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Member
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01-10-2016
, 13:59
knockback problem + weapons problem
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#1
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I have a problem in zp5.0.5
i have a knife that has a good knockback for zombies [knock/power : 20]
why zombies have no knockback when they touch the ground? + when they duck?
But there is knockback when they jump
i put the first zombie pain shock free [why only him can get knockback when on ground + duck?]
zombieclasses.ini
PHP Code:
[Classic Zombie] NAME = Classic INFO = =Balanced= MODELS = zombie_classical CLAWMODEL = models/zombie_plague/v_knife_classical+shocker.mdl HEALTH = 4000 SPEED = 250.00 GRAVITY = 0.85 KNOCKBACK = 2.00
[Шаман] NAME = Shaman INFO = Click \rE \yto scream MODELS = zombie_siners CLAWMODEL = models/zombie_plague/v_knife_siners.mdl HEALTH = 2300 SPEED = 240.00 GRAVITY = 0.90 KNOCKBACK = 2.00
[Rage Zombie] NAME = Rage INFO = Very powerful zombie \r[VIP] MODELS = Rage CLAWMODEL = models/zombie_plague/v_rageknife.mdl HEALTH = 3000 SPEED = 290.00 GRAVITY = 0.65 KNOCKBACK = 0.10
[Hunter] NAME = Hunter INFO = Click \rG \yto run very fast MODELS = zombie_hunter2 CLAWMODEL = models/zombie_plague/v_zombieknife_hunter.mdl HEALTH = 2000 SPEED = 260.00 GRAVITY = 1.14 KNOCKBACK = 2.00
[Banchee] NAME = Banchee INFO = Click \rG \yto Spawn Bats MODELS = witch_zombi_origin CLAWMODEL = models/zombie_plague/v_knife_witch_zombi.mdl HEALTH = 1800 SPEED = 210.00 GRAVITY = 1.00 KNOCKBACK = 2.00
[Shock Zombie] NAME = Shocker INFO = Click \rG \yto shock MODELS = zombie_shocker CLAWMODEL = models/zombie_plague/v_knife_classical+shocker.mdl HEALTH = 2000 SPEED = 0.95 GRAVITY = 1.00 KNOCKBACK = 2.00
[Trapper zombie] NAME = Trapper INFO = Click \rG \yto put a trap MODELS = zombie_trapper CLAWMODEL = models/zombie_plague/v_knife_zombietrapper.mdl HEALTH = 2000 SPEED = 250.00 GRAVITY = 1.00 KNOCKBACK = 0.75
zombieplague cfg
PHP Code:
// Pain Shock Free // ---------------
zp_painshockfree_zombie 2 // Zombies are pain shock free [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie] zp_painshockfree_human 0 // Humans are pain shock free [0-disabled // 1-enabled // 2-only last human] zp_painshockfree_nemesis 0 // Nemesis is pain shock free zp_painshockfree_survivor 1 // Survivor is pain shock free
// Knockback // ---------
zp_knockback_damage 0 // Use damage on knockback calculation zp_knockback_power 1 // Use weapon power on knockback calculation zp_knockback_obey_class 1 // Use class multiplier on knockback calculation zp_knockback_zvel 0 // Should knockback affect vertical velocity zp_knockback_ducking 1.00 // Knockback multiplier for crouched zombies [0-knockback disabled when ducking] zp_knockback_distance 500 // Max distance for knockback to take effect zp_knockback_nemesis 0.10 // Nemesis knockback multiplier [0-disable knockback for nemesis]
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Is it normal that when i buy a extra custom weapon , for example m200 [sniper] and win a round as a human
the m200 changes to AWP the next round?
