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-   -   Solved How to Add Double Shot (https://forums.alliedmods.net/showthread.php?t=273572)

hellmonja 10-21-2015 21:04

How to Add Double Shot
 
I want to give a double shot function to a shotgun I added when I right-click. But I don't really have any idea how to. I've read this thread:

https://forums.alliedmods.net/showthread.php?t=269892

but I really can't understand anything. The guys there have far greater scripting knowledge than I have.

I confess I don't have in-depth AMX know-how but please help me, or at least give some insight or examples of code, or an existing weapon that uses a double shot function that I can study.

I had 2 threads here asking for help that no one even replied to but i hope you guys could pull through for me on this one. Thanks in advance...

Bugsy 10-25-2015 07:43

Re: [HELP] How to Add Double Shot
 
Do you just want double damage, or do you want the gun to fire twice with one right-click?

hellmonja 10-25-2015 10:25

Re: [HELP] How to Add Double Shot
 
Quote:

Originally Posted by Bugsy (Post 2356409)
Do you just want double damage, or do you want the gun to fire twice with one right-click?

well, it is a shotgun and you would notice how much buckshot would hit the wall. so firing twice, although i imagine would be tougher, would look cooler so that would be my choice...

Depresie 10-25-2015 13:39

Re: [HELP] How to Add Double Shot
 
i would suggest you to take weapon balance mod, and look inside it, but i doubt you will understand anything from it...

devilicioux 10-26-2015 05:12

Re: [HELP] How to Add Double Shot
 
How about hooking +attack .. checking if its shotgun and force fire +attack;wait;+attack ?

hellmonja 10-29-2015 12:00

Re: [HELP] How to Add Double Shot
 
Hi there! Sorry if I took so long to get back here. Was busy with work and all. And I didn't want to post again after I've actually done something.

OK, so devilicioux's wasn't actually what I was looking for. The two shells need to exit the gun at the same time. Then again, thank you for the suggestion. I did what Depresie suggested and he was right: Weapon Balance was just too complicated for me. But I did notice that Numb actually never did a Double Shot but only multiplied the damage by 2. Bearing that in mind, I tried my noobish attempt to make one, and here it is. Will post what I did for others like me.

So what did I do? Basically I started in "CmdStart" and forced the player to shoot when the RMB (right mouse button) is clicked. Then I check if the shotgun has 2 or more shells. If there's only 1, it fires normally. If 2 or more are in while RMB is clicked, then several things happen:
  • "DblShot" is set to true.
  • If DblShot is true, clip is reduced by 2.
  • Damage is multiplied by 150% (I did 200% first but it was way OP. It could pick someone from afar.)
  • Recoil is substituted to a bigger value.
  • A new, louder firing sound is emitted.
  • If LMB is clicked, DblShot is then set to false.
  • Also when there's only 1 shell and RMB is clicked, DblShot is set to false.


That's it. Here's the whole code. I don't really have that deep of an understanding of Pawn so you might see some "unoptimized" stuff here and there. Anyway, thanks for helping.

Code:

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

#define PLUGIN "Sawed-off Double Barrel Shotgun"
#define VERSION "1.0"
#define AUTHOR "Sneaky.amxx, MeRcyLeZZ, Arkshine"

#define V_MODEL "models/v_sawedoff.mdl"
#define P_MODEL "models/p_sawedoff.mdl"
#define W_MODEL "models/w_sawedoff.mdl"

#define CSW_SAWEDOFF CSW_M3
#define weapon_sawedoff "weapon_m3"

#define DAMAGE 30
#define CLIP 2
#define BPAMMO 32
#define RATEOFIRE 0.5
#define RECOIL 1.7
#define DBLRECOIL 2.5
#define RELOAD_TIME 1.75
#define TEAM 1                // 1-T, 2-CT, 0-Both
#define WALKSPEED 5
#define PRICE 2100

#define SHOOT_ANIM random_num(1, 2)
#define DRAW_ANIM 6
#define RELOAD_ANIM 7

#define BODY_NUM 0

#define WEAPON_SECRETCODE 852345
#define WEAPON_EVENT "events/m3.sc"
#define OLD_W_MODEL "models/w_m3.mdl"

