Hi!
How can I resolve that if I pick up a discarded gun, I should have the same skin as my owner?
Thanks in advance!
Code:
enum _:LoadDatass {
GunName[64],
ModelName[64],
Rarity[8],
Rarity1asd,
EntName[8]
}
//Fegyo glow
new const FegyverInfo[][LoadDatass] = {
{"AK47 | Default", "models/badboys_2k17/Alap/AK47.mdl", 0, CSW_AK47},
{"AK47 | Alien", "models/badboys_2k17/ak47/Alien.mdl", 1, 0, CSW_AK47 }
}
new g_Weapons[sizeof(FegyverInfo)][33]
public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR)
register_event("CurWeapon", "ChangeWeapon", "be", "1=1")
}
public ChangeWeapon(id) {
g_HudStatTrakKills[id] = 0
if(g_StatTrak[SelectedStatTrak[0][id]][id] >= 1 && SelectedStatTrak[0][id] == Selectedgun[AK47][id] && get_user_weapon(id) == FegyverInfo[SelectedStatTrak[0][id]][EntName]) g_HudStatTrakKills[id] = g_StatTrakKills[SelectedStatTrak[0][id]][id]
else if(g_StatTrak[SelectedStatTrak[1][id]][id] >= 1 && SelectedStatTrak[1][id] == Selectedgun[M4A1][id] && get_user_weapon(id) == FegyverInfo[SelectedStatTrak[1][id]][EntName]) g_HudStatTrakKills[id] = g_StatTrakKills[SelectedStatTrak[1][id]][id]
else if(g_StatTrak[SelectedStatTrak[2][id]][id] >= 1 && SelectedStatTrak[2][id] == Selectedgun[AWP][id] && get_user_weapon(id) == FegyverInfo[SelectedStatTrak[2][id]][EntName]) g_HudStatTrakKills[id] = g_StatTrakKills[SelectedStatTrak[2][id]][id]
else if(g_StatTrak[SelectedStatTrak[3][id]][id] >= 1 && SelectedStatTrak[3][id] == Selectedgun[FAMAS][id] && get_user_weapon(id) == FegyverInfo[SelectedStatTrak[3][id]][EntName]) g_HudStatTrakKills[id] = g_StatTrakKills[SelectedStatTrak[3][id]][id]
else if(g_StatTrak[SelectedStatTrak[4][id]][id] >= 1 && SelectedStatTrak[4][id] == Selectedgun[GALIL][id] && get_user_weapon(id) == FegyverInfo[SelectedStatTrak[4][id]][EntName]) g_HudStatTrakKills[id] = g_StatTrakKills[SelectedStatTrak[4][id]][id]
else if(g_StatTrak[SelectedStatTrak[5][id]][id] >= 1 && SelectedStatTrak[5][id] == Selectedgun[P90][id] && get_user_weapon(id) == FegyverInfo[SelectedStatTrak[5][id]][EntName]) g_HudStatTrakKills[id] = g_StatTrakKills[SelectedStatTrak[5][id]][id]
else if(g_StatTrak[SelectedStatTrak[6][id]][id] >= 1 && SelectedStatTrak[6][id] == Selectedgun[SCOUT][id] && get_user_weapon(id) == FegyverInfo[SelectedStatTrak[6][id]][EntName]) g_HudStatTrakKills[id] = g_StatTrakKills[SelectedStatTrak[6][id]][id]
else if(g_StatTrak[SelectedStatTrak[7][id]][id] >= 1 && SelectedStatTrak[7][id] == Selectedgun[MP7][id] && get_user_weapon(id) == FegyverInfo[SelectedStatTrak[7][id]][EntName]) g_HudStatTrakKills[id] = g_StatTrakKills[SelectedStatTrak[7][id]][id]
else if(g_StatTrak[SelectedStatTrak[9][id]][id] >= 1 && SelectedStatTrak[9][id] == Selectedgun[DEAGLE][id] && get_user_weapon(id) == FegyverInfo[SelectedStatTrak[9][id]][EntName]) g_HudStatTrakKills[id] = g_StatTrakKills[SelectedStatTrak[9][id]][id]
else if(g_StatTrak[SelectedStatTrak[10][id]][id] >= 1 && SelectedStatTrak[10][id] == Selectedgun[GLOCK][id] && get_user_weapon(id) == FegyverInfo[SelectedStatTrak[10][id]][EntName]) g_HudStatTrakKills[id] = g_StatTrakKills[SelectedStatTrak[10][id]][id]
else if(g_StatTrak[SelectedStatTrak[11][id]][id] >= 1 && SelectedStatTrak[11][id] == Selectedgun[USP][id] && get_user_weapon(id) == FegyverInfo[SelectedStatTrak[11][id]][EntName]) g_HudStatTrakKills[id] = g_StatTrakKills[SelectedStatTrak[11][id]][id]
else if(g_StatTrak[SelectedStatTrak[12][id]][id] >= 1 && SelectedStatTrak[12][id] == Selectedgun[KNIFE][id] && get_user_weapon(id) == FegyverInfo[SelectedStatTrak[12][id]][EntName]) g_HudStatTrakKills[id] = g_StatTrakKills[SelectedStatTrak[12][id]][id]
if(g_SkinBeKi[id]) return PLUGIN_HANDLED
switch(get_user_weapon(id))
{
case CSW_AK47: entity_set_string(id, EV_SZ_viewmodel, FegyverInfo[Selectedgun[AK47][id]][ModelName]);
case CSW_M4A1: entity_set_string(id, EV_SZ_viewmodel, FegyverInfo[Selectedgun[M4A1][id]][ModelName]);
case CSW_AWP: entity_set_string(id, EV_SZ_viewmodel, FegyverInfo[Selectedgun[AWP][id]][ModelName]);
case CSW_FAMAS: entity_set_string(id, EV_SZ_viewmodel, FegyverInfo[Selectedgun[FAMAS][id]][ModelName]);
case CSW_GALIL: entity_set_string(id, EV_SZ_viewmodel, FegyverInfo[Selectedgun[GALIL][id]][ModelName]);
case CSW_P90: entity_set_string(id, EV_SZ_viewmodel, FegyverInfo[Selectedgun[P90][id]][ModelName]);
case CSW_SCOUT: entity_set_string(id, EV_SZ_viewmodel, FegyverInfo[Selectedgun[SCOUT][id]][ModelName]);
case CSW_MP5NAVY: entity_set_string(id, EV_SZ_viewmodel, FegyverInfo[Selectedgun[MP7][id]][ModelName]);
case CSW_DEAGLE: entity_set_string(id, EV_SZ_viewmodel, FegyverInfo[Selectedgun[DEAGLE][id]][ModelName]);
case CSW_GLOCK18: entity_set_string(id, EV_SZ_viewmodel, FegyverInfo[Selectedgun[GLOCK][id]][ModelName]);
case CSW_USP: entity_set_string(id, EV_SZ_viewmodel, FegyverInfo[Selectedgun[USP][id]][ModelName]);
case CSW_KNIFE: {
set_user_maxspeed(id, 320.0)
entity_set_string(id, EV_SZ_viewmodel, FegyverInfo[Selectedgun[KNIFE][id]][ModelName]);
}
}
return PLUGIN_CONTINUE
}