Originally Posted by By Hazard
(Post 2566893)
Hi friends, I want to give the gun admin at the beginning of round thanks. ( is_user_human ) (Instead of knife)
Waiting for your help. Thanks in advance
PHP Code:
#include <amxmodx> #include <engine> #include <fakemeta> #include <fakemeta_util> #include <hamsandwich> #include <cstrike> #include <fun>
#define PLUGIN "Blood-Dripper" #define VERSION "1.0" #define AUTHOR "m4m3ts"
#define CSW_BDRIPPER CSW_MAC10 #define weapon_guillotine "weapon_mac10" #define old_event "events/mac10.sc" #define old_w_model "models/w_mac10.mdl" #define WEAPON_SECRETCODE 1329419
#define DEFAULT_AMMO 10 #define DAMAGE 10 #define BDRIP_CLASSNAME "Blood Dripper" #define WEAPON_ANIMEXT "knife"
#define Get_Ent_Data(%1,%2) get_pdata_int(%1,%2,4) #define Set_Ent_Data(%1,%2,%3) set_pdata_int(%1,%2,%3,4)
const PDATA_SAFE = 2 const OFFSET_LINUX_WEAPONS = 4 const OFFSET_WEAPONOWNER = 41 const m_flNextAttack = 83 const m_szAnimExtention = 492
new const v_model[] = "models/v_guillotine.mdl" new const p_model[] = "models/p_guillotine.mdl" new const w_model[] = "models/w_guillotine.mdl" new const KNIFE_MODEL[] = "models/guillotine_projectile.mdl" new const PECAH_MODEL[] = "models/gibs_guilotine.mdl" new const hit_wall[] = "weapons/janus9_stone1.wav" new const hit_wall2[] = "weapons/janus9_stone2.wav" new const weapon_sound[6][] = { "weapons/guillotine_catch2.wav", "weapons/guillotine_draw.wav", "weapons/guillotine_draw_empty.wav", "weapons/guillotine_explode.wav", "weapons/guillotine_red.wav", "weapons/guillotine-1.wav" }
new const WeaponResource[3][] = { "sprites/weapon_guillotine.txt", "sprites/640hud120.spr", "sprites/guillotine_lost.spr" }
enum { ANIM_IDLE = 0, ANIM_IDLE_EMPTY, ANIM_SHOOT, ANIM_DRAW, ANIM_DRAW_EMPTY, ANIM_IDLE_SHOOT, ANIM_IDLE_SHOOT2, ANIM_CATCH, ANIM_LOST }
new g_MsgDeathMsg
new g_had_guillotine[33], g_guillotine_ammo[33], shoot_mode[33], shoot_ent_mode[33], g_pecah, headshot_mode[33], ent_sentuh[33], ent_sentuh_balik[33] new g_old_weapon[33], g_smokepuff_id, m_iBlood[2], guillotine_korban[33], headshot_korban[33], gmsgScoreInfo
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<< CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_cvar("guillotine_version", "m4m3ts", FCVAR_SERVER|FCVAR_SPONLY) register_forward(FM_CmdStart, "fw_CmdStart") register_forward(FM_SetModel, "fw_SetModel") register_think(BDRIP_CLASSNAME, "fw_Think") register_touch(BDRIP_CLASSNAME, "*", "fw_touch") register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1) register_forward(FM_TraceLine, "fw_traceline", 1) register_forward(FM_AddToFullPack, "fm_addtofullpack_post", 1) RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_post", 1) RegisterHam(Ham_Weapon_WeaponIdle, weapon_guillotine, "fw_guillotineidleanim", 1) RegisterHam(Ham_Killed, "player", "fw_PlayerKilled") RegisterHam(Ham_Item_AddToPlayer, weapon_guillotine, "fw_AddToPlayer_Post", 1) register_event("CurWeapon", "Event_CurWeapon", "be", "1=1") register_clcmd("weapon_guillotine", "hook_weapon") register_clcmd("get_guillotine", "get_guillotine", ADMIN_KICK) g_MsgDeathMsg = get_user_msgid("DeathMsg") gmsgScoreInfo = get_user_msgid("ScoreInfo") }