#define FIRE_SOUND "weapons/sawedoff-1.wav"
#define DOUBLESHOT "weapons/sawedoff-2.wav"

new MsgIndexWeaponList, g_allowedteam, DblShot[33]
new g_Had_Weapon, g_Old_Weapon[33], Float:g_Recoil[33][3], g_Clip[33]
new g_weapon_event, g_ShellId, g_SmokePuff_SprId
new g_HamBot, g_Msg_CurWeapon, g_msgMoney, g_msgBlinkAcct
const PLAYER_IN_BUYZONE = (1<<0)
const OFFSET_CSMONEY = 115
const OFFSET_MAPZONE = 235
const OFFSET_CSTEAMS = 114

// 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))

public plugin_init()
{
        register_plugin(PLUGIN, VERSION, AUTHOR)
       
        register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
       
        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")
       
        RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World")
        RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player")
        RegisterHam(Ham_Weapon_PrimaryAttack, weapon_sawedoff, "fw_Weapon_PrimaryAttack")
        RegisterHam(Ham_Weapon_PrimaryAttack, weapon_sawedoff, "fw_Weapon_PrimaryAttack_Post", 1)
        RegisterHam(Ham_Item_AddToPlayer, weapon_sawedoff, "fw_Item_AddToPlayer_Post", 1)
        RegisterHam(Ham_Weapon_Reload, weapon_sawedoff, "fw_Weapon_Reload")
        RegisterHam(Ham_Weapon_Reload, weapon_sawedoff, "fw_Weapon_Reload_Post", 1)
        RegisterHam(Ham_Item_PostFrame, weapon_sawedoff, "fw_Item_PostFrame")               
       
        MsgIndexWeaponList = get_user_msgid("WeaponList"); 
        g_Msg_CurWeapon = get_user_msgid("CurWeapon")
        g_msgMoney = get_user_msgid("Money")
        g_msgBlinkAcct = get_user_msgid("BlinkAcct")
        register_clcmd("weapon_sawedoff", "ClientCommand_SelectWeapon");
        register_concmd("sawedoff", "Get_Weapon")
        register_clcmd("say /sawedoff", "Get_Weapon")
}

public plugin_precache()
{
        precache_generic("sprites/weapon_sawedoff.txt");
        precache_generic("sprites/640hudap01.spr");
        precache_generic("sprites/640hudap01_s.spr");
        precache_generic("sprites/ap-rounds01.spr");
       
        engfunc(EngFunc_PrecacheModel, V_MODEL)
        engfunc(EngFunc_PrecacheModel, P_MODEL)
        engfunc(EngFunc_PrecacheModel, W_MODEL)
        engfunc(EngFunc_PrecacheSound, FIRE_SOUND)
        engfunc(EngFunc_PrecacheSound, DOUBLESHOT)
       
        g_SmokePuff_SprId = engfunc(EngFunc_PrecacheModel, "sprites/wall_puff1.spr")
        g_ShellId = engfunc(EngFunc_PrecacheModel, "models/rshell.mdl")       
       
        register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
}

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

public client_putinserver(id)
{
        if(!g_HamBot && is_user_bot(id))
        {
                g_HamBot = 1
                set_task(0.1, "Do_RegisterHam", id)
        }
}

public Do_RegisterHam(id)
{
        RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack_Player")       
}

public Get_Weapon(id)
{
        if(!is_user_alive(id)) return
        if (!fm_get_user_buyzone(id)) return

        // Check if the player is on a restricted team
        g_allowedteam = TEAM
        if (g_allowedteam > 0 && g_allowedteam != fm_get_user_team(id))
        {
                return
        }
       
        // Check that player has the money
        if (fm_get_user_money(id) < PRICE)
        {
                client_print(id, print_center, "#Cstrike_TitlesTXT_Not_Enough_Money")
               
                // Blink money
                message_begin(MSG_ONE_UNRELIABLE, g_msgBlinkAcct, _, id)
                write_byte(2) // times
                message_end()
                return
        }
       
