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Konu
...........
PHP Kod:
#include <amxmodx>
#include <engine>
#include <fakemeta_util>
#include <cstrike>
#include <hamsandwich>
#include <zombieplague>
#include <fun>
#define MAX_PLAYERS 32
#define MAX_BLOOD_DISTANCE 64
#define LOADUP_TIME 0.75
#define SHUTDOWN_TIME 1.7
#define SHAKE_FORCE -5.0 //(must be negative value)
new const GUNSHOT_DECALS[] = {41, 42, 43, 44, 45} // Gunshot decal list
// Plugin information
new const PLUGIN[] = "[ZP] WPN Minigun"
new const VERSION[] = "1.65"
new const AUTHOR[] = "CLLlAgOB"
// Weapon information
new const g_item_name[] = { "MiniGUN!" }
const g_item_cost = 30
// other
new bool:has_minigun[33], m249, bool:atk2[33], bool:atk1[33],bool:delay[33],bool:beackup[33],
clipp[33],clipstart,g_itemid_minigun,g_fwid,g_guns_eventids_bitsum,bool:g_fix_punchangle[33],
bool:frstCLIP[33],g_MaxPlayers, Float:g_lastShot[33], g_normal_trace[33],DMGMG,bool:haswhpnnmg[33],
Float:g_nextSound[33], g_plAction[33],bool:canfire[33],oneround,bool:user_bot[33],bool:delayhud[33],
clipstartsuv,bool:survivor[33],bool:is_alive[33],bool:is_connected[33]
// Blood
new g_blood
new g_bloodspray
// CS Player PData Offsets (win32)
const OFFSET_CSTEAMS = 114
// Linux diff's
const OFFSET_LINUX = 5 // offsets 5 higher in Linux builds
// Models
new P_MODEL[] = "models/wpnmod/m134/p_skull1.mdl"
new V_MODEL[] = "models/wpnmod/m134/v_skull1.mdl"
new W_MODEL[] = "models/wpnmod/m134/w_skull1.mdl"
// Sounds
new m_SOUND[][] = {"wpnmod/minigun/skull1_draw.wav", "wpnmod/minigun/skull1_clipout.wav", "wpnmod/minigun/skull1_clipout.wav", "wpnmod/minigun/skull1_clipout.wav"}
new g_noammo_sounds[][] = {"weapons/dryfire_rifle.wav"}
//no recoil
new const g_guns_events[][] = {"events/m249.sc"}
//connect valid?
#define is_user_valid_connected(%1) (1 <= %1 <= g_MaxPlayers && is_connected[%1])
enum {
anim_idle,
anim_idle2,
anim_gentleidle,
anim_stillidle,
anim_draw,
anim_holster,
anim_spinup,
anim_spindown,
anim_spinidle,
anim_spinfire,
anim_spinidledown
}
// Types
enum {
act_none,
act_load_up,
act_run
}
public plugin_precache() {
precache_model(P_MODEL)
precache_model(V_MODEL)
precache_model(W_MODEL)
precache_sound(m_SOUND[0])
precache_sound(m_SOUND[1])
precache_sound(m_SOUND[2])
precache_sound(m_SOUND[3])
g_blood = precache_model("sprites/blood.spr")
g_bloodspray = precache_model("sprites/bloodspray.spr")
g_fwid = register_forward(FM_PrecacheEvent, "fwPrecacheEvent", 1)
}
public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR)
register_clcmd("say /skulldeagle","give_weapon");
clipstart = register_cvar("amx_ammo_m249","600")
clipstartsuv = register_cvar("amx_ammosuv_m249","10000")
m249 = register_cvar("amx_minigun_speed","0.7")
DMGMG = register_cvar("amx_minigun_damage","0.35")
oneround = register_cvar("amx_oneround","0")
g_itemid_minigun = zp_register_extra_item(g_item_name, g_item_cost, ZP_TEAM_HUMAN)
