIM_SHOOT_B);
set_pdata_float(iItem, m_flTimeWeaponIdle, 1.5, extra_offset_weapon);
set_pdata_float(iItem, m_flNextPrimaryAttack, 0.5, extra_offset_weapon);
set_pdata_float(iItem, m_flNextSecondaryAttack, 0.5, extra_offset_weapon);
Punchangle(iPlayer, .iVecx = -3.5, .iVecy = 0.0, .iVecz = 0.0);
SET_STATE(iItem, 0);
new Float:vecEnd[3];GetWeaponPosition(iPlayer, 4096.0, 0.0, 0.0, vecEnd);
new Float:vecSrc[3];GetWeaponPosition(iPlayer, 10.0, 0.0, 0.0, vecSrc);
Spawn2(iPlayer, vecSrc, vecEnd);
Weapon_MuzzleFlash(iPlayer, WEAPON_SPR_MUZZLE, 0.08, 10.0, Float: {255.0, 255.0, 255.0}, 255.0);
engfunc(EngFunc_EmitSound, iPlayer, CHAN_WEAPON, SOUND_FIRE2, 0.9, ATTN_NORM, 0, PITCH_NORM);
}
Weapon_ReloadEnd(const iItem, const iPlayer, const iState)
{
Weapon_SendAnim(iPlayer, iState ? ANIM_AFTER_RELOAD_B:ANIM_AFTER_RELOAD);
set_pdata_float(iItem, m_flNextPrimaryAttack, 0.6, extra_offset_weapon);
set_pdata_float(iItem, m_flTimeWeaponIdle, 1.4, extra_offset_weapon);
set_pdata_int(iItem, m_fInSpecialReload, 0, extra_offset_weapon);
}
//*********************************************************************
//* Don't modify the code below this line unless *
//* you know _exactly_ what you are doing!!! *
//*********************************************************************
#define MSGID_WEAPONLIST 78
new g_iItemID;
new g_iszMuzzleKey;
#define IsCustomMuzzle(%0) (pev(%0, pev_impulse) == g_iszMuzzleKey)
#define IsCustomItem(%0) (pev(%0, pev_impulse) == WEAPON_KEY)
public plugin_precache()
{
Weapon_OnPrecache();
#if defined WPNLIST
register_clcmd(WEAPON_NAME, "Cmd_WeaponSelect");
register_message(MSGID_WEAPONLIST, "MsgHook_WeaponList");
#endif
g_iszMuzzleKey = engfunc(EngFunc_AllocString, MUZZLE_CLASSNAME2);
}
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
register_forward(FM_PlaybackEvent, "FakeMeta_PlaybackEvent", false);
register_forward(FM_SetModel, "FakeMeta_SetModel", false);
register_forward(FM_UpdateClientData, "FakeMeta_UpdateClientData_Post",true);
RegisterHam(Ham_Spawn, "weaponbox", "HamHook_Weaponbox_Spawn_Post", true);
RegisterHam(Ham_TraceAttack, "func_breakable", "HamHook_Entity_TraceAttack", false);
RegisterHam(Ham_TraceAttack, "info_target", "HamHook_Entity_TraceAttack", false);
RegisterHam(Ham_TraceAttack, "player", "HamHook_Entity_TraceAttack", false);
RegisterHam(Ham_Item_Deploy, WEAPON_REFERANCE, "HamHook_Item_Deploy_Post", true);
RegisterHam(Ham_Item_Holster, WEAPON_REFERANCE, "HamHook_Item_Holster", false);
RegisterHam(Ham_Item_AddToPlayer, WEAPON_REFERANCE, "HamHook_Item_AddToPlayer", false);
RegisterHam(Ham_Weapon_Reload, WEAPON_REFERANCE, "HamHook_Item_Reload", false);
RegisterHam(Ham_Weapon_WeaponIdle, WEAPON_REFERANCE, "HamHook_Item_WeaponIdle", false);
RegisterHam(Ham_Weapon_PrimaryAttack, WEAPON_REFERANCE, "HamHook_Item_PrimaryAttack", false);
RegisterHam(Ham_Item_PostFrame, WEAPON_REFERANCE, "HamHook_Item_PostFrame", false);
RegisterHam(Ham_Think, "info_target", "HamHook_Think", false);
RegisterHam(Ham_Touch, "info_target", "HamHook_Touch", false);
RegisterHam(Ham_Think, "env_sprite", "MuzzleFlash_Think", false);
register_clcmd("say /shark","NativeGiveWeapon")
;
}
//public zp_extra_item_selected(id, itemid)
//{
// if (itemid == g_iItemID)
// {
// Weapon_Give(id);
// }
//}
public plugin_natives()
{
register_native("GetBuffM3", "NativeGiveWeapon", true)
}
public NativeGiveWeapon(iPlayer)
{
Weapon_Give(iPlayer);
}
//**********************************************
//* Block client weapon. *
//**********************************************
public FakeMeta_UpdateClientData_Post(const iPlayer, const iSendWeapons, const CD_Handle)
{
static iActiveItem;iActiveItem = get_pdata_cbase(iPlayer, m_pActiveItem, extra_offset_player);