PHP Code:
#include <amxmodx> #include <engine> #include <fakemeta> #include <fun> #include <hamsandwich> #include <xs> #include <cstrike> #include <zombieplague>
#define ENG_NULLENT -1 #define EV_INT_WEAPONKEY EV_INT_impulse #define m200_WEAPONKEY 812 #define MAX_PLAYERS 32 #define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)
const USE_STOPPED = 0 const OFFSET_ACTIVE_ITEM = 373 const OFFSET_WEAPONOWNER = 41 const OFFSET_LINUX = 5 const OFFSET_LINUX_WEAPONS = 4
#define WEAP_LINUX_XTRA_OFF 4 #define m_fKnown 44 #define m_flNextPrimaryAttack 46 #define m_flTimeWeaponIdle 48 #define m_iClip 51 #define m_fInReload 54 #define PLAYER_LINUX_XTRA_OFF 5 #define m_flNextAttack 83
#define m200_RELOAD_TIME 3.0 #define m200_SHOOT1 1 #define m200_SHOOT2 2 #define m200_RELOAD 4 #define m200_DRAW 5
#define write_coord_f(%1) engfunc(EngFunc_WriteCoord,%1)
new const Fire_Sounds[][] = { "weapons/m200.wav" }
new m200_V_MODEL[64] = "models/zm/v_m200.mdl" new m200_P_MODEL[64] = "models/zm/p_m200.mdl" new m200_W_MODEL[64] = "models/zm/w_m200.mdl"
new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }
new cvar_dmg_m200, cvar_recoil_m200, g_itemid_m200, cvar_clip_m200, cvar_spd_m200, cvar_m200_ammo new g_MaxPlayers, g_orig_event_m200, g_IsInPrimaryAttack new Float:cl_pushangle[MAX_PLAYERS + 1][3], m_iBlood[2] new g_has_m200[33], g_clip_ammo[33], g_m200_TmpClip[33], oldweap[33]
new gmsgWeaponList
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<< CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90) new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10", "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550", "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249", "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552", "weapon_ak47", "weapon_knife", "weapon_p90" }
public plugin_init() { register_plugin("[ZP] Extra: M200", "1.0", "LARS-DAY[BR]EAKER") register_message(get_user_msgid("DeathMsg"), "message_DeathMsg") register_event("CurWeapon","CurrentWeapon","be","1=1") RegisterHam(Ham_Item_AddToPlayer, "weapon_awp", "fw_m200_AddToPlayer") RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1) RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1) RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1) RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1) for (new i = 1; i < sizeof WEAPONENTNAMES; i++) if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1) RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_awp", "fw_m200_PrimaryAttack") RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_awp", "fw_m200_PrimaryAttack_Post", 1) RegisterHam(Ham_Item_PostFrame, "weapon_awp", "m200_ItemPostFrame") RegisterHam(Ham_Weapon_Reload, "weapon_awp", "m200_Reload") RegisterHam(Ham_Weapon_Reload, "weapon_awp", "m200_Reload_Post", 1) RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") register_forward(FM_SetModel, "fw_SetModel") register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1) register_forward(FM_PlaybackEvent, "fwPlaybackEvent") RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack", 1) RegisterHam(Ham_TraceAttack, "func_breakable", "fw_TraceAttack", 1) RegisterHam(Ham_TraceAttack, "func_wall", "fw_TraceAttack", 1) RegisterHam(Ham_TraceAttack, "func_door", "fw_TraceAttack", 1) RegisterHam(Ham_TraceAttack, "func_door_rotating", "fw_TraceAttack", 1) RegisterHam(Ham_TraceAttack, "func_plat", "fw_TraceAttack", 1) RegisterHam(Ham_TraceAttack, "func_rotating", "fw_TraceAttack", 1)
cvar_dmg_m200 = register_cvar("zp_m200_dmg", "1.0") cvar_recoil_m200 = register_cvar("zp_m200_recoil", "0.95") cvar_clip_m200 = register_cvar("zp_m200_clip", "10") cvar_spd_m200 = register_cvar("zp_m200_spd", "1.0") cvar_m200_ammo = register_cvar("zp_m200_ammo", "90") g_itemid_m200 = zp_register_extra_item("M200", 35, ZP_TEAM_HUMAN) g_MaxPlayers = get_maxplayers() gmsgWeaponList = get_user_msgid("WeaponList") }