register_event("CurWeapon","event_curweapon","be", "1=1")
register_event("DeathMsg","unminigun","a")
register_forward(FM_ClientDisconnect, "fw_ClientDisconnect")
register_forward(FM_CmdStart, "fwd_CmdStart")
register_forward(FM_EmitSound,"fwd_emitsound")
register_forward(FM_PlaybackEvent, "fwPlaybackEvent")
register_forward(FM_PlayerPostThink, "fwPlayerPostThink", 1)
register_forward(FM_StartFrame, "fwd_StartFrame")
register_forward(FM_UpdateClientData, "UpdateClientData_Post", 1)
RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1)
RegisterHam(Ham_TakeDamage, "player", "player_TakeDamage")
register_clcmd("drop","dropcmd", 0)
g_MaxPlayers = get_maxplayers()
//events
register_logevent("event_start", 2, "1=Round_Start")
register_event("TextMsg", "fwEvGameWillRestartIn", "a", "2=#Game_will_restart_in")
register_event("HLTV", "event_start_freezetime", "a", "1=0", "2=0")
unregister_forward(FM_PrecacheEvent, g_fwid, 1)
}
// Client joins the game
public client_putinserver(id)
{
// Player joined
is_connected[id] = true
}
// Client leaving
public fw_ClientDisconnect(id)
{
is_connected[id] = false
is_alive[id] = false
}
public fw_PlayerSpawn_Post(id)
{
// Not alive or didn't join a team yet
if (!is_user_alive(id) || !fm_cs_get_user_team(id))
return;
// Player spawned
is_alive[id] = true
}
public fw_PlayerKilled(victim, attacker, shouldgib)
{
//player die
is_alive[victim] = false
}
public unminigun(){
new id = read_data(2)
if(has_minigun[id] && !is_alive[id]) {
new Float:Aim[3],Float:origin[3]
VelocityByAim(id, 64, Aim)
entity_get_vector(id,EV_VEC_origin,origin)
origin[0] += Aim[0]
origin[1] += Aim[1]
new minigun = create_entity("info_target")
entity_set_string(minigun,EV_SZ_classname,"minigun")
entity_set_model(minigun,W_MODEL)
entity_set_size(minigun,Float:{-2.0,-2.0,-2.0},Float:{5.0,5.0,5.0})
entity_set_int(minigun,EV_INT_solid,1)
entity_set_int(minigun,EV_INT_movetype,6)
entity_set_int(minigun, EV_INT_iuser1, clipp[id])
entity_set_vector(minigun,EV_VEC_origin,origin)
has_minigun[id] = false
remowegun(id)
return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
//damage lvl
public player_TakeDamage(victim, inflictor, attacker, Float:damage, damagetype) {
if(damagetype & DMG_BULLET && haswhpnnmg[attacker] && has_minigun[attacker] == true && attacker!=victim)
{
damage = damage*get_pcvar_float(DMGMG)
SetHamParamFloat(4, damage)
return HAM_IGNORED
}
return HAM_IGNORED
}
public event_start_freezetime(){
remove_miniguns()
static iPlayers[32], iPlayersNum, i
get_players(iPlayers, iPlayersNum, "a")
if(get_pcvar_num(oneround)){
for (i = 0; i <= iPlayersNum; ++i){
if(has_minigun[iPlayers[i]]){
has_minigun[iPlayers[i]] = false
remowegun(iPlayers[i])
removesuv(iPlayers[i])
}
}
} else {
for (i = 0; i <= iPlayersNum; ++i){
g_plAction[iPlayers[i]] = false
canfire[iPlayers[i]] = false
frstCLIP[iPlayers[i]] = true
set_task(0.1,"event_curweapon",iPlayers[i])
removesuv(iPlayers[i])
