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Plugin fixing


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Wacci
AlliedModders Donor
Join Date: May 2017
Location: Hungary
Old 07-23-2017 , 00:36   Plugin fixing
Reply With Quote #1

Can someone create a functional plugin from that?

Code:
public PlVers:__version =
{
	version = 5,
	filevers = "1.9.0.6001",
	date = "11/27/2016",
	time = "03:37:54"
};
new Float:NULL_VECTOR[3];
new String:NULL_STRING[4];
public Extension:__ext_core =
{
	name = "Core",
	file = "core",
	autoload = 0,
	required = 0,
};
new MaxClients;
public Extension:__ext_sdktools =
{
	name = "SDKTools",
	file = "sdktools.ext",
	autoload = 1,
	required = 1,
};
public Extension:__ext_sdkhooks =
{
	name = "SDKHooks",
	file = "sdkhooks.ext",
	autoload = 1,
	required = 1,
};
public Extension:__ext_cstrike =
{
	name = "cstrike",
	file = "games/game.cstrike.ext",
	autoload = 0,
	required = 1,
};
public Extension:__ext_topmenus =
{
	name = "TopMenus",
	file = "topmenus.ext",
	autoload = 1,
	required = 1,
};
public SharedPlugin:__pl_adminmenu =
{
	name = "adminmenu",
	file = "adminmenu.smx",
	required = 1,
};
public void:__ext_core_SetNTVOptional()
{
	MarkNativeAsOptional("GetFeatureStatus");
	MarkNativeAsOptional("RequireFeature");
	MarkNativeAsOptional("AddCommandListener");
	MarkNativeAsOptional("RemoveCommandListener");
	MarkNativeAsOptional("BfWriteBool");
	MarkNativeAsOptional("BfWriteByte");
	MarkNativeAsOptional("BfWriteChar");
	MarkNativeAsOptional("BfWriteShort");
	MarkNativeAsOptional("BfWriteWord");
	MarkNativeAsOptional("BfWriteNum");
	MarkNativeAsOptional("BfWriteFloat");
	MarkNativeAsOptional("BfWriteString");
	MarkNativeAsOptional("BfWriteEntity");
	MarkNativeAsOptional("BfWriteAngle");
	MarkNativeAsOptional("BfWriteCoord");
	MarkNativeAsOptional("BfWriteVecCoord");
	MarkNativeAsOptional("BfWriteVecNormal");
	MarkNativeAsOptional("BfWriteAngles");
	MarkNativeAsOptional("BfReadBool");
	MarkNativeAsOptional("BfReadByte");
	MarkNativeAsOptional("BfReadChar");
	MarkNativeAsOptional("BfReadShort");
	MarkNativeAsOptional("BfReadWord");
	MarkNativeAsOptional("BfReadNum");
	MarkNativeAsOptional("BfReadFloat");
	MarkNativeAsOptional("BfReadString");
	MarkNativeAsOptional("BfReadEntity");
	MarkNativeAsOptional("BfReadAngle");
	MarkNativeAsOptional("BfReadCoord");
	MarkNativeAsOptional("BfReadVecCoord");
	MarkNativeAsOptional("BfReadVecNormal");
	MarkNativeAsOptional("BfReadAngles");
	MarkNativeAsOptional("BfGetNumBytesLeft");
	MarkNativeAsOptional("BfWrite.WriteBool");
	MarkNativeAsOptional("BfWrite.WriteByte");
	MarkNativeAsOptional("BfWrite.WriteChar");
	MarkNativeAsOptional("BfWrite.WriteShort");
	MarkNativeAsOptional("BfWrite.WriteWord");
	MarkNativeAsOptional("BfWrite.WriteNum");
	MarkNativeAsOptional("BfWrite.WriteFloat");
	MarkNativeAsOptional("BfWrite.WriteString");
	MarkNativeAsOptional("BfWrite.WriteEntity");
	MarkNativeAsOptional("BfWrite.WriteAngle");
	MarkNativeAsOptional("BfWrite.WriteCoord");
	MarkNativeAsOptional("BfWrite.WriteVecCoord");
	MarkNativeAsOptional("BfWrite.WriteVecNormal");
	MarkNativeAsOptional("BfWrite.WriteAngles");
	MarkNativeAsOptional("BfRead.ReadBool");
	MarkNativeAsOptional("BfRead.ReadByte");
