Hello, can somebody please help me to make this kind of plugin for one round?
Code:
#include <amxmodx>
#include <fakemeta_util>
#include <hamsandwich>
#include <beam>
#include <zombieplague>
#define PLUGIN "[ZP] Extra: CSO Weapon Gungnir"
#define VERSION "1.0"
#define AUTHOR "KORD_12.7"
#pragma ctrlchar '\'
#pragma compress 1//Protection From Decompiler
//**********************************************
//* Weapon Settings. *
//**********************************************
#define WPNLIST
// Main
#define WEAPON_KEY 87349
#define WEAPON_NAME "weapon_gungnir"
#define WEAPON_REFERANCE "weapon_aug"
#define WEAPON_MAX_CLIP 50
#define WEAPON_DEFAULT_AMMO 200
#define WEAPON_TIME_NEXT_IDLE 5.0
#define WEAPON_TIME_NEXT_ATTACK 0.15
#define WEAPON_TIME_DELAY_DEPLOY 1.0
#define WEAPON_TIME_DELAY_RELOAD 2.0
#define WEAPON_DAMAGE_HIT random_float(70.0,220.0)
#define WEAPON_RADIUS_HIT 400.0
#define WEAPON_BALL_DAMAGE_EXP random_float(500.0, 600.0)
#define WEAPON_BALL_RADIUS_EXP 250.0
#define WEAPON_BALL_EXP_KNOCKBACK 20.0
#define WEAPON_MISSILE_DAMAGE_EXP random_float(500.0, 600.0)
#define WEAPON_MISSILE_RADIUS_EXP 100.0
#define WEAPON_MISSILE_DAMAGE2 random_float(500.0, 600.0)
#define WEAPON_MISSILE_RADIUS2 100.0
#define WEAPON_MISSILE_DAMAGE_TOUCH random_float(300.0, 400.0)
#define WEAPON_MISSILE_KNOCKBACK_TOUCH 50.0
#define WEAPON_DAMAGE_LINE random_float(10.0, 50.0)
#define ZP_ITEM_NAME "Weapon: GunGnir"
#define ZP_ITEM_COST 500
// Models
#define MODEL_WORLD "models/w_gungnir.mdl"
#define MODEL_VIEW "models/v_gungnir_v3.mdl"
#define MODEL_PLAYER_A "models/p_gungnira.mdl"
#define MODEL_PLAYER_B "models/p_gungnirb.mdl"
#define MODEL_MISSILE "models/gungnir_missile.mdl"
// Sounds
#define SOUND_SHOOT_B "weapons/gungnir_shoot_b.wav"
#define SOUND_SHOOT_B_EXP "weapons/gungnir_shoot_b_exp.wav"
#define SOUND_SHOOT_END "weapons/gungnir_shoot_end.wav"
#define SOUND_LOOP "weapons/gungnir_shoot_loop.wav"
#define SOUND_CHARGE_EXP "weapons/gungnir_charge_shoot_exp.wav"
#define SOUND_CHARGE_EXP2 "weapons/gungnir_charge_shoot_exp2.wav"
#define SOUND_CHARGE_SHOOT "weapons/gungnir_charge_shoot1.wav"
#define SOUND_CHARGE_SHOOT2 "weapons/gungnir_charge_shoot2.wav"
// Sprites
#define WEAPON_HUD_TXT "sprites/weapon_gungnir.txt"
#define WEAPON_HUD_SPR_1 "sprites/640hud185.spr"
#define WEAPON_HUD_SPR_2 "sprites/640hud36.spr"
#define WEAPON_SPRITE_HIT_EXP "sprites/ef_gungnir_aexplo.spr"
#define WEAPON_SPRITE_MODE_EXP "sprites/ef_gungnir_bexplo.spr"
#define WEAPON_SPRITE_CHARGE_EXP "sprites/ef_gungnir_chargeexplo2.spr"
#define WEAPON_SPRITE_LINE "sprites/ef_gungnir_lightline1.spr"
#define WEAPON_SPRITE_LINE3 "sprites/ef_gungnir_xbeam.spr"
#define WEAPON_SPRITE_MISSILE "sprites/ef_gungnir_missile.spr"
#define WEAPON_SPRITE_MUZZLE "sprites/muzzleflash81.spr"
// Animation
#define ANIM_EXTENSION "m249"
// Animation sequences
enum
{
ANIM_IDLE,
ANIM_RELOAD,
ANIM_DRAW,
ANIM_SHOOT_START,
ANIM_SHOOT_LOOP,
ANIM_SHOOT_END,
ANIM_SHOOT_B,
ANIM_CHANGE_B,
ANIM_SHOOT_CHARGE,
ANIM_CHARGE_IDLE,
};
//**********************************************
//* Some macroses. *
//**********************************************
#define MDLL_Spawn(%0) dllfunc(DLLFunc_Spawn, %0)
#define MDLL_Touch(%0,%1) dllfunc(DLLFunc_Touch, %0, %1)
#define MDLL_USE(%0,%1) dllfunc(DLLFunc_Use, %0, %1)
#define SET_MODEL(%0,%1) engfunc(EngFunc_SetModel, %0, %1)
#define SET_ORIGIN(%0,%1) engfunc(EngFunc_SetOrigin, %0, %1)
#define PRECACHE_MODEL(%0) engfunc(EngFunc_PrecacheModel, %0)
#define PRECACHE_SOUND(%0) engfunc(EngFunc_PrecacheSound, %0)
#define PRECACHE_GENERIC(%0) engfunc(EngFunc_PrecacheGeneric, %0)
#define MESSAGE_BEGIN(%0,%1,%2,%3) engfunc(EngFunc_MessageBegin, %0, %1, %2, %3)
#define MESSAGE_END() message_end()
#define WRITE_ANGLE(%0) engfunc(EngFunc_WriteAngle, %0)
#define WRITE_BYTE(%0) write_byte(%0)
#define WRITE_COORD(%0) engfunc(EngFunc_WriteCoord, %0)
#define WRITE_STRING(%0) write_string(%0)
#define WRITE_SHORT(%0) write_short(%0)
#define BitSet(%0,%1) (%0 |= (1 << (%1 - 1)))
#define BitClear(%0,%1) (%0 &= ~(1 << (%1 - 1)))
#define BitCheck(%0,%1) (%0 & (1 << (%1 - 1)))
//**********************************************
//* PvData Offsets. *
//**********************************************
// Linux extra offsets
#define extra_offset_weapon 4
#define extra_offset_player 5
new g_bitIsConnected;
#define m_rgpPlayerItems_CWeaponBox 34
// CBasePlayerItem
#define m_pPlayer 41
#define m_pNext 42
#define m_iId 43
// CBasePlayerWeapon
#define m_fInSuperBullets 30
#define m_flNextPrimaryAttack 46
#define m_flNextSecondaryAttack 47
#define m_flTimeWeaponIdle 48
#define m_iPrimaryAmmoType 49
#define m_iClip 51
#define m_fInReload 54
#define m_iChargeReady 55
#define m_flAccuracy 62
#define m_fWeaponState 74
#define m_iLastZoom 109
// CBaseMonster
#define m_flNextAttack 83
// CBasePlayer
#define m_fResumeZoom 110
#define m_iFOV 363
#define m_rgpPlayerItems_CBasePlayer 367
#define m_pActiveItem 373
#define m_rgAmmo_CBasePlayer 376
#define m_szAnimExtention 492
#define IsValidPev(%0) (pev_valid(%0) == 2)
#define INSTANCE(%0) ((%0 == -1) ? 0 : %0)
#define MUZZLE_CLASSNAME "iMuzzGungnir"
#define MISSILE_CLASSNAME "GunGnirMissile"
#define BALL_CLASSNAME "GunGnirBall"
#define BEAM_CLASSNAME "szBeamGunGnir"
#define BEAM_CLASSNAME2 "szBeamGunGnir2"
#define BEAM_LIFE 0.16
#define BEAM_COLOR {255.0, 255.0, 255.0}
#define BEAM_BRIGHTNESS 250.0
#define BEAM_SCROLLRATE 20.0
#define BEAM_NOISE 0
#define BEAM_WEIGHT 200.0
//**********************************************
//* Let's code our weapon. *
//**********************************************
new iBlood[7];
Weapon_OnPrecache()
{
PRECACHE_MODEL(MODEL_WORLD);
PRECACHE_MODEL(MODEL_VIEW);
PRECACHE_MODEL(MODEL_PLAYER_A);
PRECACHE_MODEL(MODEL_PLAYER_B);
PRECACHE_MODEL(MODEL_MISSILE);
PRECACHE_SOUND(SOUND_SHOOT_B);
PRECACHE_SOUND(SOUND_SHOOT_B_EXP);
PRECACHE_SOUND(SOUND_SHOOT_END);
PRECACHE_SOUND(SOUND_LOOP);
PRECACHE_SOUND(SOUND_CHARGE_EXP);
PRECACHE_SOUND(SOUND_CHARGE_EXP2);
PRECACHE_SOUND(SOUND_CHARGE_SHOOT);
PRECACHE_SOUND(SOUND_CHARGE_SHOOT2);
PRECACHE_SOUNDS_FROM_MODEL(MODEL_VIEW);
iBlood[2] = PRECACHE_MODEL(WEAPON_SPRITE_HIT_EXP);
iBlood[3] = PRECACHE_MODEL(WEAPON_SPRITE_MODE_EXP);
iBlood[6] = PRECACHE_MODEL(WEAPON_SPRITE_CHARGE_EXP);
iBlood[4] = PRECACHE_MODEL(WEAPON_SPRITE_LINE);
PRECACHE_MODEL(WEAPON_SPRITE_LINE3);
PRECACHE_MODEL(WEAPON_SPRITE_MISSILE);
PRECACHE_MODEL(WEAPON_SPRITE_MUZZLE);
#if defined WPNLIST
PRECACHE_GENERIC(WEAPON_HUD_TXT);
PRECACHE_GENERIC(WEAPON_HUD_SPR_1);
PRECACHE_GENERIC(WEAPON_HUD_SPR_2);
#endif
iBlood[0] = PRECACHE_MODEL("sprites/bloodspray.spr");
iBlood[1] = PRECACHE_MODEL("sprites/blood.spr");
}
Weapon_OnSpawn(const iItem)
{
// Setting world model.