        // Player tries to buy the same gun
        if(get_user_weapon(id) == CSW_SAWEDOFF)
        {
                client_print(id, print_center, "#Cstrike_Already_Own_Weapon")
                return
        }

        // Drop Other Weapons on Purchase
        if(get_user_weapon(id) != CSW_SAWEDOFF)
        {
                if (user_has_weapon(id, CSW_XM1014)) client_cmd(id, "drop weapon_xm1014"); else
                if (user_has_weapon(id, CSW_TMP)) client_cmd(id, "drop weapon_tmp"); else
                if (user_has_weapon(id, CSW_MAC10)) client_cmd(id, "drop weapon_mac10"); else
                if (user_has_weapon(id, CSW_MP5NAVY)) client_cmd(id, "drop weapon_mp5navy"); else
                if (user_has_weapon(id, CSW_UMP45)) client_cmd(id, "drop weapon_ump45"); else
                if (user_has_weapon(id, CSW_P90)) client_cmd(id, "drop weapon_p90"); else
                if (user_has_weapon(id, CSW_GALIL)) client_cmd(id, "drop weapon_galil"); else
                if (user_has_weapon(id, CSW_FAMAS)) client_cmd(id, "drop weapon_famas"); else
                if (user_has_weapon(id, CSW_AK47)) client_cmd(id, "drop weapon_ak47"); else
                if (user_has_weapon(id, CSW_M4A1)) client_cmd(id, "drop weapon_m4a1"); else
                if (user_has_weapon(id, CSW_AUG)) client_cmd(id, "drop weapon_aug"); else
                if (user_has_weapon(id, CSW_SG552)) client_cmd(id, "drop weapon_sg552"); else
                if (user_has_weapon(id, CSW_SCOUT)) client_cmd(id, "drop weapon_scout"); else
                if (user_has_weapon(id, CSW_AWP)) client_cmd(id, "drop weapon_awp"); else
                if (user_has_weapon(id, CSW_SG550)) client_cmd(id, "drop weapon_sg550"); else
                if (user_has_weapon(id, CSW_G3SG1)) client_cmd(id, "drop weapon_g3sg1"); else
                if (user_has_weapon(id, CSW_M249)) client_cmd(id, "drop weapon_m249");
                client_cmd(id, "drop weapon_shield");
        }

        Set_BitVar(g_Had_Weapon, id)
        fm_give_item(id, weapon_sawedoff)       
       
        // Set Ammo
        static Ent; Ent = fm_get_user_weapon_entity(id, CSW_SAWEDOFF)
        if(pev_valid(Ent)) cs_set_weapon_ammo(Ent, CLIP)
       
        engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, g_Msg_CurWeapon, {0, 0, 0}, id)
        write_byte(1)
        write_byte(CSW_SAWEDOFF)
        write_byte(CLIP)
        message_end()
       
        // Calculate new money amount
        static newmoney
        newmoney = fm_get_user_money(id) - PRICE
       
        // Update money offset
        fm_set_user_money(id, newmoney)
       
        // Update money on HUD
        message_begin(MSG_ONE, g_msgMoney, _, id)
        write_long(newmoney) // amount
        write_byte(1) // flash
        message_end()


}

public Remove_Weapon(id)
{
        UnSet_BitVar(g_Had_Weapon, id)
}

public ClientCommand_SelectWeapon(id) 

        engclient_cmd(id, weapon_sawedoff);
        return PLUGIN_HANDLED
}

public Event_CurWeapon(id)
{
        if(!is_user_alive(id))
                return
               
        static CSWID; CSWID = read_data(2)
       
        if((CSWID == CSW_SAWEDOFF && g_Old_Weapon[id] != CSW_SAWEDOFF) && Get_BitVar(g_Had_Weapon, id))
        {
                set_pev(id, pev_viewmodel2, V_MODEL)
                set_pev(id, pev_weaponmodel2, "")
               
