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is this method correct?


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hornet
AMX Mod X Plugin Approver
Join Date: Mar 2010
Location: Australia
Old 05-03-2013 , 09:29   Re: is this method correct?
Reply With Quote #1

-POST UPDATED-

Try this now, should work for all weapons including shield and C4.
Code:
#define MAX_WEAPON_SLOTS    6 #define OFFSET_PLAYER       5 #define OFFSET_WEAPON       4 #define OFFSET_SHIELD       24 #define m_iClip         51 #define m_fHasPrimary       116 #define m_pActiveItem       373 #define m_iUserPrefs        510 new const m_rgpPlayerItems[ MAX_WEAPON_SLOTS ] = { 367, 368, ... };

Code:
bool:transfer_user_current_weapon( const iOwner, const iTarget ) {     new iActiveItem = get_pdata_cbase( iOwner, m_pActiveItem, OFFSET_PLAYER );     new iClip = get_pdata_int( iActiveItem, m_iClip, OFFSET_WEAPON );         new szWeapon[ 32 ];         if( get_pdata_int( iOwner, m_iUserPrefs, OFFSET_PLAYER ) & ( 1<<OFFSET_SHIELD ) )     {         strip_user_weapon( iTarget, 1 );         set_pdata_int( iTarget, m_fHasPrimary, 0, OFFSET_PLAYER );         give_item( iTarget, "weapon_shield" );         deploy_next_best( iTarget );                 set_pdata_int( iOwner, m_iUserPrefs, get_pdata_int( iOwner, m_iUserPrefs, OFFSET_PLAYER ) & ~( 1<<OFFSET_SHIELD ), OFFSET_PLAYER );                 new iBest = deploy_next_best( iOwner );                 pev( iBest, pev_classname, szWeapon, charsmax( szWeapon ) );         replace( szWeapon, charsmax( szWeapon ), "weapon_", "" );         format( szWeapon, charsmax( szWeapon ), "models/v_%s.mdl", szWeapon );         set_pev( iOwner, pev_viewmodel2, szWeapon );                 return true;     }         pev( iActiveItem, pev_classname, szWeapon, charsmax( szWeapon ) );         new iWeapon = get_weaponid( szWeapon );         new iSlot;         if( contain( szWeapon, "flash" ) == -1 && contain( szWeapon, "nade" ) == -1 )     {         if( iWeapon == CSW_C4  )         {             if( user_has_weapon( iTarget, CSW_C4 ) )                 return false;                         give_item( iTarget, "weapon_c4" );             deploy_next_best( iTarget );                         strip_user_weapon( iOwner, 5 );             deploy_next_best( iOwner );                         return true;         }                 if( iClip < 0 )             return false;                 new iAmmo = cs_get_user_bpammo( iOwner, iWeapon );                 for( new i = 1 ; i < MAX_WEAPON_SLOTS ; i ++ )         {             if( iActiveItem == get_pdata_cbase( iOwner, m_rgpPlayerItems[ i ], OFFSET_PLAYER ) )             {                 iSlot = i;                 break;             }         }                 if( get_pdata_cbase( iTarget, m_rgpPlayerItems[ iSlot ], OFFSET_PLAYER ) > 0 )             strip_user_weapon( iTarget, iSlot );             get_weaponname( iWeapon, szWeapon, charsmax( szWeapon ) );             cs_set_weapon_ammo( give_item( iTarget, szWeapon ), iClip );         cs_set_user_bpammo( iTarget, iWeapon, iAmmo );                 cs_set_user_bpammo( iOwner, iWeapon, 0 );         strip_user_weapon( iOwner, iSlot );     }     else     {           switch( iWeapon )         {             case CSW_SMOKEGRENADE, CSW_HEGRENADE:                 if( user_has_weapon( iTarget, iWeapon ) )                     return false;                                 case CSW_FLASHBANG:                 if( cs_get_user_bpammo( iTarget, CSW_FLASHBANG ) == 2 )                     return false;         }                 cs_set_user_bpammo( iOwner, iWeapon, cs_get_user_bpammo( iOwner, iWeapon ) - 1 );         give_item( iTarget, szWeapon );     }         engclient_cmd( iTarget, szWeapon );     deploy_next_best( iOwner );         return true; }

Code:
strip_user_weapon( const id, const iSlot ) {     new iEnt = get_pdata_cbase( id, m_rgpPlayerItems[ iSlot ], OFFSET_PLAYER );         if( pev_valid( iEnt ) )     {         new szWeapon[ 32 ];                 pev( iEnt, pev_classname, szWeapon, charsmax( szWeapon ) );         set_pev( id, pev_weapons, pev( id, pev_weapons ) & ~( 1<<get_weaponid( szWeapon ) ) );                 set_pdata_cbase( id, m_rgpPlayerItems[ iSlot ], -1, OFFSET_PLAYER );     } }

Code:
deploy_next_best( const id ) {     new iEnt, szWeapon[ 32 ];         for( new i = 1 ; i < MAX_WEAPON_SLOTS ; i ++ )     {         iEnt = get_pdata_cbase( id, m_rgpPlayerItems[ i ], OFFSET_PLAYER );                 if( iEnt > 0 )         {             pev( iEnt, pev_classname, szWeapon, charsmax( szWeapon ) );             engclient_cmd( id, szWeapon );                         break;         }     }         return iEnt; }
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Last edited by hornet; 05-04-2013 at 08:56.
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