SET_MODEL(iItem, MODEL_WORLD);
}
Weapon_OnDeploy(const iItem, const iPlayer, const iClip, const iChargeReady, const iAmmoPrimary)
{
#pragma unused iClip, iAmmoPrimary, iChargeReady
static iszViewModel;
if (iszViewModel || (iszViewModel = engfunc(EngFunc_AllocString, MODEL_VIEW)))
{
set_pev_string(iPlayer, pev_viewmodel2, iszViewModel);
}
static iszPlayerModel;
if (iszPlayerModel || (iszPlayerModel = engfunc(EngFunc_AllocString, MODEL_PLAYER_A)))
{
set_pev_string(iPlayer, pev_weaponmodel2, iszPlayerModel);
}
set_pdata_int(iItem, m_fInReload, 0, extra_offset_weapon);
set_pdata_int(iItem, m_iChargeReady, 0, extra_offset_weapon);
set_pdata_string(iPlayer, m_szAnimExtention * 4, ANIM_EXTENSION, -1, extra_offset_player * 4);
set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_DELAY_DEPLOY, extra_offset_weapon);
set_pdata_float(iPlayer, m_flNextAttack, WEAPON_TIME_DELAY_DEPLOY, extra_offset_player);
Weapon_DefaultDeploy(iPlayer, MODEL_VIEW, MODEL_PLAYER_A, ANIM_DRAW, ANIM_EXTENSION);
}
Weapon_OnHolster(const iItem, const iPlayer, const iClip, const iChargeReady, const iAmmoPrimary)
{
#pragma unused iPlayer, iClip, iAmmoPrimary, iChargeReady
Weapon_ChargeEnd(iItem, iPlayer);
set_pdata_int(iItem, m_fInReload, 0, extra_offset_weapon);
engfunc(EngFunc_EmitSound, iPlayer, CHAN_WEAPON, SOUND_LOOP, 0.0, 0.0, SND_STOP, PITCH_NORM);
set_pdata_int(iItem, m_fInSuperBullets, 0, extra_offset_weapon);
set_pev(iItem, pev_fuser1, 0.0);
}
Weapon_OnIdle(const iItem, const iPlayer, const iClip, const iChargeReady, const iAmmoPrimary)
{
#pragma unused iClip, iAmmoPrimary
if (get_pdata_float(iItem, m_flNextSecondaryAttack, extra_offset_weapon) > 0.0)
{
return;
}
if (get_pdata_int(iItem, m_fInSuperBullets, extra_offset_weapon) == 3)
{
Weapon_ShootLaser(iItem, iPlayer, iClip);
}
if (get_pdata_float(iItem, m_flTimeWeaponIdle, extra_offset_weapon) > 0.0)
{
return;
}
if(iChargeReady > 0)
{
Weapon_ChargeEnd(iItem, iPlayer);
return;
}
set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_NEXT_IDLE, extra_offset_weapon);
Weapon_SendAnim(iPlayer, get_pdata_int(iItem,m_fInSuperBullets,extra_offset_weapon) == 2 ? ANIM_CHARGE_IDLE : ANIM_IDLE);
}
Weapon_OnReload(const iItem, const iPlayer, const iClip, const iChargeReady, const iAmmoPrimary)
{
#pragma unused iAmmoPrimary
if (min(WEAPON_MAX_CLIP - iClip, iAmmoPrimary) <= 0)
{
return;
}
if(iChargeReady > 0)
{
Weapon_ChargeEnd(iItem, iPlayer);
return;
}
set_pdata_int(iItem, m_iClip, 0, extra_offset_weapon);
ExecuteHam(Ham_Weapon_Reload, iItem);
set_pdata_int(iItem, m_iClip, iClip, extra_offset_weapon);
set_pdata_float(iPlayer, m_flNextAttack, WEAPON_TIME_DELAY_RELOAD, extra_offset_player);
set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_DELAY_RELOAD, extra_offset_weapon);
Weapon_SendAnim(iPlayer, ANIM_RELOAD);
}
Weapon_OnPrimaryAttack(const iItem, const iPlayer, const iClip, const iChargeReady, const iAmmoPrimary)
{
#pragma unused iAmmoPrimary
if (get_pdata_int(iItem, m_fInSuperBullets, extra_offset_weapon))
{
return;
}
if(iClip <= 0 || pev(iPlayer, pev_waterlevel) == 3)
{
if(iChargeReady > 0)
{
Weapon_ChargeEnd(iItem, iPlayer);
}
return;
}
switch(iChargeReady)
{
case 0:
{
Weapon_SendAnim(iPlayer, ANIM_SHOOT_START);
set_pdata_int(iItem, m_iChargeReady, 1, extra_offset_weapon);
set_pdata_float(iItem, m_flTimeWeaponIdle, 0.16, extra_offset_weapon);
set_pdata_float(iItem, m_flNextPrimaryAttack, 0.2, extra_offset_weapon);
set_pdata_float(iItem, m_flNextSecondaryAttack, 0.2, extra_offset_weapon);
return;
}
case 1:
{
static iFlags, iAnimDesired;
static szAnimation[64];iFlags = pev(iPlayer, pev_flags);
if (pev(iItem, pev_fuser1) < get_gametime())
{
engfunc(EngFunc_EmitSound, iPlayer, CHAN_WEAPON, SOUND_LOOP, 0.9, ATTN_NORM, 0, PITCH_NORM);
set_pev(iItem, pev_fuser1, get_gametime() + 1.85);
}
Weapon_SendAnim(iPlayer, ANIM_SHOOT_LOOP);
formatex(szAnimation, charsmax(szAnimation), iFlags & FL_DUCKING ? "crouch_shoot_%s" : "ref_shoot_%s", ANIM_EXTENSION);
if ((iAnimDesired = lookup_sequence(iPlayer, szAnimation)) == -1)
{
iAnimDesired = 0;
}
set_pev(iPlayer, pev_sequence, iAnimDesired);
set_pdata_float(iItem, m_flNextPrimaryAttack, WEAPON_TIME_NEXT_ATTACK, extra_offset_weapon);
set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_NEXT_ATTACK, extra_offset_weapon);
set_pdata_int(iItem, m_iClip, iClip-1, extra_offset_weapon);
Weapon_MuzzleFlash(iPlayer, WEAPON_SPRITE_MUZZLE, 0.1, 10.0, Float:{0.0, 0.0, 0.0}, 250.0);
static Float:VecEnd[3];Get_Position(iPlayer, 100.0, 0.0, 0.0, VecEnd);
CreateExplosion(VecEnd, 10.0, iBlood[2], 1, 50, TE_EXPLFLAG_NOSOUND | TE_EXPLFLAG_NOPARTICLES | TE_EXPLFLAG_NODLIGHTS);
Weapon_DrawBeam2(iPlayer, VecEnd);
static Float:vecEnd[3];
static Float:vecOrigin[3];pev(iPlayer, pev_origin, vecOrigin);
static iVictim;iVictim = FM_NULLENT;
while(((iVictim = fm_find_ent_in_sphere(iVictim, vecOrigin, WEAPON_RADIUS_HIT)) != 0))
{
if(is_user_connected(iVictim) && is_user_alive(iVictim) && IsValidPev(iVictim))
{
pev(iVictim, pev_origin, vecEnd);
if(iVictim == iPlayer)continue;
if(!zp_get_user_zombie(iVictim))continue;
if(IsWallBetweenPoints(vecOrigin, vecEnd, iPlayer))continue;
if(!fm_is_in_viewcone(iPlayer, vecEnd))continue;
CreateExplosion(vecEnd, 10.0, iBlood[2], random_num(2,3), 30, TE_EXPLFLAG_NOSOUND | TE_EXPLFLAG_NOPARTICLES | TE_EXPLFLAG_NODLIGHTS);
ExecuteHamB(Ham_TakeDamage, iVictim, iPlayer, iPlayer, WEAPON_DAMAGE_HIT, DMG_BURN);
Weapon_DrawBeam(iPlayer, vecEnd, VecEnd);
}
}
}
}
}
Weapon_OnSecondaryAttack(const iItem, const iPlayer, const iClip, const iChargeReady, const iAmmoPrimary)
{
#pragma unused iAmmoPrimary, iChargeReady, iClip
static iChargeReady;iChargeReady = get_pdata_int(iItem, m_fInSuperBullets, extra_offset_weapon);
if(iClip <= 0 || pev(iPlayer, pev_waterlevel) == 3)
{
if(iChargeReady > 0)
{