                set_weapon_anim(id, DRAW_ANIM)
                Draw_NewWeapon(id, CSWID)
                set_user_maxspeed(id, get_user_maxspeed(id)-WALKSPEED);
        } else if((CSWID == CSW_SAWEDOFF && g_Old_Weapon[id] == CSW_SAWEDOFF) && Get_BitVar(g_Had_Weapon, id)) {
                static Ent; Ent = fm_get_user_weapon_entity(id, CSW_SAWEDOFF)
                if(!pev_valid(Ent))
                {
                        g_Old_Weapon[id] = get_user_weapon(id)
                        return
                }
               
                set_pdata_float(Ent, 46, get_pdata_float(Ent, 46, 4) * RATEOFIRE, 4)
        } else if(CSWID != CSW_SAWEDOFF && g_Old_Weapon[id] == CSW_SAWEDOFF) Draw_NewWeapon(id, CSWID)
       
        g_Old_Weapon[id] = get_user_weapon(id)
}

public Draw_NewWeapon(id, CSW_ID)
{
        if(CSW_ID == CSW_SAWEDOFF)
        {
                static ent
                ent = fm_get_user_weapon_entity(id, CSW_SAWEDOFF)
               
                if(pev_valid(ent) && Get_BitVar(g_Had_Weapon, id))
                {
                        set_pev(ent, pev_effects, pev(ent, pev_effects) &~ EF_NODRAW)
                        engfunc(EngFunc_SetModel, ent, P_MODEL)       
                        set_pev(ent, pev_body, BODY_NUM)
                }
        } else {
                static ent
                ent = fm_get_user_weapon_entity(id, CSW_SAWEDOFF)
               
                if(pev_valid(ent)) set_pev(ent, pev_effects, pev(ent, pev_effects) | EF_NODRAW)                       
        }
       
}

public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
        if(!is_user_alive(id))
                return FMRES_IGNORED       
        if(get_user_weapon(id) == CSW_SAWEDOFF && Get_BitVar(g_Had_Weapon, 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 (!is_user_connected(invoker))
                return FMRES_IGNORED       
        if(get_user_weapon(invoker) != CSW_SAWEDOFF || !Get_BitVar(g_Had_Weapon, invoker))
                return FMRES_IGNORED
        if(eventid != g_weapon_event)
                return FMRES_IGNORED
       
        engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
       
        set_weapon_anim(invoker, SHOOT_ANIM)
       
        if(DblShot[invoker])
                emit_sound(invoker, CHAN_WEAPON, DOUBLESHOT, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
        if(!DblShot[invoker])
                emit_sound(invoker, CHAN_WEAPON, FIRE_SOUND, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
       
        Eject_Shell(invoker, g_ShellId, 0.0)
               
        return FMRES_SUPERCEDE
}

public fw_SetModel(entity, model[])
{
        if(!pev_valid(entity))
                return FMRES_IGNORED
       
        static Classname[32]
        pev(entity, pev_classname, Classname, sizeof(Classname))
       
        if(!equal(Classname, "weaponbox"))
                return FMRES_IGNORED
       
        static iOwner
        iOwner = pev(entity, pev_owner)
       
        if(equal(model, OLD_W_MODEL))
        {
                static weapon; weapon = fm_find_ent_by_owner(-1, weapon_sawedoff, entity)
               
                if(!pev_valid(weapon))
                        return FMRES_IGNORED;
               
                if(Get_BitVar(g_Had_Weapon, iOwner))
                {
                        Remove_Weapon(iOwner)
                       
                        set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
                        engfunc(EngFunc_SetModel, entity, W_MODEL)
                        set_pev(entity, pev_body, BODY_NUM)
                       
