PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <fun>
#define PLUGIN "[CSO] Rail Cannon (2014)"
#define VERSION "1.0"
#define AUTHOR "Dias"
#define DAMAGE 61 // 161 for Zombie
#define CLIP 24
#define BPAMMO 40
#define SPEED 1.25
#define RELOAD_TIME 2.5
#define CHARGE_AMMO 15
#define TIME_ACTIVATE 10
#define TIME_USAGE 7
#define MODEL_V "models/v_railcannon.mdl"
#define MODEL_P "models/p_railcannon.mdl"
#define MODEL_W "models/w_railcannon.mdl"
new const WeaponSounds[10][] =
{
"weapons/railcanon-1.wav",
"weapons/railcanon-2.wav",
"weapons/railcanon_chage1.wav",
"weapons/railcanon_chage1_start.wav",
"weapons/railcanon_chage2.wav",
"weapons/railcanon_chage3.wav",
"weapons/railcanon_chage3_loop.wav",
"weapons/railcanon_clipin.wav",
"weapons/railcanon_clipout.wav",
"weapons/railcanon_draw.wav"
}
new const WeaponResources[3][] =
{
"sprites/weapon_railcannon.txt",
"sprites/640hud13_2.spr",
"sprites/640hud112_2.spr"
}
enum
{
ANIM_IDLE = 0,
ANIM_IDLE_CHARGE1,
ANIM_IDLE_CHARGE2,
ANIM_IDLE_CHARGE3,
ANIM_SHOOT1,
ANIM_SHOOT2,
ANIM_RELOAD,
ANIM_DRAW
}
enum
{
STATE_NORMAL = 0,
STATE_CHARGE1,
STATE_CHARGE2,
STATE_CHARGE3,
STATE_CHARGE3_LOOP
}
#define CSW_RAILCANNON CSW_XM1014
#define weapon_railcannon "weapon_xm1014"
#define WEAPON_SECRETCODE 2792014
#define OLD_W_MODEL "models/w_xm1014.mdl"
#define OLD_EVENT "events/xm1014.sc"
#define ANIM_EXT "shotgun"
// MACROS
#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))
// Main Vars
new g_Had_RC, g_OldWeapon[33], g_WeaponState[33]
new g_HamBot, g_MsgWeaponList, g_MsgCurWeapon, g_MsgAmmoX, g_Event_RC, g_SmokePuff_Id, m_spriteTexture
// Safety
new g_IsConnected, g_IsAlive, g_PlayerWeapon[33]
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
Register_SafetyFunc()
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
register_forward(FM_SetModel, "fw_SetModel")
register_forward(FM_CmdStart, "fw_CmdStart")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack")
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack")
RegisterHam(Ham_Item_Deploy, weapon_railcannon, "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, weapon_railcannon, "fw_Item_AddToPlayer_Post", 1)
RegisterHam(Ham_Weapon_WeaponIdle, weapon_railcannon, "fw_Weapon_WeaponIdle_Post", 1)
RegisterHam(Ham_Item_PostFrame, weapon_railcannon, "fw_Item_PostFrame")
RegisterHam(Ham_Weapon_Reload, weapon_railcannon, "fw_Weapon_Reload_Post", 1)
// Cache
g_MsgWeaponList = get_user_msgid("WeaponList")
g_MsgCurWeapon = get_user_msgid("CurWeapon")
g_MsgAmmoX = get_user_msgid("AmmoX")
// CMD
register_clcmd("weapon_railcannon", "Hook_Weapon")
register_clcmd("say /get", "Get_RailCannon")
}
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])
for(new i = 0; i < sizeof(WeaponResources); i++)
{
if(!i) precache_generic(WeaponResources[i])
else precache_model(WeaponResources[i])
}
register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
m_spriteTexture = precache_model("sprites/laserbeam.spr")
g_SmokePuff_Id = engfunc(EngFunc_PrecacheModel, "sprites/wall_puff1.spr")
}
public fw_PrecacheEvent_Post(type, const name[])
{
if(equal(OLD_EVENT, name))
g_Event_RC = get_orig_retval()
}
public client_putinserver(id)
{
Safety_Connected(id)
if(!g_HamBot && is_user_bot(id))
{
g_HamBot = 1
set_task(0.1, "Do_Register_HamBot", id)
}
}
public Do_Register_HamBot(id)
{
Register_SafetyFuncBot(id)
RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack")
}
