i need your help, this plugin does not inflict damage on enemies team or any entity in the map.
PHP Code:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <xs>
#include <fun>
#define MODEL_V "models/trend/v_m134_v.mdl"
#define MODEL_P "models/trend/p_m134_v.mdl"
#define MODEL_W "models/trend/w_m134_v.mdl"
#define MUZZLEFLASH "sprites/trend/m134_v_muzzle2.spr"
#define MUZZLEFLASH2 "sprites/trend/m134_v_muzzle1.spr"
#define DAMAGE 75
#define CLIP 100
#define BPAMMO 200
#define SPEED_A 0.04
#define SPEED_B 0.02
#define TIME_RELOAD 5.0
#define CSW_M134V CSW_M249
#define weapon_m134v "weapon_m249"
#define WEAPON_ANIMEXT "m249"
new const WeaponSounds[11][] =
{
"weapons/m134ex-1.wav",
"weapons/m134_clipoff.wav",
"weapons/m134_clipon.wav",
"weapons/m134ex_spin.wav",
"weapons/m134hero_draw.wav",
"weapons/m134hero_fire_after_overheat.wav",
"weapons/m134hero_overheat_end.wav",
"weapons/m134hero_overload.wav",
"weapons/m134hero_spindown.wav",
"weapons/m134hero_spinup.wav",
"weapons/steam.wav"
}
new const WeaponResources[3][] =
{
"sprites/weapon_m134_v.txt",
"sprites/trend/m134_v_weapon1.spr",
"sprites/trend/m134_v_ammo1.spr"
}
new const Steam[] = "sprites/trend/m134_v_steam1.spr"
new const Shell1[] = "models/trend/s_m134_v_piston.mdl"
new const Shell2[] = "models/trend/s_m134_v_shell.mdl"
enum
{
ANIME_IDLE = 0,
ANIME_DRAW,
ANIME_RELOAD,
ANIME_FIRE_START,
ANIME_FIRE_LOOP,
ANIME_FIRE_END,
ANIME_NANI1,
ANIME_NANI2,
ANIME_OH_DRAW,
ANIME_OH_START,
ANIME_OH_IDLE,
ANIME_OH_END,
ANIME_SFIRE_START,
ANIME_SFIRE_LOOP,
ANIME_SFIRE_END
}
enum
{
M134_ATTACK_NOT = 0,
M134_ATTACK_BEGIN,
M134_ATTACK_LOOP,
M134_ATTACK_END
}
#define TASK_ATTACK 1972
#define TASK_OVERHEAT 1973
#define Get_BitVar(%1,%2) (%1 & (1 << (%2 & 31)))
#define Set_BitVar(%1,%2) %1 |= (1 << (%2 & 31))
#define UnSet_BitVar(%1,%2) %1 &= ~(1 << (%2 & 31))
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)
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)
new g_Had_M134V, g_Clip[33], g_M134State[33], Float:g_SpeedControl[33], Float:g_AttackDelay[33], g_RapidMode
new g_Event_M134V, m_iBlood[2], g_OverHeat, g_Fired, g_ShellID1, g_ShellID2
new g_MsgWeaponList, g_MsgCurWeapon, g_SteamID, Float:SteamTime[33], FiringTime[33], g_InTempingAttack
new g_Muzzleflash_Ent, g_Muzzleflash
new g_Muzzleflash_Ent2, g_Muzzleflash2
new g_IsConnected, g_IsAlive, g_PlayerWeapon[33]
public plugin_init(){
Register_SafetyFunc()
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")
register_forward(FM_CmdStart, "fw_CmdStart")
register_forward(FM_EmitSound, "fw_EmitSound")
register_forward(FM_TraceLine, "fw_TraceLine")
register_forward(FM_TraceHull, "fw_TraceHull")
register_forward(FM_SetModel, "fw_SetModel")
register_forward(FM_AddToFullPack, "fw_AddToFullPack_post", 1)
register_forward(FM_CheckVisibility, "fw_CheckVisibility")
RegisterHam(Ham_Item_Deploy, weapon_m134v, "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, weapon_m134v, "fw_Item_AddToPlayer_Post", 1)
RegisterHam(Ham_Weapon_WeaponIdle, weapon_m134v, "fw_Weapon_WeaponIdle_Post", 1)
RegisterHam(Ham_Item_PostFrame, weapon_m134v, "fw_Item_PostFrame")
RegisterHam(Ham_Weapon_Reload, weapon_m134v, "fw_Weapon_Reload")
RegisterHam(Ham_Weapon_Reload, weapon_m134v, "fw_Weapon_Reload_Post", 1)
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player")
g_MsgCurWeapon = get_user_msgid("CurWeapon")
g_MsgWeaponList = get_user_msgid("WeaponList")
register_clcmd("v_mini", "Get_M134V")
register_clcmd("weapon_m134_v", "Hook_Weapon")
}
public plugin_precache(){
precache_model(MODEL_V)
precache_model(MODEL_P)
precache_model(MODEL_W)
for(new i = 0; i < sizeof(WeaponSounds); i++)precache_sound(WeaponSounds[i])
precache_generic(WeaponResources[0])
precache_model(WeaponResources[1])
precache_model(WeaponResources[2])
g_SteamID = precache_model(Steam)
m_iBlood[0] = precache_model("sprites/blood.spr")
m_iBlood[1] = precache_model("sprites/bloodspray.spr")
register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
g_ShellID1 = precache_model(Shell1)
g_ShellID2 = precache_model(Shell2)
g_Muzzleflash_Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
precache_model(MUZZLEFLASH)
engfunc(EngFunc_SetModel, g_Muzzleflash_Ent, MUZZLEFLASH)
set_pev(g_Muzzleflash_Ent, pev_scale, 0.2)
set_pev(g_Muzzleflash_Ent, pev_rendermode, kRenderTransTexture)
