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Member
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12-06-2014
, 15:39
[Helperino] with plugin
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#1
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i cant figure it out how to add this thingy where only users with ,,B" flag could use this plugin, and by typing a word like ,,/option" in the chat a menu will pop out where you could choose to turn this plugin off and on. Will there be someone who could help me?
PHP Code:
#include <amxmodx> #include <hamsandwich> #include <fakemeta_util>
#define PLUGIN "New abilitys" #define VERSION "0.4" #define AUTHOR "Chrescoe1"
#define v_hands "models/cof/v_actions5.mdl" #define RunSpeed 270.0 #define SpeedUpg 1.0
new //Run bool:in_run[33], runbutton_num[33], Float:RunButtonTime[33][2], Float:OriginalMaxSpeed[33], RunStade[33], vModelName[128][33], pModelName[128][33],
//Jump bool:in_jump[33], Float:JumpTime[33], bool:free_fall[33],
//Deploy weapon after jump bool:ForceWeaponDeploy[33], Float:ForceDeployTime[33],
//Swim bool:in_swim[33] public plugin_precache()precache_model(v_hands)
public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_event("CurWeapon", "Event_CurrentWeapon", "be", "1=1") // Add your code here... } public Event_CurrentWeapon(id) { if(in_jump[id]) in_jump[id]=false, ForceWeaponDeploy[id]=false if(in_run[id]) set_pev(id,pev_maxspeed,OriginalMaxSpeed[id]), in_run[id]=false if(in_swim[id]) in_swim[id]=false } public client_connect(id) OriginalMaxSpeed[id]=250.0,ForceWeaponDeploy[id]=false, in_jump[id]=false,in_run[id]=false,in_swim[id]=false public client_PreThink(id) { static Float:gametime gametime=get_gametime() if(is_user_alive(id)) //If on ladder or movetype_fly or movetype_noclip - block func if(pev(id,pev_movetype)==MOVETYPE_FLY||pev(id,pev_movetype)==MOVETYPE_NOCLIP) { if(in_jump[id]) in_jump[id]=false, ForceWeaponDeploy[id]=false, deploy_weapon(id) if(in_run[id]) set_pev(id,pev_maxspeed,OriginalMaxSpeed[id]), in_run[id]=false, deploy_weapon(id) if(in_swim[id]) in_swim[id]=false, deploy_weapon(id) return } else //Run if(pev(id,pev_flags)&FL_ONGROUND) { if(in_swim[id]) in_swim[id]=false, deploy_weapon(id) if(ForceWeaponDeploy[id]) if(ForceDeployTime[id]<gametime)ForceWeaponDeploy[id]=false,deploy_weapon(id) if(in_jump[id]) { WeaponAnim(id,7) in_jump[id]=false ForceWeaponDeploy[id]=true ForceDeployTime[id]=gametime+0.25 } if(pev(id,pev_button)&IN_FORWARD) { if(!(pev(id,pev_oldbuttons)&IN_FORWARD)) { static x switch(runbutton_num[id]) { case 0:runbutton_num[id]=1,x=0 case 1:runbutton_num[id]=0,x=1 } RunButtonTime[id][runbutton_num[id]]=gametime if(gametime-RunButtonTime[id][x]<0.35) { in_run[id]=true RunStade[id]=1 OriginalMaxSpeed[id]=fm_get_user_maxspeed(id) if(OriginalMaxSpeed[id]<=1.0)OriginalMaxSpeed[id]=250.0 save_model(id) set_pev(id, pev_viewmodel2, v_hands) set_pev(id, pev_weaponmodel2, "") set_pdata_float(id, 83,999.9, 5) //Block attack