public client_disconnect(id)
{
Safety_Disconnected(id)
}
public Get_RailCannon(id)
{
Remove_RailCannon(id)
Set_BitVar(g_Had_RC, id)
g_WeaponState[id] = STATE_NORMAL
give_item(id, weapon_railcannon)
cs_set_user_bpammo(id, CSW_RAILCANNON, BPAMMO)
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_RAILCANNON)
if(pev_valid(Ent)) cs_set_weapon_ammo(Ent, CLIP)
engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, g_MsgCurWeapon, {0, 0, 0}, id)
write_byte(1)
write_byte(CSW_RAILCANNON)
write_byte(CLIP)
message_end()
}
public Remove_RailCannon(id)
{
UnSet_BitVar(g_Had_RC, id)
}
public Hook_Weapon(id)
{
engclient_cmd(id, weapon_railcannon)
return PLUGIN_HANDLED
}
public Event_CurWeapon(id)
{
if(!is_alive(id))
return
static CSWID; CSWID = read_data(2)
if((CSWID == CSW_RAILCANNON && g_OldWeapon[id] == CSW_RAILCANNON) && Get_BitVar(g_Had_RC, id))
{
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_RAILCANNON)
if(pev_valid(Ent))
{
set_pdata_float(Ent, 46, get_pdata_float(Ent, 46, 4) * SPEED, 4)
set_pdata_float(Ent, 47, get_pdata_float(Ent, 46, 4) * SPEED, 4)
}
}
g_OldWeapon[id] = CSWID
}
public fw_SetModel(entity, model[])
{
if(!pev_valid(entity))
return FMRES_IGNORED
static Classname[64]
pev(entity, pev_classname, Classname, sizeof(Classname))
if(!equal(Classname, "weaponbox"))
return FMRES_IGNORED
static id
id = pev(entity, pev_owner)
if(equal(model, OLD_W_MODEL))
{
static weapon
weapon = fm_get_user_weapon_entity(entity, CSW_RAILCANNON)
if(!pev_valid(weapon))
return FMRES_IGNORED
if(Get_BitVar(g_Had_RC, id))
{
set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
engfunc(EngFunc_SetModel, entity, MODEL_W)
Remove_RailCannon(id)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED;
}
public fw_CmdStart(id, uc_handle, seed)
{
if(!is_alive(id))
return
if(get_player_weapon(id) != CSW_RAILCANNON || !Get_BitVar(g_Had_RC, id))
return
static NewButton; NewButton = get_uc(uc_handle, UC_Buttons)
static OldButton; OldButton = pev(id, pev_oldbuttons)
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_RAILCANNON)
static Float:flNextAttack; flNextAttack = get_pdata_float(id, 83, 5)
static Ammo; Ammo = cs_get_weapon_ammo(Ent)
if(!pev_valid(Ent)) return
if(NewButton & IN_ATTACK2)
{
if(flNextAttack > 0.0) return
switch(g_WeaponState[id])
{
case STATE_NORMAL:
{
if(Ammo <= 0) return
set_pdata_float(id, 83, 0.5, 5)
g_WeaponState[id] = STATE_CHARGE1
}
case STATE_CHARGE1:
{
if(Ammo > 0)
{
Set_WeaponAnim(id, ANIM_IDLE_CHARGE1)
g_WeaponState[id] = STATE_CHARGE2
cs_set_weapon_ammo(Ent, Ammo - 1)
PlaySound(id, WeaponSounds[2])
}
set_pdata_float(id, 83, 0.5, 5)
PlaySound(id, WeaponSounds[3])
}
case STATE_CHARGE2:
{
if(Ammo > 0)
{
Set_WeaponAnim(id, ANIM_IDLE_CHARGE2)
g_WeaponState[id] = STATE_CHARGE3
cs_set_weapon_ammo(Ent, Ammo - 1)
PlaySound(id, WeaponSounds[4])
}
set_pdata_float(id, 83, 0.5, 5)
}
case STATE_CHARGE3:
{
if(Ammo > 0)
{
Set_WeaponAnim(id, ANIM_IDLE_CHARGE3)
g_WeaponState[id] = STATE_CHARGE3_LOOP
cs_set_weapon_ammo(Ent, Ammo - 1)
PlaySound(id, WeaponSounds[5])
}
set_pdata_float(id, 83, 0.5, 5)
PlaySound(id, WeaponSounds[3])
}
case STATE_CHARGE3_LOOP:
{
Set_WeaponAnim(id, ANIM_IDLE_CHARGE3)
g_WeaponState[id] = STATE_CHARGE3_LOOP
set_pdata_float(id, 83, 1.0, 5)
PlaySound(id, WeaponSounds[3])
}
}
} else {
if(OldButton & IN_ATTACK2)
{
if(g_WeaponState[id] >= STATE_CHARGE2)
{
cs_set_weapon_ammo(Ent, Ammo + 1)
ExecuteHamB(Ham_Weapon_PrimaryAttack, Ent)
