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AWP with 1 bullet


  
 
 
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MihailoZ
Member
Join Date: Aug 2013
Old 03-25-2021 , 15:52   Re: AWP with 1 bullet
Reply With Quote #7

Quote:
Originally Posted by MihailoZ View Post
I'll get back to this issue soon.

I have this code:

Code:
actionAWP(id, OverrideTimer)
{
	new Float:fTime = halflife_time();
	
	if (fTime >= gfAWPNextUse[id] || OverrideTimer && cs_get_user_team(id) == CS_TEAM_T)
	{
		
		cs_set_weapon_ammo(give_item(id, "weapon_awp"), 1);
		cs_set_user_bpammo(id, CSW_AWP, 0);
		
		gfAWPNextUse[id] = fTime + get_cvar_float("awpcooldown");
	}
	else
	{
		set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel);
		show_hudmessage(id, "AWP next use: %.1f", gfAWPNextUse[id] - fTime);
		
	}
	
}
I have an issue with teams. Even though I set cs_get_user_team(id) == CS_TEAM_T, CT can still pick a weapon. Is this because of ELSE?
I fixed this, can you please now help me with 1 bullet issue.
What plugin could reset bpammo?

Can I like set BPAmmo to 0 at client_connect?
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Last edited by MihailoZ; 03-25-2021 at 15:56.
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