}
}
}
public removesuv(id){
if(survivor[id]){
has_minigun[id] = false
survivor[id] = false
remowegun(id)
}
}
// remove gun and save all guns
public remowegun(id) {
new wpnList[32]
new number
get_user_weapons(id,wpnList,number)
for (new i = 0;i < number ;i++) {
if (wpnList[i] == CSW_M249) {
fm_strip_user_gun(id, wpnList[i])
}
}
}
public event_start(){
static iPlayers[32], iPlayersNum, i
get_players(iPlayers, iPlayersNum, "a")
for (i = 0; i <= iPlayersNum; ++i)
canfire[iPlayers[i]] = true
}
public fwEvGameWillRestartIn() {
static iPlayers[32], iPlayersNum, i
get_players(iPlayers, iPlayersNum, "a")
for (i = 0; i <= iPlayersNum; ++i)
has_minigun[iPlayers[i]] = false
}
public client_connect(id){
canfire[id]= false
has_minigun[id] = false
g_normal_trace[id] = 0
if(is_user_bot(id)) user_bot[id] = true
else user_bot[id] = false
}
//block sound no ammo in atack
public fwd_emitsound(id, channel, sample[], Float:volume, Float:attn, flag, pitch)
{
if (!is_user_valid_connected(id) || !has_minigun[id])
return FMRES_IGNORED;
else if((equal(sample, g_noammo_sounds[0])) && has_minigun[id] && haswhpnnmg[id])
{
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
// someone bought our extra item
public zp_extra_item_selected(id, itemid)
{
if (itemid == g_itemid_minigun) give_weapon(id,0,1)
}
//infect plaer
public zp_user_infected_pre(player, infector){
has_minigun[player] = false
dropcmd(player)
}
public dropcmd(id) {
if(has_minigun[id] && haswhpnnmg[id] && is_alive[id]) {
new Float:Aim[3],Float:origin[3]
VelocityByAim(id, 64, Aim)
entity_get_vector(id,EV_VEC_origin,origin)
origin[0] += Aim[0]
origin[1] += Aim[1]
new minigun = create_entity("info_target")
entity_set_string(minigun,EV_SZ_classname,"minigun")
entity_set_model(minigun,W_MODEL)
entity_set_size(minigun,Float:{-2.0,-2.0,-2.0},Float:{5.0,5.0,5.0})
entity_set_int(minigun,EV_INT_solid,1)
entity_set_int(minigun,EV_INT_movetype,6)
entity_set_int(minigun, EV_INT_iuser1, clipp[id])
entity_set_vector(minigun,EV_VEC_origin,origin)
has_minigun[id] = false
canfire[id] = false
remowegun(id)
g_plAction[id] = false
return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public pfn_touch(ptr, ptd) {
if(is_valid_ent(ptr)) {
new classname[32]
entity_get_string(ptr,EV_SZ_classname,classname,31)
if(equal(classname, "minigun")) {
if(is_valid_ent(ptd)) {
new id = ptd
if(id > 0 && id < 34) {
if(!has_minigun[id] && is_alive[id] && !zp_get_user_zombie(id)) {
give_weapon(id,entity_get_int(ptr, EV_INT_iuser1), 0)
remove_entity(ptr)
}
}
}
}
}
}
public remove_miniguns() {
new nextitem = find_ent_by_class(-1,"minigun")
while(nextitem) {
remove_entity(nextitem)
nextitem = find_ent_by_class(-1,"minigun")
}
return PLUGIN_CONTINUE
}
//give wpn
public give_weapon(id, ammo, frst){
has_minigun[id] = true
give_item(id,"weapon_m249")
canfire[id] = true
clipp[id] = ammo
if(frst) frstCLIP[id] = true
else beackup[id] = true
}