}
g_WeaponState[id] = STATE_NORMAL
}
}
if(NewButton & IN_RELOAD) {
NewButton &= ~IN_RELOAD
set_uc(uc_handle, UC_Buttons, NewButton)
if(flNextAttack > 0.0 || g_WeaponState[id] != STATE_NORMAL) return
static fInReload; fInReload = get_pdata_int(Ent, 54, 4)
if(fInReload || cs_get_weapon_ammo(Ent) >= CLIP)
{
switch(g_WeaponState[id])
{
case STATE_NORMAL: Set_WeaponAnim(id, ANIM_IDLE)
case STATE_CHARGE1: Set_WeaponAnim(id, ANIM_IDLE_CHARGE1)
case STATE_CHARGE2: Set_WeaponAnim(id, ANIM_IDLE_CHARGE2)
case STATE_CHARGE3: Set_WeaponAnim(id, ANIM_IDLE_CHARGE3)
}
return
}
fw_Weapon_Reload_Post(Ent)
}
}
public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
if(!is_alive(id))
return FMRES_IGNORED
if(get_player_weapon(id) == CSW_RAILCANNON && Get_BitVar(g_Had_RC, 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_RAILCANNON && Get_BitVar(g_Had_RC, invoker) && eventid == g_Event_RC)
{
engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
Set_WeaponAnim(invoker, ANIM_SHOOT1)
emit_sound(invoker, CHAN_WEAPON, WeaponSounds[0], 1.0, ATTN_NORM, 0, PITCH_LOW)
return FMRES_SUPERCEDE
}
return FMRES_HANDLED
}
public fw_TraceAttack(Ent, Attacker, Float:Damage, Float:Dir[3], ptr, DamageType)
{
if(!is_connected(Attacker))
return HAM_IGNORED
if(get_player_weapon(Attacker) != CSW_RAILCANNON || !Get_BitVar(g_Had_RC, Attacker))
return HAM_IGNORED
static Float:TargetOrigin[3], Float:MyOrigin[3], Float:Result[3]
switch(g_WeaponState[Attacker])
{
case STATE_NORMAL..STATE_CHARGE1: // Shoot Normal
{
static Float:flEnd[3], Float:vecPlane[3]
get_tr2(ptr, TR_vecEndPos, flEnd)
get_tr2(ptr, TR_vecPlaneNormal, vecPlane)
if(!is_connected(Ent))
{
make_bullet(Attacker, flEnd)
fake_smoke(Attacker, ptr)
}
SetHamParamFloat(3, float(DAMAGE) / 6.0)
}
case STATE_CHARGE2: // Shoot Charge 1
{
get_position(Attacker, 30.0, 8.0, -5.0, MyOrigin)
get_position(Attacker, 4096.0, random_float(-100.0, 100.0), random_float(-100.0, 100.0), TargetOrigin)
Get_EndOrigin(MyOrigin, TargetOrigin, Result, Attacker)
set_tr2(ptr, TR_vecEndPos, Result)
if(!is_connected(Ent))
{
make_bullet(Attacker, Result)
fake_smoke(Attacker, ptr)
}
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
write_coord_f(MyOrigin[0])
write_coord_f(MyOrigin[1])
write_coord_f(MyOrigin[2])
write_coord_f(Result[0])
write_coord_f(Result[1])
write_coord_f(Result[2])
write_short(m_spriteTexture)
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(15) // life
write_byte(7) // width
write_byte(0) // noise
write_byte(255) // r, g, b
write_byte(75) // r, g, b
write_byte(0) // r, g, b
write_byte(255) // brightness
write_byte(0) // speed
message_end()
SetHamParamFloat(3, float(DAMAGE) / 4.0)
}
case STATE_CHARGE3: // Shoot Charge 2
{
get_position(Attacker, 30.0, 8.0, -5.0, MyOrigin)
get_position(Attacker, 4096.0, random_float(-50.0, 50.0), random_float(-50.0, 50.0), TargetOrigin)
Get_EndOrigin(MyOrigin, TargetOrigin, Result, Attacker)
set_tr2(ptr, TR_vecEndPos, Result)
if(!is_connected(Ent))
{
make_bullet(Attacker, TargetOrigin)
fake_smoke(Attacker, ptr)
}
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
write_coord_f(MyOrigin[0])
write_coord_f(MyOrigin[1])
write_coord_f(MyOrigin[2])
write_coord_f(Result[0])
write_coord_f(Result[1])
write_coord_f(Result[2])
write_short(m_spriteTexture)
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(15) // life
write_byte(7) // width
write_byte(0) // noise
write_byte(255) // r, g, b
