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-   -   Brass Knuckles adding "kick" (https://forums.alliedmods.net/showthread.php?t=41208)

SweatyBanana 07-11-2006 02:29

Brass Knuckles adding "kick"
 
Hey guys just wondering if you could tell me why the plugin below isnt 'kicking' the person that gets hit with them..like its suposed to be like a real punch.

PHP Code:

#include <amxmodx>
#include <fakemeta>
#include <engine>
#include <cstrike>

new PLUGIN_NAME[] =    "Brass Knuckles"
new PLUGIN_VERSION[] =     "1.0"
new PLUGIN_AUTHOR[] =    "Cheap_Suit"

new bool:g_bknuckles[33]
public 
plugin_init()
{
    
register_plugin(PLUGIN_NAMEPLUGIN_VERSIONPLUGIN_AUTHOR)
    
register_event("CurWeapon""Event_CurWeapon""be""1=1")
    
register_event("Damage""Event_Damage""be""2!0")
    
register_event("DeathMsg""Event_Death""a")
    
register_forward(FM_EmitSound"EmitSound")
}

public 
plugin_precache()
{
    
precache_model("models/p_bknuckles.mdl")
    
precache_model("models/v_bknuckles.mdl")
    
precache_sound("bknuckles/knife_hit1.wav")
    
precache_sound("bknuckles/knife_hit2.wav")
    
precache_sound("bknuckles/knife_hit3.wav")
    
precache_sound("bknuckles/knife_hit4.wav")
    
precache_sound("bknuckles/knife_stab.wav")
}

public 
client_connect(idg_bknuckles[id] = false
public Event_Death() g_bknuckles[read_data(2)] = false

public Event_Damage(id)
{
    if(!
is_user_alive(id) || !is_user_connected(id))
        return 
PLUGIN_CONTINUE

    
new AttakerWeaponAttakerPartHit
    
new Attacker get_user_attacker(idAttakerWeaponAttakerPartHit)

    if(
AttakerWeapon != CSW_KNIFE)
        return 
PLUGIN_CONTINUE

    
if(!g_bknuckles[Attacker])
        return 
PLUGIN_CONTINUE

    
new Float:Random_Float[3]
    for(new 
03i++) Random_Float[i] = random_float(100.0150.0)
    
Punch_View(idRandom_Float)

    return 
PLUGIN_CONTINUE
}

public 
Event_CurWeapon(id)
{
    if(!
is_user_alive(id) || !is_user_connected(id))
        return 
PLUGIN_CONTINUE

    
new temp[2], weapon get_user_weapon(idtemp[0], temp[1])
    if(
weapon == CSW_KNIFE)
    {
        
entity_set_string(idEV_SZ_viewmodel"models/v_bknuckles.mdl")
        
entity_set_string(idEV_SZ_weaponmodel"models/p_bknuckles.mdl")
    }
    return 
PLUGIN_CONTINUE
}

public 
EmitSound(idchannelsample[])
{
    if(!
is_user_alive(id) || !is_user_connected(id))
        return 
FMRES_IGNORED

    
new temp[2], weapon get_user_weapon(idtemp[0], temp[1])
    if(
weapon == CSW_KNIFE)
    {
        if(
g_bknuckles[id])
        {
            if(
equal(sample,"weapons/knife_hit1.wav"))
            {
                
emit_sound(idCHAN_WEAPON"bknuckles/knife_hit1.wav"1.0ATTN_NORM0PITCH_NORM)
                return 
FMRES_SUPERCEDE
            
}
            else if(
equal(sample,"weapons/knife_hit2.wav"))
            {
                
emit_sound(idCHAN_WEAPON"bknuckles/knife_hit2.wav"1.0ATTN_NORM0PITCH_NORM)
                return 
FMRES_SUPERCEDE
            
}
            else if(
equal(sample,"weapons/knife_hit3.wav"))
            {
                
emit_sound(idCHAN_WEAPON"bknuckles/knife_hit3.wav"1.0ATTN_NORM0PITCH_NORM)
                return 
FMRES_SUPERCEDE
            
}
            else if(
equal(sample,"weapons/knife_hit4.wav"))
            {
                
emit_sound(idCHAN_WEAPON"bknuckles/knife_hit4.wav"1.0ATTN_NORM0PITCH_NORM)
                return 
FMRES_SUPERCEDE
            
}
            else if(
equal(sample,"weapons/knife_stab.wav"))
            {
                
emit_sound(idCHAN_WEAPON"bknuckles/knife_stab.wav"1.0ATTN_NORM0PITCH_NORM)
                return 
FMRES_SUPERCEDE
            
}
        }
    }
    return 
FMRES_IGNORED
}

stock Punch_View(idFloat:ViewAngle[3])
{
    
entity_set_vector(idEV_VEC_punchangleViewAngle)



Cheap_Suit 07-11-2006 02:59

Re: Brass Knuckles adding "kick"
 
Okay. What do you change?

XxAvalanchexX 07-11-2006 14:56

Re: Brass Knuckles adding "kick"
 
Where is g_bknuckles being set to true? This is most likely your problem.

Also, 100 to 150 might be more punch than you imagine. Let me know. ;)

SweatyBanana 07-11-2006 15:45

Re: Brass Knuckles adding "kick"
 
I enabled bknuckles all the time so u dont have to buy it.

and it doesnt 'kick' at all...I want help making it do that.

Cheap_Suit 07-11-2006 19:10

Re: Brass Knuckles adding "kick"
 
1 Attachment(s)
Hmmmm....

Heres an updated version of the plugin.

XxAvalanchexX 07-12-2006 00:45

Re: Brass Knuckles adding "kick"
 
Quote:

Originally Posted by SweatyBanana
I enabled bknuckles all the time so u dont have to buy it.

Where is this in the code?

SweatyBanana 07-12-2006 01:44

Re: Brass Knuckles adding "kick"
 
Quote:

Originally Posted by XxAvalanchexX
Where is this in the code?

PHP Code:

    if(weapon == CSW_KNIFE)
    {
        
entity_set_string(idEV_SZ_viewmodel"models/v_bknuckles.mdl")
        
entity_set_string(idEV_SZ_weaponmodel"models/p_bknuckles.mdl")
    } 


Cheap_Suit 07-12-2006 02:23

Re: Brass Knuckles adding "kick"
 
try this

Code:

public client_connect(id) g_bknuckles[id] = true
and remove

Code:

public Event_Death() g_bknuckles[read_data(2)] = false

XxAvalanchexX 07-12-2006 14:57

Re: Brass Knuckles adding "kick"
 
Quote:

Originally Posted by SweatyBanana
PHP Code:

    if(weapon == CSW_KNIFE)
    {
        
entity_set_string(idEV_SZ_viewmodel"models/v_bknuckles.mdl")
        
entity_set_string(idEV_SZ_weaponmodel"models/p_bknuckles.mdl")
    } 


Looking for "g_bknuckles[id] = true" ... not finding it.


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