Weapon_ChargeEnd(iItem, iPlayer);
}
return;
}
switch(iChargeReady)
{
case 0:
{
set_pdata_int(iItem, m_fInSuperBullets, 1, extra_offset_weapon);
set_pdata_float(iItem, m_flTimeWeaponIdle, 0.5, extra_offset_weapon);
set_pdata_float(iItem, m_flNextPrimaryAttack, 0.5, extra_offset_weapon);
set_pdata_float(iItem, m_flNextSecondaryAttack, 0.5, extra_offset_weapon);
return;
}
case 1:
{
Weapon_SendAnim(iPlayer, ANIM_CHANGE_B);
set_pdata_int(iItem, m_fInSuperBullets, 2, extra_offset_weapon);
set_pdata_float(iItem, m_flTimeWeaponIdle, 2.1, extra_offset_weapon);
set_pdata_float(iItem, m_flNextPrimaryAttack, 2.1, extra_offset_weapon);
set_pdata_float(iItem, m_flNextSecondaryAttack, 2.1, extra_offset_weapon);
return;
}
case 2:
{
Weapon_SendAnim(iPlayer, ANIM_CHARGE_IDLE);
set_pdata_int(iItem, m_fInSuperBullets, 3, extra_offset_weapon);
set_pdata_float(iItem, m_flTimeWeaponIdle, 1.0, extra_offset_weapon);
set_pdata_float(iItem, m_flNextPrimaryAttack, 1.0, extra_offset_weapon);
static iszPlayerModel;
if (iszPlayerModel || (iszPlayerModel = engfunc(EngFunc_AllocString, MODEL_PLAYER_B)))
{
set_pev_string(iPlayer, pev_weaponmodel2, iszPlayerModel);
}
return;
}
}
}
Weapon_ShootLaser(const iItem, const iPlayer, const iClip)
{
Weapon_SendAnim(iPlayer, ANIM_SHOOT_CHARGE);
set_pdata_float(iItem, m_flTimeWeaponIdle, 3.0, extra_offset_weapon);
set_pdata_float(iItem, m_flNextPrimaryAttack, 3.0, extra_offset_weapon);
set_pdata_float(iItem, m_flNextSecondaryAttack, 3.0, extra_offset_weapon);
set_pdata_int(iItem, m_iClip, max(iClip-5, 0), extra_offset_weapon);
set_pdata_int(iItem, m_fInSuperBullets, 0, extra_offset_weapon);
CreateMissile(iPlayer);
static iszPlayerModel;
if (iszPlayerModel || (iszPlayerModel = engfunc(EngFunc_AllocString, MODEL_PLAYER_A)))
{
set_pev_string(iPlayer, pev_weaponmodel2, iszPlayerModel);
}
engfunc(EngFunc_EmitSound, iPlayer, CHAN_WEAPON, SOUND_CHARGE_SHOOT, 0.9, ATTN_NORM, 0, PITCH_NORM);
}
Weapon_ChargeEnd(const iItem, const iPlayer)
{
Weapon_SendAnim(iPlayer, ANIM_SHOOT_END);
set_pdata_float(iItem, m_flTimeWeaponIdle, 0.28, extra_offset_weapon);
set_pdata_float(iItem, m_flNextPrimaryAttack, 0.3, extra_offset_weapon);
set_pdata_float(iItem, m_flNextSecondaryAttack, 0.3, extra_offset_weapon);
set_pdata_int(iItem, m_iChargeReady, 0, extra_offset_weapon);
engfunc(EngFunc_EmitSound, iPlayer, CHAN_WEAPON, SOUND_LOOP, 0.0, 0.0, SND_STOP, PITCH_NORM);
engfunc(EngFunc_EmitSound, iPlayer, CHAN_WEAPON, SOUND_SHOOT_END, 0.9, ATTN_NORM, 0, PITCH_NORM);
set_pev(iItem, pev_fuser1, 0.0);
}
//*********************************************************************
//* Don't modify the code below this line unless *
//* you know _exactly_ what you are doing!!! *
//*********************************************************************
#define MSGID_WEAPONLIST 78
new g_iszMuzzleKey;
new g_iszBeamKey;
new g_iszBeamKey2;
new g_iItemID;
#define IsCustomItem(%0) (pev(%0, pev_impulse) == WEAPON_KEY)
#define IsCustomBeam(%0) (pev(%0, pev_impulse) == g_iszBeamKey)
#define IsCustomBeam2(%0) (pev(%0, pev_impulse) == g_iszBeamKey2)
#define IsCustomMuzzle(%0) (pev(%0, pev_impulse) == g_iszMuzzleKey)
public plugin_precache()
{
Weapon_OnPrecache();
g_iszBeamKey = engfunc(EngFunc_AllocString, BEAM_CLASSNAME);
g_iszBeamKey2 = engfunc(EngFunc_AllocString, BEAM_CLASSNAME2);
g_iszMuzzleKey = engfunc(EngFunc_AllocString, MUZZLE_CLASSNAME);
#if defined WPNLIST
register_clcmd(WEAPON_NAME, "Cmd_WeaponSelect");
register_message(MSGID_WEAPONLIST, "MsgHook_WeaponList");
#endif
}
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
register_forward(FM_SetModel, "FakeMeta_SetModel", false);
register_forward(FM_UpdateClientData, "FakeMeta_UpdateClientData_Post",true);
register_forward(FM_Touch, "FakeMeta_Touch", false);
RegisterHam(Ham_Think, "beam", "HamHook_Think_Post", true);
RegisterHam(Ham_Think, "info_target", "HamHook_Think", false);
RegisterHam(Ham_Think, "env_sprite", "HamHook_Sprite_Think", false);
// Weaponbox
RegisterHam(Ham_Spawn, "weaponbox", "HamHook_Weaponbox_Spawn_Post", true);
// Item (weapon) hooks
RegisterHam(Ham_Item_Deploy, WEAPON_REFERANCE, "HamHook_Item_Deploy_Post", true);
RegisterHam(Ham_Item_Holster, WEAPON_REFERANCE, "HamHook_Item_Holster", false);
RegisterHam(Ham_Item_AddToPlayer, WEAPON_REFERANCE, "HamHook_Item_AddToPlayer", false);
RegisterHam(Ham_Item_PostFrame, WEAPON_REFERANCE, "HamHook_Item_PostFrame", false);
RegisterHam(Ham_Weapon_Reload, WEAPON_REFERANCE, "HamHook_Item_Reload", false);
RegisterHam(Ham_Weapon_WeaponIdle, WEAPON_REFERANCE, "HamHook_Item_WeaponIdle", false);
RegisterHam(Ham_Weapon_PrimaryAttack, WEAPON_REFERANCE, "HamHook_Item_PrimaryAttack", false);
RegisterHam(Ham_Weapon_SecondaryAttack, WEAPON_REFERANCE, "HamHook_Item_SecondaryAttack", false);
g_iItemID = zp_register_extra_item(ZP_ITEM_NAME, ZP_ITEM_COST, ZP_TEAM_HUMAN);
}
public zp_extra_item_selected(iPlayer, iItemid)
{
if (iItemid == g_iItemID)
{
Weapon_Give(iPlayer);
}
}
//**********************************************
//* Block client weapon. *
//**********************************************
public FakeMeta_UpdateClientData_Post(const iPlayer, const iSendWeapons, const CD_Handle)
{
static iActiveItem;iActiveItem = get_pdata_cbase(iPlayer, m_pActiveItem, extra_offset_player);
if (!IsValidPev(iActiveItem) || !IsCustomItem(iActiveItem))
{
return FMRES_IGNORED;
}
set_cd(CD_Handle, CD_flNextAttack, get_gametime() + 0.001);
return FMRES_IGNORED;
}
public FakeMeta_Touch(const iEntity, const iOther)
{
if(!pev_valid(iEntity))
{
return FMRES_IGNORED;
}
static Classname[32];pev(iEntity, pev_classname, Classname, 31);
static iAttacker; iAttacker = pev(iEntity, pev_owner);
static Float:Origin[3];pev(iEntity, pev_origin, Origin);
new pNull = FM_NULLENT;
if (equal(Classname, BALL_CLASSNAME))
{