set_pev(g_Muzzleflash_Ent, pev_renderamt, 0.0)
g_Muzzleflash_Ent2 = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
precache_model(MUZZLEFLASH2)
engfunc(EngFunc_SetModel, g_Muzzleflash_Ent2, MUZZLEFLASH2)
set_pev(g_Muzzleflash_Ent2, pev_scale, 0.2)
set_pev(g_Muzzleflash_Ent2, pev_rendermode, kRenderTransTexture)
set_pev(g_Muzzleflash_Ent2, pev_renderamt, 0.0)
}
public fw_PrecacheEvent_Post(type, const name[]){
if(equal("events/m249.sc", name)) g_Event_M134V = get_orig_retval()
}
public Hook_Weapon(id){
engclient_cmd(id, weapon_m134v)
return PLUGIN_HANDLED
}
public client_putinserver(id){
Safety_Connected(id)
}
public client_disconnect(id){
Safety_Disconnected(id)
}
public plugin_natives(){
register_native("trend_give_v","Get_M134V",1);
register_native("trend_strip_v","Remove_M134V",1);
}
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)) || (dropwhat == 2 && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM))){
static wname[32]; get_weaponname(weaponid, wname, charsmax(wname))
engclient_cmd(id, "drop", wname)
}
}
}
public Get_M134V(id){
remove_task(id+TASK_OVERHEAT)
drop_weapons(id, 1)
UnSet_BitVar(g_InTempingAttack, id)
UnSet_BitVar(g_Fired, id)
UnSet_BitVar(g_OverHeat, id)
UnSet_BitVar(g_RapidMode, id)
g_M134State[id] = M134_ATTACK_NOT
FiringTime[id] = 0
Set_BitVar(g_Had_M134V, id)
give_item(id, weapon_m134v)
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_M134V)
if(!pev_valid(Ent)) return
cs_set_weapon_ammo(Ent, CLIP)
cs_set_user_bpammo(id, CSW_M134V, BPAMMO)
message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, _, id)
write_byte(1)
write_byte(CSW_M134V)
write_byte(CLIP)
message_end()
}
public Remove_M134V(id){
UnSet_BitVar(g_InTempingAttack, id)
UnSet_BitVar(g_Had_M134V, id)
UnSet_BitVar(g_OverHeat, id)
UnSet_BitVar(g_RapidMode, id)
remove_task(id+TASK_OVERHEAT)
}
public fw_AddToFullPack_post(esState, iE, iEnt, iHost, iHostFlags, iPlayer, pSet){
if(iEnt == g_Muzzleflash_Ent){
if(Get_BitVar(g_Muzzleflash, iHost)){
set_es(esState, ES_Frame, float(random_num(0, 2)))
set_es(esState, ES_RenderMode, kRenderTransAdd)
set_es(esState, ES_RenderAmt, 255.0)
UnSet_BitVar(g_Muzzleflash, iHost)
}
set_es(esState, ES_Skin, iHost)
set_es(esState, ES_Body, 1)
set_es(esState, ES_AimEnt, iHost)
set_es(esState, ES_MoveType, MOVETYPE_FOLLOW)
}
if(iEnt == g_Muzzleflash_Ent2){
if(Get_BitVar(g_Muzzleflash2, iHost)){
set_es(esState, ES_Frame, float(random_num(0, 2)))
set_es(esState, ES_RenderMode, kRenderTransAdd)
set_es(esState, ES_RenderAmt, 255.0)
UnSet_BitVar(g_Muzzleflash2, iHost)
}
set_es(esState, ES_Skin, iHost)
set_es(esState, ES_Body, 1)
set_es(esState, ES_AimEnt, iHost)
set_es(esState, ES_MoveType, MOVETYPE_FOLLOW)
}
}
public fw_CheckVisibility(iEntity, pSet){
if(iEntity == g_Muzzleflash_Ent){
forward_return(FMV_CELL, 1)
return FMRES_SUPERCEDE
}
else if(iEntity == g_Muzzleflash_Ent2) {
forward_return(FMV_CELL, 1)
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
public fw_EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch){
if(!is_connected(id))return FMRES_IGNORED
if(!Get_BitVar(g_InTempingAttack, id))return FMRES_IGNORED
if(sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i'){
if(sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a')return FMRES_SUPERCEDE
if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't'){
if (sample[17] == 'w') return FMRES_SUPERCEDE
else return FMRES_SUPERCEDE
}
if (sample[14] == 's' && sample[15] == 't' && sample[16] == 'a')return FMRES_SUPERCEDE;
}
return FMRES_IGNORED
}
public fw_TraceLine(Float:vector_start[3], Float:vector_end[3], ignored_monster, id, handle){
if(!is_alive(id))return FMRES_IGNORED
if(!Get_BitVar(g_InTempingAttack, id))return FMRES_IGNORED
static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
pev(id, pev_origin, fOrigin)
pev(id, pev_view_ofs, view_ofs)
xs_vec_add(fOrigin, view_ofs, vecStart)
pev(id, pev_v_angle, v_angle)
engfunc(EngFunc_MakeVectors, v_angle)
get_global_vector(GL_v_forward, v_forward)
xs_vec_mul_scalar(v_forward, 0.0, v_forward)
xs_vec_add(vecStart, v_forward, vecEnd)
engfunc(EngFunc_TraceLine, vecStart, vecEnd, ignored_monster, id, handle)
return FMRES_SUPERCEDE
}
public fw_TraceHull(Float:vector_start[3], Float:vector_end[3], ignored_monster, hull, id, handle){
if(!is_alive(id))return FMRES_IGNORED
if(!Get_BitVar(g_InTempingAttack, id))return FMRES_IGNORED