set_pev(id,pev_maxspeed,RunSpeed+SpeedUpg*RunStade[id]) WeaponAnim(id,4) } } if(in_run[id]) { static Float:Velocity[3] pev(id,pev_velocity,Velocity); if(gametime-RunButtonTime[id][runbutton_num[id]]>1.0) if(vector_length(Velocity)<200.0) set_pev(id,pev_maxspeed,OriginalMaxSpeed[id]), in_run[id]=false, deploy_weapon(id) else if(RunStade[id]<5) { static Float:RunTime RunTime=RunButtonTime[id][runbutton_num[id]] if(gametime-RunTime>=3.4&&RunStade[id]<5)RunStade[id]=5,set_pev(id,pev_maxspeed,RunSpeed+SpeedUpg*RunStade[id]);else if(gametime-RunTime>=2.6&&RunStade[id]<4)RunStade[id]=4,set_pev(id,pev_maxspeed,RunSpeed+SpeedUpg*RunStade[id]);else if(gametime-RunTime>=1.8&&RunStade[id]<3)RunStade[id]=3,set_pev(id,pev_maxspeed,RunSpeed+SpeedUpg*RunStade[id]);else if(gametime-RunTime>=1.2&&RunStade[id]<2)RunStade[id]=2,set_pev(id,pev_maxspeed,RunSpeed+SpeedUpg*RunStade[id]);else if(gametime-RunTime>=0.6&&RunStade[id]<1)RunStade[id]=1,set_pev(id,pev_maxspeed,RunSpeed+SpeedUpg*RunStade[id]) } } } else if(in_run[id]) { set_pev(id,pev_maxspeed,OriginalMaxSpeed[id]) in_run[id]=false deploy_weapon(id) } } else //Jump if(!(pev(id,pev_flags)&FL_ONGROUND)) { if(in_swim[id]) in_swim[id]=false, deploy_weapon(id) if(!in_jump[id]) { static Float:Velocity[3] pev(id,pev_velocity,Velocity); if((Velocity[2]>250.0)||(Velocity[2]<-250.0)||in_run[id]&&(Velocity[2]>200.0)||(Velocity[2]<-270.0)) { static Float:JumpPower switch(RunStade[id]) { case 1:JumpPower=1.0 case 2:JumpPower=1.09 case 3:JumpPower=1.18 case 4:JumpPower=1.27 case 5:JumpPower=1.36 } set_pev(id,pev_maxspeed,OriginalMaxSpeed[id]) in_run[id]=false RunStade[id]=1 Velocity[0]=Velocity[0]*JumpPower Velocity[1]=Velocity[1]*JumpPower Velocity[2]=Velocity[2]*JumpPower set_pev(id,pev_velocity,Velocity) save_model(id) set_pev(id, pev_viewmodel2, v_hands) set_pev(id, pev_weaponmodel2, "") set_pdata_float(id, 83, 999.9, 5) WeaponAnim(id,5) in_jump[id]=true free_fall[id]=false JumpTime[id]=gametime } } else if(!free_fall[id]) if(gametime-JumpTime[id]>0.35) free_fall[id]=false,WeaponAnim(id,6) } } stock deploy_weapon(id) { static Temp_String[28] get_weaponname(get_user_weapon(id), Temp_String, 27) static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, Temp_String, id) if(pev_valid(weapon_ent))ExecuteHam(Ham_Item_Deploy, weapon_ent),set_pdata_int(weapon_ent,54,0),set_pdata_int(weapon_ent,55,0) if (contain(vModelName[id], v_hands)== -1) set_pev(id, pev_viewmodel2, vModelName[id]), set_pev(id, pev_weaponmodel2, pModelName[id]) } stock WeaponAnim(const Player, const Sequence) { set_pev(Player, pev_weaponanim, Sequence) message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player) write_byte(Sequence) write_byte(0) message_end() } stock save_model(id) { new Text[128] pev(id, pev_viewmodel2, Text,127) if (contain(Text, v_hands)== -1) pev(id, pev_viewmodel2, vModelName[id],127) pev(id, pev_weaponmodel2, Text,127) if (contain(Text,"models/")!= -1) pev(id, pev_weaponmodel2, pModelName[id],127) }
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