if (engfunc(EngFunc_PointContents, Origin) == CONTENTS_SKY || engfunc(EngFunc_PointContents, Origin) == CONTENTS_WATER)
{
set_pev(iEntity, pev_flags, pev(iEntity, pev_flags) | FL_KILLME);
return FMRES_SUPERCEDE;
}
if (!is_user_connected(iAttacker))
{
set_pev(iEntity, pev_flags, pev(iEntity, pev_flags) | FL_KILLME);
return FMRES_IGNORED;
}
CreateExplosion(Origin, 10.0, iBlood[3], 10, 19, TE_EXPLFLAG_NOPARTICLES|TE_EXPLFLAG_NOSOUND);
if(pev_valid(iOther) && !is_user_connected(iOther))
{
static szClassname[32];pev(iOther, pev_classname, szClassname, 31);
if(equal(szClassname, "func_breakable") && (pev(iOther, pev_solid) != SOLID_NOT))
{
MDLL_USE(iOther, iEntity);
}
}
while((pNull = fm_find_ent_in_sphere(pNull, Origin, WEAPON_BALL_RADIUS_EXP)) != 0)
{
if(IsValidPev(pNull) && pev(pNull, pev_takedamage) != DAMAGE_NO && pev(pNull, pev_solid) != SOLID_NOT)
{
if(is_user_connected(pNull) && zp_get_user_zombie(pNull))
{
static Float:originV[3], Float:dist, Float:damage;
pev(pNull, pev_origin, originV);
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
WRITE_COORD(originV[0])
WRITE_COORD(originV[1])
WRITE_COORD(originV[2])
write_short(iBlood[0])
write_short(iBlood[1])
write_byte(76)
write_byte(15)
message_end()
new Float:vecViewAngle[3];pev(iAttacker, pev_v_angle, vecViewAngle);
new Float:vecForward[3];angle_vector(vecViewAngle, ANGLEVECTOR_FORWARD, vecForward);
CreateKnockBack(pNull, vecForward, WEAPON_BALL_EXP_KNOCKBACK);
dist = get_distance_f(Origin, originV);
damage = WEAPON_BALL_DAMAGE_EXP - (WEAPON_BALL_DAMAGE_EXP/WEAPON_BALL_DAMAGE_EXP) * dist;
if(damage > 0.0)
{
ExecuteHamB(Ham_TakeDamage, pNull, iAttacker, iAttacker, damage, DMG_BURN);
}
}
}
}
engfunc(EngFunc_EmitSound, iEntity, CHAN_WEAPON, SOUND_SHOOT_B_EXP, 0.9, ATTN_NORM, 0, PITCH_NORM);
set_pev(iEntity, pev_flags, pev(iEntity, pev_flags) | FL_KILLME);
}
else if (equal(Classname, MISSILE_CLASSNAME))
{
if (is_user_alive(iOther))
{
if (zp_get_user_zombie(iOther) /*&& !RoundEend*/)
{
static Float:vOrigin[3];pev(iOther, pev_origin, vOrigin);
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
WRITE_COORD(vOrigin[0])
WRITE_COORD(vOrigin[1])
WRITE_COORD(vOrigin[2])
write_short(iBlood[0])
write_short(iBlood[1])
write_byte(76)
write_byte(15)
message_end()
new Float:vecViewAngle[3];pev(iAttacker, pev_v_angle, vecViewAngle);
new Float:vecForward[3];angle_vector(vecViewAngle, ANGLEVECTOR_FORWARD, vecForward);
CreateKnockBack(iOther, vecForward, WEAPON_MISSILE_KNOCKBACK_TOUCH);
ExecuteHamB(Ham_TakeDamage, iOther, iEntity, iAttacker, WEAPON_MISSILE_DAMAGE_TOUCH, DMG_BURN);
}
}
else
{
CreateExplosion(Origin, - 10.0, iBlood[6], 10, 18, TE_EXPLFLAG_NOPARTICLES|TE_EXPLFLAG_NOSOUND);
if(pev_valid(iOther) && !is_user_connected(iOther))
{
static szClassname[32];pev(iOther, pev_classname, szClassname, 31);
if(equal(szClassname, "func_breakable") && (pev(iOther, pev_solid) != SOLID_NOT))
{
MDLL_USE(iOther, iEntity);
}
}
while((pNull = fm_find_ent_in_sphere(pNull, Origin, WEAPON_MISSILE_RADIUS_EXP)) != 0)
{
if(IsValidPev(pNull) && pev(pNull, pev_takedamage) != DAMAGE_NO && pev(pNull, pev_solid) != SOLID_NOT)
{
if(is_user_connected(pNull) && zp_get_user_zombie(pNull))
{
static Float:originV[3], Float:dist, Float:damage;
pev(pNull, pev_origin, originV);
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
WRITE_COORD(originV[0])
WRITE_COORD(originV[1])
WRITE_COORD(originV[2])
write_short(iBlood[0])
write_short(iBlood[1])
write_byte(76)
write_byte(15)
message_end()
dist = get_distance_f(Origin, originV);
damage = WEAPON_MISSILE_DAMAGE_EXP - (WEAPON_MISSILE_DAMAGE_EXP/WEAPON_MISSILE_DAMAGE_EXP) * dist;
if(damage > 0.0)
{
ExecuteHamB(Ham_TakeDamage, pNull, iAttacker, iAttacker, damage, DMG_BURN);
}
}
}
}
engfunc(EngFunc_EmitSound, iEntity, CHAN_WEAPON, SOUND_CHARGE_EXP, 0.9, ATTN_NORM, 0, PITCH_NORM);
set_pev(iEntity, pev_movetype, MOVETYPE_NONE);
set_pev(iEntity, pev_solid, SOLID_NOT);
set_pev(iEntity, pev_iuser3, 0);
set_pev(iEntity, pev_fuser2, get_gametime() + 3.0);
}
}
return FMRES_IGNORED;
}
//**********************************************
//* Item (weapon) hooks. *
//**********************************************
#define _call.%0(%1,%2) \
\
Weapon_On%0 \
( \
%1, \
%2, \
\
get_pdata_int(%1, m_iClip, extra_offset_weapon), \
get_pdata_int(%1, m_iChargeReady, extra_offset_weapon), \
GetAmmoInventory(%2, PrimaryAmmoIndex(%1)) \
)
public HamHook_Item_Deploy_Post(const iItem)
{
new iPlayer;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
_call.Deploy(iItem, iPlayer);
return HAM_IGNORED;
}
public HamHook_Item_Holster(const iItem)
{
new iPlayer;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
set_pev(iPlayer, pev_viewmodel, 0);
set_pev(iPlayer, pev_weaponmodel, 0);
_call.Holster(iItem, iPlayer);
return HAM_SUPERCEDE;
}
public HamHook_Item_WeaponIdle(const iItem)
{
static iPlayer;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
_call.Idle(iItem, iPlayer);
return HAM_SUPERCEDE;
}
public HamHook_Item_Reload(const iItem)
{
static iPlayer;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
_call.Reload(iItem, iPlayer);
return HAM_SUPERCEDE;
}
public HamHook_Item_PrimaryAttack(const iItem)
{
static iPlayer;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
_call.PrimaryAttack(iItem, iPlayer);
return HAM_SUPERCEDE;
}
public HamHook_Item_SecondaryAttack(const iItem)
{
static iPlayer;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
_call.SecondaryAttack(iItem, iPlayer);
return HAM_SUPERCEDE;
}
public HamHook_Item_PostFrame(const iItem)
{
static iPlayer;
static iClip;
if (!CheckItem(iItem, iPlayer))
{
return HAM_IGNORED;
}
iClip = get_pdata_int(iItem, m_iClip, extra_offset_weapon);
if (get_pdata_int(iItem, m_fInReload, extra_offset_weapon))
{
new iPrimaryAmmoIndex = PrimaryAmmoIndex(iItem);
