ive made a slight edit so i can use the const g_weaponModels[][] in more then one way..
Code:
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#define PLUGIN "Golden Weapons"
#define VERSION "1.0"
#define AUTHOR "Blizzard"
new g_weaponModels[][] = {
"ak47",
"m4a1",
"deagle"
};
public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR)
register_event("CurWeapon","event_curweapon","be", "1=1");
register_forward(FM_SetModel, "fw_SetModel" );
}
public plugin_precache() {
for(new i = 0; i < sizeof g_weaponModels; i++)
{
static modelPatch[124];
formatex(modelPatch, charsmax(modelPatch), "models/golden/v_%s.mdl", g_weaponModels[i]);
precache_model(modelPatch);
formatex(modelPatch, charsmax(modelPatch), "models/golden/p_%s.mdl", g_weaponModels[i]);
precache_model(modelPatch);
formatex(modelPatch, charsmax(modelPatch), "models/golden/w_%s.mdl", g_weaponModels[i]);
precache_model(modelPatch);
}
}
public event_curweapon(id) {
new clip, ammo, weapon = get_user_weapon(id, clip, ammo);
if(weapon == CSW_AK47) {
set_pev(id, pev_viewmodel2, "models/golden/v_ak47.mdl");
set_pev(id, pev_weaponmodel2, "models/golden/p_ak47.mdl");
if(pev(id, pev_button) & IN_ATTACK) {
set_pev(id, pev_punchangle, Float:{0.0, 0.0, 0.0});
}
}
if(weapon == CSW_M4A1) {
set_pev(id, pev_viewmodel2, "models/golden/v_m4a1.mdl");
set_pev(id, pev_weaponmodel2, "models/golden/p_m4a1.mdl");
if(pev(id, pev_button) & IN_ATTACK) {
set_pev(id, pev_punchangle, Float:{0.0, 0.0, 0.0});
}
}
if(weapon == CSW_DEAGLE) {
set_pev(id, pev_viewmodel2, "models/golden/v_deagle.mdl");
set_pev(id, pev_weaponmodel2, "models/golden/p_deagle.mdl");
if(pev(id, pev_button) & IN_ATTACK) {
set_pev(id, pev_punchangle, Float:{0.0, 0.0, 0.0});
}
}
return PLUGIN_CONTINUE;
}
public fw_SetModel(ent, const model[]) {
for(new i = 0; i < sizeof g_weaponModels; i++) {
static w_model[ 32 ];
formatex( w_model, charsmax( w_model ), "w_%s.mdl", g_weaponModels[ i ] );
if(equal(model[7], w_model)) {
static newModel[32];
formatex(newModel, charsmax(newModel), "models/golden/%s", w_model);
engfunc(EngFunc_SetModel, ent, newModel);
return FMRES_SUPERCEDE;
}
}
return FMRES_IGNORED;
}
is there anyway when you pickup a weapon in WeapPickup event to check the modelname? and match it to a custom one? to then auto set true on a bool on that player?