if (!IsValidPev(iActiveItem) || !IsCustomItem(iActiveItem))
{
return FMRES_IGNORED;
}
set_cd(CD_Handle, CD_flNextAttack, get_gametime() + 0.001);
return FMRES_IGNORED;
}
//**********************************************
//* Item (weapon) hooks. *
//**********************************************
#define _call.%0(%1,%2) \
\
Weapon_On%0 \
( \
%1, \
%2, \
\
get_pdata_int(%1, m_iClip, extra_offset_weapon), \
GetAmmoInventory(%2, PrimaryAmmoIndex(%1)), \
get_pdata_int(%1, m_fInSpecialReload, extra_offset_weapon), \
GET_STATE(%1) \
)
public HamHook_Item_Deploy_Post(const iItem)
{
new iPlayer;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
_call.Deploy(iItem, iPlayer);
return HAM_IGNORED;
}
public HamHook_Item_Holster(const iItem)
{
new iPlayer;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
set_pev(iPlayer, pev_viewmodel, 0);
set_pev(iPlayer, pev_weaponmodel, 0);
_call.Holster(iItem, iPlayer);
return HAM_SUPERCEDE;
}
public HamHook_Item_WeaponIdle(const iItem)
{
static iPlayer;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
_call.Idle(iItem, iPlayer);
return HAM_SUPERCEDE;
}
public HamHook_Item_Reload(const iItem)
{
static iPlayer;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
_call.Reload(iItem, iPlayer);
return HAM_SUPERCEDE;
}
public HamHook_Item_PrimaryAttack(const iItem)
{
static iPlayer;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
_call.PrimaryAttack(iItem, iPlayer);
return HAM_SUPERCEDE;
}
public HamHook_Item_PostFrame(const iItem)
{
static iPlayer, iButton;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
if ((iButton = pev(iPlayer, pev_button)) & IN_ATTACK2 && get_pdata_float(iItem, m_flNextSecondaryAttack, extra_offset_weapon) <= 0.0)
{
_call.SecondaryAttack(iItem, iPlayer);
set_pev(iPlayer, pev_button, iButton & ~IN_ATTACK2);
}
return HAM_IGNORED;
}
public HamHook_Think(const iEntity)
{
if (!pev_valid(iEntity))
{
return HAM_IGNORED;
}
static iClassname[32];pev(iEntity, pev_classname, iClassname, sizeof(iClassname));
static iAttacker;iAttacker=pev(iEntity, pev_owner);
static Float:OriginEnt[3];pev(iEntity, pev_origin, OriginEnt);
if (equal(iClassname, MUZZLE_CLASSNAME_LEFT))
{
static iItem;iItem = get_pdata_cbase(iAttacker, m_pActiveItem, extra_offset_player);
{
set_pev(iEntity, pev_flags, pev(iEntity, pev_flags) | FL_KILLME);
return HAM_SUPERCEDE;
}
static Float:flFrame;
if (flFrame >= 29.0)flFrame=0.0;
flFrame+=random_float(0.4, 0.5);
static Float:iAmt;pev(iEntity, pev_renderamt, iAmt);
if (iAmt < 224.0)iAmt += 3.5;
set_pev(iEntity, pev_renderamt, iAmt);
set_pev(iEntity, pev_frame, flFrame);
set_pev(iEntity, pev_nextthink, get_gametime() + 0.015);
}
else if (equal(iClassname, MUZZLE_CLASSNAME_RIGHT))
{
static iItem;iItem = get_pdata_cbase(iAttacker, m_pActiveItem, extra_offset_player);
{
set_pev(iEntity, pev_flags, pev(iEntity, pev_flags) | FL_KILLME);
return HAM_SUPERCEDE;
}
static Float:flFrame;
if (flFrame >= 59.0)flFrame=30.0;
flFrame+=random_float(0.4, 0.5);
static Float:iAmt;pev(iEntity, pev_renderamt, iAmt);
if (iAmt < 224.0)iAmt += 3.5;
set_pev(iEntity, pev_renderamt, iAmt);
set_pev(iEntity, pev_frame, flFrame);
set_pev(iEntity, pev_nextthink, get_gametime() + 0.01);
}
else if (equal(iClassname, MISSILE_CLASSNAME))
{
static Float:iFuser;pev(iEntity, pev_fuser3, iFuser);
if (pev(iEntity, pev_movetype) == MOVETYPE_TOSS)
{
set_pev(iEntity, pev_velocity, Float:{0.0,0.0, -1000.0});
}
if (iFuser && iFuser <= get_gametime())
{
set_pev(iEntity, pev_flags, pev(iEntity, pev_flags) | FL_KILLME);
set_pev(iEntity, pev_fuser3, 0.0);
Spawn(pev(iEntity, pev_owner), OriginEnt);
return HAM_SUPERCEDE;
}
new Float:iAngle[3];
iAngle[0] = 0.0;
iAngle[1] = 0.0;
iAngle[2] = random_float(0.0, -360.0);
set_pev(iEntity, pev_angles, iAngle);