//set models
public event_curweapon(id){
if(!is_alive[id] || !is_connected[id] || user_bot[id]) return;
new clip, ammo, weapon = get_user_weapon(id, clip, ammo)
if(zp_get_user_survivor(id) && get_pcvar_num(clipstartsuv)!=0 && !survivor[id]){
survivor[id] = true
give_weapon(id,0,1)
}
if((has_minigun[id]) && (weapon == CSW_M249)){
if(g_plAction[id] != act_run && frstCLIP[id]){
if(survivor[id]){
clipp[id] = get_pcvar_num(clipstartsuv)
} else {
clipp[id] = get_pcvar_num(clipstart)
}
new ent = get_weapon_ent(id,weapon)
if(clipp[id] < get_pcvar_num(clipstart)) clipp[id] = get_pcvar_num(clipstart)
cs_set_weapon_ammo(ent, clipp[id])
frstCLIP[id] = false
}
if(g_plAction[id] != act_run && beackup[id]){
new ent = get_weapon_ent(id,weapon)
cs_set_weapon_ammo(ent, clipp[id])
beackup[id] = false
}
if(clipp[id] == 0){
new ent = get_weapon_ent(id,weapon)
cs_set_weapon_ammo(ent, clipp[id])
}
if(g_plAction[id] == act_run){
clipp[id] = clip
}
message_begin(MSG_ONE, get_user_msgid("CurWeapon"), {0,0,0}, id)
write_byte(1)
write_byte(CSW_KNIFE)
write_byte(0)
message_end()
if(!haswhpnnmg[id]){
entity_set_string(id,EV_SZ_viewmodel,V_MODEL)
entity_set_string(id,EV_SZ_weaponmodel,P_MODEL)
haswhpnnmg[id] = true
}
new Ent = get_weapon_ent(id,weapon)
new Float:N_Speed
if(Ent)
{
N_Speed = get_pcvar_float(m249)
new Float:Delay = get_pdata_float( Ent, 46, 4) * N_Speed
if (Delay > 0.0){
set_pdata_float( Ent, 46, Delay, 4)
}
}
ammo_hud(id)
if(atk1[id]){
fire_mode(id, 0)
}
if(atk2[id]){
fire_mode(id, 1)
}
}
if(weapon != CSW_M249) haswhpnnmg[id] = false
if((has_minigun[id]) && (!haswhpnnmg[id])) g_plAction[id] = act_none
return;
}
//play anim
public native_playanim(player,anim)
{
set_pev(player, pev_weaponanim, anim)
message_begin(MSG_ONE, SVC_WEAPONANIM, {0, 0, 0}, player)
write_byte(anim)
write_byte(pev(player, pev_body))
message_end()
}
//marks on hit
public native_gi_get_gunshot_decal()
{
return GUNSHOT_DECALS[random_num(0, sizeof(GUNSHOT_DECALS) - 1)]
}
//hit bulet
public testbulet(id){
// Find target
new aimOrigin[3], target, body
get_user_origin(id, aimOrigin, 3)
get_user_aiming(id, target, body)
if(target > 0 && target <= g_MaxPlayers)
{
new Float:fStart[3], Float:fEnd[3], Float:fRes[3], Float:fVel[3]
pev(id, pev_origin, fStart)
// Get ids view direction
velocity_by_aim(id, MAX_BLOOD_DISTANCE, fVel)
// Calculate position where blood should be displayed
fStart[0] = float(aimOrigin[0])
fStart[1] = float(aimOrigin[1])
fStart[2] = float(aimOrigin[2])
fEnd[0] = fStart[0]+fVel[0]
fEnd[1] = fStart[1]+fVel[1]
fEnd[2] = fStart[2]+fVel[2]
// Draw traceline from victims origin into ids view direction to find
// the location on the wall to put some blood on there
new res
engfunc(EngFunc_TraceLine, fStart, fEnd, 0, target, res)
get_tr2(res, TR_vecEndPos, fRes)
// Show some blood :)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
write_coord(floatround(fStart[0]))
write_coord(floatround(fStart[1]))
