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View Full Version : Mediguns works wrong


SkyeOfGrey
07-24-2013, 08:20
When i deployed Ubercharge with 4 different mediguns(medigun, kritz, quickfix, vaccinator), Ubercharge deploys wrongly.

In fact, each Mediguns have their own Ubercharge. but in this case, Ubercharges doesn't match with their own mediguns.

this is my code:

#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#include <tf2>
#include <tf2_stocks>
#include <tf2items>

new Handle:hWeaponMedigun = INVALID_HANDLE;
new Handle:hWeaponQuickFix = INVALID_HANDLE;
new Handle:hWeaponVaccinator = INVALID_HANDLE;
new Handle:hWeaponKritzkrieg = INVALID_HANDLE;

public OnPluginStart()
{
RegAdminCmd("sm_test", command_test, ADMFLAG_GENERIC, "gives medigun");
RegAdminCmd("sm_test2", command_test2, ADMFLAG_GENERIC, "gives kritz");
RegAdminCmd("sm_test3", command_test3, ADMFLAG_GENERIC, "gives q-fix");
RegAdminCmd("sm_test4", command_test4, ADMFLAG_GENERIC, "gives vaccinator");

SetStockMedigun();
}

SetStockMedigun()
{
// Stock Medi-Gun
hWeaponMedigun = TF2Items_CreateItem(OVERRIDE_ALL);
TF2Items_SetClassname(hWeaponMedigun, "tf_weapon_medigun");
TF2Items_SetItemIndex(hWeaponMedigun, 29);
TF2Items_SetQuality(hWeaponMedigun, 6);
//TF2Items_SetLevel(hWeaponMedigun, 0);
TF2Items_SetNumAttributes(hWeaponMedigun, 0);

// Kritzkrieg
hWeaponKritzkrieg = TF2Items_CreateItem(OVERRIDE_ALL);
TF2Items_SetClassname(hWeaponKritzkrieg, "tf_weapon_medigun");
TF2Items_SetItemIndex(hWeaponKritzkrieg, 35);
TF2Items_SetQuality(hWeaponKritzkrieg, 6);
TF2Items_SetAttribute(hWeaponKritzkrieg, 0, 18, 1.0);
TF2Items_SetAttribute(hWeaponKritzkrieg, 1, 292, 2.0);
TF2Items_SetAttribute(hWeaponKritzkrieg, 2, 293, 1.0);
TF2Items_SetAttribute(hWeaponKritzkrieg, 3, 9, 1.25);
TF2Items_SetNumAttributes(hWeaponKritzkrieg, 4);

// Quick Fix
hWeaponQuickFix = TF2Items_CreateItem(OVERRIDE_ALL);
TF2Items_SetClassname(hWeaponQuickFix, "tf_weapon_medigun");
TF2Items_SetItemIndex(hWeaponQuickFix, 411);
TF2Items_SetQuality(hWeaponQuickFix, 6);
//TF2Items_SetLevel(hWeaponQuickFix, 0);
TF2Items_SetAttribute(hWeaponQuickFix, 0, 8, 1.4);
TF2Items_SetAttribute(hWeaponQuickFix, 1, 231, 2.0);
TF2Items_SetAttribute(hWeaponQuickFix, 2, 10, 1.25);
TF2Items_SetAttribute(hWeaponQuickFix, 3, 105, 0.5);
TF2Items_SetNumAttributes(hWeaponQuickFix, 4);

// Vaccinator
hWeaponVaccinator = TF2Items_CreateItem(OVERRIDE_ALL);
TF2Items_SetClassname(hWeaponVaccinator, "tf_weapon_medigun");
TF2Items_SetItemIndex(hWeaponVaccinator, 998);
TF2Items_SetQuality(hWeaponVaccinator, 6);
//TF2Items_SetLevel(hWeaponVaccinator, 0);
TF2Items_SetAttribute(hWeaponVaccinator, 0, 144, 3.0);
TF2Items_SetAttribute(hWeaponVaccinator, 1, 473, 3.0);
TF2Items_SetAttribute(hWeaponVaccinator, 2, 10, 1.5);
TF2Items_SetAttribute(hWeaponVaccinator, 3, 479, 0.34);
TF2Items_SetAttribute(hWeaponVaccinator, 4, 292, 1.0);
TF2Items_SetAttribute(hWeaponVaccinator, 5, 293, 2.0);
TF2Items_SetNumAttributes(hWeaponVaccinator, 6);
}

public Action:command_test(client, args)
{
TF2_RemoveWeaponSlot(client, 1);

new iEntity = TF2Items_GiveNamedItem(client, hWeaponMedigun);
EquipPlayerWeapon(client, iEntity);

return Plugin_Continue;
}

public Action:command_test2(client, args)
{
TF2_RemoveWeaponSlot(client, 1);

new iEntity = TF2Items_GiveNamedItem(client, hWeaponKritzkrieg);
EquipPlayerWeapon(client, iEntity);

return Plugin_Continue;
}

public Action:command_test3(client, args)
{
TF2_RemoveWeaponSlot(client, 1);

new iEntity = TF2Items_GiveNamedItem(client, hWeaponQuickFix);
EquipPlayerWeapon(client, iEntity);

return Plugin_Continue;
}

public Action:command_test4(client, args)
{
TF2_RemoveWeaponSlot(client, 1);

new iEntity = TF2Items_GiveNamedItem(client, hWeaponVaccinator);
EquipPlayerWeapon(client, iEntity);

return Plugin_Continue;
}


in this script, mediguns have their original attributes(non-custom, non-removed).

sorry for bad english :3

SkyeOfGrey
07-24-2013, 08:24
oh, i forgot this:

Sourcemod :
1.6.0-hg3958 for Windows

Metamod :
1.10.0-hg849 for Windows

TF2Items :
1.6.0-hg253 for Windows