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Zombie madness and sandbags


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Cigojlo
Senior Member
Join Date: May 2013
Location: Serbia / Belgrade
Old 06-08-2013 , 10:43   Re: Zombie madness and sandbags
Reply With Quote #41

PHP Code:
#if defined _zp50_class_sniper_included
  #endinput
#endif
#define _zp50_class_sniper_included

#include <zp50_class_human>

#if AMXX_VERSION_NUM >= 175
    #pragma reqlib zp50_class_sniper
    #if !defined AMXMODX_NOAUTOLOAD
        #pragma loadlib zp50_class_sniper
    #endif
#else
    #pragma library zp50_class_sniper
#endif


/**
 * Returns whether a player is a sniper.
 *
 * @param id        Player index.
 * @return            True if it is, false otherwise.
 */
native zp_class_sniper_get(id)

/**
 * Forces a player to become a sniper.
 *
 * @param id        Player index.
 * @return            True on success, false otherwise.
 */
native zp_class_sniper_set(id)

/**
 * Returns number of alive sniper.
 *
 * @return        sniper count.
 */
native zp_class_sniper_get_count() 
PHP Code:
/*================================================================================
    
    ----------------------------
    -*- [ZP] Class: sniper -*-
    ----------------------------
    
    This plugin is part of Zombie Plague Mod and is distributed under the
    terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
    
================================================================================*/

#include <amxmodx>
#include <fun>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include <amx_settings_api>
#include <cs_maxspeed_api>
#include <cs_player_models_api>
#include <cs_weap_models_api>
#include <cs_ham_bots_api>
#include <zp50_core>
#include <zp50_items>

// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

// Default models
new const models_sniper_player[][] = { "leet""sas" }

new Array:
g_models_sniper_player

#define PLAYERMODEL_MAX_LENGTH 32
#define MODEL_MAX_LENGTH 64

new g_models_sniper_weapon[MODEL_MAX_LENGTH] = "models/v_awp.mdl"

#define TASK_AURA 100
#define ID_AURA (taskid - TASK_AURA)

#define flag_get(%1,%2) (%1 & (1 << (%2 & 31)))
#define flag_get_boolean(%1,%2) (flag_get(%1,%2) ? true : false)
#define flag_set(%1,%2) %1 |= (1 << (%2 & 31))
#define flag_unset(%1,%2) %1 &= ~(1 << (%2 & 31))

// CS Player CBase Offsets (win32)
const PDATA_SAFE 2
const OFFSET_ACTIVE_ITEM 373

// Weapon bitsums
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)
const 
GRENADES_WEAPONS_BIT_SUM = (1<<CSW_HEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_SMOKEGRENADE)

// Ammo Type Names for weapons
new const AMMOTYPE[][] = { """357sig""""762nato""""buckshot""""45acp""556nato""""9mm""57mm""45acp",
            
"556nato""556nato""556nato""45acp""9mm""338magnum""9mm""556natobox""buckshot",
            
"556nato""9mm""762nato""""50ae""556nato""762nato""""57mm" }

// Max BP ammo for weapons
new const MAXBPAMMO[] = { -152, -1901321100901120100100909090100120,
            
301202003290120902359090, -1100 }

#define PRIMARY_ONLY 1
#define SECONDARY_ONLY 2
#define GRENADES_ONLY 4

new g_MaxPlayers
new g_IsSniper

new cvar_sniper_healthcvar_sniper_base_healthcvar_sniper_speedcvar_sniper_gravity
new cvar_sniper_glow
new cvar_sniper_auracvar_sniper_aura_color_Rcvar_sniper_aura_color_Gcvar_sniper_aura_color_B
new cvar_sniper_weaponcvar_sniper_weapon_block

public plugin_init()
{
    
register_plugin("[ZP] Class: Sniper"ZP_VERSION_STRING"ZP Dev Team")
    
    
register_clcmd("drop""clcmd_drop")
    
RegisterHam(Ham_TakeDamage"player""fw_TakeDamage")
    
RegisterHam(Ham_Touch"weaponbox""fw_TouchWeapon")
    
RegisterHam(Ham_Touch"armoury_entity""fw_TouchWeapon")
    
RegisterHam(Ham_Touch"weapon_shield""fw_TouchWeapon")
    