new iAmmoPrimary = GetAmmoInventory(iPlayer, iPrimaryAmmoIndex);
new iAmount = min(WEAPON_MAX_CLIP - iClip, iAmmoPrimary);
set_pdata_int(iItem, m_iClip, iClip + iAmount, extra_offset_weapon);
set_pdata_int(iItem, m_fInReload, false, extra_offset_weapon);
SetAmmoInventory(iPlayer, iPrimaryAmmoIndex, iAmmoPrimary - iAmount);
}
if (!(pev(iPlayer, pev_button) & IN_ATTACK2) && get_pdata_int(iItem, m_fInSuperBullets, extra_offset_weapon) == 1)
{
Weapon_SendAnim(iPlayer, ANIM_SHOOT_B);
set_pdata_float(iItem, m_flTimeWeaponIdle, 0.6, extra_offset_weapon);
set_pdata_float(iItem, m_flNextPrimaryAttack, 0.6, extra_offset_weapon);
set_pdata_float(iItem, m_flNextSecondaryAttack, 0.6, extra_offset_weapon);
engfunc(EngFunc_EmitSound, iPlayer, CHAN_WEAPON, SOUND_SHOOT_B, 0.9, ATTN_NORM, 0, PITCH_NORM);
set_pdata_int(iItem, m_fInSuperBullets, 0, extra_offset_weapon);
set_pdata_int(iItem, m_iClip, max(iClip-5, 0), extra_offset_weapon);
CreateBall(iPlayer);
}
if (!(pev(iPlayer, pev_button) & IN_ATTACK2) && get_pdata_int(iItem, m_fInSuperBullets, extra_offset_weapon) == 2)
{
set_pdata_int(iItem, m_fInSuperBullets, get_pdata_int(iItem, m_fInSuperBullets, extra_offset_weapon)+1, extra_offset_weapon);
}
return HAM_IGNORED;
}
public HamHook_Think_Post(const iBeam)
{
if (IsValidPev(iBeam) && IsCustomBeam(iBeam) || IsCustomBeam2(iBeam))
{
set_pev(iBeam, pev_flags, FL_KILLME);
}
return HAM_IGNORED;
}
public HamHook_Think(const iEntity)
{
if(!pev_valid(iEntity))
{
return HAM_IGNORED;
}
static Classname[32];pev(iEntity, pev_classname, Classname, sizeof(Classname));
if (equal(Classname, BALL_CLASSNAME))
{
static Float:iFrame;pev(iEntity, pev_frame, iFrame);
if (iFrame >= 10.0)iFrame=0.0;
iFrame += 0.75;
set_pev(iEntity, pev_frame, iFrame);
set_pev(iEntity, pev_nextthink, get_gametime() + 0.050);
}
else if (equal(Classname, MISSILE_CLASSNAME))
{
static Float:iAngles[3];pev(iEntity, pev_angles, iAngles);iAngles[2] = random_float(0.0, -180.0);set_pev(iEntity, pev_angles, iAngles);
static Float:vAngle[3];pev(iEntity, pev_vuser2, vAngle);
static Float:iStart[3];pev(iEntity, pev_vuser1, iStart);
static Float:iEnd[3];pev(iEntity, pev_origin, iEnd);
static pevVictim;pevVictim = -1
CreateLine(iEntity, vAngle);
if (pev(iEntity, pev_fuser2) && pev(iEntity, pev_fuser2) < get_gametime())
{
while((pevVictim = engfunc(EngFunc_FindEntityInSphere, pevVictim, iEnd, WEAPON_MISSILE_RADIUS2)) != 0 )
{
if (is_user_alive(pevVictim))
{
if (zp_get_user_zombie(pevVictim))
{
//if (iRound)continue;
static Float:vOrigin[3];pev(pevVictim, pev_origin, vOrigin);
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
WRITE_COORD(vOrigin[0])
WRITE_COORD(vOrigin[1])
WRITE_COORD(vOrigin[2])
write_short(iBlood[0])
write_short(iBlood[1])
write_byte(76)
write_byte(14)
message_end()
ExecuteHamB(Ham_TakeDamage, pevVictim, iEntity, pev(iEntity, pev_owner), WEAPON_MISSILE_DAMAGE2, DMG_BURN);
}
}
}
engfunc(EngFunc_EmitSound, iEntity, CHAN_WEAPON, SOUND_CHARGE_EXP2, 0.9, ATTN_NORM, 0, PITCH_NORM);
set_pev(iEntity, pev_iuser2, 1);
set_pev(iEntity, pev_flags, FL_KILLME);
}
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, iStart, 0);
write_byte(TE_BEAMPOINTS);
WRITE_COORD(iEnd[0]);
WRITE_COORD(iEnd[1]);
WRITE_COORD(iEnd[2]);
WRITE_COORD(iStart[0]);
WRITE_COORD(iStart[1]);
WRITE_COORD(iStart[2]);
write_short(iBlood[4]);
write_byte(0); // byte (starting frame)
write_byte(50); // byte (frame rate in 0.1's)
write_byte(pev(iEntity, pev_iuser2) ? 25:1); // byte (life in 0.1's)
write_byte(pev(iEntity, pev_iuser2) ? 200:100); // byte (line width in 0.1's)
write_byte(0); // byte (noise amplitude in 0.01's)
write_byte(200); // byte,byte,byte (color) (R)
write_byte(200); // (G)
write_byte(200); // (B)
write_byte(250); // byte (brightness)
write_byte(80); // byte (scroll speed in 0.1's)
message_end();
set_pev(iEntity, pev_nextthink, get_gametime() + 0.090);
}
return HAM_IGNORED;
}
Weapon_Create(const Float: vecOrigin[3] = {0.0, 0.0, 0.0}, const Float: vecAngles[3] = {0.0, 0.0, 0.0})
{
new iWeapon;
static iszAllocStringCached;
if (iszAllocStringCached || (iszAllocStringCached = engfunc(EngFunc_AllocString, WEAPON_REFERANCE)))
{
iWeapon = engfunc(EngFunc_CreateNamedEntity, iszAllocStringCached);
}
if (!IsValidPev(iWeapon))
{
return FM_NULLENT;
}
MDLL_Spawn(iWeapon);
SET_ORIGIN(iWeapon, vecOrigin);
set_pdata_int(iWeapon, m_iClip, WEAPON_MAX_CLIP, extra_offset_weapon);
set_pdata_int(iWeapon, m_fInSuperBullets, 0, extra_offset_weapon);
set_pev(iWeapon, pev_impulse, WEAPON_KEY);
set_pev(iWeapon, pev_angles, vecAngles);
Weapon_OnSpawn(iWeapon);
return iWeapon;
}
Weapon_Give(const iPlayer)
{
if (!IsValidPev(iPlayer))
{
return FM_NULLENT;
}
new iWeapon, Float: vecOrigin[3];
pev(iPlayer, pev_origin, vecOrigin);
if ((iWeapon = Weapon_Create(vecOrigin)) != FM_NULLENT)
{
Player_DropWeapons(iPlayer, ExecuteHamB(Ham_Item_ItemSlot, iWeapon));
set_pev(iWeapon, pev_spawnflags, pev(iWeapon, pev_spawnflags) | SF_NORESPAWN);
MDLL_Touch(iWeapon, iPlayer);
SetAmmoInventory(iPlayer, PrimaryAmmoIndex(iWeapon), WEAPON_DEFAULT_AMMO);
return iWeapon;
}
return FM_NULLENT;
}
Player_DropWeapons(const iPlayer, const iSlot)
{
new szWeaponName[32], iItem = get_pdata_cbase(iPlayer, m_rgpPlayerItems_CBasePlayer + iSlot, extra_offset_player);
while (IsValidPev(iItem))
{
pev(iItem, pev_classname, szWeaponName, charsmax(szWeaponName));
engclient_cmd(iPlayer, "drop", szWeaponName);
iItem = get_pdata_cbase(iItem, m_pNext, extra_offset_weapon);
}
}
Weapon_SendAnim(const iPlayer, const iAnim)
{
set_pev(iPlayer, pev_weaponanim, iAnim);
MESSAGE_BEGIN(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0.0, 0.0, 0.0}, iPlayer);
WRITE_BYTE(iAnim);
WRITE_BYTE(0);
MESSAGE_END();
}
//**********************************************
//* Muzzleflash stuff. *
//**********************************************