public plugin_precache() { precache_model(m200_V_MODEL) precache_model(m200_P_MODEL) precache_model(m200_W_MODEL) for(new i = 0; i < sizeof Fire_Sounds; i++) precache_sound(Fire_Sounds[i]) precache_sound("weapons/m200_clipin.wav") precache_sound("weapons/m200_clipout.wav") precache_sound("weapons/m200_foley1.wav") precache_sound("weapons/m200_foley2.wav") m_iBlood[0] = precache_model("sprites/blood.spr") m_iBlood[1] = precache_model("sprites/bloodspray.spr") precache_generic( "sprites/weapon_m200.txt" ); precache_generic( "sprites/zm/640hud29.spr" ); precache_generic( "sprites/zm/640hud7.spr" ); register_clcmd("weapon_m200", "weapon_hook") register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1) }
public weapon_hook(id) { engclient_cmd(id, "weapon_awp") return PLUGIN_HANDLED }
public fw_TraceAttack(iEnt, iAttacker, Float:flDamage, Float:fDir[3], ptr, iDamageType) { if(!is_user_alive(iAttacker)) return
new g_currentweapon = get_user_weapon(iAttacker)
if(g_currentweapon != CSW_AWP) return if(!g_has_m200[iAttacker]) return
static Float:flEnd[3] get_tr2(ptr, TR_vecEndPos, flEnd) if(iEnt) { message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_DECAL) write_coord_f(flEnd[0]) write_coord_f(flEnd[1]) write_coord_f(flEnd[2]) write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)]) write_short(iEnt) message_end() } else { message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_WORLDDECAL) write_coord_f(flEnd[0]) write_coord_f(flEnd[1]) write_coord_f(flEnd[2]) write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)]) message_end() } message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_GUNSHOTDECAL) write_coord_f(flEnd[0]) write_coord_f(flEnd[1]) write_coord_f(flEnd[2]) write_short(iAttacker) write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)]) message_end() }
public zp_user_humanized_post(id) { g_has_m200[id] = false }
public plugin_natives () { register_native("give_weapon_m200", "native_give_weapon_add", 1) } public native_give_weapon_add(id) { give_m200(id) }
public fwPrecacheEvent_Post(type, const name[]) { if (equal("events/awp.sc", name)) { g_orig_event_m200 = get_orig_retval() return FMRES_HANDLED } return FMRES_IGNORED }
public client_connect(id) { g_has_m200[id] = false }
public client_disconnect(id) { g_has_m200[id] = false }
public zp_user_infected_post(id) { if (zp_get_user_zombie(id)) { g_has_m200[id] = false } }
public fw_SetModel(entity, model[]) { if(!is_valid_ent(entity)) return FMRES_IGNORED static szClassName[33] entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName)) if(!equal(szClassName, "weaponbox")) return FMRES_IGNORED static iOwner iOwner = entity_get_edict(entity, EV_ENT_owner) if(equal(model, "models/w_awp.mdl")) { static iStoredAugID iStoredAugID = find_ent_by_owner(ENG_NULLENT, "weapon_awp", entity) if(!is_valid_ent(iStoredAugID)) return FMRES_IGNORED if(g_has_m200[iOwner]) { entity_set_int(iStoredAugID, EV_INT_WEAPONKEY, m200_WEAPONKEY) g_has_m200[iOwner] = false entity_set_model(entity, m200_W_MODEL) return FMRES_SUPERCEDE } } return FMRES_IGNORED }
public give_m200(id) { drop_weapons(id, 1) new iWep2 = give_item(id,"weapon_awp") if( iWep2 > 0 ) { cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_m200)) cs_set_user_bpammo (id, CSW_AWP, get_pcvar_num(cvar_m200_ammo)) UTIL_PlayWeaponAnimation(id, m200_DRAW) set_pdata_float(id, m_flNextAttack, 1.0, PLAYER_LINUX_XTRA_OFF)
message_begin(MSG_ONE, gmsgWeaponList, _, id) write_string("weapon_m200") write_byte(1) write_byte(30) write_byte(-1) write_byte(-1) write_byte(0) write_byte(2) write_byte(CSW_AWP) message_end() } g_has_m200[id] = true }
public zp_extra_item_selected(id, itemid) { if(itemid != g_itemid_m200) return
give_m200(id) }