set_pev(iEntity, pev_nextthink, get_gametime() + 0.01);
}
else if ( equal(iClassname, DRAGON_CLASSNAME))
{
static Float:iFuser;pev(iEntity, pev_fuser2, iFuser);
if (iFuser && iFuser <= get_gametime())
{
set_pev(iEntity, pev_flags, pev(iEntity, pev_flags) | FL_KILLME);
set_pev(iEntity, pev_fuser2, 0.0);
return HAM_IGNORED;
}
new pNull = FM_NULLENT;
while((pNull = fm_find_ent_in_sphere(pNull, OriginEnt, WEAPON_RADIUS_EXP2)) != 0)
{
new Float:vOrigin[3];pev(pNull, pev_origin, vOrigin);
if (IsValidPev(pNull) && pev(pNull, pev_takedamage) != DAMAGE_NO && pev(pNull, pev_solid) != SOLID_NOT)
{
{
new Float:vOrigin[3], Float:dist, Float:damage;pev(pNull, pev_origin, vOrigin);
Create_Blood(vOrigin, iBlood[0], iBlood[1], 76, 10);
static Float:iVelo[3];pev(pNull, pev_velocity, iVelo);iVelo[0] = 0.0;iVelo[1] = 0.0;iVelo[2] += 250.0;
set_pev(pNull, pev_velocity, iVelo);
dist = get_distance_f(OriginEnt, vOrigin);damage = WEAPON_DAMAGE_EXP2 - (WEAPON_DAMAGE_EXP2/WEAPON_DAMAGE_EXP2) * dist;
if (damage > 0.0)
{
ExecuteHamB(Ham_TakeDamage, pNull, iEntity, iAttacker, damage, DMG_BULLET);
}
set_pdata_float(pNull, m_flVelocityModifier, 1.0, extra_offset_player);
}
}
}
set_pev(iEntity, pev_nextthink, get_gametime() + 0.2);
}
else if (equal(iClassname, WATER_CLASSNAME))
{
static Float:iFuser;pev(iEntity, pev_fuser4, iFuser);
if (iFuser && iFuser <= get_gametime())
{
set_pev(iEntity, pev_flags, pev(iEntity, pev_flags) | FL_KILLME);
set_pev(iEntity, pev_fuser4, 0.0);
return HAM_SUPERCEDE;
}
set_pev(iEntity, pev_nextthink, get_gametime() + 0.01);
}
return HAM_IGNORED;
}
public HamHook_Touch(const iEntity, const iOther)
{
if(!pev_valid(iEntity))
{
return HAM_IGNORED;
}
static Classname[32];pev(iEntity, pev_classname, Classname, sizeof(Classname));
static Float:OriginEnt[3];pev(iEntity, pev_origin, OriginEnt);
static Float:vOrigin[3];pev(iOther, pev_origin, vOrigin);
static iAttacker;iAttacker = pev(iEntity, pev_owner);
if (equal(Classname, MISSILE_CLASSNAME))
{
if (pev(iEntity, pev_iuser1))
{
return HAM_IGNORED;
}
set_pev(iEntity, pev_movetype, MOVETYPE_TOSS);
set_pev(iEntity, pev_renderamt, 0.0);
engfunc(EngFunc_DropToFloor, iEntity);
set_pev(iEntity, pev_iuser1, 1);
set_pev(iEntity, pev_fuser3, get_gametime() + 1.0);
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_EXPLOSION);
engfunc(EngFunc_WriteCoord, OriginEnt[0]);
engfunc(EngFunc_WriteCoord, OriginEnt[1]);
engfunc(EngFunc_WriteCoord, OriginEnt[2] + 50.0);
write_short(iBlood[2]);
write_byte(20);
write_byte(15);
write_byte(TE_EXPLFLAG_NOSOUND |TE_EXPLFLAG_NOPARTICLES|TE_EXPLFLAG_NODLIGHTS);
message_end();
new pNull = FM_NULLENT;
while((pNull = fm_find_ent_in_sphere(pNull, OriginEnt, WEAPON_RADIUS_EXP)) != 0)
{
new Float:vOrigin[3];pev(pNull, pev_origin, vOrigin);
if (IsValidPev(pNull) && pev(pNull, pev_takedamage) != DAMAGE_NO && pev(pNull, pev_solid) != SOLID_NOT)
{
{
new Float:vOrigin[3], Float:dist, Float:damage;pev(pNull, pev_origin, vOrigin);
Create_Blood(vOrigin, iBlood[0], iBlood[1], 76, 13);
set_pev(pNull, pev_velocity, {0.0, 0.0, -100.0});
dist = get_distance_f(OriginEnt, vOrigin);damage = WEAPON_DAMAGE_EXP - (WEAPON_DAMAGE_EXP/WEAPON_DAMAGE_EXP) * dist;
if (damage > 0.0)
{
ExecuteHamB(Ham_TakeDamage, pNull, iEntity, iAttacker, damage, DMG_BULLET);
}
}
}
}
engfunc(EngFunc_EmitSound, iEntity, CHAN_ITEM, SOUND_EXPLODE, 1.0, ATTN_NORM, 0, PITCH_HIGH);
return HAM_IGNORED;
}
return HAM_IGNORED;
}
//**********************************************
//* Fire Bullets. *
//**********************************************
CallOrigFireBullets3(const iItem, const iPlayer)
{
static FakeMetaTraceLine;FakeMetaTraceLine=register_forward(FM_TraceLine,"FakeMeta_TraceLine",true)
state FireBullets: Enabled;