	MarkNativeAsOptional("BfRead.ReadChar");
	MarkNativeAsOptional("BfRead.ReadShort");
	MarkNativeAsOptional("BfRead.ReadWord");
	MarkNativeAsOptional("BfRead.ReadNum");
	MarkNativeAsOptional("BfRead.ReadFloat");
	MarkNativeAsOptional("BfRead.ReadString");
	MarkNativeAsOptional("BfRead.ReadEntity");
	MarkNativeAsOptional("BfRead.ReadAngle");
	MarkNativeAsOptional("BfRead.ReadCoord");
	MarkNativeAsOptional("BfRead.ReadVecCoord");
	MarkNativeAsOptional("BfRead.ReadVecNormal");
	MarkNativeAsOptional("BfRead.ReadAngles");
	MarkNativeAsOptional("BfRead.GetNumBytesLeft");
	MarkNativeAsOptional("PbReadInt");
	MarkNativeAsOptional("PbReadFloat");
	MarkNativeAsOptional("PbReadBool");
	MarkNativeAsOptional("PbReadString");
	MarkNativeAsOptional("PbReadColor");
	MarkNativeAsOptional("PbReadAngle");
	MarkNativeAsOptional("PbReadVector");
	MarkNativeAsOptional("PbReadVector2D");
	MarkNativeAsOptional("PbGetRepeatedFieldCount");
	MarkNativeAsOptional("PbSetInt");
	MarkNativeAsOptional("PbSetFloat");
	MarkNativeAsOptional("PbSetBool");
	MarkNativeAsOptional("PbSetString");
	MarkNativeAsOptional("PbSetColor");
	MarkNativeAsOptional("PbSetAngle");
	MarkNativeAsOptional("PbSetVector");
	MarkNativeAsOptional("PbSetVector2D");
	MarkNativeAsOptional("PbAddInt");
	MarkNativeAsOptional("PbAddFloat");
	MarkNativeAsOptional("PbAddBool");
	MarkNativeAsOptional("PbAddString");
	MarkNativeAsOptional("PbAddColor");
	MarkNativeAsOptional("PbAddAngle");
	MarkNativeAsOptional("PbAddVector");
	MarkNativeAsOptional("PbAddVector2D");
	MarkNativeAsOptional("PbRemoveRepeatedFieldValue");
	MarkNativeAsOptional("PbReadMessage");
	MarkNativeAsOptional("PbReadRepeatedMessage");
	MarkNativeAsOptional("PbAddMessage");
	MarkNativeAsOptional("Protobuf.ReadInt");
	MarkNativeAsOptional("Protobuf.ReadFloat");
	MarkNativeAsOptional("Protobuf.ReadBool");
	MarkNativeAsOptional("Protobuf.ReadString");
	MarkNativeAsOptional("Protobuf.ReadColor");
	MarkNativeAsOptional("Protobuf.ReadAngle");
	MarkNativeAsOptional("Protobuf.ReadVector");
	MarkNativeAsOptional("Protobuf.ReadVector2D");
	MarkNativeAsOptional("Protobuf.GetRepeatedFieldCount");
	MarkNativeAsOptional("Protobuf.SetInt");
	MarkNativeAsOptional("Protobuf.SetFloat");
	MarkNativeAsOptional("Protobuf.SetBool");
	MarkNativeAsOptional("Protobuf.SetString");
	MarkNativeAsOptional("Protobuf.SetColor");
	MarkNativeAsOptional("Protobuf.SetAngle");
	MarkNativeAsOptional("Protobuf.SetVector");
	MarkNativeAsOptional("Protobuf.SetVector2D");
	MarkNativeAsOptional("Protobuf.AddInt");
	MarkNativeAsOptional("Protobuf.AddFloat");
	MarkNativeAsOptional("Protobuf.AddBool");
	MarkNativeAsOptional("Protobuf.AddString");
	MarkNativeAsOptional("Protobuf.AddColor");
	MarkNativeAsOptional("Protobuf.AddAngle");
	MarkNativeAsOptional("Protobuf.AddVector");
	MarkNativeAsOptional("Protobuf.AddVector2D");
	MarkNativeAsOptional("Protobuf.RemoveRepeatedFieldValue");
	MarkNativeAsOptional("Protobuf.ReadMessage");
	MarkNativeAsOptional("Protobuf.ReadRepeatedMessage");
	MarkNativeAsOptional("Protobuf.AddMessage");
	VerifyCoreVersion();
	return void:0;
}

public void:OnPluginStart()
{
	CreateTimer(0.5, Timer_CheckPistols, any:0, 1);
	return void:0;
}