public plugin_precache() { precache_model(v_model) precache_model(p_model) precache_model(w_model) precache_model(KNIFE_MODEL) g_pecah = precache_model(PECAH_MODEL) precache_sound(hit_wall) precache_sound(hit_wall2) for(new i = 0; i < sizeof(weapon_sound); i++) precache_sound(weapon_sound[i]) for(new i = 1; i < sizeof(WeaponResource); i++) precache_model(WeaponResource[i]) g_smokepuff_id = engfunc(EngFunc_PrecacheModel, WeaponResource[2]) m_iBlood[0] = precache_model("sprites/blood.spr") m_iBlood[1] = precache_model("sprites/bloodspray.spr") }
public fw_PlayerSpawn_post(id) { if(is_user_admin(id)) { get_guilotine(id) } } public fw_PlayerKilled(id) { remove_guillotine(id) }
public hook_weapon(id) { engclient_cmd(id, weapon_guillotine) return }
public get_guillotine(id) { if(!is_user_alive(id)) return drop_weapons(id, 1) g_had_guillotine[id] = 1 g_guillotine_ammo[id] = DEFAULT_AMMO give_item(id, weapon_guillotine) update_ammo(id) static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_guillotine, id) if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1) }
public remove_guillotine(id) { g_had_guillotine[id] = 0 }
public refill_guillotine(id) { if(g_had_guillotine[id]) g_guillotine_ammo[id] = 15 if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id]) update_ammo(id) } public fw_UpdateClientData_Post(id, sendweapons, cd_handle) { if(!is_user_alive(id) || !is_user_connected(id)) return FMRES_IGNORED if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id]) set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001) return FMRES_HANDLED }
public Event_CurWeapon(id) { if(!is_user_alive(id)) return if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id]) { set_pev(id, pev_viewmodel2, v_model) set_pev(id, pev_weaponmodel2, p_model) set_pdata_string(id, m_szAnimExtention * 4, WEAPON_ANIMEXT, -1 , 20) if(g_old_weapon[id] != CSW_BDRIPPER && g_guillotine_ammo[id] >= 1) set_weapon_anim(id, ANIM_DRAW) if(g_old_weapon[id] != CSW_BDRIPPER && g_guillotine_ammo[id] == 0) set_weapon_anim(id, ANIM_DRAW_EMPTY) update_ammo(id) } g_old_weapon[id] = get_user_weapon(id) }
public fw_guillotineidleanim(Weapon) { new id = get_pdata_cbase(Weapon, 41, 4)
if(!is_user_alive(id) || !g_had_guillotine[id] || get_user_weapon(id) != CSW_BDRIPPER) return HAM_IGNORED; if(shoot_mode[id] == 0 && g_guillotine_ammo[id] >= 1) return HAM_SUPERCEDE; if(headshot_mode[id] == 0 && shoot_mode[id] == 1 && get_pdata_float(Weapon, 48, 4) <= 0.25) { set_weapon_anim(id, ANIM_IDLE_SHOOT) set_pdata_float(Weapon, 48, 20.0, 4) return HAM_SUPERCEDE; } if(headshot_mode[id] == 1 && shoot_mode[id] == 1 && get_pdata_float(Weapon, 48, 4) <= 0.25) { set_weapon_anim(id, ANIM_IDLE_SHOOT2) set_pdata_float(Weapon, 48, 20.0, 4) return HAM_SUPERCEDE; } if(g_guillotine_ammo[id] == 0 && get_pdata_float(Weapon, 48, 4) <= 0.25) { set_weapon_anim(id, ANIM_IDLE_EMPTY) set_pdata_float(Weapon, 48, 20.0, 4) return HAM_SUPERCEDE; }
return HAM_IGNORED; }