static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
pev(id, pev_origin, fOrigin)
pev(id, pev_view_ofs, view_ofs)
xs_vec_add(fOrigin, view_ofs, vecStart)
pev(id, pev_v_angle, v_angle)
engfunc(EngFunc_MakeVectors, v_angle)
get_global_vector(GL_v_forward, v_forward)
xs_vec_mul_scalar(v_forward, 0.0, v_forward)
xs_vec_add(vecStart, v_forward, vecEnd)
engfunc(EngFunc_TraceHull, vecStart, vecEnd, ignored_monster, hull, id, handle)
return FMRES_SUPERCEDE
}
public fw_UpdateClientData_Post(id, sendweapons, cd_handle){
if(!is_alive(id))return FMRES_IGNORED
if(get_player_weapon(id) == CSW_M134V && Get_BitVar(g_Had_M134V, id))set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
return FMRES_HANDLED
}
public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2){
if (!is_connected(invoker))return FMRES_IGNORED
if(get_player_weapon(invoker) != CSW_M134V || !Get_BitVar(g_Had_M134V, invoker))return FMRES_IGNORED
if(eventid == g_Event_M134V){
engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
public fw_CmdStart(id, uc_handle, seed){
if(!is_alive(id))return
if(get_player_weapon(id) != CSW_M134V || !Get_BitVar(g_Had_M134V, id))return
static NewButton; NewButton = get_uc(uc_handle, UC_Buttons)
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_M134V)
if(!pev_valid(Ent))return
if(NewButton & IN_ATTACK){
NewButton &= ~IN_ATTACK
set_uc(uc_handle, UC_Buttons, NewButton)
if(get_pdata_float(id, 83, 5) > 0.0)return
if(Get_BitVar(g_OverHeat, id))return
if(cs_get_weapon_ammo(Ent) <= 0){
if(get_pdata_int(Ent, 54))return
set_pdata_int(Ent, 54, 1, 4)
ExecuteHamB(Ham_Weapon_Reload, Ent)
return
}
if(g_M134State[id] == M134_ATTACK_NOT){
g_M134State[id] = M134_ATTACK_BEGIN
FiringTime[id] = 0
UnSet_BitVar(g_Fired, id)
UnSet_BitVar(g_RapidMode, id)
}
else if(g_M134State[id] == M134_ATTACK_BEGIN){
if(pev(id, pev_weaponanim) != ANIME_FIRE_END) Set_WeaponAnim(id, ANIME_FIRE_START)
emit_sound(Ent, CHAN_WEAPON, WeaponSounds[9], 1.0, 0.52, 0, 94 + random_num(0, 15))
Set_WeaponIdleTime(id, CSW_M134V, 0.2)
Set_PlayerNextAttack(id, 0.2)
if(!task_exists(id+TASK_ATTACK)) set_task(0.15, "Task_ChangeState_Loop", id+TASK_ATTACK)
}
else if(g_M134State[id] == M134_ATTACK_LOOP) {
if(cs_get_weapon_ammo(Ent) > 0){
if(!Get_BitVar(g_RapidMode, id)) Set_WeaponAnim(id, ANIME_FIRE_LOOP)
else Set_WeaponAnim(id, ANIME_SFIRE_LOOP)
Set_WeaponIdleTime(id, CSW_M134V, 0.5)
Set_PlayerNextAttack(id, 0.5)
}
else{
g_M134State[id] = M134_ATTACK_END
Set_WeaponAnim(id, ANIME_FIRE_END)
emit_sound(Ent, CHAN_WEAPON, WeaponSounds[8], 1.0, 0.52, 0, 94 + random_num(0, 15))
Set_WeaponIdleTime(id, CSW_M134V, 2.0)
Set_PlayerNextAttack(id, 0.25)
remove_task(id+TASK_ATTACK)
g_M134State[id] = M134_ATTACK_NOT
}
}
}
else if(NewButton & IN_ATTACK2) {
NewButton &= ~IN_ATTACK2
set_uc(uc_handle, UC_Buttons, NewButton)
if(get_pdata_float(id, 83, 5) > 0.0) return
if(Get_BitVar(g_OverHeat, id))return
if(cs_get_weapon_ammo(Ent) <= 0){
if(get_pdata_int(Ent, 54))return
set_pdata_int(Ent, 54, 1, 4)
ExecuteHamB(Ham_Weapon_Reload, Ent)
return
}
if(g_M134State[id] == M134_ATTACK_NOT){
Set_BitVar(g_RapidMode, id)
FiringTime[id] = 0
UnSet_BitVar(g_Fired, id)
g_M134State[id] = M134_ATTACK_BEGIN
}
else if(g_M134State[id] == M134_ATTACK_BEGIN) {
if(pev(id, pev_weaponanim) != ANIME_FIRE_END) Set_WeaponAnim(id, ANIME_SFIRE_START)
emit_sound(Ent, CHAN_WEAPON, WeaponSounds[9], 1.0, 0.52, 0, 94 + random_num(0, 15))
Set_WeaponIdleTime(id, CSW_M134V, 0.2)
Set_PlayerNextAttack(id, 0.2)
if(!task_exists(id+TASK_ATTACK)) set_task(0.15, "Task_ChangeState_Loop", id+TASK_ATTACK)
}
else if(g_M134State[id] == M134_ATTACK_LOOP) {
if(cs_get_weapon_ammo(Ent) > 0){
if(!Get_BitVar(g_RapidMode, id)) Set_WeaponAnim(id, ANIME_FIRE_LOOP)
else Set_WeaponAnim(id, ANIME_SFIRE_LOOP)
Set_WeaponIdleTime(id, CSW_M134V, 0.5)
Set_PlayerNextAttack(id, 0.5)
}
else {
g_M134State[id] = M134_ATTACK_END
emit_sound(Ent, CHAN_WEAPON, WeaponSounds[8], 1.0, 0.52, 0, 94 + random_num(0, 15))
Overheat_Begin(id)
remove_task(id+TASK_ATTACK)
g_M134State[id] = M134_ATTACK_NOT
}
}
}
else {
if(g_M134State[id] == M134_ATTACK_LOOP) {
g_M134State[id] = M134_ATTACK_END
emit_sound(Ent, CHAN_WEAPON, WeaponSounds[8], 1.0, 0.52, 0, 94 + random_num(0, 15))
Set_WeaponIdleTime(id, CSW_M134V, 2.0)
Set_PlayerNextAttack(id, 0.25)
