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-   -   what kind of plugin? money over your head (https://forums.alliedmods.net/showthread.php?t=325440)

jonny1990 06-22-2020 04:44

what kind of plugin? money over your head
 
what kind of plugin? money over your head
https://ibb.co/DRXgwWv

tarsisd2 06-22-2020 08:45

Re: what kind of plugin? money over your head
 
https://forums.alliedmods.net/showpo...3&postcount=16

jonny1990 06-23-2020 04:03

Re: what kind of plugin? money over your head
 
Quote:

Originally Posted by tarsisd2 (Post 2706816)

this plugin does not work, money appears over your head and immediately the server goes to crash

tarsisd2 06-23-2020 15:52

Re: what kind of plugin? money over your head
 
1 Attachment(s)
try this
PHP Code:

#include <amxmodx>
#include <fakemeta>
#include <engine>
#include <cstrike>
 
#define DISPLAY_MONEY  1
#define DISPLAY_WEAPONS 1
#define DISPLAY_DOLLARSIGN  1
#define DISPLAY_ARROW  0
 
#define PLUGIN  "SHOWTEAMEQUIP"
#define VERSION "1337"
#define AUTHOR  "Alliedmodders"
 
#define TASK1 5125
#define TASK2 6124
 
#if DISPLAY_MONEY
#define NUMBER_OF_SPRITES  5
new userSpr[33][NUMBER_OF_SPRITES];
new 
tmpstr[6];
new 
value[2];
new 
money_sprite1[] = "sprites/1.spr"
new money_sprite10[] = "sprites/10.spr"
new money_sprite100[] = "sprites/100.spr"
new money_sprite1000[] = "sprites/1000.spr"
new money_sprite10000[] = "sprites/10000.spr"
#endif
 
#if DISPLAY_WEAPONS
#define NUMBER_OF_WEAPTYPES 7
new const Float:Pistols[6] = {1.0,10.0,11.0,16.0,17.0,26.0};
new const 
Float:Rifles[18] = {3.0,5.0,7.0,8.0,12.0,13.0,14.0,15.0,18.0,19.0,20.0,21.0,22.0,23.0,24.0,27.0,28.0,30.0};
new 
userWeap[33][NUMBER_OF_WEAPTYPES];
new 
armor;
new 
weapons;
new 
weap_sprite[] = "sprites/weap.spr"
new weap2_sprite[] = "sprites/weap2.spr"
 
#endif
 
#if DISPLAY_DOLLARSIGN
new userDSign[33];
new 
cash_sprite[] = "sprites/cash.spr"
 
#endif
 
#if DISPLAY_ARROW
new userArrow[33];
new 
arrow_sprite[] = "sprites/arrow.spr"
 
#endif
 
new bool:NewRound;
new 
bool:show;
 
new 
Float:userOrig[33][3];
new 
g_iMaxPlayers;
 
public 
plugin_precache(){
    
#if DISPLAY_MONEY
    
precache_model(money_sprite10000);
    
precache_model(money_sprite1000);
    
precache_model(money_sprite100);
    
precache_model(money_sprite10);
    
precache_model(money_sprite1);
    
#endif
    #if DISPLAY_WEAPONS
    
precache_model(weap_sprite);
    
precache_model(weap2_sprite);
    
#endif
    #if DISPLAY_DOLLARSIGN
    
precache_model(cash_sprite);
    
#endif
    #if DISPLAY_ARROW
    
precache_model(arrow_sprite);
    
#endif
}
 
public 
plugin_init(){
    
register_plugin(PLUGIN,VERSION,AUTHOR);
  
    
register_event("HLTV""new_round""a""1=0""2=0");
    
g_iMaxPlayers get_maxplayers()
    
crear_entidades()
}
public 
plugin_cfg()
{
    if(
is_plugin_loaded("Pause Plugins") != -1)
        
server_cmd("amx_pausecfg add ^"SHOWEQUIPS^"");
}
public 
crear_entidades(){
    for(new 
1<= g_iMaxPlayersx++){
        
#if DISPLAY_MONEY
        
for(new ii<NUMBER_OF_SPRITESi++){
            
userSpr[x][i]=create_entity("env_sprite");
        }
        
#endif
        #if DISPLAY_WEAPONS
        
for(new ii<NUMBER_OF_WEAPTYPESi++){
            
userWeap[x][i]=create_entity("env_sprite");
        }
        
#endif
        #if DISPLAY_DOLLARSIGN
        
userDSign[x]=create_entity("env_sprite");
        