public fw_CmdStart(id, uc_handle, seed) { if(!is_user_alive(id) || !is_user_connected(id)) return if(get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id]) return static ent; ent = fm_get_user_weapon_entity(id, CSW_BDRIPPER) if(!pev_valid(ent)) return if(get_pdata_float(ent, 46, OFFSET_LINUX_WEAPONS) > 0.0 || get_pdata_float(ent, 47, OFFSET_LINUX_WEAPONS) > 0.0) return static CurButton CurButton = get_uc(uc_handle, UC_Buttons) if(CurButton & IN_ATTACK) { CurButton &= ~IN_ATTACK set_uc(uc_handle, UC_Buttons, CurButton) if(g_guillotine_ammo[id] == 0) return if(shoot_mode[id] == 0 && get_pdata_float(id, 83, 5) <= 0.0) { g_guillotine_ammo[id]-- update_ammo(id) shoot_mode[id] = 1 FireKnife(id) set_weapon_anim(id, ANIM_SHOOT) emit_sound(id, CHAN_WEAPON, weapon_sound[5], 1.0, ATTN_NORM, 0, PITCH_NORM) set_weapons_timeidle(id, CSW_BDRIPPER, 0.7) set_player_nextattackx(id, 0.7) } } }
public FireKnife(id) { static Float:StartOrigin[3], Float:velocity[3], Float:angles[3], Float:anglestrue[3], Float:jarak_max[3] get_position(id, 2.0, 0.0, 0.0, StartOrigin) get_position(id, 700.0, 0.0, 0.0, jarak_max) pev(id,pev_v_angle,angles) static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")) if(!pev_valid(Ent)) return anglestrue[0] = 360.0 - angles[0] anglestrue[1] = angles[1] anglestrue[2] = angles[2] // Set info for ent set_pev(Ent, pev_movetype, MOVETYPE_FLY) set_pev(Ent, pev_owner, id) set_pev(Ent, pev_iuser1, id) set_pev(Ent, pev_fuser1, get_gametime() + 4.0) set_pev(Ent, pev_nextthink, halflife_time() + 0.01) entity_set_string(Ent, EV_SZ_classname, BDRIP_CLASSNAME) engfunc(EngFunc_SetModel, Ent, KNIFE_MODEL) set_pev(Ent, pev_mins, Float:{-1.0, -1.0, -1.0}) set_pev(Ent, pev_maxs, Float:{1.0, 1.0, 1.0}) set_pev(Ent, pev_origin, StartOrigin) set_pev(Ent, pev_angles, anglestrue) set_pev(Ent, pev_gravity, 0.01) set_pev(Ent, pev_solid, SOLID_BBOX) set_pev(Ent, pev_frame, 1.0) set_pev(Ent, pev_framerate, 30.0) set_pev(Ent, pev_sequence, 0) velocity_by_aim( id, 1100, velocity ) set_pev( Ent, pev_velocity, velocity ) set_pev(Ent, pev_vuser1, velocity) set_pev(Ent, pev_vuser2, jarak_max) shoot_ent_mode[id] = 0 ent_sentuh[id] = 1 ent_sentuh_balik[id] = 0 }
public fm_addtofullpack_post(es, e, user, host, host_flags, player, p_set) { if(!player) return FMRES_IGNORED if(!is_user_connected(host) || !is_user_alive(user)) return FMRES_IGNORED if(headshot_korban[user] != 1) return FMRES_IGNORED if(host == user) return FMRES_IGNORED new Float:PlayerOrigin[3], Float:anglesss[3] pev(user, pev_origin, PlayerOrigin) engfunc(EngFunc_GetBonePosition, user, 8, PlayerOrigin, anglesss) engfunc(EngFunc_SetOrigin, guillotine_korban[user], PlayerOrigin) engfunc(EngFunc_SetOrigin, guillotine_korban[user], PlayerOrigin)
return FMRES_HANDLED }
public fw_Think(Ent) { if(!pev_valid(Ent)) return static Float:pulang[3], Float:StartOriginz[3], pemilix, Float:brangkat[3], Float:jarak_max[3], Float:origin_asli[3], korban pemilix = pev(Ent, pev_iuser1) pev(Ent, pev_origin, StartOriginz) korban = pev(Ent, pev_iuser2) if(headshot_korban[korban] == 1) { if(get_gametime() - 0.2 > pev(Ent, pev_fuser3)) { Damage_guillotine(Ent, korban) set_pev(Ent, pev_fuser3, get_gametime()) } } if(ent_sentuh_balik[pemilix] == 0 && shoot_ent_mode[pemilix] == 1) { ent_sentuh_balik[pemilix] = 1 pev(pemilix, pev_origin, origin_asli) origin_asli[2] += 7.5 } if(ent_sentuh[pemilix] == 1) { ent_sentuh[pemilix] = 0 