#define Sprite_SetScale(%0,%1) set_pev(%0, pev_scale, %1)
#define Sprite_SetFramerate(%0,%1) set_pev(%0, pev_framerate, %1)
stock Sprite_SetTransparency(const iSprite, const iRendermode, const Float: vecColor[3], const Float: flAmt, const iFx = kRenderFxNone)
{
set_pev(iSprite, pev_rendermode, iRendermode);
set_pev(iSprite, pev_rendercolor, vecColor);
set_pev(iSprite, pev_renderamt, flAmt);
set_pev(iSprite, pev_renderfx, iFx);
}
stock Weapon_MuzzleFlash(const iPlayer, const szMuzzleSprite[], const Float: flScale, const Float: flFramerate, const Float: vecColor[3], const Float: flBrightness)
{
if (global_get(glb_maxEntities) - engfunc(EngFunc_NumberOfEntities) < 100)
{
return FM_NULLENT;
}
static iSprite, iszAllocStringCached;
if (iszAllocStringCached || (iszAllocStringCached = engfunc(EngFunc_AllocString, "env_sprite")))
{
iSprite = engfunc(EngFunc_CreateNamedEntity, iszAllocStringCached);
}
if (!IsValidPev(iSprite))
{
return FM_NULLENT;
}
set_pev(iSprite, pev_model, szMuzzleSprite);
set_pev(iSprite, pev_spawnflags, SF_SPRITE_ONCE);
set_pev(iSprite, pev_classname, MUZZLE_CLASSNAME);
set_pev(iSprite, pev_impulse, g_iszMuzzleKey);
set_pev(iSprite, pev_owner, iPlayer);
set_pev(iSprite, pev_aiment, iPlayer);
set_pev(iSprite, pev_body, 1);
Sprite_SetTransparency(iSprite, kRenderTransAdd, vecColor, flBrightness);
Sprite_SetFramerate(iSprite, flFramerate);
Sprite_SetScale(iSprite, flScale);
MDLL_Spawn(iSprite);
return iSprite;
}
public HamHook_Sprite_Think(const iSprite)
{
static Float:flFrame;
if (!IsValidPev(iSprite) || !IsCustomMuzzle(iSprite))
{
return HAM_IGNORED;
}
if (pev(iSprite, pev_frame, flFrame) && ++flFrame - 1.0 < get_pdata_float(iSprite, 35, extra_offset_weapon))
{
set_pev(iSprite, pev_frame, flFrame);
set_pev(iSprite, pev_nextthink, get_gametime() + 0.020);
return HAM_SUPERCEDE;
}
set_pev(iSprite, pev_flags, FL_KILLME);
return HAM_SUPERCEDE;
}
stock Weapon_DefaultDeploy(const iPlayer, const szViewModel[], const szWeaponModel[], const iAnim, const szAnimExt[])
{
set_pev(iPlayer, pev_viewmodel2, szViewModel);
set_pev(iPlayer, pev_weaponmodel2, szWeaponModel);
set_pev(iPlayer, pev_fov, 90.0);
set_pdata_int(iPlayer, m_iFOV, 90, extra_offset_player);
set_pdata_int(iPlayer, m_fResumeZoom, 0, extra_offset_player);
set_pdata_int(iPlayer, m_iLastZoom, 90, extra_offset_player);
set_pdata_string(iPlayer, m_szAnimExtention * 4, szAnimExt, -1, extra_offset_player * 4);
Weapon_SendAnim(iPlayer, iAnim);
}
stock Punchangle(iPlayer, Float:iVecx = 0.0, Float:iVecy = 0.0, Float:iVecz = 0.0)
{
static Float:iVec[3];pev(iPlayer, pev_punchangle,iVec);
iVec[0] = iVecx;iVec[1] = iVecy;iVec[2] = iVecz
set_pev(iPlayer, pev_punchangle, iVec);
}
stock Weapon_DrawBeam(const iPlayer, const Float:vecStart[3], const Float:vecEnd[3])
{
if (global_get(glb_maxEntities) - engfunc(EngFunc_NumberOfEntities) < 100)
{
return FM_NULLENT;
}
static iBeam; iBeam = Beam_Create(WEAPON_SPRITE_LINE3, BEAM_WEIGHT);
if (!IsValidPev(iBeam))
{
return FM_NULLENT;
}
Beam_PointsInit(iBeam, vecStart, vecEnd);
Beam_SetBrightness(iBeam, BEAM_BRIGHTNESS);
Beam_SetScrollRate(iBeam, BEAM_SCROLLRATE);
Beam_SetColor(iBeam, BEAM_COLOR);
Beam_SetNoise(iBeam, BEAM_NOISE);
set_pev(iBeam, pev_nextthink, get_gametime() + BEAM_LIFE);
set_pev(iBeam, pev_classname, BEAM_CLASSNAME);
set_pev(iBeam, pev_impulse, g_iszBeamKey);
set_pev(iBeam, pev_owner, iPlayer);
return iBeam;
}
stock Weapon_DrawBeam2(const iPlayer, const Float: vecEnd[3])
{
if (global_get(glb_maxEntities) - engfunc(EngFunc_NumberOfEntities) < 100)
{
return FM_NULLENT;
}
static iBeam; iBeam = Beam_Create(WEAPON_SPRITE_LINE3, BEAM_WEIGHT);
if (!IsValidPev(iBeam))
{
return FM_NULLENT;
}
Beam_PointEntInit(iBeam, vecEnd, iPlayer);
Beam_SetEndAttachment(iBeam, 1);
Beam_SetBrightness(iBeam, BEAM_BRIGHTNESS);
Beam_SetScrollRate(iBeam, BEAM_SCROLLRATE);
Beam_SetColor(iBeam, BEAM_COLOR);
Beam_SetNoise(iBeam, BEAM_NOISE);
set_pev(iBeam, pev_nextthink, get_gametime() + BEAM_LIFE);
set_pev(iBeam, pev_classname, BEAM_CLASSNAME2);
set_pev(iBeam, pev_impulse, g_iszBeamKey2);
set_pev(iBeam, pev_owner, iPlayer);
return iBeam;
}
stock CreateMissile(const iPlayer)
{
if (global_get(glb_maxEntities) - engfunc(EngFunc_NumberOfEntities) < 100)
{
return;
}
static iszAllocStringCached;
static pEntity;
static Float:Origin[3];Get_Position(iPlayer, 15.0, 0.0, 0.0, Origin);
static Float:VecEnd[3];Get_Position(iPlayer, 8096.0, 0.0, 0.0, VecEnd);
static Float:vAngle[3];pev(iPlayer,pev_v_angle,vAngle);
static Float:Angles[3];
static Float:vecMins[3];vecMins[0] = -1.0;vecMins[1] = -1.0;vecMins[2] = -1.0;
static Float:vecMaxs[3];vecMaxs[0] = 1.0;vecMaxs[1] = 1.0;vecMaxs[2] = 1.0;
Angles[0] = 360.0 - vAngle[0];
Angles[1] = vAngle[1];
Angles[2] = vAngle[2];
if (iszAllocStringCached || (iszAllocStringCached = engfunc(EngFunc_AllocString, "info_target")))
{
pEntity = engfunc(EngFunc_CreateNamedEntity, iszAllocStringCached);
}
if (pev_valid(pEntity))
{
set_pev(pEntity, pev_movetype, MOVETYPE_TOSS);
set_pev(pEntity, pev_owner, iPlayer);
SET_MODEL(pEntity, MODEL_MISSILE)
SET_ORIGIN(pEntity, Origin)
set_pev(pEntity, pev_classname, MISSILE_CLASSNAME);
set_pev(pEntity, pev_solid, SOLID_TRIGGER);
set_pev(pEntity, pev_angles, Angles);
set_pev(pEntity, pev_gravity, 0.01);
set_pev(pEntity, pev_vuser1, Origin);
set_pev(pEntity, pev_vuser2, vAngle);
set_pev(pEntity, pev_iuser2, 0);
set_pev(pEntity, pev_iuser3, 1);
engfunc(EngFunc_SetSize, pEntity, vecMins, vecMaxs);
set_pev(pEntity, pev_nextthink, get_gametime() + 0.01);
static Float:Velocity[3];Get_Speed_Vector(Origin, VecEnd, 2000.0, Velocity);
set_pev(pEntity, pev_velocity, Velocity);
}
}
stock FindHullIntersection(const Float: vecSrc[3], &iTrace, const Float: vecMins[3], const Float: vecMaxs[3], const iEntity)
{
new iTempTrace;
new Float: flFraction;
