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-   -   How to add new unlock in Gunxp mod (https://forums.alliedmods.net/showthread.php?t=326010)

benqcon 07-15-2020 04:14

How to add new unlock in Gunxp mod
 
Hello,
I'm a beginner in coding and making plugins, and right now I'm working on ZM4 mod with gunxp mod
but the problem is every new unlock I make it doesn't work, IT DOES APPEAR in the menu but when I choose it nothing happens and the weapon doesn't change.

This is the new unlock I made:

Code:

#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <fun>
#include <gunxpmod>

#define PLUGIN "Thunderbolt"
#define VERSION "2014"
#define AUTHOR "Dias"

#define DAMAGE 550
#define DEFAULT_AMMO 20
#define RELOAD_TIME 2.67

#define CSW_THUNDERBOLT CSW_AWP
#define weapon_thunderbolt "weapon_awp"
#define old_event "events/awp.sc"
#define old_w_model "models/w_awp.mdl"
#define WEAPON_SECRETCODE 4234234

#define V_MODEL "models/v_sfsniperF.mdl"
#define P_MODEL "models/p_sfsniper.mdl"
#define W_MODEL "models/w_sfsniper.mdl"

#define SNIP_MODEL_R "models/v_sfsightR.mdl"
#define SNIP_MODEL_B "models/v_sfsightB.mdl"

new const WeaponSounds[5][] =
{
        "weapons/sfsniper-1.wav",
        "weapons/sfsniper_insight1.wav",
        "weapons/sfsniper_zoom.wav",
        "weapons/sfsniper_idle.wav",
        "weapons/sfsniper_draw.wav"
}

new const WeaponResources[4][] =
{
        "sprites/weapon_sfsniperF.txt",
        "sprites/640hud2_2.spr",
        "sprites/640hud10_2.spr",
        "sprites/640hud81_2.spr"
}

enum
{
        TB_ANIM_IDLE = 0,
        TB_ANIM_SHOOT,
        TB_ANIM_DRAW
}

enum
{
        ZOOM_NONE = 0,
        ZOOM_ACT
}

// MACROS
#define Get_BitVar(%1,%2) (%1 & (1 << (%2 & 31)))
#define Set_BitVar(%1,%2) %1 |= (1 << (%2 & 31))
#define UnSet_BitVar(%1,%2) %1 &= ~(1 << (%2 & 31))

new g_Had_Thunderbolt, g_Zoom[33]
new g_IsAlive
new Float:CheckDelay[33], Float:CheckDelay2[33], Float:CheckDelay3[33], g_TempAttack
new g_Msg_CurWeapon, g_Msg_AmmoX, g_Msg_WeaponList
new g_Beam_SprId, g_HamBot_Register, g_Event_Thunderbolt

public plugin_init()
{
        register_plugin(PLUGIN, VERSION, AUTHOR)
        register_gxm_item("[ZM4]Thunderbolt(AWP) ", "+Power +Scope", 5000, 19, GUN_SECTION_RIFLE, 0, CSW_AWP)
       
        register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
        register_event("DeathMsg", "Event_Death", "a")
       
        register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)       
        register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")               
        register_forward(FM_SetModel, "fw_SetModel")       
        register_forward(FM_CmdStart, "fw_CmdStart")
        register_forward(FM_EmitSound, "fw_EmitSound")
        register_forward(FM_TraceLine, "fw_TraceLine")
        register_forward(FM_TraceHull, "fw_TraceHull")
       
        RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1)
        RegisterHam(Ham_Item_AddToPlayer, weapon_thunderbolt, "fw_AddToPlayer_Post", 1)
        RegisterHam(Ham_Item_Deploy, weapon_thunderbolt, "fw_Item_Deploy_Post", 1)       
        RegisterHam(Ham_Weapon_WeaponIdle, weapon_thunderbolt, "fw_Weapon_WeaponIdle_Post", 1)
        RegisterHam(Ham_Weapon_SecondaryAttack, "weapon_awp", "fw_Weapon_SecondaryAttack")
       
        g_Msg_CurWeapon = get_user_msgid("CurWeapon")
        g_Msg_AmmoX = get_user_msgid("AmmoX")       
        g_Msg_WeaponList = get_user_msgid("WeaponList")
       
        register_clcmd("weapon_sfsniperF", "CLCMD_HookWeapon")
        register_clcmd("say tb", "Get_Thunderbolt")
}

public plugin_precache()
{
        precache_model(V_MODEL)
        precache_model(P_MODEL)
        precache_model(W_MODEL)
       
        precache_model(SNIP_MODEL_R)
        precache_model(SNIP_MODEL_B)
       
        for(new i = 0; i < sizeof(WeaponSounds); i++)
                engfunc(EngFunc_PrecacheSound, WeaponSounds[i])
        for(new i = 0; i < sizeof(WeaponResources); i++)
        {
                if(i == 0) engfunc(EngFunc_PrecacheGeneric, WeaponResources[0])
                else engfunc(EngFunc_PrecacheModel, WeaponResources[i])
        }
       
        g_Beam_SprId =  engfunc(EngFunc_PrecacheModel, "sprites/laserbeam.spr")
}

public client_putinserver(id)
{
        if(is_user_bot(id) && !g_HamBot_Register)
        {
                g_HamBot_Register = 1
                set_task(0.1, "Do_RegisterHamBot", id)
        }
       
        UnSet_BitVar(g_TempAttack, id)
        UnSet_BitVar(g_IsAlive, id)
}

public Do_RegisterHamBot(id)
{
        RegisterHamFromEntity(Ham_Spawn, id, "fw_PlayerSpawn_Post", 1)
}

public fw_PrecacheEvent_Post(type, const name[])
{
        if(equal(old_event, name)) g_Event_Thunderbolt = get_orig_retval()
}

public Get_Thunderbolt(id)
{
        g_Zoom[id] = ZOOM_NONE
        Set_BitVar(g_Had_Thunderbolt, id)
       
        give_item(id, weapon_thunderbolt)
       
        static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_thunderbolt, id)
        if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 10)
       
        cs_set_user_bpammo(id, CSW_THUNDERBOLT, DEFAULT_AMMO)
}

public Remove_Thunderbolt(id)
{
        g_Zoom[id] = ZOOM_NONE
        UnSet_BitVar(g_Had_Thunderbolt, id)
}

public Event_CurWeapon(id)
{
        static CSWID; CSWID = read_data(2)
        if(CSWID != CSW_THUNDERBOLT || !Get_BitVar(g_Had_Thunderbolt, id))
                return
               
        /*
        if(cs_get_user_zoom(id) > 1) // Zoom
        {
                emit_sound(id, CHAN_WEAPON, WeaponSounds[2], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
                if(!Get_BitVar(g_Zoomed, id))
                {
                        //set_pev(id, pev_viewmodel2, SNIP_MODEL
                        Set_BitVar(g_Zoomed, id)
                }
        } else { // Not Zoom
                emit_sound(id, CHAN_WEAPON, WeaponSounds[2], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
                set_pev(id, pev_viewmodel2, V_MODEL)
                UnSet_BitVar(g_Zoomed, id)
        }*/
       
