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[REQ] Brass Knuckles by default


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Curryking
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Old 05-01-2006 , 14:05   [REQ] Brass Knuckles by default
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Code:
#include <amxmodx> #include <fakemeta> #include <engine> #include <cstrike> new PLUGIN_NAME[] = "Brass Knuckles" new PLUGIN_VERSION[] =  "1.0" new PLUGIN_AUTHOR[] =   "Cheap_Suit" new bool:g_bknuckles[33] public plugin_init() {     register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR)     register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")     register_event("Damage", "Event_Damage", "be", "2!0")     register_event("DeathMsg", "Event_Death", "a")     register_forward(FM_EmitSound, "EmitSound")     register_clcmd("say /buybk", "cmdBuy") } public plugin_precache() {     precache_model("models/p_bknuckles.mdl")     precache_model("models/v_bknuckles.mdl")     precache_sound("bknuckles/knife_hit1.wav")     precache_sound("bknuckles/knife_hit2.wav")     precache_sound("bknuckles/knife_hit3.wav")     precache_sound("bknuckles/knife_hit4.wav")     precache_sound("bknuckles/knife_stab.wav") } public client_connect(id) g_bknuckles[id] = false public Event_Death() g_bknuckles[read_data(2)] = false public cmdBuy(id) {     new Cost = 5000, Money = cs_get_user_money(id)     if(!is_user_alive(id))         client_print(id, print_chat, "Sorry, You need to be alive")     else if(Money < Cost)         client_print(id, print_chat, "Sorry, You need %d to buy", Cost)     else if(g_bknuckles[id])         client_print(id, print_chat, "Sorry, You already bought a pair of brass knuckles")     else     {         g_bknuckles[id] = true         cs_set_user_money(id, Money - Cost)         client_print(id, print_chat, "You bought a pair of brass knuckles")     }     return PLUGIN_HANDLED } public Event_Damage(id) {     if(!is_user_alive(id) || !is_user_connected(id))         return PLUGIN_CONTINUE             new AttakerWeapon, AttakerPartHit     new Attacker = get_user_attacker(id, AttakerWeapon, AttakerPartHit)         if(AttakerWeapon != CSW_KNIFE)         return PLUGIN_CONTINUE         if(!g_bknuckles[Attacker])         return PLUGIN_CONTINUE         new Float:Random_Float[3]     for(new i = 0; i < 3; i++) Random_Float[i] = random_float(100.0, 150.0)     Punch_View(id, Random_Float)     return PLUGIN_CONTINUE } public Event_CurWeapon(id) {     if(!is_user_alive(id) || !is_user_connected(id))         return PLUGIN_CONTINUE             new temp[2], weapon = get_user_weapon(id, temp[0], temp[1])     if(weapon == CSW_KNIFE)     {         if(g_bknuckles[id])         {             entity_set_string(id, EV_SZ_viewmodel, "models/v_bknuckles.mdl")             entity_set_string(id, EV_SZ_weaponmodel, "models/p_bknuckles.mdl")         }     }     return PLUGIN_CONTINUE } public EmitSound(id, channel, sample[]) {     if(!is_user_alive(id) || !is_user_connected(id))         return FMRES_IGNORED     new temp[2], weapon = get_user_weapon(id, temp[0], temp[1])     if(weapon == CSW_KNIFE)     {         if(g_bknuckles[id])         {             if(equal(sample,"weapons/knife_hit1.wav"))             {                 emit_sound(id, CHAN_WEAPON, "bknuckles/knife_hit1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)                 return FMRES_SUPERCEDE             }             else if(equal(sample,"weapons/knife_hit2.wav"))             {                 emit_sound(id, CHAN_WEAPON, "bknuckles/knife_hit2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)                  return FMRES_SUPERCEDE             }             else if(equal(sample,"weapons/knife_hit3.wav"))             {                 emit_sound(id, CHAN_WEAPON, "bknuckles/knife_hit3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)                  return FMRES_SUPERCEDE             }             else if(equal(sample,"weapons/knife_hit4.wav"))             {                 emit_sound(id, CHAN_WEAPON, "bknuckles/knife_hit4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)                 return FMRES_SUPERCEDE             }             else if(equal(sample,"weapons/knife_stab.wav"))             {                 emit_sound(id, CHAN_WEAPON, "bknuckles/knife_stab.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)                  return FMRES_SUPERCEDE             }         }     }     return FMRES_IGNORED } stock Punch_View(id, Float:ViewAngle[3]) {     entity_set_vector(id, EV_VEC_punchangle, ViewAngle) }

Can somebody please help me and change this plugin so, that the brass knuckels replaces the knife by default. (Remove the buy-part)

Thanks in advance!