RegisterHam(Ham_Killed"player""fw_PlayerKilled")
    
RegisterHamBots(Ham_Killed"fw_PlayerKilled")
    
register_forward(FM_ClientDisconnect"fw_ClientDisconnect_Post"1)
    
    
g_MaxPlayers get_maxplayers()
    
    
cvar_sniper_health register_cvar("zp_sniper_health""0")
    
cvar_sniper_base_health register_cvar("zp_sniper_base_health""100")
    
cvar_sniper_speed register_cvar("zp_sniper_speed""0.95")
    
cvar_sniper_gravity register_cvar("zp_sniper_gravity""0.75")
    
cvar_sniper_glow register_cvar("zp_sniper_glow""1")
    
cvar_sniper_aura register_cvar("zp_sniper_aura""1")
    
cvar_sniper_aura_color_R register_cvar("zp_sniper_aura_color_R""200")
    
cvar_sniper_aura_color_G register_cvar("zp_sniper_aura_color_G""200")
    
cvar_sniper_aura_color_B register_cvar("zp_sniper_aura_color_B""0")
    
cvar_sniper_weapon register_cvar("zp_sniper_weapon""weapon_awp")
    
cvar_sniper_weapon_block register_cvar("zp_sniper_weapon_block""1")
}

public 
plugin_precache()
{
    
// Initialize arrays
    
g_models_sniper_player ArrayCreate(PLAYERMODEL_MAX_LENGTH1)
    
    
// Load from external file
    
amx_load_setting_string_arr(ZP_SETTINGS_FILE"Player Models""SNIPER"g_models_sniper_player)
    
    
// If we couldn't load from file, use and save default ones
    
new index
    
if (ArraySize(g_models_sniper_player) == 0)
    {
        for (
index 0index sizeof models_sniper_playerindex++)
            
ArrayPushString(g_models_sniper_playermodels_sniper_player[index])
        
        
// Save to external file
        
amx_save_setting_string_arr(ZP_SETTINGS_FILE"Player Models""SNIPER"g_models_sniper_player)
    }
    
    
// Load from external file, save if not found
    
if (!amx_load_setting_string(ZP_SETTINGS_FILE"Weapon Models""V_WEAPON SNIPER"g_models_sniper_weaponcharsmax(g_models_sniper_weapon)))
        
amx_save_setting_string(ZP_SETTINGS_FILE"Weapon Models""V_WEAPON SNIPER"g_models_sniper_weapon)
    
    
    
// Precache models
    
new player_model[PLAYERMODEL_MAX_LENGTH], model_path[128]
    for (
index 0index ArraySize(g_models_sniper_player); index++)
    {
        
ArrayGetString(g_models_sniper_playerindexplayer_modelcharsmax(player_model))
        
formatex(model_pathcharsmax(model_path), "models/player/%s/%s.mdl"player_modelplayer_model)
        
precache_model(model_path)
        
// Support modelT.mdl files
        
formatex(model_pathcharsmax(model_path), "models/player/%s/%sT.mdl"player_modelplayer_model)
        if (
file_exists(model_path)) precache_model(model_path)
    }
    
    
precache_model(g_models_sniper_weapon)
}

public 
plugin_natives()
{
    
register_library("zp50_class_sniper")
    
register_native("zp_class_sniper_get""native_class_sniper_get")
    
register_native("zp_class_sniper_set""native_class_sniper_set")
    
register_native("zp_class_sniper_get_count""native_class_sniper_get_count")
}

public 
client_disconnect(id)
{
    if (
flag_get(g_IsSniperid))
    {
        
// Remove sniper glow
        
if (get_pcvar_num(cvar_sniper_glow))
            
set_user_rendering(id)
        
        
// Remove sniper aura
        
if (get_pcvar_num(cvar_sniper_aura))
            
remove_task(id+TASK_AURA)
    }
}

public 
fw_ClientDisconnect_Post(id)
{
    
// Reset flags AFTER disconnect (to allow checking if the player was sniper before disconnecting)
    
flag_unset(g_IsSniperid)
}

public 
clcmd_drop(id)
{
    
// Should sniper stick to his weapon?
    