        UpdateAmmo(id, -1, cs_get_user_bpammo(id, CSW_THUNDERBOLT))
}

public Event_Death()
{
        static Victim; Victim = read_data(2)
        UnSet_BitVar(g_IsAlive, Victim)
}

public CLCMD_HookWeapon(id)
{
        engclient_cmd(id, weapon_thunderbolt)
        return
}

public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
        if(!Get_BitVar(g_IsAlive, id))
                return FMRES_IGNORED       
        if(get_user_weapon(id) == CSW_THUNDERBOLT && Get_BitVar(g_Had_Thunderbolt, id))
                set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
       
        return FMRES_HANDLED
}

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_Event_Thunderbolt)
                return FMRES_IGNORED
        if(!Get_BitVar(g_IsAlive, invoker))
                return FMRES_IGNORED               
        if(get_user_weapon(invoker) != CSW_THUNDERBOLT || !Get_BitVar(g_Had_Thunderbolt, invoker))
                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_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_THUNDERBOLT)
               
                if(!pev_valid(weapon))
                        return FMRES_IGNORED
               
                if(Get_BitVar(g_Had_Thunderbolt, id))
                {
                        UnSet_BitVar(g_Had_Thunderbolt, id)
                       
                        set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
                        set_pev(weapon, pev_iuser4, cs_get_user_bpammo(id, CSW_THUNDERBOLT))
                       
                        engfunc(EngFunc_SetModel, entity, W_MODEL)
                       
                        return FMRES_SUPERCEDE
                }
        }

        return FMRES_IGNORED;
}

public fw_CmdStart(id, UcHandle, Seed)
{
        if(!Get_BitVar(g_IsAlive, id))
                return
        if(get_user_weapon(id) != CSW_THUNDERBOLT || !Get_BitVar(g_Had_Thunderbolt, id))
                return
        if(get_pdata_float(id, 83, 5) > 0.0)
                return
       
        static CurButton; CurButton = get_uc(UcHandle, UC_Buttons)
        if(CurButton & IN_ATTACK)
        {
                CurButton &= ~IN_ATTACK
                set_uc(UcHandle, UC_Buttons, CurButton)
               
                if(get_gametime() - RELOAD_TIME > CheckDelay[id])
                {
                        Thunderbolt_Shooting(id)
                       
                        CheckDelay[id] = get_gametime()
                }
        }
       
        if(CurButton & IN_ATTACK2)
        {
                //CurButton &= ~IN_ATTACK2
                //set_uc(UcHandle, UC_Buttons, CurButton)
                //cs_set_user_
                //cs_set_user_zoom(id, CS_SET_NO_ZOOM, 1)
               
                if(get_gametime() - 0.5 > CheckDelay3[id])
                {
                        switch(g_Zoom[id])
                        {
                                case ZOOM_NONE: Activate_Zoom(id, ZOOM_ACT)
                                case ZOOM_ACT: Activate_Zoom(id, ZOOM_NONE)
                                default: Activate_Zoom(id, ZOOM_NONE)
                        }
                       
                        CheckDelay3[id] = get_gametime()
                }
        }
       
        if(get_gametime() - 0.25 > CheckDelay2[id])
        {
                static Body, Target; get_user_aiming(id, Target, Body, 99999)
               
                if(g_Zoom[id] == ZOOM_ACT)
                {
                        if(Get_BitVar(g_IsAlive, Target)) 
                        {
                                emit_sound(id, CHAN_WEAPON, WeaponSounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
                                set_pev(id, pev_viewmodel2, SNIP_MODEL_R)
                        } else {
                                set_pev(id, pev_viewmodel2, SNIP_MODEL_B)
                        }
                }
               
                CheckDelay2[id] = get_gametime()
        }
}

public Activate_Zoom(id, Level)
{
        switch(Level)
        {
                case ZOOM_NONE:
                {
                        g_Zoom[id] = Level
                        set_pev(id, pev_viewmodel2, V_MODEL)
                }
                case ZOOM_ACT:
                {
                        g_Zoom[id] = Level
                       
                        set_pev(id, pev_viewmodel2, SNIP_MODEL_B)
                        emit_sound(id, CHAN_WEAPON, WeaponSounds[2], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
                }
                default:
                {
                        g_Zoom[id] = ZOOM_NONE
                        Set_UserFov(id, 90)
                       