Curry
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FatalisDK
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Join Date: Mar 2006
Location: bacon
Old 05-01-2006 , 14:18  
Reply With Quote #2

Something like this I suppose.

Code:
#include <amxmodx> #include <fakemeta> #include <engine> #include <cstrike> new PLUGIN_NAME[] =    "Brass Knuckles" new PLUGIN_VERSION[] =     "1.0" new PLUGIN_AUTHOR[] =    "Cheap_Suit" public plugin_init() {     register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR)     register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")     register_event("Damage", "Event_Damage", "be", "2!0")     register_forward(FM_EmitSound, "EmitSound") } public plugin_precache() {     precache_model("models/p_bknuckles.mdl")     precache_model("models/v_bknuckles.mdl")     precache_sound("bknuckles/knife_hit1.wav")     precache_sound("bknuckles/knife_hit2.wav")     precache_sound("bknuckles/knife_hit3.wav")     precache_sound("bknuckles/knife_hit4.wav")     precache_sound("bknuckles/knife_stab.wav") } public Event_Damage(id) {     if(!is_user_alive(id) || !is_user_connected(id))         return PLUGIN_CONTINUE         new AttakerWeapon, AttakerPartHit     get_user_attacker(id, AttakerWeapon, AttakerPartHit)         if(AttakerWeapon != CSW_KNIFE)         return PLUGIN_CONTINUE         new Float:Random_Float[3]     for(new i = 0; i < 3; i++) Random_Float[i] = random_float(100.0, 150.0)     Punch_View(id, Random_Float)         return PLUGIN_CONTINUE } public Event_CurWeapon(id) {     if(!is_user_alive(id) || !is_user_connected(id))         return PLUGIN_CONTINUE         new temp[2], weapon = get_user_weapon(id, temp[0], temp[1])     if(weapon == CSW_KNIFE)     {         entity_set_string(id, EV_SZ_viewmodel, "models/v_bknuckles.mdl")         entity_set_string(id, EV_SZ_weaponmodel, "models/p_bknuckles.mdl")     }     return PLUGIN_CONTINUE } public EmitSound(id, channel, sample[]) {     if(!is_user_alive(id) || !is_user_connected(id))         return FMRES_IGNORED         new temp[2], weapon = get_user_weapon(id, temp[0], temp[1])     if(weapon == CSW_KNIFE)     {         if(equal(sample,"weapons/knife_hit1.wav"))         {             emit_sound(id, CHAN_WEAPON, "bknuckles/knife_hit1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)             return FMRES_SUPERCEDE         }         else if(equal(sample,"weapons/knife_hit2.wav"))         {             emit_sound(id, CHAN_WEAPON, "bknuckles/knife_hit2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)                 return FMRES_SUPERCEDE         }         else if(equal(sample,"weapons/knife_hit3.wav"))         {             emit_sound(id, CHAN_WEAPON, "bknuckles/knife_hit3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)                 return FMRES_SUPERCEDE         }         else if(equal(sample,"weapons/knife_hit4.wav"))         {             emit_sound(id, CHAN_WEAPON, "bknuckles/knife_hit4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)             return FMRES_SUPERCEDE         }         else if(equal(sample,"weapons/knife_stab.wav"))         {             emit_sound(id, CHAN_WEAPON, "bknuckles/knife_stab.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)                 return FMRES_SUPERCEDE         }     }     return FMRES_IGNORED } stock Punch_View(id, Float:ViewAngle[3]) {     entity_set_vector(id, EV_VEC_punchangle, ViewAngle) }
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Curryking
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Old 05-01-2006 , 14:28  
Reply With Quote #3

Thanks. I get a warning, when compiling.