public fw_m200_AddToPlayer(m200, id) { if(!is_valid_ent(m200) || !is_user_connected(id)) return HAM_IGNORED if(entity_get_int(m200, EV_INT_WEAPONKEY) == m200_WEAPONKEY) { g_has_m200[id] = true entity_set_int(m200, EV_INT_WEAPONKEY, 0)
message_begin(MSG_ONE, gmsgWeaponList, {0,0,0}, id) write_string("weapon_m200") write_byte(1) write_byte(30) write_byte(-1) write_byte(-1) write_byte(0) write_byte(2) write_byte(CSW_AWP) message_end() return HAM_HANDLED } else { message_begin(MSG_ONE, gmsgWeaponList, {0,0,0}, id) write_string("weapon_awp") write_byte(1) write_byte(30) write_byte(-1) write_byte(-1) write_byte(0) write_byte(2) write_byte(CSW_AWP) message_end() } return HAM_IGNORED }
public fw_UseStationary_Post(entity, caller, activator, use_type) { if (use_type == USE_STOPPED && is_user_connected(caller)) replace_weapon_models(caller, get_user_weapon(caller)) }
public fw_Item_Deploy_Post(weapon_ent) { static owner owner = fm_cs_get_weapon_ent_owner(weapon_ent) static weaponid weaponid = cs_get_weapon_id(weapon_ent) replace_weapon_models(owner, weaponid) }
public CurrentWeapon(id) { replace_weapon_models(id, read_data(2))
if(read_data(2) != CSW_AWP || !g_has_m200[id]) return static Float:iSpeed if(g_has_m200[id]) iSpeed = get_pcvar_float(cvar_spd_m200) static weapon[32],Ent get_weaponname(read_data(2),weapon,31) Ent = find_ent_by_owner(-1,weapon,id) if(Ent) { static Float:Delay Delay = get_pdata_float( Ent, 46, 4) * iSpeed if (Delay > 0.0) { set_pdata_float(Ent, 46, Delay, 4) } } }
replace_weapon_models(id, weaponid) { switch (weaponid) { case CSW_AWP: { if (zp_get_user_zombie(id) || zp_get_user_survivor(id)) return if(g_has_m200[id]) { set_pev(id, pev_viewmodel2, m200_V_MODEL) set_pev(id, pev_weaponmodel2, m200_P_MODEL) if(oldweap[id] != CSW_AWP) { UTIL_PlayWeaponAnimation(id, m200_DRAW) set_pdata_float(id, m_flNextAttack, 1.0, PLAYER_LINUX_XTRA_OFF)
message_begin(MSG_ONE, gmsgWeaponList, _, id) write_string("weapon_m200") write_byte(1) write_byte(30) write_byte(-1) write_byte(-1) write_byte(0) write_byte(2) write_byte(CSW_AWP) message_end() } } } } oldweap[id] = weaponid }
public fw_UpdateClientData_Post(Player, SendWeapons, CD_Handle) { if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_AWP || !g_has_m200[Player])) return FMRES_IGNORED set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001) return FMRES_HANDLED }
public fw_m200_PrimaryAttack(Weapon) { new Player = get_pdata_cbase(Weapon, 41, 4) if (!g_has_m200[Player]) return g_IsInPrimaryAttack = 1 pev(Player,pev_punchangle,cl_pushangle[Player]) g_clip_ammo[Player] = cs_get_weapon_ammo(Weapon) }
public fwPlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2) { if ((eventid != g_orig_event_m200) || !g_IsInPrimaryAttack) return FMRES_IGNORED if (!(1 <= invoker <= g_MaxPlayers)) return FMRES_IGNORED
playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2) return FMRES_SUPERCEDE }
public fw_m200_PrimaryAttack_Post(Weapon) { g_IsInPrimaryAttack = 0 new Player = get_pdata_cbase(Weapon, 41, 4) new szClip, szAmmo get_user_weapon(Player, szClip, szAmmo) if(!is_user_alive(Player)) return
if(g_has_m200[Player]) { if (!g_clip_ammo[Player]) return
new Float:push[3] pev(Player,pev_punchangle,push) xs_vec_sub(push,cl_pushangle[Player],push) xs_vec_mul_scalar(push,get_pcvar_float(cvar_recoil_m200),push) xs_vec_add(push,cl_pushangle[Player],push) set_pev(Player,pev_punchangle,push) emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM) UTIL_PlayWeaponAnimation(Player, random_num(m200_SHOOT1, m200_SHOOT2)) } }
public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if (victim != attacker && is_user_connected(attacker)) { if(get_user_weapon(attacker) == CSW_AWP) { if(g_has_m200[attacker]) SetHamParamFloat(4, damage * get_pcvar_float(cvar_dmg_m200)) } } }
