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I how to make car?


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Swolly
Senior Member
Join Date: Jul 2018
Location: Turkey
Old 12-29-2018 , 03:59   I how to make car?
Reply With Quote #1

How can I make a car

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

#define     EF_NODRAW 32
#define        COLLISION_GROUP_PLAYER 5
#define     HIDEHUD_WEAPONSELECTION 1
#define     HIDEHUD_CROSSHAIR 256
#define     HIDEHUD_INVEHICLE 1024

public OnPluginStart()
{    
    RegAdminCmd("sm_car", Command_CAR, ADMFLAG_ROOT);
    RegAdminCmd("sm_car2", Command_CAR2, ADMFLAG_ROOT);
}

public OnMapStart()
{
    PrecacheModel("models/natalya/vehicles/natalyas_mustang_2.mdl");
}

public Action:Command_CAR(client, args)
{
    new String:name[255];
    GetClientName(client, name, sizeof(name));

    decl Ent;   
    Ent = CreateEntityByName("prop_vehicle_driveable"); 

    DispatchKeyValue(Ent, "vehiclescript", "scripts/vehicles/natalyas_mustang.txt");
    DispatchKeyValue(Ent, "model", "models/natalya/vehicles/natalyas_mustang_2.mdl");
    DispatchKeyValueFloat (Ent, "MaxPitch", 360.00);
    DispatchKeyValueFloat (Ent, "MinPitch", -360.00);
    DispatchKeyValueFloat (Ent, "MaxYaw", 90.00);
    DispatchKeyValue(Ent, "solid","6");
    DispatchKeyValue(Ent, "actionScale","1");
    DispatchKeyValue(Ent, "EnableGun","0");
    DispatchKeyValue(Ent, "ignorenormals","0");
    DispatchKeyValue(Ent, "fadescale","1");
    DispatchKeyValue(Ent, "fademindist","-1");
    DispatchKeyValue(Ent, "VehicleLocked","0");
    DispatchKeyValue(Ent, "screenspacefade","0");
    DispatchKeyValue(Ent, "spawnflags", "256" );
    DispatchKeyValue(Ent, "setbodygroup", "511" );
    SetEntProp(Ent, Prop_Send, "m_nSolidType", 2);
    DispatchSpawn(Ent);
    ActivateEntity(Ent);

    decl Float:FurnitureOrigin[3];
    decl Float:ClientOrigin[3];
    decl Float:EyeAngles[3];
    GetClientEyeAngles(client, EyeAngles);
    GetClientAbsOrigin(client, ClientOrigin);

    FurnitureOrigin[0] = (ClientOrigin[0] + (50 * Cosine(DegToRad(EyeAngles[1]))));
    FurnitureOrigin[1] = (ClientOrigin[1] + (50 * Sine(DegToRad(EyeAngles[1]))));
    FurnitureOrigin[2] = (ClientOrigin[2]);


    TeleportEntity(Ent, FurnitureOrigin, NULL_VECTOR, NULL_VECTOR);

    SetEntProp(Ent, Prop_Data, "m_nNextThinkTick", -1);
	SDKHook(Ent, SDKHook_Think, OnThink);		
		
    SetEntPropEnt(client, Prop_Send, "m_hObserverTarget", 0);
    SetEntProp(client, Prop_Send, "m_iObserverMode", 1); 

    // force players in.
    if (client != 0)
    {
        AcceptEntityInput(Ent, "use", client);
    }
}  

public Action:Command_CAR2(client, args)
{
    LeaveVehicle(client);
}  

LeaveVehicle(client)
{
    new vehicle = GetEntPropEnt(client, Prop_Send, "m_hVehicle");
    if (IsValidEntity(vehicle))
    {
        AcceptEntityInput(client, "SetParent");
        SetVariantString("vehicle_driver_exit");
        AcceptEntityInput(client, "SetParentAttachment");        

        new Float:ExitAng[3];
        GetEntPropVector(vehicle, Prop_Data, "m_angRotation", ExitAng);
        ExitAng[0] = 0.0;
        ExitAng[1] += 90.0;
        ExitAng[2] = 0.0;
        
    
        AcceptEntityInput(client, "ClearParent");    
        
        SetEntPropEnt(client, Prop_Send, "m_hVehicle", -1);
    
        SetEntPropEnt(vehicle, Prop_Send, "m_hPlayer", -1);
    
        SetEntityMoveType(client, MOVETYPE_WALK);
    
        SetEntProp(client, Prop_Send, "m_CollisionGroup", COLLISION_GROUP_PLAYER);        
        
        new hud = GetEntProp(client, Prop_Send, "m_iHideHUD");
        hud &= ~HIDEHUD_WEAPONSELECTION;
        hud &= ~HIDEHUD_CROSSHAIR;
        hud &= ~HIDEHUD_INVEHICLE;
        SetEntProp(client, Prop_Send, "m_iHideHUD", hud);
        
        new EntEffects = GetEntProp(client, Prop_Send, "m_fEffects");
        EntEffects &= ~EF_NODRAW;
        SetEntProp(client, Prop_Send, "m_fEffects", EntEffects);

        SetEntProp(vehicle, Prop_Send, "m_nSpeed", 0);
        SetEntPropFloat(vehicle, Prop_Send, "m_flThrottle", 0.0);
        AcceptEntityInput(vehicle, "TurnOff");

        SetEntPropFloat(vehicle, Prop_Data, "m_flTurnOffKeepUpright", 0.0);
    
        SetEntProp(vehicle, Prop_Send, "m_iTeamNum", 0);
        
        TeleportEntity(client, NULL_VECTOR, ExitAng, NULL_VECTOR);
        SetClientViewEntity(client, client);
    }

    new index = -1;
    while ((index = FindEntityByClassname(index, "prop_vehicle_driveable")) != -1)
        RemoveEdict(index);

    new plyr_gun2 = GetPlayerWeaponSlot(client, 2);
    if (IsValidEntity(plyr_gun2))
    {
        RemovePlayerItem(client, plyr_gun2);
        RemoveEdict(plyr_gun2);
        GivePlayerItem(client, "weapon_knife", 0);
    }    
    SetClientViewEntity(client, client);
}
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