Code:
/home/users/amxmodx/tmp3/phprq8r7W.sma(45) : warning 204: symbol is assigned a value that is never used: "Attacker"
Header size:            536 bytes
Code size:             2648 bytes
Data size:             2228 bytes
Stack/heap size:      16384 bytes; estimated max. usage=42 cells (168 bytes)
Total requirements:   21796 bytes
Curry
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FatalisDK
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Old 05-01-2006 , 14:32  
Reply With Quote #4

I fixed that a few minutes ago.
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Curryking
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Old 05-01-2006 , 14:39  
Reply With Quote #5

Sorry FatalisDK, than I was too fast ;-). Works fine. Thanks!

Curry
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MC.TSHIRT
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Old 02-26-2011 , 05:04   Re: [REQ] Brass Knuckles by default
Reply With Quote #6

All time sound bugs Knife on wall its knife sound
pls help me-.-
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tuty
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Old 02-26-2011 , 06:53   Re: [REQ] Brass Knuckles by default
Reply With Quote #7

try this

PHP Code:


#include < amxmodx >
#include < fakemeta >

#pragma semicolon 1

enum _iModelsType
{
    
VIEW_MODEL,
    
PLAYER_MODEL
};

new const 
gKnifeModelsiModelsType ][ ] =
{
    
"models/v_bknuckles.mdl",
    
"models/p_bknuckles.mdl"
};

new const 
gDefaultSounds[ ][ ] =
{
    
"weapons/knife_hit1.wav",
    
"weapons/knife_hit2.wav",
    
"weapons/knife_hit3.wav",
    
"weapons/knife_hit4.wav",
    
"weapons/knife_stab.wav"
};

new const 
gReplaceSounds[ ][ ] =
{
    
"bknuckles/knife_hit1.wav",
    
"bknuckles/knife_hit2.wav",
    
"bknuckles/knife_hit3.wav",
    
"bknuckles/knife_hit4.wav",
    
"bknuckles/knife_stab.wav"
};

public 
plugin_init( )
{
    
register_plugin"Brass Knuckles""1.0.1""Cheap_Suit" );
    
    
register_event"CurWeapon""Event_CurWeapon""be""1=1" );
    
register_event"Damage""Event_Damage""be""2!0" );

        
register_forwardFM_EmitSound"EmitSound" );
}

public 
plugin_precache( )
{
    new 
i;
    
    for( 
0sizeof gReplaceSoundsi++ )
    {
        
precache_soundgReplaceSounds] );
    }
    
    for( 
0sizeof gKnifeModelsi++ )
    {
        
precache_modelgKnifeModels] );
    }
}

public 
Event_CurWeaponid )
{
    if( !
is_user_aliveid ) || !is_user_connectedid ) )
    {
        return;
    }
    
    if( 
get_user_weaponid ) == CSW_KNIFE )
    {
        
set_pevidpev_viewmodel2gKnifeModelsVIEW_MODEL ] );
        
set_pevidpev_weaponmodel2gKnifeModelsPLAYER_MODEL ] );
    }
    
    return;
}

public 
Event_Damageid )
{
    if( !
is_user_aliveid ) || !is_user_connectedid ) )
    {
        return;
    }
    
    new 
iAttkWeaponiAttkHit;
    
get_user_attackeridiAttkWeaponiAttkHit );
    
    if( 
iAttkWeapon != CSW_KNIFE )
    {
        return;
    }
    
    new 
Float:flPunchAngle], i;
    
    for( 
03i++ )
    {
        
flPunchAngle] = random_float100.0150.0 );
        
set_pevidpev_punchangleflPunchAngle );
    }
    
    return;
}

public 
EmitSoundidchannelsample[ ] )
{
    if( !
is_user_aliveid ) || !is_user_connectedid ) )
    {
        return 
FMRES_IGNORED;
    }
    
    if( 
get_user_weaponid ) == CSW_KNIFE )
    {
        new 
i;
        
        for( 
0sizeof gDefaultSoundsi++ )
        {
            if( 
equalsamplegDefaultSounds] ) )
            {
                
emit_soundidCHAN_WEAPONgReplaceSounds], VOL_NORMATTN_NORM0PITCH_NORM );
                
                return 
FMRES_SUPERCEDE;
            }
        }
    }
    
    return 
FMRES_IGNORED;