static Float: vecPuncheAngle[3];pev(iPlayer, pev_punchangle, vecPuncheAngle);
ExecuteHam(Ham_Weapon_PrimaryAttack, iItem);
set_pev(iPlayer, pev_punchangle, vecPuncheAngle);
state FireBullets: Disabled;
unregister_forward(FM_TraceLine,FakeMetaTraceLine,true)
}
public FakeMeta_PlaybackEvent() <FireBullets: Enabled>
{
return FMRES_SUPERCEDE;
}
public FakeMeta_TraceLine(Float:vecStart[3], Float:vecEnd[3], iFlag, iIgnore, iTrase)
{
if (iFlag & IGNORE_MONSTERS)
{
return FMRES_IGNORED;
}
static Float:vecfEnd[3],iHit,iDecal,glassdecal;
if(!glassdecal)
{
glassdecal=engfunc( EngFunc_DecalIndex, "{bproof1" )
}
iHit=get_tr2(iTrase,TR_pHit)
if(iHit>0 && pev_valid(iHit))
if(pev(iHit,pev_solid)!=SOLID_BSP)return FMRES_IGNORED
else if(pev(iHit,pev_rendermode)!=0)iDecal=glassdecal
else iDecal=random_num(41,45)
else iDecal=random_num(41,45)
get_tr2(iTrase, TR_vecEndPos, vecfEnd)
engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecfEnd, 0)
write_byte(TE_GUNSHOTDECAL)
WRITE_COORD(vecfEnd[0])
WRITE_COORD(vecfEnd[1])
WRITE_COORD(vecfEnd[2])
write_short(iHit > 0 ? iHit : 0)
write_byte(iDecal)
message_end()
return FMRES_IGNORED
}
public HamHook_Entity_TraceAttack(const iEntity, const iAttacker, const Float: flDamage) <FireBullets: Enabled>
{
static iItem;iItem = get_pdata_cbase(iAttacker, m_pActiveItem, extra_offset_player);
if (!BitCheck(g_bitIsConnected, iAttacker) || !IsValidPev(iAttacker))
{
return;
}
if (!IsValidPev(iItem))
{
return;
}
{
SET_SHOOTS(iItem, GET_SHOOTS(iItem)+1);
}
SetHamParamFloat(3, flDamage * WEAPON_MULTIPLIER_DAMAGE);
}
public MsgHook_Death() </* Empty statement */> { /* Fallback */ }
public MsgHook_Death() <FireBullets: Disabled> { /* Do notning */ }
public FakeMeta_PlaybackEvent() </* Empty statement */> { return FMRES_IGNORED; }
public FakeMeta_PlaybackEvent() <FireBullets: Disabled> { return FMRES_IGNORED; }
public HamHook_Entity_TraceAttack() </* Empty statement */> { /* Fallback */ }
public HamHook_Entity_TraceAttack() <FireBullets: Disabled> { /* Do notning */ }
Weapon_Create(const Float: vecOrigin[3] = {0.0, 0.0, 0.0}, const Float: vecAngles[3] = {0.0, 0.0, 0.0})
{
new iWeapon;
static iszAllocStringCached;
if (iszAllocStringCached || (iszAllocStringCached = engfunc(EngFunc_AllocString, WEAPON_REFERANCE)))
{
iWeapon = engfunc(EngFunc_CreateNamedEntity, iszAllocStringCached);
}
if (!IsValidPev(iWeapon))
{
return FM_NULLENT;
}
MDLL_Spawn(iWeapon);
SET_ORIGIN(iWeapon, vecOrigin);
set_pdata_int(iWeapon, m_iClip, WEAPON_MAX_CLIP, extra_offset_weapon);
set_pev(iWeapon, pev_impulse, WEAPON_KEY);
set_pev(iWeapon, pev_angles, vecAngles);
Weapon_OnSpawn(iWeapon);
return iWeapon;
}
Weapon_Give(const iPlayer)
{
if (!IsValidPev(iPlayer))
{
return FM_NULLENT;
}
new iWeapon, Float: vecOrigin[3];pev(iPlayer, pev_origin, vecOrigin);
if ((iWeapon = Weapon_Create(vecOrigin)) != FM_NULLENT)
{
Player_DropWeapons(iPlayer, ExecuteHamB(Ham_Item_ItemSlot, iWeapon));
set_pev(iWeapon, pev_spawnflags, pev(iWeapon, pev_spawnflags) | SF_NORESPAWN);
MDLL_Touch(iWeapon, iPlayer);
SetAmmoInventory(iPlayer, PrimaryAmmoIndex(iWeapon), WEAPON_DEFAULT_AMMO);
return iWeapon;
}
return FM_NULLENT;
}
Player_DropWeapons(const iPlayer, const iSlot)
{
new szWeaponName[32], iItem = get_pdata_cbase(iPlayer, m_rgpPlayerItems_CBasePlayer + iSlot, extra_offset_player);
while (IsValidPev(iItem))
{
pev(iItem, pev_classname, szWeaponName, charsmax(szWeaponName));
engclient_cmd(iPlayer, "drop", szWeaponName);
iItem = get_pdata_cbase(iItem, m_pNext, extra_offset_weapon);
}
}
Weapon_SendAnim(const iPlayer, const iAnim)
{
set_pev(iPlayer, pev_weaponanim, iAnim);
MESSAGE_BEGIN(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0.0, 0.0, 0.0}, iPlayer);
WRITE_BYTE(iAnim);
WRITE_BYTE(0);