write_coord(floatround(fStart[2]))
write_short(g_bloodspray)
write_short(g_blood)
write_byte(70)
write_byte(random_num(1,2))
message_end()
} else {
new decal = native_gi_get_gunshot_decal()
// Check if the wall hit is an entity
if(target)
{
// Put decal on an entity
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_DECAL)
write_coord(aimOrigin[0])
write_coord(aimOrigin[1])
write_coord(aimOrigin[2])
write_byte(decal)
write_short(target)
message_end()
} else {
// Put decal on "world" (a wall)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
write_coord(aimOrigin[0])
write_coord(aimOrigin[1])
write_coord(aimOrigin[2])
write_byte(decal)
message_end()
}
// Show sparcles
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_GUNSHOTDECAL)
write_coord(aimOrigin[0])
write_coord(aimOrigin[1])
write_coord(aimOrigin[2])
write_short(id)
write_byte(decal)
message_end()
}
}
//block anim standart wpn
public UpdateClientData_Post( id, sendweapons, cd_handle ){
if ( !is_alive[id] ) return FMRES_IGNORED;
if(haswhpnnmg[id] && has_minigun[id]) set_cd(cd_handle, CD_flNextAttack, halflife_time() + 0.001 );
return FMRES_HANDLED;
}
public fwd_CmdStart(id, uc_handle, seed)
{
if(!is_alive[id] || !has_minigun[id]) return FMRES_IGNORED
if(!canfire[id]) return FMRES_HANDLED
if(haswhpnnmg[id])
{
static buttons
buttons = get_uc(uc_handle, UC_Buttons)
if(buttons & IN_ATTACK)
{
atk1[id] = true
atk2[id] = false
}
else if(buttons & IN_ATTACK2)
{
atk2[id] = true
atk1[id] = false
}
if(atk1[id] && !atk2[id] && (g_plAction[id] == act_none || g_plAction[id] == act_load_up) && clipp[id]>0){
buttons &= ~IN_ATTACK
buttons &= ~IN_ATTACK2
set_uc(uc_handle, UC_Buttons, buttons)
fire_mode(id,0)
} else if(atk2[id] || atk1[id] && clipp[id]==0){
fire_mode(id,1)
}
}
return FMRES_IGNORED
}
// in fire
fire_mode(id, type) {
static Float:gtime
gtime = get_gametime()
g_lastShot[id] = gtime
if(g_nextSound[id] <= gtime && canfire[id]) {
switch(g_plAction[id]) {
case act_none: {
native_playanim(id, anim_spinup)
emit_sound(id, CHAN_WEAPON, m_SOUND[2], 1.0, ATTN_NORM, 0, PITCH_NORM)
g_nextSound[id] = gtime + LOADUP_TIME
g_plAction[id] = act_load_up
}
case act_load_up: {
g_nextSound[id] = gtime
g_plAction[id] = act_run
}
}
}
if(g_plAction[id] == act_run) {
if(type == 0 && clipp[id]>0 && atk1[id]){
emit_sound(id, CHAN_WEAPON, m_SOUND[0], 1.0, ATTN_NORM, 0, PITCH_NORM)
testbulet(id)
if(!delay[id]) {
native_playanim(id, anim_spinfire)
ammo_hud(id)
set_task(0.2,"delayanim",id)
delay[id] = true
}
}
else {
if(!delay[id]) {
ammo_hud(id)
emit_sound(id, CHAN_WEAPON, m_SOUND[1], 1.0, ATTN_NORM, 0, PITCH_NORM)
native_playanim(id, anim_spinidle)
set_task(0.2,"delayanim",id)
delay[id] = true
}
}
}
atk1[id] = false
atk2[id] = false
}
public delayanim(id){
delay[id] = false
}
//sound and anim
public fwd_StartFrame() {
static Float:gtime, id
gtime = get_gametime()
for(id = 0; id <= g_MaxPlayers; id++) {