                        return FMRES_SUPERCEDE
                }
        }

        return FMRES_IGNORED;
}

public fw_CmdStart(id, uc_handle, seed)
{
        if(!is_user_alive(id))
                return
        if(!Get_BitVar(g_Had_Weapon, id) || get_user_weapon(id) != CSW_SAWEDOFF)
                return
               
        static NewButton; NewButton = get_uc(uc_handle, UC_Buttons)
        if(NewButton & IN_ATTACK2)
        {
                new ammoclip = cs_get_weapon_ammo(get_pdata_cbase(id, 373)/* m_pActiveItem */)
                if(ammoclip >= 2)
                {
                        DblShot[id] = true
                        client_cmd(id, "+attack;wait;-attack");
                }
                else
                {
                        DblShot[id] = false
                        client_cmd(id, "+attack;wait;-attack");
                }
        }
}

public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
        if(!is_user_connected(Attacker))
                return HAM_IGNORED       
        if(get_user_weapon(Attacker) != CSW_SAWEDOFF || !Get_BitVar(g_Had_Weapon, Attacker))
                return HAM_IGNORED
               
        static Float:flEnd[3], Float:vecPlane[3]
       
        get_tr2(Ptr, TR_vecEndPos, flEnd)
        get_tr2(Ptr, TR_vecPlaneNormal, vecPlane)               
               
        Make_BulletHole(Attacker, flEnd, Damage)
        Make_BulletSmoke(Attacker, Ptr)

        new dmg
        if(DblShot[Attacker])
        {
                dmg = 45
                static Ent; Ent = fm_get_user_weapon_entity(Attacker, CSW_SAWEDOFF)
                if(pev_valid(Ent)) cs_set_weapon_ammo(Ent, 0)
        }
        else dmg = DAMAGE
       
        SetHamParamFloat(3, float(dmg))
       
        return HAM_IGNORED
}

public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
        if(!is_user_connected(Attacker))
                return HAM_IGNORED       
        if(get_user_weapon(Attacker) != CSW_SAWEDOFF || !Get_BitVar(g_Had_Weapon, Attacker))
                return HAM_IGNORED

        new dmg
        if(DblShot[Attacker])
        {
                dmg = 45
                static Ent; Ent = fm_get_user_weapon_entity(Attacker, CSW_SAWEDOFF)
                if(pev_valid(Ent)) cs_set_weapon_ammo(Ent, 0)
        }
        else dmg = DAMAGE
       
        SetHamParamFloat(3, float(dmg))

        return HAM_IGNORED
}

public fw_Weapon_PrimaryAttack(Ent)
{
        static id; id = pev(Ent, pev_owner)
        pev(id, pev_punchangle, g_Recoil[id])
       
        return HAM_IGNORED
}

public fw_Weapon_PrimaryAttack_Post(Ent)
{
        static id; id = pev(Ent, pev_owner)
       
        new Float:r
        if(Get_BitVar(g_Had_Weapon, id))
                {
                        if(DblShot[id]) r = DBLRECOIL
                        else r = RECOIL
                        static Float:Push[3]
                        pev(id, pev_punchangle, Push)
                        xs_vec_sub(Push, g_Recoil[id], Push)
               
                        xs_vec_mul_scalar(Push, r, Push)
                        xs_vec_add(Push, g_Recoil[id], Push)
                        set_pev(id, pev_punchangle, Push)
                }
}

public fw_Item_AddToPlayer_Post(ent, id)
{
        if(!pev_valid(ent))
                return HAM_IGNORED
               
        if(pev(ent, pev_impulse) == WEAPON_SECRETCODE)
        {
                Set_BitVar(g_Had_Weapon, id)
                set_pev(ent, pev_impulse, 0)
        }               

        message_begin( MSG_ONE, MsgIndexWeaponList, .player = id);
        write_string(g_Had_Weapon ? "weapon_sawedoff" : "weapon_m3"); // WeaponName 
        write_byte(5);                // PrimaryAmmoID
        write_byte(BPAMMO);        // PrimaryAmmoMaxAmount 
        write_byte(-1);                // SecondaryAmmoID 
        write_byte(-1);                // SecondaryAmmoMaxAmount 
        write_byte(0);                // SlotID (0...N) 
        write_byte(5);                // NumberInSlot (1...N) 
        write_byte(g_Had_Weapon ? CSW_SAWEDOFF : CSW_M3); // WeaponID 
        write_byte(0);                // Flags 
        message_end();
       
        return HAM_HANDLED       
}

public fw_Item_PostFrame(ent)
{
        if(!pev_valid(ent))
                return HAM_IGNORED
       