pev(Ent, pev_vuser2, jarak_max) pev(Ent, pev_vuser1, brangkat) get_speed_vector(StartOriginz, origin_asli, 1100.0, pulang) if(shoot_ent_mode[pemilix] == 1) { set_pev(Ent, pev_velocity, pulang) } else set_pev(Ent, pev_velocity, brangkat) } if(shoot_ent_mode[pemilix] == 0 && get_distance_f(StartOriginz, jarak_max) <= 10.0) { shoot_ent_mode[pemilix] = 1 ent_sentuh[pemilix] = 1 set_pev(Ent, pev_owner, 0) } if(shoot_ent_mode[pemilix] == 1 && get_distance_f(StartOriginz, origin_asli) <= 10.0) { if(is_user_alive(pemilix) && is_user_connected(pemilix) && get_user_weapon(pemilix) == CSW_BDRIPPER && g_had_guillotine[pemilix]) balik(Ent) else ancur(Ent) } else if(headshot_korban[korban] == 1) set_pev(Ent, pev_nextthink, get_gametime() + 0.2) else set_pev(Ent, pev_nextthink, halflife_time() + 0.01) }
public fw_touch(Ent, Id) { // If ent is valid if(!pev_valid(Ent)) return if(pev(Ent, pev_movetype) == MOVETYPE_NONE) return static classnameptd[32] pev(Id, pev_classname, classnameptd, 31) if (equali(classnameptd, "func_breakable")) ExecuteHamB( Ham_TakeDamage, Id, 0, 0, 80.0, DMG_GENERIC ) // Get it's origin new Float:originF[3], pemilix pemilix = pev(Ent, pev_iuser1) pev(Ent, pev_origin, originF) // Alive... if(is_user_alive(Id) && cs_get_user_team(pemilix) != cs_get_user_team(Id)) { Damage_guillotine(Ent, Id) set_pev(Ent, pev_owner, Id) ent_sentuh[pemilix] = 1 create_blood(originF) create_blood(originF) } else if(shoot_ent_mode[pemilix] == 1 && Id == pemilix) { if(is_user_alive(pemilix) && is_user_connected(pemilix) && get_user_weapon(pemilix) == CSW_BDRIPPER && g_had_guillotine[pemilix]) balik(Ent) else ancur(Ent) } else if(is_user_alive(Id) && cs_get_user_team(pemilix) == cs_get_user_team(Id)) { set_pev(Ent, pev_owner, Id) ent_sentuh[pemilix] = 1 } else { set_pev(Ent, pev_owner, 0)
if(shoot_ent_mode[pemilix] == 0) { shoot_ent_mode[pemilix] = 1 engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, hit_wall, 1.0, ATTN_STATIC, 0, PITCH_NORM) ent_sentuh[pemilix] = 1 } else ancur(Ent) } }
public ancur(Ent) { if(!pev_valid(Ent)) return static Float:origin2[3], pemilix, Float:origin3[3] pemilix = pev(Ent, pev_iuser1) entity_get_vector(Ent, EV_VEC_origin, origin2) pev(Ent, pev_origin, origin3) engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin2, 0) write_byte(TE_BREAKMODEL) engfunc(EngFunc_WriteCoord, origin2[0]) engfunc(EngFunc_WriteCoord, origin2[1]) engfunc(EngFunc_WriteCoord, origin2[2]) engfunc(EngFunc_WriteCoord, 25) engfunc(EngFunc_WriteCoord, 25) engfunc(EngFunc_WriteCoord, 25) engfunc(EngFunc_WriteCoord, random_num(-25, 25)) engfunc(EngFunc_WriteCoord, random_num(-25, 25)) engfunc(EngFunc_WriteCoord, 5) write_byte(5) write_short(g_pecah) write_byte(10) write_byte(17) write_byte(0x00) message_end() fake_smokes(origin3) engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, hit_wall2, 1.0, ATTN_STATIC, 0, PITCH_NORM) shoot_mode[pemilix] = 0 remove_entity(Ent) if(!is_user_alive(pemilix) || !is_user_connected(pemilix) || get_user_weapon(pemilix) != CSW_BDRIPPER || !g_had_guillotine[pemilix]) return set_weapon_anim(pemilix, ANIM_LOST) set_weapons_timeidle(pemilix, CSW_BDRIPPER, 2.5) set_player_nextattackx(pemilix, 2.5) set_task(1.3, "reload2", pemilix) set_task(1.4, "reload", pemilix) }