if(!Get_BitVar(g_RapidMode, id)) Set_WeaponAnim(id, ANIME_FIRE_END)
else Overheat_Begin(id)
remove_task(id+TASK_ATTACK)
g_M134State[id] = M134_ATTACK_NOT
}
}
if(NewButton & IN_RELOAD){
if(get_pdata_int(Ent, 54))return
if(Get_BitVar(g_OverHeat, id))return
if(cs_get_weapon_ammo(Ent) >= CLIP)return
if(get_pdata_float(id, 83, 5) > 0.0 || get_pdata_float(Ent, 46, 4) > 0.0 || get_pdata_float(Ent, 47, 4) > 0.0)return
set_pdata_int(Ent, 54, 1, 4)
ExecuteHamB(Ham_Weapon_Reload, Ent)
}
}
public Overheat_Begin(id){
if(Get_BitVar(g_Fired, id)){
if(FiringTime[id] > 0){
Set_BitVar(g_OverHeat, id)
SteamTime[id] = get_gametime() + 1.0
Set_WeaponIdleTime(id, CSW_M134V, 2.0 + 1.0)
Set_PlayerNextAttack(id, float(FiringTime[id]) + 1.0)
Set_WeaponAnim(id, ANIME_OH_START)
remove_task(id+TASK_OVERHEAT)
set_task(float(FiringTime[id]) + 1.0, "Overheat_End", id+TASK_OVERHEAT)
}
else {
Set_WeaponIdleTime(id, CSW_M134V, 2.0)
Set_PlayerNextAttack(id, 0.25)
Set_WeaponAnim(id, ANIME_SFIRE_END)
}
}
else {
Set_WeaponIdleTime(id, CSW_M134V, 2.0)
Set_PlayerNextAttack(id, 0.25)
Set_WeaponAnim(id, ANIME_SFIRE_END)
}
}
public Overheat_End(id){
id -= TASK_OVERHEAT
if(!is_alive(id))return
UnSet_BitVar(g_OverHeat, id)
if(get_player_weapon(id) != CSW_M134V || !Get_BitVar(g_Had_M134V, id))return
Set_WeaponAnim(id, ANIME_OH_END)
Set_WeaponIdleTime(id, CSW_M134V, 2.0)
Set_PlayerNextAttack(id, 2.0)
}
public client_PostThink(id){
if(!is_alive(id))return
if(get_player_weapon(id) != CSW_M134V || !Get_BitVar(g_Had_M134V, id))return
if(Get_BitVar(g_OverHeat, id)){
if(get_gametime() - 1.0 > SteamTime[id]){
static Float:Origin[3]
get_position(id, 20.0, 0.0, 0.0, Origin)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_SPRITE)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_short(g_SteamID)
write_byte(1)
write_byte(250)
message_end()
emit_sound(id, CHAN_WEAPON, WeaponSounds[10], 1.0, 0.52, 0, 94 + random_num(0, 15))
SteamTime[id] = get_gametime()
}
}
if(g_M134State[id] != M134_ATTACK_LOOP)return
static Float:DerSpeed; DerSpeed = Get_BitVar(g_RapidMode, id) ? SPEED_B : SPEED_A
if(get_gametime() - DerSpeed > g_SpeedControl[id]){
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_M134V)
if(!pev_valid(Ent)) return
if(cs_get_weapon_ammo(Ent) > 0){
Set_BitVar(g_Fired, id)
// Shake Screen
static Float:PunchAngles[3]
PunchAngles[0] = random_float(-1.5, 1.5)
PunchAngles[1] = random_float(-1.5, 1.5)
set_pev(id, pev_punchangle, PunchAngles)
Set_BitVar(g_Muzzleflash, id)
Set_BitVar(g_Muzzleflash2, id)
Create_Vodan(id)
emit_sound(Ent, CHAN_WEAPON, WeaponSounds[0], 1.0, 0.52, 0, 94 + random_num(0, 15))
static Float:Origin[3], Float:Target[3]
pev(id, pev_origin, Origin); Origin[2] += 16.0
get_position(id, 4096.0, 0.0, 0.0, Target)
if(get_gametime() - 1.0 > SteamTime[id]){
FiringTime[id]++
SteamTime[id] = get_gametime()
}
Create_FakeAttack(id)
static Trace; Trace = create_tr2()
engfunc(EngFunc_TraceLine, Origin, Target, DONT_IGNORE_MONSTERS, id, Trace)
static Hit; Hit = get_tr2(Trace, TR_pHit)
if(is_alive(Hit)){
do_attack(id, Hit, 0, float(DAMAGE))
}
else {
static ptr; ptr = create_tr2()
engfunc(EngFunc_TraceLine, Origin, Target, DONT_IGNORE_MONSTERS, id, ptr)
static Float:EndPos[3]
get_tr2(ptr, TR_vecEndPos, EndPos)
static Float:WallVector[3];get_tr2(ptr,TR_vecPlaneNormal,WallVector)
make_bullet(id, EndPos)
engfunc(EngFunc_MessageBegin,MSG_PVS,SVC_TEMPENTITY,EndPos,0);
write_byte(TE_STREAK_SPLASH)
engfunc(EngFunc_WriteCoord,EndPos[0]);
engfunc(EngFunc_WriteCoord,EndPos[1]);
engfunc(EngFunc_WriteCoord,EndPos[2]);
engfunc(EngFunc_WriteCoord,WallVector[0]*random_float(25.0,30.0));
engfunc(EngFunc_WriteCoord,WallVector[1]*random_float(25.0,30.0));
engfunc(EngFunc_WriteCoord,WallVector[2]*random_float(25.0,30.0));
write_byte(111)
write_short(12)
write_short(3)
write_short(75)
message_end()
free_tr2(ptr)
}
free_tr2(Trace)
}
else {
g_M134State[id] = M134_ATTACK_END
if(!Get_BitVar(g_RapidMode, id)) Set_WeaponAnim(id, ANIME_FIRE_END)
else Set_WeaponAnim(id, ANIME_SFIRE_END)
Set_WeaponIdleTime(id, CSW_M134V, 2.0)
Set_PlayerNextAttack(id, 0.25)
remove_task(id+TASK_ATTACK)
g_M134State[id] = M134_ATTACK_NOT
}
g_SpeedControl[id] = get_gametime()
}
static Float:DerTime; DerTime = Get_BitVar(g_RapidMode, id) ? 0.1 : 0.25
if(get_gametime() - DerTime > g_AttackDelay[id]){
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_M134V)