                        set_pev(id, pev_viewmodel2, V_MODEL)
                }
        }
}

public fw_EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
{
        if(!Get_BitVar(g_IsAlive, id))
                return FMRES_IGNORED
        if(!Get_BitVar(g_TempAttack, id))
                return FMRES_IGNORED
               
        if(sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i')
        {
                if(sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a')
                        return FMRES_SUPERCEDE
                if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't')
                {
                        if (sample[17] == 'w')  return FMRES_SUPERCEDE
                        else  return FMRES_SUPERCEDE
                }
                if (sample[14] == 's' && sample[15] == 't' && sample[16] == 'a')
                        return FMRES_SUPERCEDE;
        }
       
        return FMRES_IGNORED
}

public fw_TraceLine(Float:vector_start[3], Float:vector_end[3], ignored_monster, id, handle)
{
        if(!Get_BitVar(g_IsAlive, id))
                return FMRES_IGNORED
        if(!Get_BitVar(g_TempAttack, id))
                return FMRES_IGNORED
       
        static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
       
        pev(id, pev_origin, fOrigin)
        pev(id, pev_view_ofs, view_ofs)
        xs_vec_add(fOrigin, view_ofs, vecStart)
        pev(id, pev_v_angle, v_angle)
       
        engfunc(EngFunc_MakeVectors, v_angle)
        get_global_vector(GL_v_forward, v_forward)

        xs_vec_mul_scalar(v_forward, 0.0, v_forward)
        xs_vec_add(vecStart, v_forward, vecEnd)
       
        engfunc(EngFunc_TraceLine, vecStart, vecEnd, ignored_monster, id, handle)
       
        return FMRES_SUPERCEDE
}

public fw_TraceHull(Float:vector_start[3], Float:vector_end[3], ignored_monster, hull, id, handle)
{
        if(!Get_BitVar(g_IsAlive, id))
                return FMRES_IGNORED
        if(!Get_BitVar(g_TempAttack, id))
                return FMRES_IGNORED
       
        static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
       
        pev(id, pev_origin, fOrigin)
        pev(id, pev_view_ofs, view_ofs)
        xs_vec_add(fOrigin, view_ofs, vecStart)
        pev(id, pev_v_angle, v_angle)
       
        engfunc(EngFunc_MakeVectors, v_angle)
        get_global_vector(GL_v_forward, v_forward)
       
        xs_vec_mul_scalar(v_forward, 0.0, v_forward)
        xs_vec_add(vecStart, v_forward, vecEnd)
       
        engfunc(EngFunc_TraceHull, vecStart, vecEnd, ignored_monster, hull, id, handle)
       
        return FMRES_SUPERCEDE
}

public fw_PlayerSpawn_Post(id) Set_BitVar(g_IsAlive, id)
public fw_AddToPlayer_Post(ent, id)
{
        if(pev(ent, pev_impulse) == WEAPON_SECRETCODE)
        {
                Set_BitVar(g_Had_Thunderbolt, id)
                cs_set_user_bpammo(id, CSW_THUNDERBOLT, pev(ent, pev_iuser4))
               
                set_pev(ent, pev_impulse, 0)
        }                       
       
        message_begin(MSG_ONE_UNRELIABLE, g_Msg_WeaponList, _, id)
        write_string((Get_BitVar(g_Had_Thunderbolt, id) ? "weapon_sfsniperF" : "weapon_awp"))
        write_byte(1)
        write_byte(30)
        write_byte(-1)
        write_byte(-1)
        write_byte(0)
        write_byte(2)
        write_byte(CSW_THUNDERBOLT)
        write_byte(0)
        message_end()
}

public fw_Item_Deploy_Post(Ent)
{
        if(pev_valid(Ent) != 2)
                return
        static Id; Id = get_pdata_cbase(Ent, 41, 4)
        if(get_pdata_cbase(Id, 373) != Ent)
                return
        if(!Get_BitVar(g_Had_Thunderbolt, Id))
                return
       
        set_pev(Id, pev_viewmodel2, V_MODEL)
        set_pev(Id, pev_weaponmodel2, P_MODEL)
       