public message_DeathMsg(msg_id, msg_dest, id) { static szTruncatedWeapon[33], iAttacker, iVictim get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon)) iAttacker = get_msg_arg_int(1) iVictim = get_msg_arg_int(2) if(!is_user_connected(iAttacker) || iAttacker == iVictim) return PLUGIN_CONTINUE if(equal(szTruncatedWeapon, "awp") && get_user_weapon(iAttacker) == CSW_AWP) { if(g_has_m200[iAttacker]) set_msg_arg_string(4, "awp") } return PLUGIN_CONTINUE }
stock fm_cs_get_current_weapon_ent(id) { return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX) }
stock fm_cs_get_weapon_ent_owner(ent) { return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS) }
stock UTIL_PlayWeaponAnimation(const Player, const Sequence) { set_pev(Player, pev_weaponanim, Sequence) message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player) write_byte(Sequence) write_byte(pev(Player, pev_body)) message_end() }
public m200_ItemPostFrame(weapon_entity) { new id = pev(weapon_entity, pev_owner) if (!is_user_connected(id)) return HAM_IGNORED
if (!g_has_m200[id]) return HAM_IGNORED
static iClipExtra iClipExtra = get_pcvar_num(cvar_clip_m200) new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF)
new iBpAmmo = cs_get_user_bpammo(id, CSW_AWP) new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
new fInReload = get_pdata_int(weapon_entity, m_fInReload, WEAP_LINUX_XTRA_OFF)
if( fInReload && flNextAttack <= 0.0 ) { new j = min(iClipExtra - iClip, iBpAmmo) set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF) cs_set_user_bpammo(id, CSW_AWP, iBpAmmo-j) set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF) fInReload = 0 } return HAM_IGNORED }
public m200_Reload(weapon_entity) { new id = pev(weapon_entity, pev_owner) if (!is_user_connected(id)) return HAM_IGNORED
if (!g_has_m200[id]) return HAM_IGNORED
static iClipExtra
if(g_has_m200[id]) iClipExtra = get_pcvar_num(cvar_clip_m200)
g_m200_TmpClip[id] = -1
new iBpAmmo = cs_get_user_bpammo(id, CSW_AWP) new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
if (iBpAmmo <= 0) return HAM_SUPERCEDE
if (iClip >= iClipExtra) return HAM_SUPERCEDE
g_m200_TmpClip[id] = iClip
return HAM_IGNORED }
public m200_Reload_Post(weapon_entity) { new id = pev(weapon_entity, pev_owner) if (!is_user_connected(id)) return HAM_IGNORED
if (!g_has_m200[id]) return HAM_IGNORED
if (g_m200_TmpClip[id] == -1) return HAM_IGNORED
set_pdata_int(weapon_entity, m_iClip, g_m200_TmpClip[id], WEAP_LINUX_XTRA_OFF)
set_pdata_float(weapon_entity, m_flTimeWeaponIdle, m200_RELOAD_TIME, WEAP_LINUX_XTRA_OFF)
set_pdata_float(id, m_flNextAttack, m200_RELOAD_TIME, PLAYER_LINUX_XTRA_OFF)
set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)
UTIL_PlayWeaponAnimation(id, m200_RELOAD)
return HAM_IGNORED }
stock drop_weapons(id, dropwhat) { static weapons[32], num, i, weaponid num = 0 get_user_weapons(id, weapons, num) for (i = 0; i < num; i++) { weaponid = weapons[i] if (dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)) { static wname[32] get_weaponname(weaponid, wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } } }
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Lets say i bought a pumpkin grenade and i won a human round + i still have a pumpkin but not used
the next round the pumpkin goes and i cant buy another using ammo packs :S why  ?
PHP Code:
/* Plugin generated by AMXX-Studio Plugin: Pumpkin Grenade Creator: Chrescoe1 //Cluster code used from http://forum.zombielite.ru/index.php?/topic/81-clustergrenade/ by Alexander.3 Version: 3.0 Changelog: v1.0 - First released v2.0 - Little Fixed - Optimization v3.0 - Too many fixed from ZP - Little Optimization Visit to ZombieLite.ru */
#include <amxmodx> #include <fun> #include <hamsandwich> #include <fakemeta_util>
#define PLUGIN "Pumpkin Grenade" #define VERSION "3.0" #define AUTHOR "Chrescoe1"
#define ZombiePlague //if you don't use ZombiePlague - delete this line!
#if defined ZombiePlague #include <zombieplague> #endif