if(!pev_valid(Ent)) return
if(cs_get_weapon_ammo(Ent) > 0) {
cs_set_weapon_ammo(Ent, cs_get_weapon_ammo(Ent) - 1)
if(cs_get_weapon_ammo(Ent) <= 0 && Get_BitVar(g_RapidMode, id))
set_task(0.1, "Overheat_Begin", id)
}
g_AttackDelay[id] = get_gametime()
}
}
public Create_Vodan(id){
Eject_Shell2(id, g_ShellID1, 0)
Eject_Shell2(id, g_ShellID2, 1)
}
public Task_ChangeState_Loop(id){
id -= TASK_ATTACK
if(!is_alive(id))return
if(get_player_weapon(id) != CSW_M134V || !Get_BitVar(g_Had_M134V, id))return
if(g_M134State[id] != M134_ATTACK_BEGIN)return
g_M134State[id] = M134_ATTACK_LOOP
}
public fw_Item_Deploy_Post(Ent){
if(pev_valid(Ent) != 2)return
static Id; Id = get_pdata_cbase(Ent, 41, 4)
if(get_pdata_cbase(Id, 373) != Ent)return
if(!Get_BitVar(g_Had_M134V, Id))return
set_pev(Id, pev_viewmodel2, MODEL_V)
set_pev(Id, pev_weaponmodel2, MODEL_P)
if(!Get_BitVar(g_OverHeat, Id)) Set_WeaponAnim(Id, ANIME_DRAW)
else Set_WeaponAnim(Id, ANIME_OH_DRAW)
set_pdata_string(Id, (492) * 4, WEAPON_ANIMEXT, -1 , 20)
}
public fw_Item_AddToPlayer_Post(Ent, id){
if(!pev_valid(Ent))return HAM_IGNORED
if(pev(Ent, pev_impulse) == 123123645489){
Set_BitVar(g_Had_M134V, id)
set_pev(Ent, pev_impulse, 0)
}
if(Get_BitVar(g_Had_M134V, id)){
message_begin(MSG_ONE_UNRELIABLE, g_MsgWeaponList, _, id)
write_string("weapon_m134_vulcan")
write_byte(3)
write_byte(200)
write_byte(-1)
write_byte(-1)
write_byte(0)
write_byte(4)
write_byte(CSW_M134V)
write_byte(0)
message_end()
}
return HAM_HANDLED
}
public fw_SetModel(entity, model[]){
if(!pev_valid(entity))return FMRES_IGNORED
static Classname[32]
pev(entity, pev_classname, Classname, sizeof(Classname))
if(!equal(Classname, "weaponbox"))return FMRES_IGNORED
static iOwner
iOwner = pev(entity, pev_owner)
if(equal(model, "models/w_m249.mdl")){
static weapon; weapon = find_ent_by_owner(-1, weapon_m134v, entity)
if(!pev_valid(weapon))return FMRES_IGNORED;
if(Get_BitVar(g_Had_M134V, iOwner)){
set_pev(weapon, pev_impulse, 123123645489)
engfunc(EngFunc_SetModel, entity, MODEL_W)
Remove_M134V(iOwner)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED;
}
public fw_Item_PostFrame(ent){
static id; id = pev(ent, pev_owner)
if(!is_user_alive(id))return HAM_IGNORED
if(!Get_BitVar(g_Had_M134V, id))return HAM_IGNORED
static Float:flNextAttack; flNextAttack = get_pdata_float(id, 83, 5)
static bpammo; bpammo = cs_get_user_bpammo(id, CSW_M134V)
static iClip; iClip = get_pdata_int(ent, 51, 4)
static fInReload; fInReload = get_pdata_int(ent, 54, 4)
if(fInReload && flNextAttack <= 0.0){
static temp1
temp1 = min(CLIP - iClip, bpammo)
set_pdata_int(ent, 51, iClip + temp1, 4)
cs_set_user_bpammo(id, CSW_M134V, bpammo - temp1)
set_pdata_int(ent, 54, 0, 4)
fInReload = 0
}
return HAM_IGNORED
}
public fw_Weapon_Reload(ent){
static id; id = pev(ent, pev_owner)
if(!is_user_alive(id))return HAM_IGNORED
if(!Get_BitVar(g_Had_M134V, id))return HAM_IGNORED
if(Get_BitVar(g_OverHeat, id))return HAM_SUPERCEDE
g_Clip[id] = -1
static BPAmmo; BPAmmo = cs_get_user_bpammo(id, CSW_M134V)
static iClip; iClip = get_pdata_int(ent, 51, 4)
if(BPAmmo <= 0)return HAM_SUPERCEDE
if(iClip >= CLIP)return HAM_SUPERCEDE
g_Clip[id] = iClip
return HAM_HANDLED
}
public fw_Weapon_Reload_Post(ent){
static id; id = pev(ent, pev_owner)
if(!is_user_alive(id))return HAM_IGNORED
if(!Get_BitVar(g_Had_M134V, id))return HAM_IGNORED
if(Get_BitVar(g_OverHeat, id))return HAM_SUPERCEDE
if((get_pdata_int(ent, 54, 4) == 1)){
if(g_Clip[id] == -1)return HAM_IGNORED
set_pdata_int(ent, 51, g_Clip[id], 4)
Set_WeaponAnim(id, ANIME_RELOAD)
Set_PlayerNextAttack(id, TIME_RELOAD)
}
return HAM_HANDLED
}
public fw_Weapon_WeaponIdle_Post( iEnt ){
if(pev_valid(iEnt) != 2)return
static Id; Id = get_pdata_cbase(iEnt, 41, 4)
if(get_pdata_cbase(Id, 373) != iEnt)return
if(!Get_BitVar(g_Had_M134V, Id))return
if(get_pdata_float(iEnt, 48, 4) <= 0.25){
if(!Get_BitVar(g_OverHeat, Id)) Set_WeaponAnim(Id, ANIME_IDLE)
else Set_WeaponAnim(Id, ANIME_OH_IDLE)
set_pdata_float(iEnt, 48, 20.0, 4)
}
}
public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits){
if(!is_connected(Attacker))return HAM_IGNORED
if(get_player_weapon(Attacker) != CSW_M134V || !Get_BitVar(g_Had_M134V, Attacker))return HAM_IGNORED
static Float:flEnd[3], Float:vecPlane[3]
get_tr2(Ptr, TR_vecEndPos, flEnd)
get_tr2(Ptr, TR_vecPlaneNormal, vecPlane)