        Set_WeaponAnim(Id, TB_ANIM_DRAW)
        remove_task(Id+111)
}

public fw_Weapon_WeaponIdle_Post(Ent)
{
        if(pev_valid(Ent) != 2)
                return HAM_IGNORED       
        static Id; Id = get_pdata_cbase(Ent, 41, 4)
        if(get_pdata_cbase(Id, 373) != Ent)
                return HAM_IGNORED       
        if(!Get_BitVar(g_Had_Thunderbolt, Id))
                return HAM_IGNORED       

        if(get_pdata_float(Ent, 48, 4) <= 0.1)
        {
                Set_WeaponAnim(Id, TB_ANIM_IDLE)
                set_pdata_float(Ent, 48, 20.0, 4)
        }
       
        return HAM_IGNORED       
}

public fw_Weapon_SecondaryAttack(Ent)
{
        static Id; Id = get_pdata_cbase(Ent, 41, 4)
        //if(get_pdata_cbase(Id, 373) != Ent)
                //return HAM_IGNORED       
        if(!Get_BitVar(g_Had_Thunderbolt, Id))
                return HAM_IGNORED       
               
        return HAM_SUPERCEDE
}

public Thunderbolt_Shooting(id)
{
        if(cs_get_user_bpammo(id, CSW_THUNDERBOLT) <= 0)
                return
               
        Set_BitVar(g_TempAttack, id)
        static Ent; Ent = fm_get_user_weapon_entity(id, CSW_KNIFE)
        if(pev_valid(Ent)) ExecuteHamB(Ham_Weapon_PrimaryAttack, Ent)
        UnSet_BitVar(g_TempAttack, id)
       
        cs_set_user_bpammo(id, CSW_THUNDERBOLT, cs_get_user_bpammo(id, CSW_THUNDERBOLT) - 1)
        set_pev(id, pev_viewmodel2, V_MODEL)
       
        set_task(RELOAD_TIME - 0.15, "Set_SniperModel", id+111)
       
        Set_WeaponAnim(id, TB_ANIM_SHOOT)
        emit_sound(id, CHAN_WEAPON, WeaponSounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)       
       
        Make_FakePunch(id)
       
        // Set Idle
        Ent = fm_get_user_weapon_entity(id, CSW_THUNDERBOLT)
        if(pev_valid(Ent))
        {
                set_pdata_float(id, 83, RELOAD_TIME, 5)
               
                set_pdata_float(Ent, 46, RELOAD_TIME, 4)
                set_pdata_float(Ent, 47, RELOAD_TIME, 4)
                set_pdata_float(Ent, 48, RELOAD_TIME + 0.25, 4)
        }
               
        Check_Damage(id)
               
        // Set Bullet reject
        set_pdata_float(id, 111, 0.0)
}

public Set_SniperModel(id)
{
        id -= 111
        if(!is_user_alive(id))
                return
        if(!Get_BitVar(g_Had_Thunderbolt, id))
                return
        if(g_Zoom[id] != ZOOM_ACT)
                return
               
        g_Zoom[id] = ZOOM_ACT
        set_pev(id, pev_viewmodel2, SNIP_MODEL_B)
}

public Make_FakePunch(id)
{
        static Float:PunchAngles[3]
        PunchAngles[0] = random_float(-3.5, -7.0)
       
        set_pev(id, pev_punchangle, PunchAngles)
}

public Check_Damage(id)
{
        static Float:StartOrigin[3], Float:EndOrigin[3], Float:EndOrigin2[3]
       
        Stock_Get_Postion(id, 40.0, 7.5, -5.0, StartOrigin)
        Stock_Get_Postion(id, 4096.0, 0.0, 0.0, EndOrigin)
       
        static TrResult; TrResult = create_tr2()
        engfunc(EngFunc_TraceLine, StartOrigin, EndOrigin, IGNORE_MONSTERS, id, TrResult)
        get_tr2(TrResult, TR_vecEndPos, EndOrigin2)
        free_tr2(TrResult)
       