if(g_plAction[id] != act_none) {
if(!(pev(id, pev_button) & IN_ATTACK) && !(pev(id, pev_button) & IN_ATTACK2) && g_lastShot[id] + 0.2 < gtime) {
native_playanim(id, anim_spinidledown)
emit_sound(id, CHAN_WEAPON, m_SOUND[3], 1.0, ATTN_NORM, 0, PITCH_NORM)
g_nextSound[id] = gtime + SHUTDOWN_TIME
g_plAction[id] = act_none
}
}
}
}
// No recoil stuff
public fwPrecacheEvent(type, const name[]) {
for (new i = 0; i < sizeof g_guns_events; ++i) {
if (equal(g_guns_events[i], name)) {
g_guns_eventids_bitsum |= (1<<get_orig_retval())
return FMRES_HANDLED
}
}
return FMRES_IGNORED
}
public fwPlaybackEvent(flags, invoker, eventid) {
if (!(g_guns_eventids_bitsum & (1<<eventid)) || !(1 <= invoker <= g_MaxPlayers) || !haswhpnnmg[invoker] || !has_minigun[invoker])
return FMRES_IGNORED
g_fix_punchangle[invoker] = true
return FMRES_HANDLED
}
public fwPlayerPostThink(id) {
if (g_fix_punchangle[id]) {
g_fix_punchangle[id] = false
set_pev(id, pev_punchangle, Float:{0.0, 0.0, 0.0})
return FMRES_HANDLED
}
return FMRES_IGNORED
}
public fwTraceLine(const Float:start[3], const Float:dest[3], ignore_monsters, id, ptr) {
if (!(1 <= id <= g_MaxPlayers))
return FMRES_IGNORED
if (!g_normal_trace[id]) {
g_normal_trace[id] = ptr
return FMRES_HANDLED
}
if (ptr == g_normal_trace[id] || ignore_monsters != DONT_IGNORE_MONSTERS || !is_alive[id] || !haswhpnnmg[id] || !has_minigun[id])
return FMRES_IGNORED
fix_recoil_trace(id, start, ptr)
return FMRES_SUPERCEDE
}
// show ammo clip
public ammo_hud(id) {
if(!delayhud[id]) {
delayhud[id] = true
new AmmoHud[65]
new clip = clipp[id]
format(AmmoHud, 64, "Ammo: %i", clip)
set_hudmessage(200, 100, 0, 1.0 , 1.0, 0, 0.1, 0.1,0.1)
show_hudmessage(id,"%s",AmmoHud)
set_task(0.2,"delayhutmsg",id)
}
}
public delayhutmsg(id){
delayhud[id]= false
}
//get weapon id
stock get_weapon_ent(id,wpnid=0,wpnName[]="")
{
// who knows what wpnName will be
static newName[24];
// need to find the name
if(wpnid) get_weaponname(wpnid,newName,23);
// go with what we were told
else formatex(newName,23,"%s",wpnName);
// prefix it if we need to
if(!equal(newName,"weapon_",7))
format(newName,23,"weapon_%s",newName);
return fm_find_ent_by_owner(get_maxplayers(),newName,id);
}
fix_recoil_trace(id, const Float:start[], ptr) {
static Float:dest[3]
pev(id, pev_v_angle, dest)
engfunc(EngFunc_MakeVectors, dest)
global_get(glb_v_forward, dest)
xs_vec_mul_scalar(dest, 9999.0, dest)
xs_vec_add(start, dest, dest)
engfunc(EngFunc_TraceLine, start, dest, DONT_IGNORE_MONSTERS, id, ptr)
}
// Get User Team
stock fm_cs_get_user_team(id)
{
return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX);
}
Pouex(Görkem Bacısısikişenoğlu)'in anasını götünden sikeyim.
Emirhan SkürtSkürt seninde ananı sikicem sıradasın.
Dediğim gibi ferudun ve berke lafım yok.
forum.csduragi.com
Emirhan SkürtSkürt seninde ananı sikicem sıradasın.
Dediğim gibi ferudun ve berke lafım yok.
forum.csduragi.com
...........