Make_BulletHole(Attacker, flEnd, Damage)
static Float:WallVector[3];get_tr2(Ptr,TR_vecPlaneNormal,WallVector)
engfunc(EngFunc_MessageBegin,MSG_PVS,SVC_TEMPENTITY,flEnd,0);
write_byte(TE_STREAK_SPLASH)
engfunc(EngFunc_WriteCoord,flEnd[0]);
engfunc(EngFunc_WriteCoord,flEnd[1]);
engfunc(EngFunc_WriteCoord,flEnd[2]);
engfunc(EngFunc_WriteCoord,WallVector[0]*random_float(25.0,30.0));
engfunc(EngFunc_WriteCoord,WallVector[1]*random_float(25.0,30.0));
engfunc(EngFunc_WriteCoord,WallVector[2]*random_float(25.0,30.0));
write_byte(111)
write_short(12)
write_short(3)
write_short(75)
message_end()
SetHamParamFloat(3, float(DAMAGE))
return HAM_HANDLED
}
public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits){
if(!is_connected(Attacker))return HAM_IGNORED
if(get_player_weapon(Attacker) != CSW_M134V || !Get_BitVar(g_Had_M134V, Attacker))return HAM_IGNORED
SetHamParamFloat(3, float(DAMAGE))
return HAM_HANDLED
}
public Create_FakeAttack(id){
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_KNIFE)
if(!pev_valid(Ent)) return
Set_BitVar(g_InTempingAttack, id)
ExecuteHamB(Ham_Weapon_PrimaryAttack, Ent)
static iAnimDesired, szAnimation[64]
formatex(szAnimation, charsmax(szAnimation), (pev(id, pev_flags) & FL_DUCKING) ? "crouch_shoot_%s" : "ref_shoot_%s", WEAPON_ANIMEXT)
if((iAnimDesired = lookup_sequence(id, szAnimation)) == -1)
iAnimDesired = 0
set_pev(id, pev_sequence, iAnimDesired)
UnSet_BitVar(g_InTempingAttack, id)
}
public Register_SafetyFunc(){
register_event("CurWeapon", "Safety_CurWeapon", "be", "1=1")
RegisterHam(Ham_Spawn, "player", "fw_Safety_Spawn_Post", 1)
RegisterHam(Ham_Killed, "player", "fw_Safety_Killed_Post", 1)
}
public Register_SafetyFuncBot(id){
RegisterHamFromEntity(Ham_Spawn, id, "fw_Safety_Spawn_Post", 1)
RegisterHamFromEntity(Ham_Killed, id, "fw_Safety_Killed_Post", 1)
}
public Safety_Connected(id){
Set_BitVar(g_IsConnected, id)
UnSet_BitVar(g_IsAlive, id)
g_PlayerWeapon[id] = 0
}
public Safety_Disconnected(id){
UnSet_BitVar(g_IsConnected, id)
UnSet_BitVar(g_IsAlive, id)
g_PlayerWeapon[id] = 0
}
public Safety_CurWeapon(id){
if(!is_alive(id))return
static CSW; CSW = read_data(2)
if(g_PlayerWeapon[id] != CSW) g_PlayerWeapon[id] = CSW
}
public fw_Safety_Spawn_Post(id){
if(!is_user_alive(id))return
Set_BitVar(g_IsAlive, id)
}
public fw_Safety_Killed_Post(id){
UnSet_BitVar(g_IsAlive, id)
}
public is_alive(id){
if(!(1 <= id <= 32))return 0
if(!Get_BitVar(g_IsConnected, id))return 0
if(!Get_BitVar(g_IsAlive, id))return 0
return 1
}
public is_connected(id){
if(!(1 <= id <= 32))return 0
if(!Get_BitVar(g_IsConnected, id))return 0
return 1
}
public get_player_weapon(id){
if(!is_alive(id))return 0
return g_PlayerWeapon[id]
}
stock Set_WeaponAnim(id, anim){
set_pev(id, pev_weaponanim, anim)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
write_byte(anim)
write_byte(pev(id, pev_body))
message_end()
}
stock Make_BulletHole(id, Float:Origin[3], Float:Damage){
static Decal; Decal = random_num(41, 45)
static LoopTime;
if(Damage > 100.0) LoopTime = 2
else LoopTime = 1
for(new i = 0; i < LoopTime; i++){
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_byte(Decal)
message_end()
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_GUNSHOTDECAL)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_short(id)
write_byte(Decal)
message_end()
}
}
stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0){
static Float:vfEnd[3], viEnd[3]
get_user_origin(id, viEnd, 3)
IVecFVec(viEnd, vfEnd)
static Float:fOrigin[3], Float:fAngle[3]
pev(id, pev_origin, fOrigin)
pev(id, pev_view_ofs, fAngle)
xs_vec_add(fOrigin, fAngle, fOrigin)
static Float:fAttack[3]
xs_vec_sub(vfEnd, fOrigin, fAttack)
xs_vec_sub(vfEnd, fOrigin, fAttack)
static Float:fRate
fRate = fDis / vector_length(fAttack)
xs_vec_mul_scalar(fAttack, fRate, fAttack)
xs_vec_add(fOrigin, fAttack, output)
}
stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[]){
new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_origin, vOrigin)
pev(id, pev_view_ofs,vUp)
xs_vec_add(vOrigin,vUp,vOrigin)
pev(id, pev_v_angle, vAngle)
angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward)
angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}
stock get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3]){
new_velocity[0] = origin2[0] - origin1[0]
new_velocity[1] = origin2[1] - origin1[1]