#endif
        #if DISPLAY_ARROW
        
userArrow[x]=create_entity("env_sprite");
        
#endif
    
}
}
public 
new_round(){
  
    
NewRound true;
    
show true
    remove_task
(TASK2)
    
remove_task(TASK1)
    
set_task(get_cvar_float("mp_freezetime"),"hiden",TASK1);
    
set_task(0.2,"display_info",TASK2,"",0,"b");
}
public 
hiden(){
    
show false
}
 
 
public 
display_info(){
  
  
    for(new 
c=1c<= g_iMaxPlayersc++){
      
        if(!
is_user_alive(c) || !is_user_connected(c)){
            
#if DISPLAY_MONEY
            
drawsprite(userSpr[c][4],c,money_sprite10000,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][3],c,money_sprite1000,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][2],c,money_sprite100,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][1],c,money_sprite10,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][0],c,money_sprite1,1.0,34.0,0,0,255,0);
            
#endif
            #if DISPLAY_DOLLARSIGN
            
drawsprite(userDSign[c],c,cash_sprite,1.0,34.0,0,0,255,0);
            
#endif
            #if DISPLAY_ARROW
            
drawsprite(userArrow[c],c,arrow_sprite,1.0,34.0,0,255,255,0);
            
#endif
            #if DISPLAY_WEAPONS
            
drawsprite(userWeap[c][0],c,weap_sprite,Pistols[0],50.0,0,255,255,0);
            
drawsprite(userWeap[c][1],c,weap_sprite,Rifles[0],50.0,0,255,255,0);
            
drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,0,255,255,255);
            
drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,0,255,255,255);
            
drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,0,255,255,255);
            
drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,0,0,0,255);
            
drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,0,0,0,255);
            
#endif
          
            
continue;
        }
      
        
#if DISPLAY_MONEY
        
for (new xNUMBER_OF_SPRITESx++){
            
arrayset(tmpstr0sizeof tmpstr);
            
num_to_str(cs_get_user_money(c), tmpstrcharsmax(tmpstr))
            
value[0]=tmpstr[x];
            
value[1]=0;
          
            if(!
tmpstr[x]){
                switch(
x){
                    case 
0drawsprite(userSpr[c][4],c,money_sprite10000,1.0,34.0,0,0,255,0);
                    case 
1drawsprite(userSpr[c][3],c,money_sprite1000,1.0,34.0,0,0,255,0);
                    case 
2drawsprite(userSpr[c][2],c,money_sprite100,1.0,34.0,0,0,255,0);
                    case 
3drawsprite(userSpr[c][1],c,money_sprite10,1.0,34.0,0,0,255,0);
                    case 
4drawsprite(userSpr[c][0],c,money_sprite1,1.0,34.0,0,0,255,0);
                }
                continue;
            }
          
            switch(
x){
                case 
0drawsprite(userSpr[c][4],c,money_sprite10000,floatstr(value),34.0,255,0,255,0);
                case 
1drawsprite(userSpr[c][3],c,money_sprite1000,floatstr(value),34.0,255,0,255,0);
                case 
2drawsprite(userSpr[c][2],c,money_sprite100,floatstr(value),34.0,255,0,255,0);
                case 
3drawsprite(userSpr[c][1],c,money_sprite10,floatstr(value),34.0,255,0,255,0);
                case 
4drawsprite(userSpr[c][0],c,money_sprite1,floatstr(value),34.0,255,0,255,0);
            }
        }
        
#endif
        #if DISPLAY_DOLLARSIGN
        
drawsprite(userDSign[c],c,cash_sprite,1.0,34.0,255,0,255,0);
        
#endif
        #if DISPLAY_ARROW
        
drawsprite(userArrow[c],c,arrow_sprite,1.0,34.0,255,255,255,0);
        
#endif
        #if DISPLAY_WEAPONS
        
weapons pev(cpev_weapons);
      
        for(new 
isizeof Pistolsi++)
        if(
weapons 1<<floatround(Pistols[i])){
            
drawsprite(userWeap[c][0],c,weap_sprite,Pistols[i],50.0,255,255,255,0);
            goto 
jmp1;
        }
        
drawsprite(userWeap[c][0],c,weap_sprite,Pistols[0],50.0,0,255,255,0);
        
jmp1:
      
        for(new 
isizeof Riflesi++)
        if(
weapons 1<<floatround(Rifles[i])){
            
drawsprite(userWeap[c][1],c,weap_sprite,Rifles[i],50.0,255,255,255,0);
            goto 
jmp2;
        }
        
