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how to check bot weapon?


  
 
 
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Join Date: May 2012
Location: in your heart
Old 05-20-2012 , 07:15   Re: how to check bot weapon?
Reply With Quote #8

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(PLUGINVERSIONAUTHOR)
    
    
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 
wpnidwpnclipwpnammo 
    wpnid 
get_user_weapon(idwpnclip 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],numi,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(<< 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],numi,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(<< 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],numi,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(<< 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],numi,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(<< 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],numi,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(<< 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],numi,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(<< 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],numi,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(<< 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?

Last edited by Randomize; 05-20-2012 at 07:15.
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