new_velocity[2] = origin2[2] - origin1[2]
new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
new_velocity[0] *= num
new_velocity[1] *= num
new_velocity[2] *= num
return 1;
}
stock Set_WeaponIdleTime(id, WeaponId ,Float:TimeIdle){
static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)
if(!pev_valid(entwpn)) return
set_pdata_float(entwpn, 46, TimeIdle, 4)
set_pdata_float(entwpn, 47, TimeIdle, 4)
set_pdata_float(entwpn, 48, TimeIdle + 0.5, 4)
}
stock Set_PlayerNextAttack(id, Float:nexttime){
set_pdata_float(id, 83, nexttime, 5)
}
stock Get_Position(id,Float:forw, Float:right, Float:up, Float:vStart[]){
static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_origin, vOrigin)
pev(id, pev_view_ofs,vUp)
xs_vec_add(vOrigin,vUp,vOrigin)
pev(id, pev_v_angle, vAngle)
angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward)
angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}
stock is_wall_between_points(Float:start[3], Float:end[3], ignore_ent){
static ptr
ptr = create_tr2()
engfunc(EngFunc_TraceLine, start, end, IGNORE_MONSTERS, ignore_ent, ptr)
static Float:EndPos[3]
get_tr2(ptr, TR_vecEndPos, EndPos)
free_tr2(ptr)
return floatround(get_distance_f(end, EndPos))
}
do_attack(Attacker, Victim, Inflictor, Float:fDamage){
fake_player_trace_attack(Attacker, Victim, fDamage)
fake_take_damage(Attacker, Victim, fDamage, Inflictor)
}
fake_player_trace_attack(iAttacker, iVictim, &Float:fDamage){
static Float:fAngles[3], Float:fDirection[3]
pev(iAttacker, pev_angles, fAngles)
angle_vector(fAngles, ANGLEVECTOR_FORWARD, fDirection)
static Float:fStart[3], Float:fViewOfs[3]
pev(iAttacker, pev_origin, fStart)
pev(iAttacker, pev_view_ofs, fViewOfs)
xs_vec_add(fViewOfs, fStart, fStart)
static iAimOrigin[3], Float:fAimOrigin[3]
get_user_origin(iAttacker, iAimOrigin, 3)
IVecFVec(iAimOrigin, fAimOrigin)
static ptr; ptr = create_tr2()
engfunc(EngFunc_TraceLine, fStart, fAimOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr)
static pHit; pHit = get_tr2(ptr, TR_pHit)
static iHitgroup; iHitgroup = get_tr2(ptr, TR_iHitgroup)
static Float:fEndPos[3]; get_tr2(ptr, TR_vecEndPos, fEndPos)
static iTarget, iBody
get_user_aiming(iAttacker, iTarget, iBody)
if (iTarget == iVictim)iHitgroup = iBody
else if (pHit != iVictim){
static Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3]
pev(iVictim, pev_origin, fVicOrigin)
pev(iVictim, pev_view_ofs, fVicViewOfs)
xs_vec_add(fVicViewOfs, fVicOrigin, fAimInVictim)
fAimInVictim[2] = fStart[2]
fAimInVictim[2] += get_distance_f(fStart, fAimInVictim) * floattan( fAngles[0] * 2.0, degrees )
static iAngleToVictim; iAngleToVictim = get_angle_to_target(iAttacker, fVicOrigin)
iAngleToVictim = abs(iAngleToVictim)
static Float:fDis; fDis = 2.0 * get_distance_f(fStart, fAimInVictim) * floatsin( float(iAngleToVictim) * 0.5, degrees )
static Float:fVicSize[3]
pev(iVictim, pev_size , fVicSize)
if ( fDis <= fVicSize[0] * 0.5 ){
static ptr2; ptr2 = create_tr2()
engfunc(EngFunc_TraceLine, fStart, fAimInVictim, DONT_IGNORE_MONSTERS, iAttacker, ptr2)
static pHit2; pHit2 = get_tr2(ptr2, TR_pHit)
static iHitgroup2; iHitgroup2 = get_tr2(ptr2, TR_iHitgroup)
if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) ){
pHit = iVictim
iHitgroup = iHitgroup2
get_tr2(ptr2, TR_vecEndPos, fEndPos)
}
free_tr2(ptr2)
}
if (pHit != iVictim){
iHitgroup = HIT_GENERIC
new ptr3 = create_tr2()
engfunc(EngFunc_TraceLine, fStart, fVicOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr3)
get_tr2(ptr3, TR_vecEndPos, fEndPos)
free_tr2(ptr3)
}
}
set_tr2(ptr, TR_pHit, iVictim)
set_tr2(ptr, TR_iHitgroup, iHitgroup)
set_tr2(ptr, TR_vecEndPos, fEndPos)
if(cs_get_user_team(iVictim) != cs_get_user_team(iAttacker)) create_blood(fEndPos)
static Float:fMultifDamage
switch(iHitgroup){
case HIT_HEAD: fMultifDamage = 4.0
case HIT_STOMACH: fMultifDamage = 1.25
case HIT_LEFTLEG: fMultifDamage = 0.75
case HIT_RIGHTLEG: fMultifDamage = 0.75
default: fMultifDamage = 1.0
}
fDamage *= fMultifDamage
fake_trake_attack(iAttacker, iVictim, fDamage, fDirection, ptr)
free_tr2(ptr)
}
stock create_blood(const Float:origin[3]){
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
engfunc(EngFunc_WriteCoord, origin[0])
engfunc(EngFunc_WriteCoord, origin[1])
engfunc(EngFunc_WriteCoord, origin[2])
write_short(m_iBlood[1])
write_short(m_iBlood[0])