public Action:Timer_CheckPistols(Handle:pTimer, any:_Data)
{
	new iId = 1;
	while (iId <= MaxClients)
	{
		new var1;
		if (IsClientInGame(iId) && IsPlayerAlive(iId))
		{
			new iPrimary = GetPlayerWeaponSlot(iId, 0);
			if (!(iPrimary == -1))
			{
				new iSecondary = GetPlayerWeaponSlot(iId, 1);
				if (!(iSecondary == -1))
				{
					new String:szClass[32];
					GetEdictClassname(iPrimary, szClass, 32);
					new var2;
					if (StrContains(szClass, "AWP", false) == -1 && StrContains(szClass, "SSG", false) == -1)
					{
						if (RemovePlayerItem(iId, iSecondary))
						{
							AcceptEntityInput(iSecondary, "KillHierarchy", -1, -1, 0);
						}
					}
				}
				iId++;
			}
			iId++;
		}
		iId++;
	}
	return Action:0;
}

Thank you in advance for your help!

Last edited by Wacci; 07-23-2017 at 00:37.
Wacci is offline
WatchDogs
Senior Member
Join Date: Oct 2015
Location: Iran
Old 07-23-2017 , 16:52   Re: Plugin fixing
Reply With Quote #2

Hi, You decompiled the plugin

What do you want from this ?

Just say we can write it for you.


But if you want it's the converted source:

PHP Code:
#include <sourcemod>
#include <sdktools>

public OnPluginStart()
{
    
CreateTimer(0.5Timer_CheckPistols_TIMER_REPEAT);
}

public 
Action:Timer_CheckPistols(Handle:pTimer)
{
    for (new 
iId 1iId <= MaxClientsiId++)
    {
        if (
IsClientInGame(iId) && IsPlayerAlive(iId))
        {
            new 
iPrimary GetPlayerWeaponSlot(iId0);
            if ((
iPrimary != -1))
            {
                new 
iSecondary GetPlayerWeaponSlot(iId1);
                if ((
iSecondary != -1))
                {
                    new 
String:szClass[32];
                    
GetEdictClassname(iPrimaryszClass32);
                    if (
StrContains(szClass"AWP"false) == -&& StrContains(szClass"SSG"false) == -1)
                    {
                        if (
RemovePlayerItem(iIdiSecondary))
                        {
                            
AcceptEntityInput(iSecondary"KillHierarchy", -1, -10);
                        }
                    }
                }
            }
        }
    }
    return 
Plugin_Continue;

WatchDogs is offline
Wacci
AlliedModders Donor
Join Date: May 2017
Location: Hungary
Old 07-24-2017 , 08:57   Re: Plugin fixing
Reply With Quote #3

I've got a Multi 1v1 mod's server (with an illegal weapon modify plugin).

My problem is that at the beginning of each round a weapon has to be replaced.
Before you switch, there is no hand model and you can not shoot the gun.

If you wanna check, you can join my server (roadtosilver.hu:29015).


If you can help me solve this problem, thank you in advance.
Wacci is offline
WatchDogs
Senior Member
Join Date: Oct 2015
Location: Iran
Old 07-24-2017 , 09:04   Re: Plugin fixing
Reply With Quote #4

OK, I understood. Which weapon for each team need to be replaced with?

It's easy to force players to have a special weapon.

Last edited by WatchDogs; 07-24-2017 at 09:05.
WatchDogs is offline
Wacci
AlliedModders Donor
Join Date: May 2017
Location: Hungary
Old 07-24-2017 , 09:08   Re: Plugin fixing
Reply With Quote #5

In each arena, every weapon 1x needs to be replaced to work properly.
Wacci is offline
WatchDogs
Senior Member
Join Date: Oct 2015
Location: Iran
Old 07-24-2017 , 16:23   Re: Plugin fixing
Reply With Quote #6

So replace with what ? Weapon name
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Wacci
AlliedModders Donor
Join Date: May 2017
Location: Hungary
Old 07-24-2017 , 17:24   Re: Plugin fixing
Reply With Quote #7

Need change to other weapon and back to previous. (etc: ak47 to knife ,and back)
Wacci is offline
WatchDogs
Senior Member
Join Date: Oct 2015
Location: Iran
Old 07-25-2017 , 11:09   Re: Plugin fixing
Reply With Quote #8

Could you explain more about it ? And for which game ?
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Wacci
AlliedModders Donor
Join Date: May 2017
Location: Hungary
Old 07-25-2017 , 11:44   Re: Plugin fixing
Reply With Quote #9

I sent a PM, with informations!
Wacci is offline
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