Veteran Member
Join Date: Feb 2009
Location: Denmark
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05-05-2009
, 15:09
Re: [ZP] Extra Item: Golden Ak - 47 v0.04 Fixed
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#39
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I like it, dont be sad, i have tryied to comment a lot of the lines, hope its correct
PHP Code:
/* [ZP] Extra Item: Golden Ak 47 Team: Humans
Description: This plugin adds a new weapon for Human Teams. Weapon Cost: 30
Features: - This weapon do more damage - This weapon has zoom - Launch Lasers - This weapon has unlimited bullets
Credits:
KaOs - For his Dual MP5 mod
Cvars:
- zp_goldenak_dmg_multiplier <5> - Damage Multiplier for Golden Ak 47 - zp_goldenak_gold_bullets <1|0> - Golden bullets effect ? - zp_goldenak_custom_model <1|0> - Golden ak Custom Model
*/
#include <amxmodx> #include <fakemeta> #include <fun> #include <hamsandwich> #include <cstrike> #include <zombieplague>
#define is_valid_player(%1) (1 <= %1 <= 32)
new AK_V_MODEL[64] = "models/zombie_plague/v_golden_ak47.mdl" new AK_P_MODEL[64] = "models/zombie_plague/p_golden_ak47.mdl"
// Pcvars new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel;
// Item ID new g_itemid
new bool:g_HasAk[33]
new g_hasZoom[ 33 ] new bullets[ 33 ]
// Sprite new m_spriteTexture
const Wep_ak47 = ((1<<CSW_AK47))
public plugin_init() { /* CVARS */ cvar_dmgmultiplier = register_cvar("zp_goldenak_dmg_multiplier", "5") cvar_custommodel = register_cvar("zp_goldenak_custom_model", "1") cvar_goldbullets = register_cvar("zp_goldenak_gold_bullets", "1") // Register The Plugin register_plugin("[ZP] Extra: Golden Ak 47", "0.04", "AlejandroSk") // Register Zombie Plague extra item g_itemid = zp_register_extra_item("Golden Ak 47", 30, ZP_TEAM_HUMAN) // Death Msg register_event("DeathMsg", "Death", "a") // Weapon Pick Up register_event("WeapPickup","checkModel","b","1=19") // Current Weapon Event register_event("CurWeapon","checkWeapon","be","1=1") register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0") // Ham TakeDamage RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") register_forward( FM_CmdStart, "fw_CmdStart" ) RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1) } // Register user connect public client_connect(id) { g_HasAk[id] = false } // Register user connect public client_disconnect(id) { g_HasAk[id] = false } // Register about the user is dead public Death() { g_HasAk[read_data(2)] = false } // public fwHamPlayerSpawnPost(id) { g_HasAk[id] = false } // Register misc stuff public plugin_precache() { precache_model(AK_V_MODEL) precache_model(AK_P_MODEL) m_spriteTexture = precache_model("sprites/dot.spr") precache_sound("weapons/electro5.wav") } // Get the model in there public checkModel(id) { if ( zp_get_user_zombie(id) ) return PLUGIN_HANDLED new szWeapID = read_data(2) if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) ) { set_pev(id, pev_viewmodel2, AK_V_MODEL) set_pev(id, pev_weaponmodel2, AK_P_MODEL) } return PLUGIN_HANDLED } // public checkWeapon(id) { new plrClip, plrWeap[32] new plrWeapId plrWeapId = read_data(2) if (plrWeapId == CSW_AK47 && g_HasAk[id]) { checkModel(id) } else { return PLUGIN_CONTINUE } if (plrClip == 0) { // If the user is out of ammo.. get_weaponname(plrWeapId, plrWeap, 31) // Get the name of their weapon give_item(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) } return PLUGIN_HANDLED } // Dmg multiplier public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] ) { SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) ) } } // Handle the ak47 public fw_CmdStart( id, uc_handle, seed ) { if( !is_user_alive( id ) ) return PLUGIN_HANDLED if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) ) { new szClip, szAmmo new szWeapID = get_user_weapon( id, szClip, szAmmo ) if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[ id ]) { g_hasZoom[id] = true cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 ) } else { g_hasZoom[ id ] = false cs_set_user_zoom( id, CS_RESET_ZOOM, 0 ) } } return PLUGIN_HANDLED }
// Making the trail behind bullets public make_tracer(id) { if (get_pcvar_num(cvar_goldbullets)) { new clip,ammo new wpnid = get_user_weapon(id,clip,ammo) new pteam[16] get_user_team(id, pteam, 15) if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id]) { new vec1[3], vec2[3] get_user_origin(id, vec1, 1) // origin; your camera point. get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only) // Emit Sound emit_sound(id,CHAN_ITEM, "weapons/electro5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM) //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte( 255 ) // r, g, b write_byte( 215 ) // r, g, b write_byte( 0 ) // r, g, b write_byte(200) // brightness write_byte(150) // speed message_end() } bullets[id] = clip } } // A player choose it public zp_extra_item_selected(player, itemid) { if (itemid == g_itemid) { if ( g_HasAk[player] == true ) return PLUGIN_HANDLED; if ( user_has_weapon(player, CSW_AK47)) { drop_prim(player) } } return PLUGIN_HANDLED } // It drops the other primary weapon (slot1) stock drop_prim(id) { new weapons[32], num get_user_weapons(id, weapons, num) for (new i = 0; i < num; i++) { if (Wep_ak47 & (1<<weapons[i])) { static wname[32] get_weaponname(weapons[i], wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } } }
I dont play ZP, but i think still its a good idea
__________________
I dislike this.
"A sneeze never comes alone!" <-- Important to remember.
Last edited by TitANious; 05-05-2009 at 15:41.
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