drawsprite(userWeap[c][1],c,weap_sprite,Rifles[0],50.0,0,255,255,0);
        
jmp2:
      
        if(
weapons 1<<CSW_HEGRENADE)
        
drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,255,255,255,255);
        else
        
drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,0,255,255,255);
      
        if(
weapons 1<<CSW_FLASHBANG)
        
drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,255,255,255,255);
        else
        
drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,0,255,255,255);
      
        if(
weapons 1<<CSW_SMOKEGRENADE)
        
drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,255,255,255,255);
        else
        
drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,0,255,255,255);
      
        
cs_get_user_armor(c,CsArmorType:armor);
        if(
armor == 2)
        
drawsprite(userWeap[c][5],c,weap2_sprite,2.0,50.0,255,0,0,255);
        else if(
armor == 1)
        
drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,255,0,0,255);
        else
        
drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,0,0,0,255);
      
      
        if(
weapons 1<<CSW_C4)
        
drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,255,0,0,255);
        else if(
cs_get_user_defuse(c))
        
drawsprite(userWeap[c][6],c,weap2_sprite,4.0,50.0,255,0,0,255);
        else
        
drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,0,0,0,255);
      
        
#endif
    
}
}
 
drawsprite(ent,player,str[],Float:frame,Float:offset,render,r,g,b){
  
    
set_pev(entpev_framerate1.0)
    
set_pev(entpev_scale0.3)
    
set_pev(entpev_movetypeMOVETYPE_NOCLIP);
    
engfunc(EngFunc_SetModelentstr);
    
set_pev(entpev_frameframe)
  
  
    if(
is_user_connected(player) && is_user_alive(player)){
        
pev(playerpev_originuserOrig[player]);
        
userOrig[player][2] += offset;
        
set_pev(entpev_originuserOrig[player]);
    }
    else{
        
set_pev(entpev_origin, {0.00.00.0})
    }
  
    if(!
show){
        
render 0
        set_pev
(entpev_origin, {0.00.00.0})
        
remove_task(TASK2)
    }
  
    
set_rendering(entkRenderFxNonergbkRenderTransAddrender)
  



jonny1990 06-23-2020 16:12

Re: what kind of plugin? money over your head
 
Quote:

Originally Posted by tarsisd2 (Post 2707001)
try this
PHP Code:

#include <amxmodx>
#include <fakemeta>
#include <engine>
#include <cstrike>
 
#define DISPLAY_MONEY  1
#define DISPLAY_WEAPONS 1
#define DISPLAY_DOLLARSIGN  1
#define DISPLAY_ARROW  0
 
#define PLUGIN  "SHOWTEAMEQUIP"
#define VERSION "1337"
#define AUTHOR  "Alliedmodders"
 
#define TASK1 5125
#define TASK2 6124
 
#if DISPLAY_MONEY
#define NUMBER_OF_SPRITES  5
new userSpr[33][NUMBER_OF_SPRITES];
new 
tmpstr[6];
new 
value[2];
new 
money_sprite1[] = "sprites/1.spr"
new money_sprite10[] = "sprites/10.spr"
new money_sprite100[] = "sprites/100.spr"
new money_sprite1000[] = "sprites/1000.spr"
new money_sprite10000[] = "sprites/10000.spr"
#endif
 
#if DISPLAY_WEAPONS
#define NUMBER_OF_WEAPTYPES 7
new const Float:Pistols[6] = {1.0,10.0,11.0,16.0,17.0,26.0};
new const 
Float:Rifles[18] = {3.0,5.0,7.0,8.0,12.0,13.0,14.0,15.0,18.0,19.0,20.0,21.0,22.0,23.0,24.0,27.0,28.0,30.0};
new 
userWeap[33][NUMBER_OF_WEAPTYPES];
new 
armor;
new 
weapons;
new 
weap_sprite[] = "sprites/weap.spr"
new weap2_sprite[] = "sprites/weap2.spr"
 
#endif
 
#if DISPLAY_DOLLARSIGN
new userDSign[33];
new 
cash_sprite[] = "sprites/cash.spr"
 
#endif
 
#if DISPLAY_ARROW
new userArrow[33];
new 
arrow_sprite[] = "sprites/arrow.spr"
 