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(TE_BEAMPOINTS)
        engfunc(EngFunc_WriteCoord, StartOrigin[0])
        engfunc(EngFunc_WriteCoord, StartOrigin[1])
        engfunc(EngFunc_WriteCoord, StartOrigin[2])
        engfunc(EngFunc_WriteCoord, EndOrigin2[0])
        engfunc(EngFunc_WriteCoord, EndOrigin2[1])
        engfunc(EngFunc_WriteCoord, EndOrigin2[2])
        write_short(g_Beam_SprId)
        write_byte(0)
        write_byte(0)
        write_byte(10)
        write_byte(25)
        write_byte(0)
        write_byte(0)
        write_byte(0)
        write_byte(200)
        write_byte(200)
        write_byte(0)
        message_end()       

        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(TE_SPARKS) //TE_SPARKS
        engfunc(EngFunc_WriteCoord, EndOrigin2[0])
        engfunc(EngFunc_WriteCoord, EndOrigin2[1])
        engfunc(EngFunc_WriteCoord, EndOrigin2[2])
        message_end()       
       
        DealDamage(id, StartOrigin, EndOrigin2)       
}

public DealDamage(id, Float:Start[3], Float:End[3])
{
        static TrResult; TrResult = create_tr2()
       
        // Trace First Time
        engfunc(EngFunc_TraceLine, Start, End, DONT_IGNORE_MONSTERS, id, TrResult)
        new pHit1; pHit1 = get_tr2(TrResult, TR_pHit)
        static Float:End1[3]; get_tr2(TrResult, TR_vecEndPos, End1)
       
        if(is_user_alive(pHit1))
        {
                do_attack(id, pHit1, 0, float(DAMAGE) * 1.5)
                engfunc(EngFunc_TraceLine, End1, End, DONT_IGNORE_MONSTERS, pHit1, TrResult)
        } else engfunc(EngFunc_TraceLine, End1, End, DONT_IGNORE_MONSTERS, -1, TrResult)
       
        // Trace Second Time
        new pHit2; pHit2 = get_tr2(TrResult, TR_pHit)
        static Float:End2[3]; get_tr2(TrResult, TR_vecEndPos, End2)
       
        if(is_user_alive(pHit2))
        {
                do_attack(id, pHit2, 0, float(DAMAGE) * 1.5)
                engfunc(EngFunc_TraceLine, End2, End, DONT_IGNORE_MONSTERS, pHit2, TrResult)
        } else engfunc(EngFunc_TraceLine, End2, End, DONT_IGNORE_MONSTERS, -1, TrResult)
       
        // Trace Third Time
        new pHit3; pHit3 = get_tr2(TrResult, TR_pHit)
        static Float:End3[3]; get_tr2(TrResult, TR_vecEndPos, End3)
       
        if(is_user_alive(pHit3))
        {
                do_attack(id, pHit3, 0, float(DAMAGE) * 1.5)
                engfunc(EngFunc_TraceLine, End3, End, DONT_IGNORE_MONSTERS, pHit3, TrResult)
        } else engfunc(EngFunc_TraceLine, End3, End, DONT_IGNORE_MONSTERS, -1, TrResult)
       