write_byte(75) // r, g, b
write_byte(0) // r, g, b
write_byte(255) // brightness
write_byte(0) // speed
message_end()
SetHamParamFloat(3, float(DAMAGE) / 3.0)
}
case STATE_CHARGE3_LOOP: // Shoot Charge 3
{
get_position(Attacker, 30.0, 8.0, -5.0, MyOrigin)
get_position(Attacker, 4096.0, random_float(-10.0, 10.0), random_float(-10.0, 10.0), TargetOrigin)
Get_EndOrigin(MyOrigin, TargetOrigin, Result, Attacker)
set_tr2(ptr, TR_vecEndPos, Result)
if(!is_connected(Ent))
{
make_bullet(Attacker, TargetOrigin)
fake_smoke(Attacker, ptr)
}
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
write_coord_f(MyOrigin[0])
write_coord_f(MyOrigin[1])
write_coord_f(MyOrigin[2])
write_coord_f(Result[0])
write_coord_f(Result[1])
write_coord_f(Result[2])
write_short(m_spriteTexture)
write_byte(0) // framerate
write_byte(0) // framerate
write_byte(15) // life
write_byte(7) // width
write_byte(0) // noise
write_byte(255) // r, g, b
write_byte(75) // r, g, b
write_byte(0) // r, g, b
write_byte(255) // brightness
write_byte(0) // speed
message_end()
SetHamParamFloat(3, float(DAMAGE) / 1.5)
}
}
return HAM_HANDLED
}
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_RC, Id))
return
set_pev(Id, pev_viewmodel2, MODEL_V)
set_pev(Id, pev_weaponmodel2, MODEL_P)
Set_WeaponAnim(Id, ANIM_DRAW)
// Reverse
static Ammo
switch(g_WeaponState[Id])
{
case STATE_NORMAL: Ammo = 0
case STATE_CHARGE1: Ammo = 0
case STATE_CHARGE2: Ammo = 1
case STATE_CHARGE3: Ammo = 2
case STATE_CHARGE3_LOOP: Ammo = 3
}
g_WeaponState[Id] = STATE_NORMAL
cs_set_weapon_ammo(Ent, cs_get_weapon_ammo(Ent) + Ammo)
set_pdata_string(Id, (492) * 4, ANIM_EXT, -1 , 20)
}
public fw_Item_AddToPlayer_Post(ent, id)
{
if(pev(ent, pev_impulse) == WEAPON_SECRETCODE)
{
Set_BitVar(g_Had_RC, id)
set_pev(ent, pev_impulse, 0)
}
message_begin(MSG_ONE_UNRELIABLE, g_MsgWeaponList, _, id)
write_string(Get_BitVar(g_Had_RC, id) ? "weapon_railcannon" : weapon_railcannon)
write_byte(5)
write_byte(32)
write_byte(-1)
write_byte(-1)
write_byte(0)
write_byte(12)
write_byte(CSW_RAILCANNON)
write_byte(0)
message_end()
}
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_RC, id))
return
static SpecialReload; SpecialReload = get_pdata_int(iEnt, 55, 4)
if(!SpecialReload && get_pdata_float(iEnt, 48, 4) <= 0.25)
{
switch(g_WeaponState[id])
{
case STATE_NORMAL: Set_WeaponAnim(id, ANIM_IDLE)
case STATE_CHARGE1: Set_WeaponAnim(id, ANIM_IDLE_CHARGE1)
case STATE_CHARGE2: Set_WeaponAnim(id, ANIM_IDLE_CHARGE2)
case STATE_CHARGE3: Set_WeaponAnim(id, ANIM_IDLE_CHARGE3)
}
set_pdata_float(iEnt, 48, 20.0, 4)
}
}
public fw_Item_PostFrame(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_RC, id))
return
static iBpAmmo ; iBpAmmo = get_pdata_int(id, 381, 5)
static iClip ; iClip = get_pdata_int(iEnt, 51, 4)
static iMaxClip ; iMaxClip = CLIP
if(get_pdata_int(iEnt, 54, 4) && get_pdata_float(id, 83, 5) <= 0.0)
{
static j; j = min(iMaxClip - iClip, iBpAmmo)
set_pdata_int(iEnt, 51, iClip + j, 4)
set_pdata_int(id, 381, iBpAmmo-j, 5)
set_pdata_int(iEnt, 54, 0, 4)
if(iBpAmmo > CLIP) cs_set_weapon_ammo(iEnt, min(iBpAmmo, CLIP))
else cs_set_weapon_ammo(iEnt, iClip + iBpAmmo)
// Update the fucking ammo hud
message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, _, id)
write_byte(1)
write_byte(CSW_RAILCANNON)
write_byte(CLIP)
message_end()
message_begin(MSG_ONE_UNRELIABLE, g_MsgAmmoX, _, id)
write_byte(3)
write_byte(cs_get_user_bpammo(id, CSW_RAILCANNON))