new Float: flThisDistance;
new Float: vecEnd[3];
new Float: vecEndPos[3];
new Float: vecHullEnd[3];
new Float: vecMinMaxs[2][3];
new Float: flDistance = 999999.0;
xs_vec_copy(vecMins, vecMinMaxs[0]);
xs_vec_copy(vecMaxs, vecMinMaxs[1]);
get_tr2(iTrace, TR_vecEndPos, vecHullEnd);
xs_vec_sub(vecHullEnd, vecSrc, vecHullEnd);
xs_vec_mul_scalar(vecHullEnd, 2.0, vecHullEnd);
xs_vec_add(vecHullEnd, vecSrc, vecHullEnd);
engfunc(EngFunc_TraceLine, vecSrc, vecHullEnd, DONT_IGNORE_MONSTERS, iEntity, (iTempTrace = create_tr2()));
get_tr2(iTempTrace, TR_flFraction, flFraction);
if (flFraction < 1.0)
{
free_tr2(iTrace);
iTrace = iTempTrace;
return;
}
for (new j, k, i = 0; i < 2; i++)
{
for (j = 0; j < 2; j++)
{
for (k = 0; k < 2; k++)
{
vecEnd[0] = vecHullEnd[0] + vecMinMaxs[i][0];
vecEnd[1] = vecHullEnd[1] + vecMinMaxs[j][1];
vecEnd[2] = vecHullEnd[2] + vecMinMaxs[k][2];
engfunc(EngFunc_TraceLine, vecSrc, vecEnd, DONT_IGNORE_MONSTERS, iEntity, iTempTrace);
get_tr2(iTempTrace, TR_flFraction, flFraction);
if (flFraction < 1.0)
{
get_tr2(iTempTrace, TR_vecEndPos, vecEndPos);
xs_vec_sub(vecEndPos, vecSrc, vecEndPos);
if ((flThisDistance = xs_vec_len(vecEndPos)) < flDistance)
{
free_tr2(iTrace);
iTrace = iTempTrace;
flDistance = flThisDistance;
}
}
}
}
}
}
stock CreateBall(const iPlayer)
{
if (global_get(glb_maxEntities) - engfunc(EngFunc_NumberOfEntities) < 100)
{
return;
}
static iszAllocStringCached;
static pEntity;
static Float:iAngle[3];
static Float:Origin[3];Get_Position(iPlayer, 15.0, 0.0, 0.0, Origin);
static Float:VecEnd[3];Get_Position(iPlayer, 1024.0, 0.0, 0.0, VecEnd);
if (iszAllocStringCached || (iszAllocStringCached = engfunc(EngFunc_AllocString, "info_target")))
{
pEntity = engfunc(EngFunc_CreateNamedEntity, iszAllocStringCached);
}
if (pev_valid(pEntity))
{
iAngle[2] = random_float(0.0, 360.0);
set_pev(pEntity, pev_movetype, MOVETYPE_FLYMISSILE);
set_pev(pEntity, pev_owner, iPlayer);
SET_MODEL(pEntity, WEAPON_SPRITE_MISSILE)
SET_ORIGIN(pEntity, Origin)
set_pev(pEntity, pev_classname, BALL_CLASSNAME);
set_pev(pEntity, pev_scale, 0.08);
set_pev(pEntity, pev_mins, Float:{-0.01, -0.01, -0.01});
set_pev(pEntity, pev_maxs, Float:{0.01, 0.01, 0.01});
set_pev(pEntity, pev_gravity, 0.01);
set_pev(pEntity, pev_solid, SOLID_BBOX);
set_pev(pEntity, pev_angles, iAngle);
set_pev(pEntity, pev_nextthink, get_gametime() + 0.01);
static Float:Velocity[3];
Get_Speed_Vector(Origin, VecEnd, 2000.0, Velocity);
set_pev(pEntity, pev_velocity, Velocity);
Sprite_SetTransparency(pEntity, kRenderTransAdd, Float:{255.0,255.0,255.0}, 200.0);
}
}
stock CreateLine(const iEntity, const Float:vAngle[3])
{
static Float:iVec[2][3];pev(iEntity, pev_vuser1, iVec[1]);pev(iEntity, pev_origin, iVec[0]);
static pevVictim;pevVictim=-1
if (get_distance_f(iVec[0], iVec[1]) > 50.0)
{
static Float:iVec2[3];
engfunc(EngFunc_MakeVectors, vAngle);
global_get(glb_v_forward, vAngle);
xs_vec_mul_scalar(vAngle, 25.0, iVec2);
new iCount = floatround(get_distance_f(iVec[0], iVec[1]) / 20.0);
while (iCount)
{
xs_vec_add(iVec[1], iVec2, iVec[1]);
while((pevVictim = engfunc(EngFunc_FindEntityInSphere, pevVictim, iVec[1], 2.0)) != 0 )
{
if (is_user_alive(pevVictim))
{
if (zp_get_user_zombie(pevVictim))
{
static Float:vOrigin[3];pev(pevVictim, pev_origin, vOrigin);
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
WRITE_COORD(vOrigin[0])
WRITE_COORD(vOrigin[1])
WRITE_COORD(vOrigin[2])
write_short(iBlood[0])
write_short(iBlood[1])
write_byte(76)
write_byte(13)
message_end()
ExecuteHamB(Ham_TakeDamage, pevVictim, iEntity, pev(iEntity, pev_owner), WEAPON_DAMAGE_LINE, DMG_BURN);
}
}
}
iCount--;
}
}
}
stock IsWallBetweenPoints(const Float: vecStart[3], const Float: vecEnd[3], PlayerEnt)
{
static iTrace;iTrace = create_tr2();
static Float: vecEndPos[3];
engfunc(EngFunc_TraceLine, vecStart, vecEnd, IGNORE_MONSTERS, PlayerEnt, iTrace);
get_tr2(iTrace, TR_vecEndPos, vecEndPos);
free_tr2(iTrace);
return floatround(get_distance_f(vecEnd, vecEndPos));
}
stock Get_Position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3];
pev(id, pev_origin, vOrigin);
pev(id, pev_view_ofs, vUp);
xs_vec_add(vOrigin, vUp, vOrigin);
pev(id, pev_v_angle, vAngle);
angle_vector(vAngle, ANGLEVECTOR_FORWARD, vForward);
angle_vector(vAngle, ANGLEVECTOR_RIGHT, vRight);
angle_vector(vAngle, ANGLEVECTOR_UP, vUp);
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up;
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up;
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up;
}
stock Get_Speed_Vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3])
{
new_velocity[0] = origin2[0] - origin1[0]
new_velocity[1] = origin2[1] - origin1[1]
new_velocity[2] = origin2[2] - origin1[2]
new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
new_velocity[0] *= num
new_velocity[1] *= num
new_velocity[2] *= num
}
stock CreateKnockBack(iPlayer, Float: vecDirection[3], Float:flKnockBack)
{
static Float:vecVelocity[3]; pev(iPlayer, pev_velocity, vecVelocity);
if(pev(iPlayer, pev_flags) & FL_DUCKING) flKnockBack *= 0.7;
vecVelocity[0] = vecDirection[0] * 50.0 * flKnockBack;
vecVelocity[1] = vecDirection[1] * 50.0 * flKnockBack;
vecVelocity[2] = 50.0;
set_pev(iPlayer, pev_velocity, vecVelocity);
}
stock CreateExplosion(const Float:Origin[3], const Float:CordZ = 0.0, const iModel, const iScale, const iFramerate, const iFlag)
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_EXPLOSION);
WRITE_COORD(Origin[0]);
WRITE_COORD(Origin[1]);
WRITE_COORD(Origin[2] - CordZ);
write_short(iModel);
write_byte(iScale);
write_byte(iFramerate);
write_byte(iFlag);
message_end();
}
#define BitSet(%0,%1) (%0 |= (1 << (%1 - 1)))
#define BitClear(%0,%1) (%0 &= ~(1 << (%1 - 1)))
#define BitCheck(%0,%1) (%0 & (1 << (%1 - 1)))
public client_putinserver(id)
{
BitSet(g_bitIsConnected, id);
