| Randomize |
05-20-2012 07:15 |
Re: how to check bot weapon?
I got this code like this:
PHP Code:
/* Plugin generated by AMXX-Studio */
#include <amxmodx> #include <amxmisc>
#define PLUGIN "Title" #define VERSION "1.0" #define AUTHOR "DavidJr"
#define TE_PLAYERATTACHMENT 124 // Attaches a TENT to a player (this is a high-priority tent)
#define ASSAULT_WEAPONS (1 << CSW_GALIL | 1 << CSW_FAMAS | 1 << CSW_AK47 | 1 << CSW_SG552 << CSW_AUG) #define SMG_WEAPONS (1 << CSW_MAC10 | 1 << CSW_TMP | 1 << CSW_MP5NAVY | 1 << CSW_UMP45 | 1 << CSW_P90) #define SNIPER_WEAPONS (1 << CSW_AWP | 1 << CSW_SCOUT | 1 << CSW_G3SG1 | 1 << CSW_SG550) #define SHOTGUN_WEAPONS (1 << CSW_M3 | 1 << CSW_XM1014) #define HANDGUN_WEAPONS (1 << CSW_GLOCK18 | 1 << CSW_USP | 1 << CSW_P228 | 1 << CSW_DEAGLE << CSW_ELITE | 1 << CSW_FIVESEVEN) #define MACHINEGUN_WEAPONS (1 | << CSW_M249) #define EXPLOSIVE_ITEM (1 << CSW_C4 | 1 << CSW_HEGRENADE | 1 << CSW_SMOKEGRENADE | 1 << CSW_FLASHBANG)
new sync
new assault new smg new sniper new shotgun new handgun new machinegun new explosive
public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) sync = CreateHudSyncObj() // HUD sync object new ent = create_entity("info_target") entity_set_string(ent,EV_SZ_classname,"title_weapon") // classname entity_set_float(ent,EV_FL_nextthink,get_gametime() + 1.0) // think every second register_think("title_weapon","title") // call "cross_crosshair_think" function on think } public plugin_precache() { assault = precache_model("sprites/title/assault.spr") smg = precache_model("sprites/title/smg.spr") sniper = precache_model("sprites/title/sniper.spr") shotgun = precache_model("sprites/title/shotgun.spr") handgun = precache_model("sprites/title/handgun.spr") machinegun = precache_model("sprites/title/machinegun.spr") explsive = precache_model("sprites/title/explosive.spr") return PLUGIN_CONTINUE } public title(id){ new wpnid, wpnclip, wpnammo wpnid = get_user_weapon(id, wpnclip , wpnammo) entity_set_float(ent,EV_FL_nextthink,get_gametime() + 1.0) // continue thinking every second if(!get_playersnum()) return // server is empty, there's no need to show Sprite static players[32],num, i,id get_players(players,num,"a") // get all alive players in the server for(i=0;i<num;i++) // loop trough them... { id = players[i] // store player index in a more convenient variable if(1 << get_user_weapon(id) & ASSAULT_WEAPONS) continue // if this player is holding an assault - continue with the next player message_begin(MSG_ONE,SVC_TEMPENTITY,{0,0,0},id) write_short(TE_PLAYERATTACHMENT) write_entity(id) write_coord(32) write_short(assault) write_short(100) message_end() if(!get_playersnum()) return // server is empty, there's no need to show Sprite static players[32],num, i,id get_players(players,num,"a") // get all alive players in the server for(i=0;i<num;i++) // loop trough them... { id = players[i] // store player index in a more convenient variable if(1 << get_user_weapon(id) & SMG_WEAPONS) continue // if this player is holding a sniper - continue with the next player message_begin(MSG_ONE,SVC_TEMPENTITY,{0,0,0},id) write_short(TE_PLAYERATTACHMENT) write_entity(id) write_coord(32) write_short(smg) write_short(100) message_end() if(!get_playersnum()) return // server is empty, there's no need to show Sprite static players[32],num, i,id get_players(players,num,"a") // get all alive players in the server for(i=0;i<num;i++) // loop trough them... { id = players[i] // store player index in a more convenient variable if(1 << get_user_weapon(id) & SNIPER_WEAPONS) continue // if this player is holding a sniper - continue with the next player message_begin(MSG_ONE,SVC_TEMPENTITY,{0,0,0},id) write_short(TE_PLAYERATTACHMENT) write_entity(id) write_coord(32) write_short(sniper) write_short(100) message_end() if(!get_playersnum()) return // server is empty, there's no need to show Sprite static players[32],num, i,id get_players(players,num,"a") // get all alive players in the server for(i=0;i<num;i++) // loop trough them... { id = players[i] // store player index in a more convenient variable if(1 << get_user_weapon(id) & SHOTGUN_WEAPONS) continue // if this player is holding a sniper - continue with the next player message_begin(MSG_ONE,SVC_TEMPENTITY,{0,0,0},id) write_short(TE_PLAYERATTACHMENT) write_entity(id) write_coord(32) write_short(shotgun) write_short(100) message_end() if(!get_playersnum()) return // server is empty, there's no need to show Sprite static players[32],num, i,id get_players(players,num,"a") // get all alive players in the server for(i=0;i<num;i++) // loop trough them... { id = players[i] // store player index in a more convenient variable if(1 << get_user_weapon(id) & HANDGUN_WEAPONS) continue // if this player is holding a sniper - continue with the next player message_begin(MSG_ONE,SVC_TEMPENTITY,{0,0,0},id) write_short(TE_PLAYERATTACHMENT) write_entity(id) write_coord(32) write_short(handgun) write_short(100) message_end() if(!get_playersnum()) return // server is empty, there's no need to show Sprite static players[32],num, i,id get_players(players,num,"a") // get all alive players in the server for(i=0;i<num;i++) // loop trough them... { id = players[i] // store player index in a more convenient variable if(1 << get_user_weapon(id) & MACHINEGUN_WEAPONS) continue // if this player is holding a sniper - continue with the next player message_begin(MSG_ONE,SVC_TEMPENTITY,{0,0,0},id) write_short(TE_PLAYERATTACHMENT) write_entity(id) write_coord(32) write_short(machinegun) write_short(100) message_end() if(!get_playersnum()) return // server is empty, there's no need to show Sprite static players[32],num, i,id get_players(players,num,"a") // get all alive players in the server for(i=0;i<num;i++) // loop trough them... { id = players[i] // store player index in a more convenient variable if(1 << get_user_weapon(id) & EXPLOSIVE_WEAPONS) continue // if this player is holding a sniper - continue with the next player message_begin(MSG_ONE,SVC_TEMPENTITY,{0,0,0},id) write_short(TE_PLAYERATTACHMENT) write_entity(id) write_coord(32) write_short(explosive) write_short(100) message_end() }
What should i do with sync?
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