message_end()
return
}
}
public fw_Weapon_Reload_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_RC, id))
return
static CurBpAmmo; CurBpAmmo = cs_get_user_bpammo(id, CSW_RAILCANNON)
if(CurBpAmmo <= 0)
return
set_pdata_int(iEnt, 55, 0, 4)
set_pdata_float(id, 83, RELOAD_TIME, 5)
set_pdata_float(iEnt, 48, RELOAD_TIME + 0.5, 4)
set_pdata_float(iEnt, 46, RELOAD_TIME + 0.25, 4)
set_pdata_float(iEnt, 47, RELOAD_TIME + 0.25, 4)
set_pdata_int(iEnt, 54, 1, 4)
Set_WeaponAnim(id, ANIM_RELOAD)
}
public Get_EndOrigin(Float:Start[3], Float:End[3], Float:Result[3], IgnoreEnt)
{
static TraceID
engfunc(EngFunc_TraceLine, Start, End, DONT_IGNORE_MONSTERS, IgnoreEnt, TraceID)
get_tr2(TraceID, TR_vecEndPos, Result)
}
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 Set_Weapon_Idle(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_Player_NextAttack(id, Float:NextTime) set_pdata_float(id, 83, NextTime, 5)
stock make_bullet(id, Float:Origin[3])
{
// Find target
new decal = random_num(41, 45)
const loop_time = 2
static Body, Target
get_user_aiming(id, Target, Body, 999999)
if(is_user_connected(Target))
return
for(new i = 0; i < loop_time; i++)
{
// Put decal on "world" (a wall)
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()
// Show sparcles
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 fake_smoke(id, trace_result)
{
static Float:vecSrc[3], Float:vecEnd[3], TE_FLAG
get_weapon_attachment(id, vecSrc)
global_get(glb_v_forward, vecEnd)
xs_vec_mul_scalar(vecEnd, 8192.0, vecEnd)
xs_vec_add(vecSrc, vecEnd, vecEnd)
get_tr2(trace_result, TR_vecEndPos, vecSrc)
get_tr2(trace_result, TR_vecPlaneNormal, vecEnd)
xs_vec_mul_scalar(vecEnd, 2.5, vecEnd)
xs_vec_add(vecSrc, vecEnd, vecEnd)
TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
TE_FLAG |= TE_EXPLFLAG_NOSOUND
TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEnd, 0)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, vecEnd[0])
engfunc(EngFunc_WriteCoord, vecEnd[1])
engfunc(EngFunc_WriteCoord, vecEnd[2] - 10.0)
write_short(g_SmokePuff_Id)
write_byte(2)
write_byte(50)
write_byte(TE_FLAG)
message_end()
}
stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
{
new Float:vfEnd[3], viEnd[3]
get_user_origin(id, viEnd, 3)
IVecFVec(viEnd, vfEnd)
new Float:fOrigin[3], Float:fAngle[3]
pev(id, pev_origin, fOrigin)
pev(id, pev_view_ofs, fAngle)
xs_vec_add(fOrigin, fAngle, fOrigin)
new Float:fAttack[3]
xs_vec_sub(vfEnd, fOrigin, fAttack)
xs_vec_sub(vfEnd, fOrigin, fAttack)
new Float:fRate
fRate = fDis / vector_length(fAttack)
xs_vec_mul_scalar(fAttack, fRate, fAttack)
xs_vec_add(fOrigin, fAttack, output)
}
stock get_position(ent, 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(ent, pev_origin, vOrigin)
pev(ent, pev_view_ofs,vUp) //for player
xs_vec_add(vOrigin,vUp,vOrigin)
pev(ent, pev_v_angle, vAngle) // if normal entity ,use pev_angles
angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
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 PlaySound(id, const sound[])
{
if(equal(sound[strlen(sound)-4], ".mp3")) client_cmd(id, "mp3 play ^"sound/%s^"", sound)
else client_cmd(id, "spk ^"%s^"", sound)
}
/* ===============================
------------- SAFETY -------------
=================================*/
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]
}
/* ===============================
--------- End of SAFETY ----------
=================================*/