MESSAGE_END();
}
stock Spawn2(const iPlayer, const Float:iVec[3], const Float:vecEnd[3])
{
static iszAllocStringCached;
static pEntity;
if (iszAllocStringCached || (iszAllocStringCached = engfunc(EngFunc_AllocString, "info_target")))
{
pEntity = engfunc(EngFunc_CreateNamedEntity, iszAllocStringCached);
}
if (pev_valid(pEntity))
{
set_pev(pEntity, pev_movetype, MOVETYPE_FLYMISSILE);
set_pev(pEntity, pev_owner, iPlayer);
SET_MODEL(pEntity, MISSILEMODEL);
SET_ORIGIN(pEntity, iVec);
set_pev(pEntity, pev_classname, MISSILE_CLASSNAME);
set_pev(pEntity, pev_solid, SOLID_TRIGGER);
set_pev(pEntity, pev_gravity, 0.01);
set_pev(pEntity, pev_scale, 0.1);
set_pev(pEntity, pev_mins, Float:{-1.0, -1.0, -1.0});
set_pev(pEntity, pev_maxs, Float:{1.0, 1.0, 1.0});
Sprite_SetTransparency(pEntity, kRenderTransAdd, Float:{255.0,255.0,255.0}, 255.0);
set_pev(pEntity, pev_nextthink, get_gametime() + 0.01);
new Float:Velocity[3];Get_Speed_Vector(iVec, vecEnd, 2000.0, Velocity);
set_pev(pEntity, pev_velocity, Velocity);
}
}
stock Spawn(const iPlayer, const Float:iVec[3])
{
static iszAllocStringCached;
static pEntity;
if (iszAllocStringCached || (iszAllocStringCached = engfunc(EngFunc_AllocString, "info_target")))
{
pEntity = engfunc(EngFunc_CreateNamedEntity, iszAllocStringCached);
}
if (pev_valid(pEntity))
{
set_pev(pEntity, pev_movetype, MOVETYPE_TOSS);
set_pev(pEntity, pev_owner, iPlayer);
SET_MODEL(pEntity, SHARKMODEL);
SET_ORIGIN(pEntity, iVec);
set_pev(pEntity, pev_classname, DRAGON_CLASSNAME);
set_pev(pEntity, pev_solid, SOLID_NOT);
//SET_SIZE(pEntity, Float:{-100.0, -100.0, -100.0}, Float:{100.0, 100.0, 300.0});
set_pev(pEntity, pev_framerate, 0.7);
set_pev(pEntity, pev_sequence, 0);
set_pev(pEntity, pev_animtime, get_gametime());
set_pev(pEntity, pev_fuser2, get_gametime() + 3.0);
set_pev(pEntity, pev_nextthink, get_gametime() + 0.1);
}
static iszAllocStringCached2;
static pEntity2;
if (iszAllocStringCached2 || (iszAllocStringCached2 = engfunc(EngFunc_AllocString, "info_target")))
{
pEntity2 = engfunc(EngFunc_CreateNamedEntity, iszAllocStringCached2);
}
if (pev_valid(pEntity2))
{
set_pev(pEntity2, pev_movetype, MOVETYPE_TOSS);
set_pev(pEntity2, pev_owner, iPlayer);
SET_MODEL(pEntity2, WATERMODEL);
SET_ORIGIN(pEntity2, iVec);
set_pev(pEntity2, pev_classname, WATER_CLASSNAME);
set_pev(pEntity2, pev_solid, SOLID_NOT);
//SET_SIZE(pEntity, Float:{-100.0, -100.0, -100.0}, Float:{100.0, 100.0, 300.0});
set_pev(pEntity2, pev_framerate, 1.0);
set_pev(pEntity2, pev_sequence, 0);
set_pev(pEntity2, pev_animtime, get_gametime());
set_pev(pEntity2, pev_fuser4, get_gametime() + 3.5);
set_pev(pEntity2, pev_nextthink, get_gametime() + 0.1);
}
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_EXPLOSION);
engfunc(EngFunc_WriteCoord, iVec[0]);
engfunc(EngFunc_WriteCoord, iVec[1] - 60.0);
engfunc(EngFunc_WriteCoord, iVec[2] + 50.0);
write_short(iBlood[3]);
write_byte(10);
write_byte(16);
write_byte(TE_EXPLFLAG_NOSOUND |TE_EXPLFLAG_NOPARTICLES|TE_EXPLFLAG_NODLIGHTS);
message_end();
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_EXPLOSION);
engfunc(EngFunc_WriteCoord, iVec[0]);
engfunc(EngFunc_WriteCoord, iVec[1] + 60.0);
engfunc(EngFunc_WriteCoord, iVec[2] + 45.0);
write_short(iBlood[3]);
write_byte(10);
write_byte(17);
write_byte(TE_EXPLFLAG_NOSOUND |TE_EXPLFLAG_NOPARTICLES|TE_EXPLFLAG_NODLIGHTS);
message_end();
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_EXPLOSION);
engfunc(EngFunc_WriteCoord, iVec[0]);
engfunc(EngFunc_WriteCoord, iVec[1] - 20.0);
engfunc(EngFunc_WriteCoord, iVec[2] + 55.0);
write_short(iBlood[3]);
write_byte(10);
write_byte(18);
write_byte(TE_EXPLFLAG_NOSOUND |TE_EXPLFLAG_NOPARTICLES|TE_EXPLFLAG_NODLIGHTS);
message_end();