        // Trace Fourth Time
        new pHit4; pHit4 = get_tr2(TrResult, TR_pHit)
        if(is_user_alive(pHit4)) do_attack(id, pHit4, 0, float(DAMAGE) * 1.5)

        free_tr2(TrResult)
}

public UpdateAmmo(Id, Ammo, BpAmmo)
{
        static weapon_ent; weapon_ent = fm_get_user_weapon_entity(Id, CSW_THUNDERBOLT)
        if(pev_valid(weapon_ent))
        {
                if(BpAmmo > 0) cs_set_weapon_ammo(weapon_ent, 1)
                else cs_set_weapon_ammo(weapon_ent, 0)
        }
       
        engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, g_Msg_CurWeapon, {0, 0, 0}, Id)
        write_byte(1)
        write_byte(CSW_THUNDERBOLT)
        write_byte(-1)
        message_end()
       
        message_begin(MSG_ONE_UNRELIABLE, g_Msg_AmmoX, _, Id)
        write_byte(1)
        write_byte(BpAmmo)
        message_end()
       
        cs_set_user_bpammo(Id, CSW_THUNDERBOLT, BpAmmo)
}

stock Set_WeaponAnim(id, anim)
{
        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 Stock_Get_Postion(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
}


do_attack(Attacker, Victim, Inflictor, Float:fDamage)
{
        fake_player_trace_attack(Attacker, Victim, fDamage)
        fake_take_damage(Attacker, Victim, fDamage, Inflictor)
}

fake_player_trace_attack(iAttacker, iVictim, &Float:fDamage)
{
        // get fDirection
        new Float:fAngles[3], Float:fDirection[3]
        pev(iAttacker, pev_angles, fAngles)
        angle_vector(fAngles, ANGLEVECTOR_FORWARD, fDirection)
       
        // get fStart
        new Float:fStart[3], Float:fViewOfs[3]
        pev(iAttacker, pev_origin, fStart)
        pev(iAttacker, pev_view_ofs, fViewOfs)
        xs_vec_add(fViewOfs, fStart, fStart)
       
        // get aimOrigin
        new iAimOrigin[3], Float:fAimOrigin[3]
        get_user_origin(iAttacker, iAimOrigin, 3)
        IVecFVec(iAimOrigin, fAimOrigin)
       
        // TraceLine from fStart to AimOrigin
        new ptr; ptr = create_tr2()
        engfunc(EngFunc_TraceLine, fStart, fAimOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr)
        new pHit; pHit = get_tr2(ptr, TR_pHit)
        new iHitgroup; iHitgroup = get_tr2(ptr, TR_iHitgroup)
        new Float:fEndPos[3]
        get_tr2(ptr, TR_vecEndPos, fEndPos)

        // get target & body at aiming
        new iTarget, iBody
        get_user_aiming(iAttacker, iTarget, iBody)
       
        // if aiming find target is iVictim then update iHitgroup
        if (iTarget == iVictim)
        {
                iHitgroup = iBody
        }
       
        // if ptr find target not is iVictim
        else if (pHit != iVictim)
        {
                // get AimOrigin in iVictim
                new Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3]
                pev(iVictim, pev_origin, fVicOrigin)
                pev(iVictim, pev_view_ofs, fVicViewOfs)
                xs_vec_add(fVicViewOfs, fVicOrigin, fAimInVictim)
                fAimInVictim[2] = fStart[2]
                fAimInVictim[2] += get_distance_f(fStart, fAimInVictim) * floattan( fAngles[0] * 2.0, degrees )
               
                // check aim in size of iVictim
                new iAngleToVictim; iAngleToVictim = get_angle_to_target(iAttacker, fVicOrigin)
                iAngleToVictim = abs(iAngleToVictim)
                new Float:fDis; fDis = 2.0 * get_distance_f(fStart, fAimInVictim) * floatsin( float(iAngleToVictim) * 0.5, degrees )
                new Float:fVicSize[3]
                pev(iVictim, pev_size , fVicSize)
                if ( fDis <= fVicSize[0] * 0.5 )
                {
                        // TraceLine from fStart to aimOrigin in iVictim
                        new ptr2; ptr2 = create_tr2()
                        engfunc(EngFunc_TraceLine, fStart, fAimInVictim, DONT_IGNORE_MONSTERS, iAttacker, ptr2)
                        new pHit2; pHit2 = get_tr2(ptr2, TR_pHit)
                        new iHitgroup2; iHitgroup2 = get_tr2(ptr2, TR_iHitgroup)
                       
