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Weapon Remover


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Plugin Info:     Modification:   Counter-Strike        Category:   Server Management       
marky_uk
Junior Member
Join Date: Aug 2008
Old 04-10-2009 , 21:22   Weapon Remover
Reply With Quote #1

Weapon Remover
Weapon Remover allows the server owner to remove weapons from maps where the weapons are spawned on the ground, for example fy_snow.

Required Modules:
amxmodx
engine

Instructions:
Create a folder called "WeaponRemover" at "addons/amxmodx/configs"
Inside the folder, create a text file "<mapname>.txt"
Inside the "<mapname>.txt" file, add the list of weapons you want removing

Example:
To block AWP's and scouts on the map, fy_snow
Create a text file, "fy_snow.txt" in "addons/amxmodx/configs/WeaponRemover"
Inside "fy_snow.txt" type:
awp
scout

Weapon List:
ak47
assault
aug
awp
deagle
elite
famas
fiveseven
flashbang
g3sg1
galil
glock18
hegrenade
kevlar
knife
m3
m4a1
m249
mac10
mp5
p90
p228
scout
sg550
sg552
shield
smokegrenade
tmp
ump45
usp
xm1014

To do:
menu system
Attached Files
File Type: sma Get Plugin or Get Source (weaponremover.sma - 4837 views - 1.7 KB)

Last edited by marky_uk; 04-10-2009 at 22:38.
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alan_el_more
Veteran Member
Join Date: Jul 2008
Location: amxmodx-es.com
Old 04-10-2009 , 21:24   Re: Weapon Remover
Reply With Quote #2

Good plugin
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Exolent[jNr]
Veteran Member
Join Date: Feb 2007
Location: Tennessee
Old 04-10-2009 , 21:47   Re: Weapon Remover
Reply With Quote #3

Quote:
Originally Posted by marky_uk View Post
convert to fakemeta
Why? Have you read this?
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No private work or selling mods.
Quote:
Originally Posted by xPaw View Post
I love you exolent!
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marky_uk
Junior Member
Join Date: Aug 2008
Old 04-10-2009 , 21:50   Re: Weapon Remover
Reply With Quote #4

Quote:
Originally Posted by Exolent[jNr] View Post
Why? Have you read this?
Ahh, I just thought that generally engine was bad to use, sorry.
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joaquimandrade
Veteran Member
Join Date: Dec 2008
Location: Portugal
Old 04-10-2009 , 21:51   Re: Weapon Remover
Reply With Quote #5

I added the weapon name validation for you.
PHP Code:
// Weapon Remover
// by: Marky_UK
//
// Required Modules:
// amxmodx
// engine
//
// Instructions:
// Create a folder called "WeaponRemover" at "addons/amxmodx/configs"
// Inside the folder, create a text file "<mapname>.txt"
// Inside the "<mapname>.txt" file, add the list of weapons you want removing
//
// Example:
// To block AWP's and scouts on the map, fy_snow
// Create a text file, "fy_snow.txt" in "addons/amxmodx/configs/WeaponRemover"
// Inside "fy_snow.txt" type:
//                            awp
//                            scout

#include <amxmodx>
#include <engine>
#include <celltrie>

#define PLUGIN "Weapon Remover"
#define AUTHOR "Marky_UK"
#define VERSION "1.00"

#define FILEPATH "addons/amxmodx/configs/WeaponRemover"

const WeaponsN 30

new Trie:validWeapons;

public 
registerValidWeapons()
{
    
validWeapons TrieCreate();
    
    new 
weaponName[24];

    
get_weaponname(1,weaponName,charsmax(weaponName));
    
TrieSetCell(validWeapons,weaponName[7],true);        
        
    for(new 
i=3i<= WeaponsNi++)
    {
        
get_weaponname(i,weaponName,charsmax(weaponName));
        
TrieSetCell(validWeapons,weaponName[7],true);        
    }
}

public 
isValidWeapon(weaponName[])
{
    return 
TrieKeyExists(validWeapons,weaponName);
}

public 
plugin_init()
{
    
register_plugin(PLUGINVERSIONAUTHOR)
    
    
registerValidWeapons();
    
    new 
mapfile[256]
    new 
mapname[256]
    
get_mapname(mapnamesizeof(mapname))
    
format(mapfile255"%s/%s.txt"FILEPATHmapname)
    new 
filepointer fopen(mapfile,"r")
    if(
filepointer == 0)
    {
        return 
PLUGIN_HANDLED;
    }

    new 
mapfiledata[681],weapon[13]
    while(
fgets(filepointer,mapfiledata,sizeof(mapfiledata) -1))
    {
        
trim(mapfiledata)
        
parse(mapfiledata,weapon,12)
        
        if(
isValidWeapon(weapon))
        {
            new 
WeaponModel[26]
            
format(WeaponModel,sizeof(weapon) + 13,"models/w_%s.mdl",weapon)
            
            new 
WeaponEnt = -1
            
while((WeaponEnt find_ent_by_model(WeaponEnt,"armoury_entity",WeaponModel)) != 0)
            {
                
remove_entity(WeaponEnt)
            }
        }
    }
    return 
PLUGIN_HANDLED

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Exolent[jNr]
Veteran Member
Join Date: Feb 2007
Location: Tennessee
Old 04-10-2009 , 21:55   Re: Weapon Remover
Reply With Quote #6

Why not this:
Code:
public registerValidWeapons() {     validWeapons = TrieCreate();         new weaponName[24];              for(new i=1; i<= WeaponsN; i++)     {         if( i == 2 ) continue;                 get_weaponname(i,weaponName,charsmax(weaponName));         TrieSetCell(validWeapons,weaponName[7],true);            } }
__________________
No private work or selling mods.
Quote:
Originally Posted by xPaw View Post
I love you exolent!
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joaquimandrade
Veteran Member
Join Date: Dec 2008
Location: Portugal
Old 04-10-2009 , 21:56   Re: Weapon Remover
Reply With Quote #7

Quote:
Originally Posted by Exolent[jNr] View Post
Why not this: Code:
public registerValidWeapons() { validWeapons = TrieCreate();

new weaponName[24];

for(new i=1; i<= WeaponsN; i++) { if( i == 2 ) continue;

get_weaponname(i,weaponName,charsmax(weaponName));
TrieSetCell(validWeapons,weaponName[7],true);
} }

Because it checks 30 times if i is equal to 2.
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Exolent[jNr]
Veteran Member
Join Date: Feb 2007
Location: Tennessee
Old 04-10-2009 , 22:00   Re: Weapon Remover
Reply With Quote #8

Good call.
__________________
No private work or selling mods.
Quote:
Originally Posted by xPaw View Post
I love you exolent!
Exolent[jNr] is offline
joaquimandrade
Veteran Member
Join Date: Dec 2008
Location: Portugal
Old 04-10-2009 , 22:01   Re: Weapon Remover
Reply With Quote #9

Quote:
Originally Posted by Exolent[jNr] View Post
Good call.
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marky_uk
Junior Member
Join Date: Aug 2008
Old 04-10-2009 , 22:04   Re: Weapon Remover
Reply With Quote #10

It seems that weapon name validation is not required (doesnt crash) like it use to.

Even so, could you explain the code you posted? I have no clue how it works
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