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_EXPLOSION);
engfunc(EngFunc_WriteCoord, iVec[0]);
engfunc(EngFunc_WriteCoord, iVec[1] + 20.0);
engfunc(EngFunc_WriteCoord, iVec[2] + 50.0);
write_short(iBlood[3]);
write_byte(10);
write_byte(15);
write_byte(TE_EXPLFLAG_NOSOUND |TE_EXPLFLAG_NOPARTICLES|TE_EXPLFLAG_NODLIGHTS);
message_end();
}
stock Sprite_SetTransparency(const iSprite, const iRendermode, const Float: vecColor[3], const Float: flAmt, const iFx = kRenderFxNone)
{
set_pev(iSprite, pev_rendermode, iRendermode);
set_pev(iSprite, pev_rendercolor, vecColor);
set_pev(iSprite, pev_renderamt, flAmt);
set_pev(iSprite, pev_renderfx, iFx);
}
stock MuzzleFlash(const iPlayer, const szMuzzleSprite[], const iClass[], const Float: flScale, const Float: flFramerate, const iBody, const Float:iFrame, const Float:iAmt)
{
if (global_get(glb_maxEntities) - engfunc(EngFunc_NumberOfEntities) < 100)
{
return FM_NULLENT;
}
new iSprite, iszAllocStringCached;
if (iszAllocStringCached || (iszAllocStringCached = engfunc(EngFunc_AllocString, "info_target")))
{
iSprite = engfunc(EngFunc_CreateNamedEntity, iszAllocStringCached);
}
if (!IsValidPev(iSprite))
{
return FM_NULLENT;
}
new Float:Origin[3], Float:iAngles[3];engfunc(EngFunc_GetAttachment, iPlayer, 0, Origin, iAngles);
SET_MODEL(iSprite, szMuzzleSprite);
SET_ORIGIN(iSprite, Origin);
set_pev(iSprite, pev_classname, iClass);
set_pev(iSprite, pev_owner, iPlayer);
set_pev(iSprite, pev_movetype, MOVETYPE_FOLLOW);
set_pev(iSprite, pev_skin, iPlayer);
set_pev(iSprite, pev_body, iBody);
set_pev(iSprite, pev_frame, iFrame);
set_pev(iSprite, pev_light_level, 200.0);
Sprite_SetTransparency(iSprite, kRenderTransAdd, Float:{255.0,255.0,255.0}, iAmt);
Sprite_SetFramerate(iSprite, flFramerate);
Sprite_SetScale(iSprite, flScale);
set_pev(iSprite, pev_angles, iAngles);
set_pev(iSprite, pev_nextthink, get_gametime() + 0.01);
return iSprite;
}
stock Weapon_MuzzleFlash(const iPlayer, const szMuzzleSprite[], const Float: flScale, const Float: flFramerate, const Float: vecColor[3], const Float: flBrightness)
{
if (global_get(glb_maxEntities) - engfunc(EngFunc_NumberOfEntities) < 100)
{
return FM_NULLENT;
}
static iSprite, iszAllocStringCached;
if (iszAllocStringCached || (iszAllocStringCached = engfunc(EngFunc_AllocString, "env_sprite")))
{
iSprite = engfunc(EngFunc_CreateNamedEntity, iszAllocStringCached);
}
if (!IsValidPev(iSprite))
{
return FM_NULLENT;
}
set_pev(iSprite, pev_model, szMuzzleSprite);
set_pev(iSprite, pev_spawnflags, SF_SPRITE_ONCE);
set_pev(iSprite, pev_classname, MUZZLE_CLASSNAME2);
set_pev(iSprite, pev_impulse, g_iszMuzzleKey);
set_pev(iSprite, pev_owner, iPlayer);
set_pev(iSprite, pev_aiment, iPlayer);
set_pev(iSprite, pev_body, 1);
Sprite_SetTransparency(iSprite, kRenderTransAdd, vecColor, flBrightness);
Sprite_SetFramerate(iSprite, flFramerate);
Sprite_SetScale(iSprite, flScale);
MDLL_Spawn(iSprite);
return iSprite;
}
public MuzzleFlash_Think(const iSprite)
{
static Float: flFrame;
if (!IsValidPev(iSprite) || !IsCustomMuzzle(iSprite))
{
return HAM_IGNORED;
}
if (pev(iSprite, pev_frame, flFrame) && ++flFrame - 1.0 < get_pdata_float(iSprite, 35, extra_offset_weapon)) //m_MaxFrame
{
set_pev(iSprite, pev_frame, flFrame);
set_pev(iSprite, pev_nextthink, get_gametime() + 0.035);
return HAM_SUPERCEDE;
}
set_pev(iSprite, pev_flags, FL_KILLME);
return HAM_SUPERCEDE;
}
stock Get_Speed_Vector(const Float:origin1[3], const Float:origin2[3],Float:speed, Float:new_velocity[3])
{
new_velocity[0] = origin2[0] - origin1[0]
new_velocity[1] = origin2[1] - origin1[1]
new_velocity[2] = origin2[2] - origin1[2]
new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
new_velocity[0] *= num
new_velocity[1] *= num
new_velocity[2] *= num
}