if (flag_get(g_IsSniperid) && get_pcvar_num(cvar_sniper_weapon_block))
        return 
PLUGIN_HANDLED;
    
    return 
PLUGIN_CONTINUE;
}

// Ham Weapon Touch Forward
public fw_TouchWeapon(weaponid)
{
    
// Should sniper stick to his weapon?
    
if (get_pcvar_num(cvar_sniper_weapon_block) && is_user_alive(id) && flag_get(g_IsSniperid))
        return 
HAM_SUPERCEDE;
    
    return 
HAM_IGNORED;
}

// Ham Player Killed Forward
public fw_PlayerKilled(victimattackershouldgib)
{
    if (
flag_get(g_IsSnipervictim))
    {
        
// Remove sniper aura
        
if (get_pcvar_num(cvar_sniper_aura))
            
remove_task(victim+TASK_AURA)
    }

    
// When killed by a Sniper victim explodes
    
if (flag_get(g_IsSniperattacker))
    {
        new 
origin[3]
        
get_user_origin(victimorigin)
        
        
message_begin(MSG_PVSSVC_TEMPENTITYorigin0)
        
write_byte(TE_LAVASPLASH)
        
write_coord(origin[0])
        
write_coord(origin[1])
        
write_coord(origin[2] - 26)
    
        
message_end()
    }
}

public 
zp_fw_core_spawn_post(id)
{
    if (
flag_get(g_IsSniperid))
    {
        
// Remove sniper glow
        
if (get_pcvar_num(cvar_sniper_glow))
            
set_user_rendering(id)
        
        
// Remove sniper aura
        
if (get_pcvar_num(cvar_sniper_aura))
            
remove_task(id+TASK_AURA)
        
        
// Remove sniper weapon model
        
new weapon_name[32]
        
get_pcvar_string(cvar_sniper_weaponweapon_namecharsmax(weapon_name))
        new 
weapon_id get_weaponid(weapon_name)
        
cs_reset_player_view_model(idweapon_id)
        
        
// Remove sniper flag
        
flag_unset(g_IsSniperid)
    }
}

public 
zp_fw_core_infect(idattacker)
{
    if (
flag_get(g_IsSniperid))
    {
        
// Remove sniper glow
        
if (get_pcvar_num(cvar_sniper_glow))
            
set_user_rendering(id)
        
        
// Remove sniper aura
        
if (get_pcvar_num(cvar_sniper_aura))
            
remove_task(id+TASK_AURA)
        
        
// Remove sniper weapon model
        
new weapon_name[32]
        
get_pcvar_string(cvar_sniper_weaponweapon_namecharsmax(weapon_name))
        new 
weapon_id get_weaponid(weapon_name)
        
cs_reset_player_view_model(idweapon_id)
        
        
// Remove sniper flag
        
flag_unset(g_IsSniperid)
    }
}

// Ham Take Damage Forward
public fw_TakeDamage(victiminflictorattackerFloat:damagedamage_type)
{
    
// Non-player damage or self damage
    
if (victim == attacker || !is_user_alive(attacker))
        return 
HAM_IGNORED;
    
    
// Assassin attacking human
    
if (flag_get(g_IsSniperattacker) && zp_core_is_zombie(victim))
    {
        
// Ignore assassin damage override if damage comes from a 3rd party entity
        // (to prevent this from affecting a sub-plugin's rockets e.g.)
        
if (inflictor == attacker)
        {
            new 
plrWeapIdplrClipplrAmmo    
            plrWeapId 
get_user_weapon(attackerplrClipplrAmmo)
            
            if (
plrWeapId == CSW_AWP)
                
ExecuteHamB(Ham_Killedvictimattacker0)
            
            return 
HAM_HANDLED;
        }
    }
    
    return 
HAM_IGNORED;
}

public 
zp_fw_core_cure_post(idattacker)
{
    
// Apply sniper attributes?
    
if (!flag_get(g_IsSniperid))
        return;
    
    
// Health
    
if (get_pcvar_num(cvar_sniper_health) == 0)
        
set_user_health(idget_pcvar_num(cvar_sniper_base_health) * GetAliveCount())
    else
        
set_user_health(idget_pcvar_num(cvar_sniper_health))
    
    
// Gravity
    
set_user_gravity(idget_pcvar_float(cvar_sniper_gravity))
    