Attached Files
File Type: sma Get Plugin or Get Source (BrassKnuckles.sma - 698 views - 2.3 KB)
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MC.TSHIRT
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Old 03-07-2011 , 16:11   Re: [REQ] Brass Knuckles by default
Reply With Quote #8

when i boxing someone i become an 360 flip i dont want it help me
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Exolent[jNr]
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Join Date: Feb 2007
Location: Tennessee
Old 03-07-2011 , 17:23   Re: [REQ] Brass Knuckles by default
Reply With Quote #9

PHP Code:


#include < amxmodx >
#include < fakemeta >

#pragma semicolon 1

enum _iModelsType
{
    
VIEW_MODEL,
    
PLAYER_MODEL
};

new const 
gKnifeModelsiModelsType ][ ] =
{
    
"models/v_bknuckles.mdl",
    
"models/p_bknuckles.mdl"
};

new const 
gDefaultSounds[ ][ ] =
{
    
"weapons/knife_hit1.wav",
    
"weapons/knife_hit2.wav",
    
"weapons/knife_hit3.wav",
    
"weapons/knife_hit4.wav",
    
"weapons/knife_stab.wav"
};

new const 
gReplaceSounds[ ][ ] =
{
    
"bknuckles/knife_hit1.wav",
    
"bknuckles/knife_hit2.wav",
    
"bknuckles/knife_hit3.wav",
    
"bknuckles/knife_hit4.wav",
    
"bknuckles/knife_stab.wav"
};

public 
plugin_init( )
{
    
register_plugin"Brass Knuckles""1.0.1""Cheap_Suit" );
    
    
register_event"CurWeapon""Event_CurWeapon""be""1=1" );
    
//register_event( "Damage", "Event_Damage", "be", "2!0" );

    
register_forwardFM_EmitSound"EmitSound" );
}

public 
plugin_precache( )
{
    new 
i;
    
    for( 
0sizeof gReplaceSoundsi++ )
    {
        
precache_soundgReplaceSounds] );
    }
    
    for( 
0sizeof gKnifeModelsi++ )
    {
        
precache_modelgKnifeModels] );
    }
}

public 
Event_CurWeaponid )
{
    if( !
is_user_aliveid ) || !is_user_connectedid ) )
    {
        return;
    }
    
    if( 
get_user_weaponid ) == CSW_KNIFE )
    {
        
set_pevidpev_viewmodel2gKnifeModelsVIEW_MODEL ] );
        
set_pevidpev_weaponmodel2gKnifeModelsPLAYER_MODEL ] );
    }
    
    return;
}

/*public Event_Damage( id )
{
    if( !is_user_alive( id ) || !is_user_connected( id ) )
    {
        return;
    }
    
    new iAttkWeapon, iAttkHit;
    get_user_attacker( id, iAttkWeapon, iAttkHit );
    
    if( iAttkWeapon != CSW_KNIFE )
    {
        return;
    }
    
    new Float:flPunchAngle[ 3 ], i;
    
    for( i = 0; i < 3; i++ )
    {
        flPunchAngle[ i ] = random_float( 100.0, 150.0 );
        set_pev( id, pev_punchangle, flPunchAngle );
    }
    
    return;
}*/

public EmitSoundidchannelsample[ ] )
{
    if( !
is_user_aliveid ) || !is_user_connectedid ) )
    {
        return 
FMRES_IGNORED;
    }
    
    if( 
get_user_weaponid ) == CSW_KNIFE )
    {
        new 
i;
        
        for( 
0sizeof gDefaultSoundsi++ )
        {
            if( 
equalsamplegDefaultSounds] ) )
            {
                
emit_soundidCHAN_WEAPONgReplaceSounds], VOL_NORMATTN_NORM0PITCH_NORM );
                
                return 
FMRES_SUPERCEDE;
            }
        }
    }
    
    return 
FMRES_IGNORED;

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Last edited by Exolent[jNr]; 03-07-2011 at 18:43.
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MC.TSHIRT
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Join Date: Dec 2010
Old 03-07-2011 , 17:58   Re: [REQ] Brass Knuckles by default
Reply With Quote #10

tmp/textSoankv.sma(43) : warning 217: loose indentation
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