stock Weapon_DefaultDeploy(const iPlayer, const szViewModel[], const szWeaponModel[], const iAnim, const szAnimExt[])
{
set_pev(iPlayer, pev_viewmodel2, szViewModel);
set_pev(iPlayer, pev_weaponmodel2, szWeaponModel);
set_pev(iPlayer, pev_fov,90.0);
set_pdata_int(iPlayer, m_iFOV, 90, extra_offset_player);
set_pdata_int(iPlayer, m_fResumeZoom, 0, extra_offset_player);
set_pdata_int(iPlayer, m_iLastZoom, 90, extra_offset_player);
set_pdata_string(iPlayer, m_szAnimExtention * 4, szAnimExt, -1, extra_offset_player * 4);
Weapon_SendAnim(iPlayer, iAnim);
}
stock Punchangle(iPlayer, Float:iVecx = 0.0, Float:iVecy = 0.0, Float:iVecz = 0.0)
{
static Float:iVec[3];pev(iPlayer, pev_punchangle,iVec);
iVec[0] = iVecx;iVec[1] = iVecy;iVec[2] = iVecz;
set_pev(iPlayer, pev_punchangle, iVec);
}
stock GetWeaponPosition(const iPlayer, Float: forw, Float: right, Float: up, Float: vStart[])
{
new Float: vOrigin[3], Float: vAngle[3], Float: vForward[3], Float: vRight[3], Float: vUp[3];
pev(iPlayer, pev_origin, vOrigin);
pev(iPlayer, pev_view_ofs, vUp);
xs_vec_add(vOrigin, vUp, vOrigin);
pev(iPlayer, pev_v_angle, vAngle);
angle_vector(vAngle, ANGLEVECTOR_FORWARD, vForward);
angle_vector(vAngle, ANGLEVECTOR_RIGHT, vRight);
angle_vector(vAngle, ANGLEVECTOR_UP, vUp);
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up;
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up;
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up;
}
stock Create_Blood(const Float:vStart[3], const iModel, const iModel2, const iColor, const iScale)
{
MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY, vStart, 0);
WRITE_BYTE(TE_BLOODSPRITE);
WRITE_COORD(vStart[0])
WRITE_COORD(vStart[1])
WRITE_COORD(vStart[2])
WRITE_SHORT(iModel);
WRITE_SHORT(iModel2);
WRITE_BYTE(iColor);
WRITE_BYTE(iScale);
MESSAGE_END();
}
public client_putinserver(id)
{
BitSet(g_bitIsConnected, id);
}
public client_disconnect(id)
{
BitClear(g_bitIsConnected, id);
}
bool: CheckItem(const iItem, &iPlayer)
{
if (!IsValidPev(iItem) || !IsCustomItem(iItem))
{
return false;
}
iPlayer = get_pdata_cbase(iItem, m_pPlayer, extra_offset_weapon);
if (!IsValidPev(iPlayer) || !BitCheck(g_bitIsConnected, iPlayer))
{
return false;
}
return true;
}
//**********************************************
//* Weapon list update. *
//**********************************************
#if defined WPNLIST
public Cmd_WeaponSelect(const iPlayer)
{
engclient_cmd(iPlayer, WEAPON_REFERANCE);
return PLUGIN_HANDLED;
}
#endif
public HamHook_Item_AddToPlayer(const iItem, const iPlayer)
{
switch(pev(iItem, pev_impulse))
{
case 0: MsgHook_WeaponList(MSGID_WEAPONLIST, iItem, iPlayer);
case WEAPON_KEY:
{
#if defined WPNLIST
MsgHook_WeaponList(MSGID_WEAPONLIST, iItem, iPlayer);
#endif
SetAmmoInventory(iPlayer, PrimaryAmmoIndex(iItem), pev(iItem, pev_iuser2));
}
}
return HAM_IGNORED;
}
public MsgHook_WeaponList(const iMsgID, const iMsgDest, const iMsgEntity)
{
static arrWeaponListData[8];
if (!iMsgEntity)
{
new szWeaponName[32];
get_msg_arg_string(1, szWeaponName, charsmax(szWeaponName));
if (!strcmp(szWeaponName, WEAPON_REFERANCE))
{
for (new i, a = sizeof arrWeaponListData; i < a; i++)
{
arrWeaponListData[i] = get_msg_arg_int(i + 2);
}
}
}
else
{
if (!IsCustomItem(iMsgDest) && pev(iMsgDest, pev_impulse))
{
return;
}
MESSAGE_BEGIN(MSG_ONE, iMsgID, {0.0, 0.0, 0.0}, iMsgEntity);
WRITE_STRING(IsCustomItem(iMsgDest) ? WEAPON_NAME : WEAPON_REFERANCE);
for (new i, a = sizeof arrWeaponListData; i < a; i++)
{
WRITE_BYTE(arrWeaponListData[i]);
}
MESSAGE_END();
}
}
//**********************************************
//* Weaponbox world model. *
//**********************************************
public HamHook_Weaponbox_Spawn_Post(const iWeaponBox)
{
if (IsValidPev(iWeaponBox))
{