    
// Speed (if value between 0 and 10, consider it a multiplier)
    
cs_set_player_maxspeed_auto(idget_pcvar_float(cvar_sniper_speed))

    
// Apply sniper player model
    
new player_model[PLAYERMODEL_MAX_LENGTH]
    
ArrayGetString(g_models_sniper_playerrandom_num(0ArraySize(g_models_sniper_player) - 1), player_modelcharsmax(player_model))
    
cs_set_player_model(idplayer_model)

    
// Apply sniper weapon model
    
new weapon_name[32]
    
get_pcvar_string(cvar_sniper_weaponweapon_namecharsmax(weapon_name))
    new 
weapon_id get_weaponid(weapon_name)
    
cs_set_player_view_model(idweapon_idg_models_sniper_weapon)
    
    
// sniper glow
    
if (get_pcvar_num(cvar_sniper_glow))
        
set_user_rendering(idkRenderFxGlowShell00255kRenderNormal25)
    
    
// sniper aura task
    
if (get_pcvar_num(cvar_sniper_aura))
        
set_task(0.1"sniper_aura"id+TASK_AURA__"b")
    
    
// Strip current weapons and give sniper weapon
    
strip_weapons(idPRIMARY_ONLY)
    
strip_weapons(idSECONDARY_ONLY)
    
strip_weapons(idGRENADES_ONLY)
    
give_item(idweapon_name)
    
ExecuteHamB(Ham_GiveAmmoidMAXBPAMMO[weapon_id], AMMOTYPE[weapon_id], MAXBPAMMO[weapon_id])
}

public 
native_class_sniper_get(plugin_idnum_params)
{
    new 
id get_param(1)
    
    if (!
is_user_connected(id))
    {
        
log_error(AMX_ERR_NATIVE"[ZP] Invalid Player (%d)"id)
        return -
1;
    }
    
    return 
flag_get_boolean(g_IsSniperid);
}

public 
native_class_sniper_set(plugin_idnum_params)
{
    new 
id get_param(1)
    
    if (!
is_user_alive(id))
    {
        
log_error(AMX_ERR_NATIVE"[ZP] Invalid Player (%d)"id)
        return 
false;
    }
    
    if (
flag_get(g_IsSniperid))
    {
        
log_error(AMX_ERR_NATIVE"[ZP] Player already a sniper (%d)"id)
        return 
false;
    }
    
    
flag_set(g_IsSniperid)
    
zp_core_force_cure(id)
    return 
true;
}

public 
native_class_sniper_get_count(plugin_idnum_params)
{
    return 
GetsniperCount();
}

// sniper aura task
public sniper_aura(taskid)
{
    
// Get player's origin
    
static origin[3]
    
get_user_origin(ID_AURAorigin)
    
    
// Colored Aura
    
message_begin(MSG_PVSSVC_TEMPENTITYorigin)
    
write_byte(TE_DLIGHT// TE id
    
write_coord(origin[0]) // x
    
write_coord(origin[1]) // y
    
write_coord(origin[2]) // z
    
write_byte(20// radius
    
write_byte(get_pcvar_num(cvar_sniper_aura_color_R)) // r
    
write_byte(get_pcvar_num(cvar_sniper_aura_color_G)) // g
    
write_byte(get_pcvar_num(cvar_sniper_aura_color_B)) // b
    
write_byte(2// life
    
write_byte(0// decay rate
    
message_end()
}

// Get Alive Count -returns alive players number-
GetAliveCount()
{
    new 
iAliveid
    
    
for (id 1id <= g_MaxPlayersid++)
    {
        if (
is_user_alive(id))
            
iAlive++
    }
    
    return 
iAlive;
}

// Get sniper Count -returns alive sniper number-
GetsniperCount()
{
    new 
isnipersid
    
    
for (id 1id <= g_MaxPlayersid++)
    {
        if (
is_user_alive(id) && flag_get(g_IsSniperid))
            
isnipers++
    }
    
    return 
isnipers;
}

// Strip primary/secondary/grenades
stock strip_weapons(idstripwhat)
{
    
// Get user weapons
    
new weapons[32], num_weaponsindexweaponid
    get_user_weapons
(idweaponsnum_weapons)
    