public reload(id) { if(!is_user_alive(id) || !is_user_connected(id) || get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id] || g_guillotine_ammo[id] == 0) return set_weapon_anim(id, ANIM_DRAW) }
public reload2(id) { if(!is_user_alive(id) || !is_user_connected(id) || get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id] || g_guillotine_ammo[id] == 0) return set_weapon_anim(id, ANIM_IDLE_SHOOT2) }
public balik(Ent) { if(!pev_valid(Ent)) return static id id = pev(Ent, pev_iuser1) set_weapon_anim(id, ANIM_CATCH) emit_sound(id, CHAN_WEAPON, weapon_sound[0], 1.0, ATTN_NORM, 0, PITCH_NORM) set_weapons_timeidle(id, CSW_BDRIPPER, 1.0) set_player_nextattackx(id, 1.0) shoot_mode[id] = 0 g_guillotine_ammo[id]++ update_ammo(id) remove_entity(Ent) }
public Damage_guillotine(Ent, Id) { static Owner; Owner = pev(Ent, pev_iuser1) static Attacker; if(!is_user_alive(Owner)) { Attacker = 0 return } else Attacker = Owner new bool:bIsHeadShot; // never make that one static new Float:flAdjustedDamage, bool:death switch( Get_MissileWeaponHitGroup(Ent) ) { case HIT_GENERIC: flAdjustedDamage = DAMAGE * 1.0 case HIT_STOMACH: flAdjustedDamage = DAMAGE * 1.3 case HIT_LEFTLEG, HIT_RIGHTLEG: flAdjustedDamage = DAMAGE * 1.1 case HIT_LEFTARM, HIT_RIGHTARM: flAdjustedDamage = DAMAGE * 1.2 case HIT_HEAD, HIT_CHEST: { flAdjustedDamage = DAMAGE * 1.7 bIsHeadShot = true if(headshot_mode[Owner] == 0) set_task(2.0, "balik_bro", Ent+1858941 ) headshot_mode[Owner] = 1 headshot_korban[Id] = 1 guillotine_korban[Id] = Ent set_pev(Ent, pev_iuser2, Id) set_pev(Ent, pev_sequence, 1) set_pev(Ent, pev_solid, SOLID_NOT) set_pev(Ent, pev_fuser3, 0.0) } } if(pev(Id, pev_health) <= flAdjustedDamage) death = true if(is_user_alive(Id)) { if( bIsHeadShot && death) { if(task_exists( Ent+1858941 )) remove_task( Ent + 1858941 ) set_pev(Ent, pev_sequence, 0) headshot_korban[pev(Ent, pev_iuser2)] = 0 headshot_mode[Owner] = 0 shoot_ent_mode[Owner] = 1 ent_sentuh[Owner] = 1 ent_sentuh_balik[Owner] = 0 set_pev(Ent, pev_solid, SOLID_BBOX) set_pev(Ent, pev_nextthink, halflife_time() + 0.01) kill(Attacker, Id, 1) death = false } if(death) { kill(Attacker, Id, 0) death = false } else ExecuteHamB(Ham_TakeDamage, Id, Ent, Attacker, flAdjustedDamage, DMG_BULLET) } }
public balik_bro(Ent) { Ent -= 1858941 if(!pev_valid(Ent)) return static pemilix; pemilix = pev(Ent, pev_iuser1) set_pev(Ent, pev_sequence, 0) headshot_korban[pev(Ent, pev_iuser2)] = 0 headshot_mode[pemilix] = 0 shoot_ent_mode[pemilix] = 1 ent_sentuh[pemilix] = 1 ent_sentuh_balik[pemilix] = 0 set_pev(Ent, pev_solid, SOLID_BBOX) set_pev(Ent, pev_nextthink, halflife_time() + 0.01) }
public fw_SetModel(entity, model[]) { if(!pev_valid(entity)) return FMRES_IGNORED static Classname[64] pev(entity, pev_classname, Classname, sizeof(Classname)) if(!equal(Classname, "weaponbox")) return FMRES_IGNORED static id id = pev(entity, pev_owner) if(equal(model, old_w_model)) { static weapon weapon = fm_get_user_weapon_entity(entity, CSW_BDRIPPER) if(!pev_valid(weapon)) return FMRES_IGNORED if(g_had_guillotine[id]) { set_pev(weapon, pev_impulse, WEAPON_SECRETCODE) set_pev(weapon, pev_iuser4, g_guillotine_ammo[id]) engfunc(EngFunc_SetModel, entity, w_model) g_had_guillotine[id] = 0 g_guillotine_ammo[id] = 0 return FMRES_SUPERCEDE } }