//Resource new const v_model_pumpkin[] = "models/v_pumpkin.mdl" new const p_model_pumpkin[] = "models/p_pumpkin.mdl" new const w_model_pumpkin[] = "models/w_pumpkin.mdl" new const cluster_models[] = "models/w_pumpkinSmall3.mdl" new const g_soundexpl[] = "weapons/pump_exp.wav" new const blast_sprite[] = "sprites/shockwave.spr" new const cluster_trail[] = "sprites/laserbeam.spr" new const exp_sprite[] = "sprites/pumpkin_exp.spr"
//Settings const Float:expl_damage = 45.0 // سًîي يàيîٌèىûé مًàيàٍîé const Float:expl_damage_ent = 60.0 // سًîي يàيîٌèىûé هيٍèٍè \ يïِ const Float:expl_radius = 200.0 // ذàنèٌَ ًَîيà مًàيàٍû const Float:cluster_damage = 13.0 // سًîي يàيîٌèىûé îٌêîëêàىè const Float:cluster_damage_ent = 20.0 // سًîي يàيîٌèىûé هيٍèٍè \ يïِ const Float:cluster_radius = 120.0 // ذàنèٌَ ًَîيà îٌêîëîê
const cluster_num_min = 10 // جèي êîë-âî îٌêîëêîâ const cluster_num_max = 20 // جàêٌ êîë-âî îٌêîëêîâ const Float:cluster_rad_min = 200.0 // جèي ًàنèٌَ ًàçëهٍà îٌêîëîê const Float:cluster_rad_max = 300.0 // جàêٌ ًàنèٌَ ًàçëهٍà îٌêîëîê const Float:cluster_up_min = 250.0 // جèي âçë¸ٍ îٌêîëêîâ ââهًُ const Float:cluster_up_max = 350.0 // جàêٌ âçë¸ٍ îٌêîëêîâ ââهًُ
#define weapon_name "weapon_hegrenade" #define Bomb_Classname "Pumpkin_Grenade" #define Cluster_Classname "Pumpkin_ClusterBomb" #define weaponlist_name "weapon_pumpkin" #define weaponlist_original "weapon_hegrenade"
#if defined ZombiePlague new g_itemid_pumpkin #endif
new bool:g_has_pumpkin[32] new g_sprRing,spriteexpl,g_Trail new Msg_Weaponlist,Msg_ScreenShake,Msg_ScreenFade public plugin_precache() { precache_generic( "sprites/weapon_pumpkin.txt" ) precache_generic( "sprites/640hud41.spr" ) precache_generic( "sprites/640hud7.spr" )
precache_sound( "weapons/pump_deploy.wav" ) precache_sound( "weapons/pump_in.wav" ) precache_sound( "weapons/pump_throw.wav" ) precache_model(w_model_pumpkin) precache_model(v_model_pumpkin) precache_model(p_model_pumpkin) precache_model(cluster_models) precache_sound(g_soundexpl) spriteexpl = precache_model(exp_sprite) g_Trail = precache_model(cluster_trail) g_sprRing = precache_model(blast_sprite) } public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) Msg_Weaponlist = get_user_msgid("WeaponList") Msg_ScreenShake = get_user_msgid("ScreenShake") Msg_ScreenFade = get_user_msgid("ScreenFade") //Ham RegisterHam(Ham_Item_AddToPlayer, weapon_name, "Ham_AddToPlayer_Post", 1) RegisterHam(Ham_Item_Deploy, weapon_name, "Ham_Item_Deploy_Post", 1) //Fakemeta register_forward(FM_SetModel, "Fakemeta_SetModel") register_forward(FM_Touch, "Fakemeta_Touch") //Hook Weapon register_clcmd(weaponlist_name, "hook_weapon") #if defined ZombiePlague //Register item in ZP g_itemid_pumpkin = zp_register_extra_item("Pumpkin Grenade", 5, ZP_TEAM_HUMAN) #else //Get with chat command register_clcmd("say /get_pumpkin","zp_extra_item_selected") #endif // Add your code here... } public zp_extra_item_selected(id,itemid) { #if defined ZombiePlague if(itemid!=g_itemid_pumpkin)return PLUGIN_HANDLED if(g_has_pumpkin[id])return ZP_PLUGIN_HANDLED #endif g_has_pumpkin[id]=true give_item(id, weapon_name) return PLUGIN_HANDLED } public hook_weapon(id){client_cmd(id,weaponlist_original);return PLUGIN_HANDLED;}
//Ham public Ham_AddToPlayer_Post(ent, id) { if(!pev_valid(ent))return HAM_IGNORED //Update WeaponList message_begin(MSG_ONE_UNRELIABLE, Msg_Weaponlist, _, id) write_string(g_has_pumpkin[id]? weaponlist_name : weaponlist_original) write_byte(12) write_byte(1) write_byte(-1) write_byte(-1) write_byte(3) write_byte(1) write_byte(CSW_HEGRENADE) write_byte(24) message_end() return HAM_HANDLED } public Ham_Item_Deploy_Post(ent) { if(!pev_valid(ent))return new id = get_pdata_cbase(ent, 41, 4) if (is_user_alive(id)) if(g_has_pumpkin[id]) { set_pev(id, pev_viewmodel2, v_model_pumpkin) set_pev(id, pev_weaponmodel2, p_model_pumpkin) } } //Fakemeta public Fakemeta_SetModel(ent, const Model[]) { if(!pev_valid(ent))return FMRES_IGNORED if(equal(Model, "models/w_hegrenade.mdl")) //If model HE Grenade { new id = pev(ent, pev_owner) if(g_has_pumpkin[id]) //if owner has bomb { Trail(ent,g_Trail,12,8,255,155,55,255) set_pev(ent, pev_classname, Bomb_Classname) //Set classname set_pev(ent, pev_dmgtime, 9999999.0) //Block Explode engfunc(EngFunc_SetModel, ent, w_model_pumpkin) //Change Model g_has_pumpkin[id]=false //Remove bomb on player