    
// Loop through them and drop primaries or secondaries
    
for (index 0index num_weaponsindex++)
    {
        
// Prevent re-indexing the array
        
weaponid weapons[index]
        
        if ((
stripwhat == PRIMARY_ONLY && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
        || (
stripwhat == SECONDARY_ONLY && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM))
        || (
stripwhat == GRENADES_ONLY && ((1<<weaponid) & GRENADES_WEAPONS_BIT_SUM)))
        {
            
// Get weapon name
            
new wname[32]
            
get_weaponname(weaponidwnamecharsmax(wname))
            
            
// Strip weapon and remove bpammo
            
ham_strip_weapon(idwname)
            
cs_set_user_bpammo(idweaponid0)
        }
    }
}

stock ham_strip_weapon(index, const weapon[])
{
    
// Get weapon id
    
new weaponid get_weaponid(weapon)
    if (!
weaponid)
        return 
false;
    
    
// Get weapon entity
    
new weapon_ent fm_find_ent_by_owner(-1weaponindex)
    if (!
weapon_ent)
        return 
false;
    
    
// If it's the current weapon, retire first
    
new current_weapon_ent fm_cs_get_current_weapon_ent(index)
    new 
current_weapon pev_valid(current_weapon_ent) ? cs_get_weapon_id(current_weapon_ent) : -1
    
if (current_weapon == weaponid)
        
ExecuteHamB(Ham_Weapon_RetireWeaponweapon_ent)
    
    
// Remove weapon from player
    
if (!ExecuteHamB(Ham_RemovePlayerItemindexweapon_ent))
        return 
false;
    
    
// Kill weapon entity and fix pev_weapons bitsum
    
ExecuteHamB(Ham_Item_Killweapon_ent)
    
set_pev(indexpev_weaponspev(indexpev_weapons) & ~(1<<weaponid))
    return 
true;
}

// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
    while ((
entity engfunc(EngFunc_FindEntityByStringentity"classname"classname)) && pev(entitypev_owner) != owner) { /* keep looping */ }
    return 
entity;
}

// Get User Current Weapon Entity
stock fm_cs_get_current_weapon_ent(id)
{
    
// Prevent server crash if entity's private data not initalized
    
if (pev_valid(id) != PDATA_SAFE)
        return -
1;
    
    return 
get_pdata_cbase(idOFFSET_ACTIVE_ITEM);

One more question can you restrict him extra items
Cigojlo is offline
Catastrophe
Veteran Member
Join Date: Jul 2012
Location: somewhere between narnia
Old 06-08-2013 , 11:14   Re: Zombie madness and sandbags
Reply With Quote #42

Oh lol , u cud use zp_class_sniper_get(id) instead of zp_get_user_sniper(id), it's the same thing dumbo.... lolzz... cant stop laughing....

And
Quote:
One more question can you restrict him extra items
for that u probably gotta edit the .sma of the main menu plugin or smthing...
__________________
You will find everything u need :-

Last edited by Catastrophe; 06-08-2013 at 11:15.
Catastrophe is offline
Old 06-13-2013, 06:50
Cigojlo
This message has been deleted by Cigojlo.
jievylook
Senior Member
Join Date: Sep 2018
Old 03-05-2019 , 12:43   Re: Zombie madness and sandbags
Reply With Quote #43

I urgently need someone to share the extra item of x2 sandbags, similar to the ones they have on the silentgamerz and lgz zombie plague servers.

I need that each player can only make 1 purchase of this extra item per round.

and that it changes color when the zombies are hitting the sandbags.
jievylook is offline
jievylook
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Join Date: Sep 2018
Old 03-05-2019 , 12:44   Re: Zombie madness and sandbags
Reply With Quote #44

Quote:
Originally Posted by Catastrophe View Post
Oh lol , u cud use zp_class_sniper_get(id) instead of zp_get_user_sniper(id), it's the same thing dumbo.... lolzz... cant stop laughing....

And

for that u probably gotta edit the .sma of the main menu plugin or smthing...
I urgently need someone to share the extra item of x2 sandbags, similar to the ones they have on the silentgamerz and lgz zombie plague servers.

I need that each player can only make 1 purchase of this extra item per round.

and that it changes color when the zombies are hitting the sandbags.
jievylook is offline
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