write_byte(75)
write_byte(5)
message_end()
}
stock fake_trake_attack(iAttacker, iVictim, Float:fDamage, Float:fDirection[3], iTraceHandle, iDamageBit = (DMG_NEVERGIB | DMG_BULLET)){
ExecuteHamB(Ham_TraceAttack, iVictim, iAttacker, fDamage, fDirection, iTraceHandle, iDamageBit)
}
stock fake_take_damage(iAttacker, iVictim, Float:fDamage, iInflictor = 0, iDamageBit = (DMG_NEVERGIB | DMG_BULLET)){
ExecuteHamB(Ham_TakeDamage, iVictim, iInflictor, iAttacker, fDamage, iDamageBit)
}
stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize = 0.0){
new Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3]
pev(id, pev_origin, fOrigin)
get_user_origin(id, iAimOrigin, 3)
IVecFVec(iAimOrigin, fAimOrigin)
xs_vec_sub(fAimOrigin, fOrigin, fV1)
new Float:fV2[3]
xs_vec_sub(fTarget, fOrigin, fV2)
new iResult = get_angle_between_vectors(fV1, fV2)
if (TargetSize > 0.0){
new Float:fTan = TargetSize / get_distance_f(fOrigin, fTarget)
new fAngleToTargetSize = floatround( floatatan(fTan, degrees) )
iResult -= (iResult > 0) ? fAngleToTargetSize : -fAngleToTargetSize
}
return iResult
}
stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3]){
new Float:fA1[3], Float:fA2[3]
engfunc(EngFunc_VecToAngles, fV1, fA1)
engfunc(EngFunc_VecToAngles, fV2, fA2)
new iResult = floatround(fA1[1] - fA2[1])
iResult = iResult % 360
iResult = (iResult > 180) ? (iResult - 360) : iResult
return iResult
}
stock make_bullet(id, Float:Origin[3]){
new decal = random_num(41, 45)
const loop_time = 2
for(new i = 0; i < loop_time; i++){
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_byte(decal)
message_end()
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_GUNSHOTDECAL)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_short(id)
write_byte(decal)
message_end()
}
}
stock Get_SpeedVector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3]){
new_velocity[0] = origin2[0] - origin1[0]
new_velocity[1] = origin2[1] - origin1[1]
new_velocity[2] = origin2[2] - origin1[2]
new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
new_velocity[0] *= (num * 2.0)
new_velocity[1] *= (num * 2.0)
new_velocity[2] *= (num / 2.0)
}
stock Eject_Shell(id, Shell_ModelIndex, Float:Time){
static Ent; Ent = get_pdata_cbase(id, 373, 5)
if(!pev_valid(Ent))return
set_pdata_int(Ent, 57, Shell_ModelIndex, 4)
set_pdata_float(id, 111, get_gametime() + Time)
}
public Eject_Shell2(id, ShellID, Right){
static Float:player_origin[3], Float:origin[3], Float:origin2[3], Float:gunorigin[3], Float:oldangles[3], Float:v_forward[3], Float:v_forward2[3], Float:v_up[3], Float:v_up2[3], Float:v_right[3], Float:v_right2[3], Float:viewoffsets[3];
pev(id,pev_v_angle, oldangles); pev(id,pev_origin,player_origin); pev(id, pev_view_ofs, viewoffsets);
engfunc(EngFunc_MakeVectors, oldangles)
global_get(glb_v_forward, v_forward); global_get(glb_v_up, v_up); global_get(glb_v_right, v_right);
global_get(glb_v_forward, v_forward2); global_get(glb_v_up, v_up2); global_get(glb_v_right, v_right2);
xs_vec_add(player_origin, viewoffsets, gunorigin);
if(!Right){
xs_vec_mul_scalar(v_forward, 20.0, v_forward); xs_vec_mul_scalar(v_right, -2.5, v_right);
xs_vec_mul_scalar(v_up, -1.5, v_up);
xs_vec_mul_scalar(v_forward2, 19.9, v_forward2); xs_vec_mul_scalar(v_right2, -2.0, v_right2);
xs_vec_mul_scalar(v_up2, -2.0, v_up2);
}
else {
xs_vec_mul_scalar(v_forward, 20.0, v_forward); xs_vec_mul_scalar(v_right, 2.5, v_right);
xs_vec_mul_scalar(v_up, -1.5, v_up);
xs_vec_mul_scalar(v_forward2, 19.9, v_forward2); xs_vec_mul_scalar(v_right2, 2.0, v_right2);
xs_vec_mul_scalar(v_up2, -2.0, v_up2);
}
xs_vec_add(gunorigin, v_forward, origin);
xs_vec_add(gunorigin, v_forward2, origin2);
xs_vec_add(origin, v_right, origin);
xs_vec_add(origin2, v_right2, origin2);
xs_vec_add(origin, v_up, origin);
xs_vec_add(origin2, v_up2, origin2);
static Float:velocity[3]
get_speed_vector(origin2, origin, random_float(140.0, 160.0), velocity)
static angle; angle = random_num(0, 360)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_MODEL)
engfunc(EngFunc_WriteCoord, origin[0])
engfunc(EngFunc_WriteCoord, origin[1])
engfunc(EngFunc_WriteCoord, origin[2] - 16.0)
engfunc(EngFunc_WriteCoord,velocity[0])
engfunc(EngFunc_WriteCoord,velocity[1])
engfunc(EngFunc_WriteCoord,velocity[2])
write_angle(angle)
write_short(ShellID)
write_byte(1)
write_byte(20)
message_end()
}