these are just some useful stocks which i'v made and collected over time.
GetTeamCount to get the amount of clients in spesific team.
PHP Code:
static UserMsg:FadeID;
static UserMsg:ShakeID;
stock SetEntityArmor(Client, Armor)
{
//Set Prop Data:
SetEntProp(Client, Prop_Data, "m_ArmorValue", Armor, 4);
}
stock GetClientScore(Client)
{
//Get Prop Data::
return GetEntProp(Client, Prop_Data, "m_iFrags");
}
stock SetClientScore(Client, score)
{
//Set Prop Data:
SetEntProp(Client, Prop_Data, "m_iFrags", score);
}
stock HideHud(Client, Type)
{
//Set Prop Data:
SetEntProp(Client, Prop_Send, "m_iHideHUD", Type);
}
stock SetClientDeath(Client, death)
{
//Set Prop Data:
SetEntProp(Client, Prop_Data, "m_iDeaths", death);
}
stock GetClientDeath(Client)
{
//Get Prop Data:
return GetEntProp(Client, Prop_Data, "m_iDeaths");
}
stock SetEntityTimeScale(Client, Float:fSpeed)
{
//Set Prop Data:
SetEntPropFloat(Client, Prop_Data, "m_flLaggedMovementValue", fSpeed);
}
stock SetEntityMaxSpeed(Client, Float:Speed)
{
//Declare:
new SpeedOffset = -1;
//Initialize:
SpeedOffset = FindSendPropOffs("CBasePlayer", "m_flMaxspeed");
//Set Speed:
if(SpeedOffset > 0) SetEntData(Client, SpeedOffset, Speed, 4, true);
}
stock SetEntitySkin(entity, Skin:skin)
{
//Set Prop Send:
SetEntProp(entity, Prop_Send, "m_nSkin", skin);
}
stock GetClientConVar(Client, const String:Name[], String:Value[64])
{
//Get Client Convar Value:
QueryClientConVar(Client, Name, ConVarQueryFinished:ClientConVar, Client);
//Initialize:
Value = ConVarValue[Client];
//Return:
return Value
}
stock bool:IsAdmin(Client)
{
//Declare:
new Admin = GetUserFlagBits(Client);
//Not Admin:
if(Admin != 0)
{
//Return:
return true;
}
//Return:
return false;
}
stock GetTotalClients()
{
//Declare:
new count = 0;
//Loop:
for(new X = 1; X <= GetMaxClients(); X++)
{
//Connected:
if(IsClientConnected(X) && IsClientInGame(X))
{
//Initialize:
count++;
}
}
//Return:
return count;
}
stock GetTeamCount(Team)
{
//Declare:
new count = 0;
//Loop:
for(new X = 1; i <= GetMaxClients(); i++)
{
//Connected:
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == Team)
{
//Initialize:
count++;
}
}
//Return:
return count;
}
//Get Weapon Count:
stock GetClientWeaponCount(Client)
{
//Declare:
new count = 0;
//Loop:
for(new i = 0; i <= 10; i++)
{
//Declare:
new wep = GetPlayerWeaponSlot(Client, i);
//Has Weapon:
if(wep != -1)
{
//Initialize:
count++;
}
}
//Return:
return count;
}
//shake effect
stock Shake(Client, Float:Length, Float:Severity)
{
//Conntected:
if(IsClientConnected(Client) && IsClientInGame(Client))
{
//User Messages:
ShakeID = GetUserMessageId("Shake");
//Declare:
new SendClient[2];
SendClient[0] = Client;
//Handle:
new Handle:ViewMessage = StartMessageEx(ShakeID, SendClient, 1);
//Write Handle:
BfWriteByte(ViewMessage, 0);
BfWriteFloat(ViewMessage, Severity);
BfWriteFloat(ViewMessage, 10.0);
BfWriteFloat(ViewMessage, Length);
//Close:
EndMessage();
}
}
public FadeClient(Client, bool:out)
{
//Conntected:
if(IsClientConnected(Client) && IsClientInGame(Client))
{
//User Messages:
FadeID = GetUserMessageId("Fade");
//Declare
new SendClient[2];
SendClient[0] = Client;
//Handle:
new Handle:ViewMessage = StartMessageEx(FadeID, SendClient, 1);
//Write Handle:
BfWriteShort(ViewMessage, 3000); //fade time
BfWriteShort(ViewMessage, 0); //hold time
if (out)
{
//Out and Stayout
BfWriteShort(ViewMessage, 0x0002|0x0008);
}
//Override:
else
{
//In Ignore Other Fades
BfWriteShort(ViewMessage, 0x0001|0x0010);
}
//Red
BfWriteByte(ViewMessage, 25);
//Green
BfWriteByte(ViewMessage, 0);
//Blue
BfWriteByte(ViewMessage, 0);
//Alpha
BfWriteByte(ViewMessage, 250);
//Cloose:
EndMessage();
}
}
//Bipass Cheats:
stock CheatCommand(Client, const String:command[], const String:arguments[])
{
//Connected:
if(IsClientConnected(Client) && IsClientInGame(Client))
{
//Define:
new admindata = GetUserFlagBits(Client);
//Set Client Flag Bits:
SetUserFlagBits(Client, ADMFLAG_ROOT);
//Define:
new flags = GetCommandFlags(command);
//Set Client Flags:
SetCommandFlags(command, flags & ~FCVAR_CHEAT);
//Command:
ClientCommand(Client, "\"%s\" \"%s\"", command, arguments);
//Set Client Flags:
SetCommandFlags(command, flags);
//Set Client Flag Bits:
SetUserFlagBits(Client, admindata);
}
//Return:
return;
}
//Stop Sound from all Channels:
stock StopSoundPerm(Client, String:sound[])
{
//Stop Sound:
StopSound(Client, SNDCHAN_AUTO, sound);
StopSound(Client, SNDCHAN_WEAPON, sound);
StopSound(Client, SNDCHAN_VOICE, sound);
StopSound(Client, SNDCHAN_ITEM, sound);
StopSound(Client, SNDCHAN_BODY, sound);
StopSound(Client, SNDCHAN_STREAM, sound);
StopSound(Client, SNDCHAN_VOICE_BASE, sound);
StopSound(Client, SNDCHAN_USER_BASE, sound);
}