return FMRES_SUPERCEDE } } return FMRES_IGNORED } public Fakemeta_Touch(ent, touch) { if(!pev_valid(ent))return HAM_IGNORED new EntClassname[32],TouchClassname[32] pev(ent, pev_classname, EntClassname, sizeof(EntClassname)) if(pev_valid(touch)) pev(touch, pev_classname, TouchClassname, sizeof(TouchClassname)) if(equal(EntClassname, Bomb_Classname)) { if(pev_valid(touch)) { if(equal(TouchClassname, Cluster_Classname))return HAM_SUPERCEDE if(equal(TouchClassname, Bomb_Classname))return HAM_SUPERCEDE } Pumpkin_Explode(ent) return HAM_SUPERCEDE } if(equal(EntClassname, Cluster_Classname)) { if(pev_valid(touch)) { if(equal(TouchClassname, Cluster_Classname))return HAM_SUPERCEDE if(equal(TouchClassname, Bomb_Classname))return HAM_SUPERCEDE } Cluster_Explode(ent) return HAM_SUPERCEDE } return HAM_IGNORED } //Public Func public Pumpkin_Explode(ent) { new Float:ExpOrigin[3],owner= pev(ent, pev_owner) pev(ent,pev_origin,ExpOrigin) engfunc(EngFunc_EmitSound, ent, CHAN_WEAPON,g_soundexpl, 1.0, ATTN_NORM, 0, PITCH_NORM) //Explode engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, ExpOrigin, 0) write_byte(TE_EXPLOSION) engfunc(EngFunc_WriteCoord, ExpOrigin[0]) engfunc(EngFunc_WriteCoord, ExpOrigin[1]) engfunc(EngFunc_WriteCoord, ExpOrigin[2]+50.0) write_short(spriteexpl) write_byte(30) write_byte(10) write_byte(0) message_end() ExplodeDecals(ExpOrigin) Light(ExpOrigin,45,250,150,50,15) Ring(ExpOrigin,20,80) Ring(ExpOrigin,40,60) Ring(ExpOrigin,60,40) Ring(ExpOrigin,80,20) static victim = -1 while((victim = engfunc(EngFunc_FindEntityInSphere, victim, ExpOrigin, expl_radius)) != 0) { if(victim>0&&pev(victim, pev_takedamage)!=DAMAGE_NO&&pev(victim, pev_solid)!=SOLID_NOT) { if(is_user_connected(victim)) { #if defined ZombiePlague if(zp_get_user_zombie(victim)) #else if(get_user_team(victim)!=get_user_team(owner)) #endif ExecuteHamB(Ham_TakeDamage, victim, ent, owner,expl_damage , DMG_NERVEGAS), ScreenFadeAndShake(victim) } else ExecuteHamB(Ham_TakeDamage, victim, ent, owner,expl_damage_ent , DMG_NERVEGAS) } } //Make Cluster Grenade //Code by Alexander.3 - http://forum.zombielite.ru/index.php?/topic/81-clustergrenade/ for (new i=0;i<random_num(cluster_num_min,cluster_num_max); i++) { new bomb bomb = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")) // رîçنàهى يٍèٍè engfunc(EngFunc_SetOrigin, bomb, ExpOrigin) // سٌٍàيàâëèâàهى êîîًنèيàٍû نëے ٌîçنàييîé يٍèٍè engfunc(EngFunc_SetModel, bomb, cluster_models) // سٌٍàيàâëèâàهى ىîنهëüêَ set_pev(bomb, pev_solid, SOLID_TRIGGER) // رîëèنيîٌٍü ٌٍàâèى يà TRGGGER, ÷ٍî لû يه âçًûâàëèٌü ًàيüّه يَويîمî âًهىهيè set_pev(bomb, pev_classname, Cluster_Classname) // سٌٍàيàâëèâàهى ClassName نëے ïًîâهًêè â Touch âهيٍه set_pev(bomb, pev_movetype, MOVETYPE_TOSS) // سٌٍàيàâëèâàهى MOVETYPE_TOSS set_pev(bomb, pev_owner, pev(ent, pev_owner)) // سٌٍàيàâëèâàهى èينهêٌ èمًîêà نëے يٍèٍè Util_PlayAnimation(bomb,1,0.6) //Play Anim // ذàلîٍà ٌ ًàçلًîٌîى, لَنهٍ ًàينîىيàے â ïًهنهëه ëèىèٍà. new Float:velocity[3] velocity[0] = random_float(-random_float(cluster_rad_min,cluster_rad_max), random_float(cluster_rad_min,cluster_rad_max)) velocity[1] = random_float(-random_float(cluster_rad_min,cluster_rad_max), random_float(cluster_rad_min,cluster_rad_max)) velocity[2] = random_float(-random_float(cluster_rad_min,cluster_rad_max), random_float(cluster_rad_min,cluster_rad_max))+ random_float(cluster_up_min,cluster_up_max) // سٌٍàيàâëèâàهى ٌèëَ ًàçëهٍà îٌêîëîê