return FMRES_IGNORED; }
public fw_AddToPlayer_Post(ent, id) { if(pev(ent, pev_impulse) == WEAPON_SECRETCODE) { g_had_guillotine[id] = 1 g_guillotine_ammo[id] = pev(ent, pev_iuser4) set_pev(ent, pev_impulse, 0) } message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("WeaponList"), _, id) write_string((g_had_guillotine[id] == 1 ? "weapon_guillotine" : "weapon_mac10")) write_byte(6) write_byte(100) write_byte(-1) write_byte(-1) write_byte(0) write_byte(13) write_byte(CSW_BDRIPPER) write_byte(0) message_end() }
public update_ammo(id) { if(!is_user_alive(id)) return
static weapon_ent; weapon_ent = fm_get_user_weapon_entity(id, CSW_BDRIPPER) if(!pev_valid(weapon_ent)) return cs_set_weapon_ammo(weapon_ent, g_guillotine_ammo[id]) cs_set_user_bpammo(id, CSW_BDRIPPER, g_guillotine_ammo[id]) engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, get_user_msgid("CurWeapon"), {0, 0, 0}, id) write_byte(1) write_byte(CSW_BDRIPPER) write_byte(-1) message_end() message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("AmmoX"), _, id) write_byte(1) write_byte(g_guillotine_ammo[id]) message_end() }
public fw_traceline(Float:v1[3],Float:v2[3],noMonsters,id,ptr) { if(!is_user_alive(id)) return HAM_IGNORED if(get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id]) return HAM_IGNORED
// get crosshair aim static Float:aim[3]; get_aim(id,v1,aim); // do another trace to this spot new trace = create_tr2(); engfunc(EngFunc_TraceLine,v1,aim,noMonsters,id,trace); // copy ints set_tr2(ptr,TR_AllSolid,get_tr2(trace,TR_AllSolid)); set_tr2(ptr,TR_StartSolid,get_tr2(trace,TR_StartSolid)); set_tr2(ptr,TR_InOpen,get_tr2(trace,TR_InOpen)); set_tr2(ptr,TR_InWater,get_tr2(trace,TR_InWater)); set_tr2(ptr,TR_pHit,get_tr2(trace,TR_pHit)); set_tr2(ptr,TR_iHitgroup,get_tr2(trace,TR_iHitgroup));
// copy floats get_tr2(trace,TR_flFraction,aim[0]); set_tr2(ptr,TR_flFraction,aim[0]); get_tr2(trace,TR_flPlaneDist,aim[0]); set_tr2(ptr,TR_flPlaneDist,aim[0]); // copy vecs get_tr2(trace,TR_vecEndPos,aim); set_tr2(ptr,TR_vecEndPos,aim); get_tr2(trace,TR_vecPlaneNormal,aim); set_tr2(ptr,TR_vecPlaneNormal,aim);
// get rid of new trace free_tr2(trace);
return FMRES_IGNORED; }
get_aim(id,Float:source[3],Float:ret[3]) { static Float:vAngle[3], Float:pAngle[3], Float:dir[3], Float:temp[3];
// get aiming direction from forward global based on view angle and punch angle pev(id,pev_v_angle,vAngle); pev(id,pev_punchangle,pAngle); xs_vec_add(vAngle,pAngle,temp); engfunc(EngFunc_MakeVectors,temp); global_get(glb_v_forward,dir); /* vecEnd = vecSrc + vecDir * flDistance; */ xs_vec_mul_scalar(dir,8192.0,temp); xs_vec_add(source,temp,ret); }
public fake_smokes(Float:Origin[3]) { static TE_FLAG TE_FLAG |= TE_EXPLFLAG_NODLIGHTS TE_FLAG |= TE_EXPLFLAG_NOSOUND TE_FLAG |= TE_EXPLFLAG_NOPARTICLES engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, Origin, 0) write_byte(TE_EXPLOSION) engfunc(EngFunc_WriteCoord, Origin[0]) engfunc(EngFunc_WriteCoord, Origin[1]) engfunc(EngFunc_WriteCoord, Origin[2]) write_short(g_smokepuff_id) write_byte(6) write_byte(25) write_byte(TE_FLAG) message_end() }