                        // if ptr2 find target is iVictim
                        if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) )
                        {
                                pHit = iVictim
                                iHitgroup = iHitgroup2
                                get_tr2(ptr2, TR_vecEndPos, fEndPos)
                        }
                       
                        free_tr2(ptr2)
                }
               
                // if pHit still not is iVictim then set default HitGroup
                if (pHit != iVictim)
                {
                        // set default iHitgroup
                        iHitgroup = HIT_GENERIC
                       
                        new ptr3; ptr3 = create_tr2()
                        engfunc(EngFunc_TraceLine, fStart, fVicOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr3)
                        get_tr2(ptr3, TR_vecEndPos, fEndPos)
                       
                        // free ptr3
                        free_tr2(ptr3)
                }
        }
       
        // set new Hit & Hitgroup & EndPos
        set_tr2(ptr, TR_pHit, iVictim)
        set_tr2(ptr, TR_iHitgroup, iHitgroup)
        set_tr2(ptr, TR_vecEndPos, fEndPos)

        // ExecuteHam
        fake_trake_attack(iAttacker, iVictim, fDamage, fDirection, ptr)
       
        // free ptr
        free_tr2(ptr)
}

stock fake_trake_attack(iAttacker, iVictim, Float:fDamage, Float:fDirection[3], iTraceHandle, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
        ExecuteHamB(Ham_TraceAttack, iVictim, iAttacker, fDamage, fDirection, iTraceHandle, iDamageBit)
}

stock fake_take_damage(iAttacker, iVictim, Float:fDamage, iInflictor, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
        ExecuteHamB(Ham_TakeDamage, iVictim, iInflictor, iAttacker, fDamage, iDamageBit)
}

stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize = 0.0)
{
        new Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3]
        pev(id, pev_origin, fOrigin)
        get_user_origin(id, iAimOrigin, 3) // end position from eyes
        IVecFVec(iAimOrigin, fAimOrigin)
        xs_vec_sub(fAimOrigin, fOrigin, fV1)
       
        new Float:fV2[3]
        xs_vec_sub(fTarget, fOrigin, fV2)
       
        new iResult; iResult = get_angle_between_vectors(fV1, fV2)
       
        if (TargetSize > 0.0)
        {
                new Float:fTan; fTan = TargetSize / get_distance_f(fOrigin, fTarget)
                new fAngleToTargetSize; fAngleToTargetSize = floatround( floatatan(fTan, degrees) )
                iResult -= (iResult > 0) ? fAngleToTargetSize : -fAngleToTargetSize
        }
       
        return iResult
}

stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3])
{
        new Float:fA1[3], Float:fA2[3]
        engfunc(EngFunc_VecToAngles, fV1, fA1)
        engfunc(EngFunc_VecToAngles, fV2, fA2)
       
        new iResult; iResult = floatround(fA1[1] - fA2[1])
        iResult = iResult % 360
        iResult = (iResult > 180) ? (iResult - 360) : iResult
       
        return iResult
}

stock Set_UserFov(id, FOV)
{
        if(!is_user_connected(id))
                return
               
        set_pdata_int(id, 363, FOV, 5)
        set_pev(id, pev_fov, FOV)
}


younesbelakhdar2225 12-09-2021 13:54

Re: How to add new unlock in Gunxp mod
 
give me this mod please
iam playing gux xp mod since childhood

Cristian505 12-09-2021 16:43

Re: How to add new unlock in Gunxp mod
 
Quote:

Originally Posted by younesbelakhdar2225 (Post 2765434)
give me this mod please
iam playing gux xp mod since childhood

This mod needs some optimizations and changes but for a local server i think is ok: https://github.com/Cristian505Code/C...BY_CRISTIAN505

Just add some classes and unlocks and done.


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