        static id
        id = pev(ent, pev_owner)
       
        if(is_user_alive(id) && Get_BitVar(g_Had_Weapon, id))
        {       
                static Float:flNextAttack; flNextAttack = get_pdata_float(id, 83, 5)
                static bpammo; bpammo = cs_get_user_bpammo(id, CSW_SAWEDOFF)
                static iClip; iClip = get_pdata_int(ent, 51, 4)
                static fInReload; fInReload = get_pdata_int(ent, 54, 4)
               
                if(fInReload && flNextAttack <= 0.0)
                {
                        static temp1; temp1 = min(CLIP - iClip, bpammo)
                        set_pdata_int(ent, 51, iClip + temp1, 4)
                        cs_set_user_bpammo(id, CSW_SAWEDOFF, bpammo - temp1)               
                       
                        set_pdata_int(ent, 54, 0, 4)
                       
                        fInReload = 0
                }               
        }
       
        return HAM_IGNORED       
}

public fw_Weapon_Reload(ent)
{
        static id; id = pev(ent, pev_owner)
        if(!is_user_alive(id))
                return HAM_IGNORED
        if(!Get_BitVar(g_Had_Weapon, id))
                return HAM_IGNORED
       
        g_Clip[id] = -1
       
        static bpammo; bpammo = cs_get_user_bpammo(id, CSW_SAWEDOFF)
        static iClip; iClip = get_pdata_int(ent, 51, 4)
       
        if(bpammo <= 0) return HAM_SUPERCEDE
       
        if(iClip >= CLIP) return HAM_SUPERCEDE               
               
        g_Clip[id] = iClip

        return HAM_HANDLED
}

public fw_Weapon_Reload_Post(ent)
{
        static id; id = pev(ent, pev_owner)
        if(!is_user_alive(id))
                return HAM_IGNORED
        if(!Get_BitVar(g_Had_Weapon, id))
                return HAM_IGNORED

        if (g_Clip[id] == -1)
                return HAM_IGNORED
       
        set_pdata_int(ent, 51, g_Clip[id], 4)
        set_pdata_int(ent, 54, 1, 4)
       
        set_weapon_anim(id, RELOAD_ANIM)
        set_pdata_float(id, 83, RELOAD_TIME, 5)

        return HAM_HANDLED
}

stock Make_BulletHole(id, Float:Origin[3], Float:Damage)
{
        // Find target
        static Decal; Decal = random_num(41, 45)
        static LoopTime;
       
        if(Damage > 100.0) LoopTime = 2
        else LoopTime = 1
       
        for(new i = 0; i < LoopTime; i++)
        {
                // Put decal on "world" (a wall)
                message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
                write_byte(TE_WORLDDECAL)
                engfunc(EngFunc_WriteCoord, Origin[0])
                engfunc(EngFunc_WriteCoord, Origin[1])
                engfunc(EngFunc_WriteCoord, Origin[2])
                write_byte(Decal)
                message_end()
               
                // Show sparcles
                message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
                write_byte(TE_GUNSHOTDECAL)
                engfunc(EngFunc_WriteCoord, Origin[0])
                engfunc(EngFunc_WriteCoord, Origin[1])
                engfunc(EngFunc_WriteCoord, Origin[2])
                write_short(id)
                write_byte(Decal)
                message_end()
        }
}

public Make_BulletSmoke(id, TrResult)
{
        static Float:vecSrc[3], Float:vecEnd[3], TE_FLAG
       
        get_weapon_attachment(id, vecSrc)
        global_get(glb_v_forward, vecEnd)
   
        xs_vec_mul_scalar(vecEnd, 8192.0, vecEnd)
        xs_vec_add(vecSrc, vecEnd, vecEnd)

        get_tr2(TrResult, TR_vecEndPos, vecSrc)
        get_tr2(TrResult, TR_vecPlaneNormal, vecEnd)
   
        xs_vec_mul_scalar(vecEnd, 2.5, vecEnd)
        xs_vec_add(vecSrc, vecEnd, vecEnd)
   
        TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
        TE_FLAG |= TE_EXPLFLAG_NOSOUND
        TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
       
        engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEnd, 0)
        write_byte(TE_EXPLOSION)
        engfunc(EngFunc_WriteCoord, vecEnd[0])
        engfunc(EngFunc_WriteCoord, vecEnd[1])
        engfunc(EngFunc_WriteCoord, vecEnd[2] - 10.0)
        write_short(g_SmokePuff_SprId)
        write_byte(2)
        write_byte(50)
        write_byte(TE_FLAG)
        message_end()
}


stock hook_ent2(ent, Float:VicOrigin[3], Float:speed, Float:multi, type)
{
        static Float:fl_Velocity[3]
        static Float:EntOrigin[3]
        static Float:EntVelocity[3]
       
        pev(ent, pev_velocity, EntVelocity)
        pev(ent, pev_origin, EntOrigin)
        static Float:distance_f
        distance_f = get_distance_f(EntOrigin, VicOrigin)
       
        static Float:fl_Time; fl_Time = distance_f / speed
        static Float:fl_Time2; fl_Time2 = distance_f / (speed * multi)
       
        if(type == 1)
        {
                fl_Velocity[0] = ((VicOrigin[0] - EntOrigin[0]) / fl_Time2) * 1.5
                fl_Velocity[1] = ((VicOrigin[1] - EntOrigin[1]) / fl_Time2) * 1.5
                fl_Velocity[2] = (VicOrigin[2] - EntOrigin[2]) / fl_Time               
        } else if(type == 2) {
                fl_Velocity[0] = ((EntOrigin[0] - VicOrigin[0]) / fl_Time2) * 1.5
                fl_Velocity[1] = ((EntOrigin[1] - VicOrigin[1]) / fl_Time2) * 1.5
                fl_Velocity[2] = (EntOrigin[2] - VicOrigin[2]) / fl_Time
        }

        xs_vec_add(EntVelocity, fl_Velocity, fl_Velocity)
        set_pev(ent, pev_velocity, fl_Velocity)
}

stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
{
        static Float:vfEnd[3], viEnd[3]
        get_user_origin(id, viEnd, 3) 
        IVecFVec(viEnd, vfEnd)
       
        static Float:fOrigin[3], Float:fAngle[3]
       
        pev(id, pev_origin, fOrigin)
        pev(id, pev_view_ofs, fAngle)
       
        xs_vec_add(fOrigin, fAngle, fOrigin)
       
        static Float:fAttack[3]
       
        xs_vec_sub(vfEnd, fOrigin, fAttack)
        xs_vec_sub(vfEnd, fOrigin, fAttack)
       
        static Float:fRate
       
        fRate = fDis / vector_length(fAttack)
        xs_vec_mul_scalar(fAttack, fRate, fAttack)
       
        xs_vec_add(fOrigin, fAttack, output)
}

stock Eject_Shell(id, Shell_ModelIndex, Float:Time) // By Dias
{
        static Ent; Ent = get_pdata_cbase(id, 373, 5)
        if(!pev_valid(Ent))
                return

        set_pdata_int(Ent, 57, Shell_ModelIndex, 4)
        set_pdata_float(id, 111, get_gametime() + Time)
}

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()
}

// Get User Money
stock fm_get_user_money(id)
{
        return get_pdata_int(id, OFFSET_CSMONEY);
}

// Set User Money
stock fm_set_user_money(id, amount)
{
        set_pdata_int(id, OFFSET_CSMONEY, amount);
}

// Returns whether user is in a buyzone
stock fm_get_user_buyzone(id)
{
        if (get_pdata_int(id, OFFSET_MAPZONE) & PLAYER_IN_BUYZONE)
                return 1;
       
        return 0;
}

// Get User Team
stock fm_get_user_team(id)
{
        return get_pdata_int(id, OFFSET_CSTEAMS);
}


devilicioux 10-30-2015 00:26

Re: [HELP] How to Add Double Shot
 
Firstly .. Really G(0.o)d J0b with the plugin :wink:

Haven't run it yet .. but a top level observation..