}
public client_disconnect(id)
{
BitClear(g_bitIsConnected, id);
}
bool: CheckItem(const iItem, &iPlayer)
{
if (!IsValidPev(iItem) || !IsCustomItem(iItem))
{
return false;
}
iPlayer = get_pdata_cbase(iItem, m_pPlayer, extra_offset_weapon);
if (!IsValidPev(iPlayer) || !BitCheck(g_bitIsConnected, iPlayer))
{
return false;
}
return true;
}
//**********************************************
//* Weapon list update. *
//**********************************************
public Cmd_WeaponSelect(const iPlayer)
{
engclient_cmd(iPlayer, WEAPON_REFERANCE);
return PLUGIN_HANDLED;
}
public HamHook_Item_AddToPlayer(const iItem, const iPlayer)
{
switch(pev(iItem, pev_impulse))
{
case 0:
{
#if defined WPNLIST
MsgHook_WeaponList(MSGID_WEAPONLIST, iItem, iPlayer);
#endif
}
case WEAPON_KEY:
{
#if defined WPNLIST
MsgHook_WeaponList(MSGID_WEAPONLIST, iItem, iPlayer);
#endif
SetAmmoInventory(iPlayer, PrimaryAmmoIndex(iItem), pev(iItem, pev_iuser2));
}
}
return HAM_IGNORED;
}
public MsgHook_WeaponList(const iMsgID, const iMsgDest, const iMsgEntity)
{
static arrWeaponListData[8];
if (!iMsgEntity)
{
new szWeaponName[32];
get_msg_arg_string(1, szWeaponName, charsmax(szWeaponName));
if (!strcmp(szWeaponName, WEAPON_REFERANCE))
{
for (new i, a = sizeof arrWeaponListData; i < a; i++)
{
arrWeaponListData[i] = get_msg_arg_int(i + 2);
}
}
}
else
{
if (!IsCustomItem(iMsgDest) && pev(iMsgDest, pev_impulse))
{
return;
}
MESSAGE_BEGIN(MSG_ONE, iMsgID, {0.0, 0.0, 0.0}, iMsgEntity);
WRITE_STRING(IsCustomItem(iMsgDest) ? WEAPON_NAME : WEAPON_REFERANCE);
for (new i, a = sizeof arrWeaponListData; i < a; i++)
{
WRITE_BYTE(arrWeaponListData[i]);
}
MESSAGE_END();
}
}
//**********************************************
//* Weaponbox world model. *
//**********************************************
public HamHook_Weaponbox_Spawn_Post(const iWeaponBox)
{
if (IsValidPev(iWeaponBox))
{
state (IsValidPev(pev(iWeaponBox, pev_owner))) WeaponBox: Enabled;
}
return HAM_IGNORED;
}
public FakeMeta_SetModel(const iEntity) <WeaponBox: Enabled>
{
state WeaponBox: Disabled;
if (!IsValidPev(iEntity))
{
return FMRES_IGNORED;
}
#define MAX_ITEM_TYPES 6
for (new i, iItem; i < MAX_ITEM_TYPES; i++)
{
iItem = get_pdata_cbase(iEntity, m_rgpPlayerItems_CWeaponBox + i, extra_offset_weapon);
if (IsValidPev(iItem) && IsCustomItem(iItem))
{
SET_MODEL(iEntity, MODEL_WORLD);
set_pev(iItem, pev_iuser2, GetAmmoInventory(pev(iEntity,pev_owner), PrimaryAmmoIndex(iItem)))
return FMRES_SUPERCEDE;
}
}
return FMRES_IGNORED;
}
public FakeMeta_SetModel() </* Empty statement */> { /* Fallback */ return FMRES_IGNORED; }
public FakeMeta_SetModel() < WeaponBox: Disabled > { /* Do nothing */ return FMRES_IGNORED; }
//***************************
//**********************************************
//* Ammo Inventory. *
//**********************************************
PrimaryAmmoIndex(const iItem)
{
return get_pdata_int(iItem, m_iPrimaryAmmoType, extra_offset_weapon);
}
GetAmmoInventory(const iPlayer, const iAmmoIndex)
{
if (iAmmoIndex == -1)
{
return -1;
}
return get_pdata_int(iPlayer, m_rgAmmo_CBasePlayer + iAmmoIndex, extra_offset_player);
}
SetAmmoInventory(const iPlayer, const iAmmoIndex, const iAmount)
{
if (iAmmoIndex == -1)
{
return 0;
}
set_pdata_int(iPlayer, m_rgAmmo_CBasePlayer + iAmmoIndex, iAmount, extra_offset_player);
return 1;
}
stock Player_SetAnimation(const iPlayer, const szAnim[])
{
if(!is_user_alive(iPlayer))return;
#define ACT_RANGE_ATTACK1 28
// Linux extra offsets
#define extra_offset_animating 4
// CBaseAnimating
#define m_flFrameRate 36
#define m_flGroundSpeed 37
#define m_flLastEventCheck 38
#define m_fSequenceFinished 39
#define m_fSequenceLoops 40
// CBaseMonster
#define m_Activity 73
#define m_IdealActivity 74
// CBasePlayer
#define m_flLastAttackTime 220
new iAnimDesired, Float: flFrameRate, Float: flGroundSpeed, bool: bLoops;
if ((iAnimDesired = lookup_sequence(iPlayer, szAnim, flFrameRate, bLoops, flGroundSpeed)) == -1)
{
iAnimDesired = 0;
}
new Float: flGametime = get_gametime();
set_pev(iPlayer, pev_frame, 0.0);
set_pev(iPlayer, pev_framerate, 1.0);
set_pev(iPlayer, pev_animtime, flGametime );
set_pev(iPlayer, pev_sequence, iAnimDesired);
set_pdata_int(iPlayer, m_fSequenceLoops, bLoops, extra_offset_animating);
set_pdata_int(iPlayer, m_fSequenceFinished, 0, extra_offset_animating);
set_pdata_float(iPlayer, m_flFrameRate, flFrameRate, extra_offset_animating);
set_pdata_float(iPlayer, m_flGroundSpeed, flGroundSpeed, extra_offset_animating);
set_pdata_float(iPlayer, m_flLastEventCheck, flGametime , extra_offset_animating);
set_pdata_int(iPlayer, m_Activity, ACT_RANGE_ATTACK1, extra_offset_player);
set_pdata_int(iPlayer, m_IdealActivity, ACT_RANGE_ATTACK1, extra_offset_player);
set_pdata_float(iPlayer, m_flLastAttackTime, flGametime , extra_offset_player);
}
PRECACHE_SOUNDS_FROM_MODEL(const szModelPath[])
{
new iFile;
if ((iFile = fopen(szModelPath, "rt")))
{
new szSoundPath[64];
new iNumSeq, iSeqIndex;
new iEvent, iNumEvents, iEventIndex;
fseek(iFile, 164, SEEK_SET);
fread(iFile, iNumSeq, BLOCK_INT);
fread(iFile, iSeqIndex, BLOCK_INT);
for (new k, i = 0; i < iNumSeq; i++)
{
fseek(iFile, iSeqIndex + 48 + 176 * i, SEEK_SET);
fread(iFile, iNumEvents, BLOCK_INT);
fread(iFile, iEventIndex, BLOCK_INT);
fseek(iFile, iEventIndex + 176 * i, SEEK_SET);
for (k = 0; k < iNumEvents; k++)
{
fseek(iFile, iEventIndex + 4 + 76 * k, SEEK_SET);
fread(iFile, iEvent, BLOCK_INT);
fseek(iFile, 4, SEEK_CUR);
if (iEvent != 5004)
{
continue;
}
fread_blocks(iFile, szSoundPath, 64, BLOCK_CHAR);
if (strlen(szSoundPath))
{
strtolower(szSoundPath);
PRECACHE_SOUND(szSoundPath);
}
}
}
}
fclose(iFile);
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1049\\ f0\\ fs16 \n\\ par }
*/
Or can you give me the script code to make by itself please...