set_pev(bomb, pev_velocity, velocity) new Float: Angles[3] Angles[1]=random_float(0.0,360.0) set_pev(bomb,pev_angles,Angles) Trail(bomb,g_Trail,4,4,255,155,55,255) } //And remove pumkin... if(pev_valid(ent))engfunc(EngFunc_RemoveEntity, ent) } public Cluster_Explode(ent) { if (!pev_valid( ent ))return new Float:ExpOrigin[3],victim = -1 pev(ent, pev_origin, ExpOrigin) Ring(ExpOrigin,20,40) Ring(ExpOrigin,40,20) Light(ExpOrigin,15,250,150,50,15) //Explode engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, ExpOrigin, 0) write_byte(TE_EXPLOSION) engfunc(EngFunc_WriteCoord, ExpOrigin[0]) engfunc(EngFunc_WriteCoord, ExpOrigin[1]) engfunc(EngFunc_WriteCoord, ExpOrigin[2] + 15.0) write_short(spriteexpl) write_byte(5) write_byte(10) write_byte(0) message_end() while((victim = engfunc(EngFunc_FindEntityInSphere, victim, ExpOrigin, cluster_radius)) != 0) { if(victim>0&&pev(victim, pev_takedamage)!=DAMAGE_NO&&pev(victim, pev_solid)!=SOLID_NOT) { if(is_user_connected(victim)) { #if defined ZombiePlague if(zp_get_user_zombie(victim)) #else if(get_user_team(victim)!=get_user_team(pev(ent,pev_owner))) #endif ExecuteHamB(Ham_TakeDamage, victim, ent, pev(ent,pev_owner),cluster_damage , DMG_NERVEGAS), ScreenFadeAndShake(victim) } else ExecuteHamB(Ham_TakeDamage, victim, ent, pev(ent,pev_owner),cluster_damage_ent , DMG_NERVEGAS) } } if(pev_valid(ent))engfunc(EngFunc_RemoveEntity, ent) //and remove entity } //Stocks stock Trail(ent,sprite,life,size,R,G,B,F) { message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BEAMFOLLOW) write_short(ent) write_short(sprite) write_byte(life) write_byte(size) write_byte(R) write_byte(G) write_byte(B) write_byte(F) message_end() } stock ExplodeDecals(Float:Origin[3]) { engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, Origin, 0) write_byte(TE_WORLDDECAL) engfunc(EngFunc_WriteCoord, Origin[0]) engfunc(EngFunc_WriteCoord, Origin[1]) engfunc(EngFunc_WriteCoord, Origin[2]) write_byte(engfunc(EngFunc_DecalIndex,"{scorch3")) message_end() }
stock Light(Float:Origin[3],RAD,R,G,B,Life) { message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_DLIGHT) engfunc(EngFunc_WriteCoord, Origin[0]) engfunc(EngFunc_WriteCoord, Origin[1]) engfunc(EngFunc_WriteCoord, Origin[2]) write_byte(RAD) //Radius write_byte(R) // r write_byte(G) // g write_byte(B) // b write_byte(Life) //Life write_byte(10) message_end() } stock Ring(Float:flOrigin[3],Size,width) { engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, flOrigin, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, flOrigin[0]) // x engfunc(EngFunc_WriteCoord, flOrigin[1]) // y engfunc(EngFunc_WriteCoord, flOrigin[2]-20.0) // z engfunc(EngFunc_WriteCoord, flOrigin[0]) // x axis engfunc(EngFunc_WriteCoord, flOrigin[1]) // y axis engfunc(EngFunc_WriteCoord, flOrigin[2] + Size) // z axis write_short(g_sprRing) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(10) // life write_byte(width) // width write_byte(0) // noise write_byte(255) // red write_byte(155) // green write_byte(55) // blue write_byte(255) // brightness write_byte(0) // speed message_end() } stock ScreenFadeAndShake(victim) { // ScreenShake message_begin(MSG_ONE_UNRELIABLE, Msg_ScreenShake, {0,0,0}, victim) write_short(1<<14) write_short((1<<12) * 8) write_short((2<<12) * 7) message_end() //ScreenFade message_begin(MSG_ONE_UNRELIABLE, Msg_ScreenFade, _, victim) write_short(6<<8) write_short(6<<10) write_short(1<<1) write_byte(255) write_byte(155) write_byte(55) write_byte(255) message_end() } stock Util_PlayAnimation(index, sequence, Float: framerate = 1.0) { set_pev(index, pev_animtime, get_gametime()) set_pev(index, pev_framerate, framerate) set_pev(index, pev_frame, 0.0) set_pev(index, pev_sequence, sequence) }
Help me with those ^^ only , sorry im a newbie/noobie be patient with me please
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