#endif
 
new bool:NewRound;
new 
bool:show;
 
new 
Float:userOrig[33][3];
new 
g_iMaxPlayers;
 
public 
plugin_precache(){
    
#if DISPLAY_MONEY
    
precache_model(money_sprite10000);
    
precache_model(money_sprite1000);
    
precache_model(money_sprite100);
    
precache_model(money_sprite10);
    
precache_model(money_sprite1);
    
#endif
    #if DISPLAY_WEAPONS
    
precache_model(weap_sprite);
    
precache_model(weap2_sprite);
    
#endif
    #if DISPLAY_DOLLARSIGN
    
precache_model(cash_sprite);
    
#endif
    #if DISPLAY_ARROW
    
precache_model(arrow_sprite);
    
#endif
}
 
public 
plugin_init(){
    
register_plugin(PLUGIN,VERSION,AUTHOR);
  
    
register_event("HLTV""new_round""a""1=0""2=0");
    
g_iMaxPlayers get_maxplayers()
    
crear_entidades()
}
public 
plugin_cfg()
{
    if(
is_plugin_loaded("Pause Plugins") != -1)
        
server_cmd("amx_pausecfg add ^"SHOWEQUIPS^"");
}
public 
crear_entidades(){
    for(new 
1<= g_iMaxPlayersx++){
        
#if DISPLAY_MONEY
        
for(new ii<NUMBER_OF_SPRITESi++){
            
userSpr[x][i]=create_entity("env_sprite");
        }
        
#endif
        #if DISPLAY_WEAPONS
        
for(new ii<NUMBER_OF_WEAPTYPESi++){
            
userWeap[x][i]=create_entity("env_sprite");
        }
        
#endif
        #if DISPLAY_DOLLARSIGN
        
userDSign[x]=create_entity("env_sprite");
        
#endif
        #if DISPLAY_ARROW
        
userArrow[x]=create_entity("env_sprite");
        
#endif
    
}
}
public 
new_round(){
  
    
NewRound true;
    
show true
    remove_task
(TASK2)
    
remove_task(TASK1)
    
set_task(get_cvar_float("mp_freezetime"),"hiden",TASK1);
    
set_task(0.2,"display_info",TASK2,"",0,"b");
}
public 
hiden(){
    
show false
}
 
 
public 
display_info(){
  
  
    for(new 
c=1c<= g_iMaxPlayersc++){
      
        if(!
is_user_alive(c) || !is_user_connected(c)){
            
#if DISPLAY_MONEY
            
drawsprite(userSpr[c][4],c,money_sprite10000,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][3],c,money_sprite1000,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][2],c,money_sprite100,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][1],c,money_sprite10,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][0],c,money_sprite1,1.0,34.0,0,0,255,0);
            
#endif
            #if DISPLAY_DOLLARSIGN
            
drawsprite(userDSign[c],c,cash_sprite,1.0,34.0,0,0,255,0);
            
#endif
            #if DISPLAY_ARROW
            
drawsprite(userArrow[c],c,arrow_sprite,1.0,34.0,0,255,255,0);
            
#endif
            #if DISPLAY_WEAPONS
            
drawsprite(userWeap[c][0],c,weap_sprite,Pistols[0],50.0,0,255,255,0);
            
drawsprite(userWeap[c][1],c,weap_sprite,Rifles[0],50.0,0,255,255,0);
            
drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,0,255,255,255);
            
drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,0,255,255,255);
            
drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,0,255,255,255);
            
drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,0,0,0,255);
            
drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,0,0,0,255);
            
#endif
          
            
continue;
        }
      
        
#if DISPLAY_MONEY
        
for (new xNUMBER_OF_SPRITESx++){
            
arrayset(tmpstr0sizeof tmpstr);
            
num_to_str(cs_get_user_money(c), tmpstrcharsmax(tmpstr))
            
value[0]=tmpstr[x];
            
value[1]=0;
          
            if(!
tmpstr[x]){
                switch(
x){
                    case 
0drawsprite(userSpr[c][4],c,money_sprite10000,1.0,34.0,0,0,255,0);
                    case 
1drawsprite(userSpr[c][3],c,money_sprite1000,1.0,34.0,0,0,255,0);
                    case 
2drawsprite(userSpr[c][2],c,money_sprite100,1.0,34.0,0,0,255,0);
                    case 
3drawsprite(userSpr[c][1],c,money_sprite10,1.0,34.0,0,0,255,0);
                    case 
4drawsprite(userSpr[c][0],c,money_sprite1,1.0,34.0,0,0,255,0);
                }
                continue;
            }
          
            switch(
x){
                case 
0drawsprite(userSpr[c][4],c,money_sprite10000,floatstr(value),34.0,255,0,255,0);
                case 
1drawsprite(userSpr[c][3],c,money_sprite1000,floatstr(value),34.0,255,0,255,0);
                case 
2drawsprite(userSpr[c][2],c,money_sprite100,floatstr(value),34.0,255,0,255,0);
                case 
3drawsprite(userSpr[c][1],c,money_sprite10,floatstr(value),34.0,255,0,255,0);
                case 
4drawsprite(userSpr[c][0],c,money_sprite1,floatstr(value),34.0,255,0,255,0);
            }
        }
        