IIRC This way is too unreliable and players can easily bypass it by setting alias for dropping weapons.. rather you can use engclient_cmd which is more reliable in this case..
I feel this is too inefficient..

PHP Code:

// Drop Other Weapons on Purchase
    
if(get_user_weapon(id) != CSW_SAWEDOFF)
    {
        if (
user_has_weapon(idCSW_XM1014)) client_cmd(id"drop weapon_xm1014"); else
        if (
user_has_weapon(idCSW_TMP)) client_cmd(id"drop weapon_tmp"); else
        if (
user_has_weapon(idCSW_MAC10)) client_cmd(id"drop weapon_mac10"); else
        if (
user_has_weapon(idCSW_MP5NAVY)) client_cmd(id"drop weapon_mp5navy"); else
        if (
user_has_weapon(idCSW_UMP45)) client_cmd(id"drop weapon_ump45"); else
        if (
user_has_weapon(idCSW_P90)) client_cmd(id"drop weapon_p90"); else
        if (
user_has_weapon(idCSW_GALIL)) client_cmd(id"drop weapon_galil"); else
        if (
user_has_weapon(idCSW_FAMAS)) client_cmd(id"drop weapon_famas"); else
        if (
user_has_weapon(idCSW_AK47)) client_cmd(id"drop weapon_ak47"); else
        if (
user_has_weapon(idCSW_M4A1)) client_cmd(id"drop weapon_m4a1"); else
        if (
user_has_weapon(idCSW_AUG)) client_cmd(id"drop weapon_aug"); else
        if (
user_has_weapon(idCSW_SG552)) client_cmd(id"drop weapon_sg552"); else
        if (
user_has_weapon(idCSW_SCOUT)) client_cmd(id"drop weapon_scout"); else
        if (
user_has_weapon(idCSW_AWP)) client_cmd(id"drop weapon_awp"); else
        if (
user_has_weapon(idCSW_SG550)) client_cmd(id"drop weapon_sg550"); else
        if (
user_has_weapon(idCSW_G3SG1)) client_cmd(id"drop weapon_g3sg1"); else
        if (
user_has_weapon(idCSW_M249)) client_cmd(id"drop weapon_m249");
        
client_cmd(id"drop weapon_shield");
    } 

why not rather just strip all weapons in one go ?
PHP Code:

strip_user_weapons(id

Or if you still just want to force them drop other weapons
PHP Code:

stock drop_user_weapon(id){
    new 
szWeaponName[32], iWeapon get_user_weapon(id)
    
get_weaponname(iWeaponszWeaponName31)
    
engclient_cmd(id"drop"szWeaponName)


Update #1

Also i feel you will require more "wait"s in such commands

PHP Code:

client_cmd(id"+attack;wait;-attack"); 

to
PHP Code:

client_cmd(id"+attack;wait;wait;wait;-attack"); 


hellmonja 11-03-2015 16:04

Re: [HELP] How to Add Double Shot
 
sorry it took so long to get back here again. still with work now that Christmas is coming. Anyways...

Quote:

Firstly .. Really G(0.o)d J0b with the plugin
I hope meant how I mashed my DoubleShot code into the plugin, because this is actually Sneaky.amxx's plugin that he uploaded in Gamebanana. I just keep re-editing it to make more weapons. That's why I didn't put my name as "author." :)

Quote:

I feel this is too inefficient..
I knew that part of the code somehow had problems! I could feel it. Will try what you suggested but will your methods drop my other gear as well? All I need is to drop the primary weapon on purchase (shield included and it's base weapon, which is the M3, that I'm finding hard to get around to).

Quote:

Also i feel you will require more "wait"s in such commands
You might be surprised to know that the Double Shot works perfectly. Actually it, the Sawed-off I added is now my favorite shotgun so I've been using the Double Shot quite often and works great. I'm using the CSO Sawed-off Double Barrel Shotgun which is, by now, in every Zombie mod pack for 1.6, if you wanna try out the plugin. :)

Thanks for the help, devilicioux...


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