stock set_weapon_anim(id, anim) { if(!is_user_alive(id)) return set_pev(id, pev_weaponanim, anim) message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id) write_byte(anim) write_byte(pev(id, pev_body)) message_end() }
stock kill(k, v, headshot) { cs_set_user_money(k, cs_get_user_money(k) + 500) set_user_frags(k, get_user_frags(k) + 1) set_msg_block(g_MsgDeathMsg,BLOCK_ONCE) set_msg_block(gmsgScoreInfo,BLOCK_ONCE) user_kill(v,1) new kteam = get_user_team(k); new vteam = get_user_team(v); new kfrags = get_user_frags(k); new kdeaths = get_user_deaths(k); new vfrags = get_user_frags(v); new vdeaths = get_user_deaths(v); emessage_begin(MSG_ALL, gmsgScoreInfo); ewrite_byte(k); ewrite_short(kfrags); ewrite_short(kdeaths); ewrite_short(0); ewrite_short(kteam); emessage_end(); emessage_begin(MSG_ALL, gmsgScoreInfo); ewrite_byte(v); ewrite_short(vfrags); ewrite_short(vdeaths); ewrite_short(0); ewrite_short(vteam); emessage_end(); emessage_begin(MSG_BROADCAST, g_MsgDeathMsg) ewrite_byte(k) ewrite_byte(v) ewrite_byte(headshot) ewrite_string("Blood Dripper") emessage_end() }
stock create_blood(const Float:origin[3]) { // Show some blood :) message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BLOODSPRITE) engfunc(EngFunc_WriteCoord, origin[0]) engfunc(EngFunc_WriteCoord, origin[1]) engfunc(EngFunc_WriteCoord, origin[2]) write_short(m_iBlood[1]) write_short(m_iBlood[0]) write_byte(75) write_byte(8) message_end() }
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 == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)) { static wname[32] get_weaponname(weaponid, wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } } }
stock Get_MissileWeaponHitGroup( iEnt ) { new Float:flStart[ 3 ], Float:flEnd[ 3 ]; pev( iEnt, pev_origin, flStart ); pev( iEnt, pev_velocity, flEnd ); xs_vec_add( flStart, flEnd, flEnd ); new ptr = create_tr2(); engfunc( EngFunc_TraceLine, flStart, flEnd, 0, iEnt, ptr ); new iHitGroup, Owner, nOhead, head Owner = pev(iEnt, pev_iuser1) nOhead = get_tr2( ptr, TR_iHitgroup ) head = set_tr2( ptr, TR_iHitgroup, HIT_HEAD ) iHitGroup = headshot_mode[Owner] ? head : nOhead free_tr2( ptr ); return iHitGroup; }
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] static Float:num; 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 return 1; }
stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[]) { static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3] pev(id, pev_origin, vOrigin) pev(id, pev_view_ofs, vUp) //for player xs_vec_add(vOrigin, vUp, vOrigin) pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles angle_vector(vAngle, ANGLEVECTOR_FORWARD, vForward) //or use EngFunc_AngleVectors 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 set_weapons_timeidle(id, WeaponId ,Float:TimeIdle) { if(!is_user_alive(id)) return static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId) if(!pev_valid(entwpn)) return set_pdata_float(entwpn, 48, TimeIdle + 0.2, OFFSET_LINUX_WEAPONS) }
stock set_player_nextattackx(id, Float:nexttime) { if(!is_user_alive(id)) return set_pdata_float(id, m_flNextAttack, nexttime, 5) }
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