PHP Kod:
#include <amxmodx>
#include <engine>
#include <fakemeta_util>
#include <cstrike>
#include <hamsandwich>
#include <zombieplague>
#include <fun>
#define MAX_PLAYERS 32
#define MAX_BLOOD_DISTANCE 64
#define LOADUP_TIME 0.75
#define SHUTDOWN_TIME 1.7
#define SHAKE_FORCE -5.0 //(must be negative value)
new const GUNSHOT_DECALS[] = {41, 42, 43, 44, 45} // Gunshot decal list
// Plugin information
new const PLUGIN[] = "[ZP] WPN Minigun"
new const VERSION[] = "1.65"
new const AUTHOR[] = "CLLlAgOB"
// Weapon information
new const g_item_name[] = { "MiniGUN!" }
const g_item_cost = 30
// other
new bool:has_minigun[33], m249, bool:atk2[33], bool:atk1[33],bool:delay[33],bool:beackup[33],
clipp[33],clipstart,g_itemid_minigun,g_fwid,g_guns_eventids_bitsum,bool:g_fix_punchangle[33],
bool:frstCLIP[33],g_MaxPlayers, Float:g_lastShot[33], g_normal_trace[33],DMGMG,bool:haswhpnnmg[33],
Float:g_nextSound[33], g_plAction[33],bool:canfire[33],oneround,bool:user_bot[33],bool:delayhud[33],
clipstartsuv,bool:survivor[33],bool:is_alive[33],bool:is_connected[33]
// Blood
new g_blood
new g_bloodspray
// CS Player PData Offsets (win32)
const OFFSET_CSTEAMS = 114
// Linux diff's
const OFFSET_LINUX = 5 // offsets 5 higher in Linux builds
// Models
new P_MODEL[] = "models/wpnmod/m134/p_skull1.mdl"
new V_MODEL[] = "models/wpnmod/m134/v_skull1.mdl"
new W_MODEL[] = "models/wpnmod/m134/w_skull1.mdl"
// Sounds
new m_SOUND[][] = {"wpnmod/minigun/skull1_draw.wav", "wpnmod/minigun/skull1_clipout.wav", "wpnmod/minigun/skull1_clipout.wav", "wpnmod/minigun/skull1_clipout.wav"}
new g_noammo_sounds[][] = {"weapons/dryfire_rifle.wav"}
//no recoil
new const g_guns_events[][] = {"events/m249.sc"}
//connect valid?
#define is_user_valid_connected(%1) (1 <= %1 <= g_MaxPlayers && is_connected[%1])
enum {
anim_idle,
anim_idle2,
anim_gentleidle,
anim_stillidle,
anim_draw,
anim_holster,
anim_spinup,
anim_spindown,
anim_spinidle,
anim_spinfire,
anim_spinidledown
}
// Types
enum {
act_none,
act_load_up,
act_run
}
public plugin_precache() {
precache_model(P_MODEL)
precache_model(V_MODEL)
precache_model(W_MODEL)
precache_sound(m_SOUND[0])
precache_sound(m_SOUND[1])
precache_sound(m_SOUND[2])
precache_sound(m_SOUND[3])
g_blood = precache_model("sprites/blood.spr")
g_bloodspray = precache_model("sprites/bloodspray.spr")
g_fwid = register_forward(FM_PrecacheEvent, "fwPrecacheEvent", 1)
}
public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR)
register_clcmd("say /skulldeagle","give_weapon");
clipstart = register_cvar("amx_ammo_m249","600")
clipstartsuv = register_cvar("amx_ammosuv_m249","10000")
m249 = register_cvar("amx_minigun_speed","0.7")
DMGMG = register_cvar("amx_minigun_damage","0.35")
oneround = register_cvar("amx_oneround","0")
g_itemid_minigun = zp_register_extra_item(g_item_name, g_item_cost, ZP_TEAM_HUMAN)
register_event("CurWeapon","event_curweapon","be", "1=1")
register_event("DeathMsg","unminigun","a")
register_forward(FM_ClientDisconnect, "fw_ClientDisconnect")
register_forward(FM_CmdStart, "fwd_CmdStart")
register_forward(FM_EmitSound,"fwd_emitsound")
register_forward(FM_PlaybackEvent, "fwPlaybackEvent")
register_forward(FM_PlayerPostThink, "fwPlayerPostThink", 1)
register_forward(FM_StartFrame, "fwd_StartFrame")
register_forward(FM_UpdateClientData, "UpdateClientData_Post", 1)
RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1)