state (IsValidPev(pev(iWeaponBox, pev_owner))) WeaponBox: Enabled;
}
return HAM_IGNORED;
}
public FakeMeta_SetModel(const iEntity) <WeaponBox: Enabled>
{
state WeaponBox: Disabled;
if (!IsValidPev(iEntity))
{
return FMRES_IGNORED;
}
#define MAX_ITEM_TYPES 6
for (new i, iItem; i < MAX_ITEM_TYPES; i++)
{
iItem = get_pdata_cbase(iEntity, m_rgpPlayerItems_CWeaponBox + i, extra_offset_weapon);
if (IsValidPev(iItem) && IsCustomItem(iItem))
{
SET_MODEL(iEntity, MODEL_WORLD);
set_pev(iItem, pev_iuser2, GetAmmoInventory(pev(iEntity,pev_owner), PrimaryAmmoIndex(iItem)))
return FMRES_SUPERCEDE;
}
}
return FMRES_IGNORED;
}
public FakeMeta_SetModel() </* Empty statement */> { /* Fallback */ return FMRES_IGNORED; }
public FakeMeta_SetModel() < WeaponBox: Disabled > { /* Do nothing */ return FMRES_IGNORED; }
//**********************************************
//* Ammo Inventory. *
//**********************************************
PrimaryAmmoIndex(const iItem)
{
return get_pdata_int(iItem, m_iPrimaryAmmoType, extra_offset_weapon);
}
GetAmmoInventory(const iPlayer, const iAmmoIndex)
{
if (iAmmoIndex == -1)
{
return -1;
}
return get_pdata_int(iPlayer, m_rgAmmo_CBasePlayer + iAmmoIndex, extra_offset_player);
}
SetAmmoInventory(const iPlayer, const iAmmoIndex, const iAmount)
{
if (iAmmoIndex == -1)
{
return 0;
}
set_pdata_int(iPlayer, m_rgAmmo_CBasePlayer + iAmmoIndex, iAmount, extra_offset_player);
return 1;
}
stock Player_SetAnimation(const iPlayer, const szAnim[])
{
if(!is_user_alive(iPlayer))return;
#define ACT_RANGE_ATTACK1 28
// Linux extra offsets
#define extra_offset_animating 4
// CBaseAnimating
#define m_flFrameRate 36
#define m_flGroundSpeed 37
#define m_flLastEventCheck 38
#define m_fSequenceFinished 39
#define m_fSequenceLoops 40
// CBaseMonster
#define m_Activity 73
#define m_IdealActivity 74
// CBasePlayer
#define m_flLastAttackTime 220
new iAnimDesired, Float: flFrameRate, Float: flGroundSpeed, bool: bLoops;
if ((iAnimDesired = lookup_sequence(iPlayer, szAnim, flFrameRate, bLoops, flGroundSpeed)) == -1)
{
iAnimDesired = 0;
}
new Float: flGametime = get_gametime();
set_pev(iPlayer, pev_frame, 0.0);
set_pev(iPlayer, pev_framerate, 1.0);
set_pev(iPlayer, pev_animtime, flGametime );
set_pev(iPlayer, pev_sequence, iAnimDesired);
set_pdata_int(iPlayer, m_fSequenceLoops, bLoops, extra_offset_animating);
set_pdata_int(iPlayer, m_fSequenceFinished, 0, extra_offset_animating);
set_pdata_float(iPlayer, m_flFrameRate, flFrameRate, extra_offset_animating);
set_pdata_float(iPlayer, m_flGroundSpeed, flGroundSpeed, extra_offset_animating);
set_pdata_float(iPlayer, m_flLastEventCheck, flGametime , extra_offset_animating);
set_pdata_int(iPlayer, m_Activity, ACT_RANGE_ATTACK1, extra_offset_player);
set_pdata_int(iPlayer, m_IdealActivity, ACT_RANGE_ATTACK1, extra_offset_player);
set_pdata_float(iPlayer, m_flLastAttackTime, flGametime , extra_offset_player);
}
PRECACHE_SOUND_FROM_MODEL(const szModelPath[])
{
new iFile;
if ((iFile = fopen(szModelPath, "rt")))
{
new szSoundPath[64];
new iNumSeq, iSeqIndex;
new iEvent, iNumEvents, iEventIndex;
fseek(iFile, 164, SEEK_SET);
fread(iFile, iNumSeq, BLOCK_INT);
fread(iFile, iSeqIndex, BLOCK_INT);
for (new k, i = 0; i < iNumSeq; i++)
{
fseek(iFile, iSeqIndex + 48 + 176 * i, SEEK_SET);
fread(iFile, iNumEvents, BLOCK_INT);
fread(iFile, iEventIndex, BLOCK_INT);
fseek(iFile, iEventIndex + 176 * i, SEEK_SET);
for (k = 0; k < iNumEvents; k++)
{
fseek(iFile, iEventIndex + 4 + 76 * k, SEEK_SET);
fread(iFile, iEvent, BLOCK_INT);
fseek(iFile, 4, SEEK_CUR);
if (iEvent != 5004)
{
continue;
}
fread_blocks(iFile, szSoundPath, 64, BLOCK_CHAR);
if (strlen(szSoundPath))
{
strtolower(szSoundPath);
PRECACHE_SOUND(szSoundPath);
}
}
}
}
fclose(iFile);
}