#endif
        #if DISPLAY_DOLLARSIGN
        
drawsprite(userDSign[c],c,cash_sprite,1.0,34.0,255,0,255,0);
        
#endif
        #if DISPLAY_ARROW
        
drawsprite(userArrow[c],c,arrow_sprite,1.0,34.0,255,255,255,0);
        
#endif
        #if DISPLAY_WEAPONS
        
weapons pev(cpev_weapons);
      
        for(new 
isizeof Pistolsi++)
        if(
weapons 1<<floatround(Pistols[i])){
            
drawsprite(userWeap[c][0],c,weap_sprite,Pistols[i],50.0,255,255,255,0);
            goto 
jmp1;
        }
        
drawsprite(userWeap[c][0],c,weap_sprite,Pistols[0],50.0,0,255,255,0);
        
jmp1:
      
        for(new 
isizeof Riflesi++)
        if(
weapons 1<<floatround(Rifles[i])){
            
drawsprite(userWeap[c][1],c,weap_sprite,Rifles[i],50.0,255,255,255,0);
            goto 
jmp2;
        }
        
drawsprite(userWeap[c][1],c,weap_sprite,Rifles[0],50.0,0,255,255,0);
        
jmp2:
      
        if(
weapons 1<<CSW_HEGRENADE)
        
drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,255,255,255,255);
        else
        
drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,0,255,255,255);
      
        if(
weapons 1<<CSW_FLASHBANG)
        
drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,255,255,255,255);
        else
        
drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,0,255,255,255);
      
        if(
weapons 1<<CSW_SMOKEGRENADE)
        
drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,255,255,255,255);
        else
        
drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,0,255,255,255);
      
        
cs_get_user_armor(c,CsArmorType:armor);
        if(
armor == 2)
        
drawsprite(userWeap[c][5],c,weap2_sprite,2.0,50.0,255,0,0,255);
        else if(
armor == 1)
        
drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,255,0,0,255);
        else
        
drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,0,0,0,255);
      
      
        if(
weapons 1<<CSW_C4)
        
drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,255,0,0,255);
        else if(
cs_get_user_defuse(c))
        
drawsprite(userWeap[c][6],c,weap2_sprite,4.0,50.0,255,0,0,255);
        else
        
drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,0,0,0,255);
      
        
#endif
    
}
}
 
drawsprite(ent,player,str[],Float:frame,Float:offset,render,r,g,b){
  
    
set_pev(entpev_framerate1.0)
    
set_pev(entpev_scale0.3)
    
set_pev(entpev_movetypeMOVETYPE_NOCLIP);
    
engfunc(EngFunc_SetModelentstr);
    
set_pev(entpev_frameframe)
  
  
    if(
is_user_connected(player) && is_user_alive(player)){
        
pev(playerpev_originuserOrig[player]);
        
userOrig[player][2] += offset;
        
set_pev(entpev_originuserOrig[player]);
    }
    else{
        
set_pev(entpev_origin, {0.00.00.0})
    }
  
    if(!
show){
        
render 0
        set_pev
(entpev_origin, {0.00.00.0})
        
remove_task(TASK2)
    }
  
    
set_rendering(entkRenderFxNonergbkRenderTransAddrender)
  



thank you, the only one that gives an error
warning 204: symbol is assigned a value that is never used: "NewRound"

tarsisd2 06-23-2020 16:36

Re: what kind of plugin? money over your head
 
Quote:

Originally Posted by jonny1990 (Post 2707006)
thank you, the only one that gives an error
warning 204: symbol is assigned a value that is never used: "NewRound"

that is not a error, is a warning, if compiles, its supposed to work

jonny1990 06-23-2020 17:05

Re: what kind of plugin? money over your head
 
Quote:

Originally Posted by tarsisd2 (Post 2707010)
that is not a error, is a warning, if compiles, its supposed to work

thank you


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