RegisterHam(Ham_TakeDamage, "player", "player_TakeDamage")
register_clcmd("drop","dropcmd", 0)
g_MaxPlayers = get_maxplayers()
//events
register_logevent("event_start", 2, "1=Round_Start")
register_event("TextMsg", "fwEvGameWillRestartIn", "a", "2=#Game_will_restart_in")
register_event("HLTV", "event_start_freezetime", "a", "1=0", "2=0")
unregister_forward(FM_PrecacheEvent, g_fwid, 1)
}
// Client joins the game
public client_putinserver(id)
{
// Player joined
is_connected[id] = true
}
// Client leaving
public fw_ClientDisconnect(id)
{
is_connected[id] = false
is_alive[id] = false
}
public fw_PlayerSpawn_Post(id)
{
// Not alive or didn't join a team yet
if (!is_user_alive(id) || !fm_cs_get_user_team(id))
return;
// Player spawned
is_alive[id] = true
}
public fw_PlayerKilled(victim, attacker, shouldgib)
{
//player die
is_alive[victim] = false
}
public unminigun(){
new id = read_data(2)
if(has_minigun[id] && !is_alive[id]) {
new Float:Aim[3],Float:origin[3]
VelocityByAim(id, 64, Aim)
entity_get_vector(id,EV_VEC_origin,origin)
origin[0] += Aim[0]
origin[1] += Aim[1]
new minigun = create_entity("info_target")
entity_set_string(minigun,EV_SZ_classname,"minigun")
entity_set_model(minigun,W_MODEL)
entity_set_size(minigun,Float:{-2.0,-2.0,-2.0},Float:{5.0,5.0,5.0})
entity_set_int(minigun,EV_INT_solid,1)
entity_set_int(minigun,EV_INT_movetype,6)
entity_set_int(minigun, EV_INT_iuser1, clipp[id])
entity_set_vector(minigun,EV_VEC_origin,origin)
has_minigun[id] = false
remowegun(id)
return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
//damage lvl
public player_TakeDamage(victim, inflictor, attacker, Float:damage, damagetype) {
if(damagetype & DMG_BULLET && haswhpnnmg[attacker] && has_minigun[attacker] == true && attacker!=victim)
{
damage = damage*get_pcvar_float(DMGMG)
SetHamParamFloat(4, damage)
return HAM_IGNORED
}
return HAM_IGNORED
}
public event_start_freezetime(){
remove_miniguns()
static iPlayers[32], iPlayersNum, i
get_players(iPlayers, iPlayersNum, "a")
if(get_pcvar_num(oneround)){
for (i = 0; i <= iPlayersNum; ++i){
if(has_minigun[iPlayers[i]]){
has_minigun[iPlayers[i]] = false
remowegun(iPlayers[i])
removesuv(iPlayers[i])
}
}
} else {
for (i = 0; i <= iPlayersNum; ++i){
g_plAction[iPlayers[i]] = false
canfire[iPlayers[i]] = false
frstCLIP[iPlayers[i]] = true
set_task(0.1,"event_curweapon",iPlayers[i])
removesuv(iPlayers[i])
}
}
}
public removesuv(id){
if(survivor[id]){
has_minigun[id] = false
survivor[id] = false
remowegun(id)
}
}
// remove gun and save all guns
public remowegun(id) {
new wpnList[32]
new number
get_user_weapons(id,wpnList,number)
for (new i = 0;i < number ;i++) {
if (wpnList[i] == CSW_M249) {
fm_strip_user_gun(id, wpnList[i])
}
}
}
public event_start(){
static iPlayers[32], iPlayersNum, i
get_players(iPlayers, iPlayersNum, "a")
for (i = 0; i <= iPlayersNum; ++i)
canfire[iPlayers[i]] = true
}
public fwEvGameWillRestartIn() {
static iPlayers[32], iPlayersNum, i
get_players(iPlayers, iPlayersNum, "a")
for (i = 0; i <= iPlayersNum; ++i)
has_minigun[iPlayers[i]] = false
}
public client_connect(id){
canfire[id]= false
has_minigun[id] = false
g_normal_trace[id] = 0
if(is_user_bot(id)) user_bot[id] = true
else user_bot[id] = false
}
//block sound no ammo in atack
public fwd_emitsound(id, channel, sample[], Float:volume, Float:attn, flag, pitch)
{
if (!is_user_valid_connected(id) || !has_minigun[id])
return FMRES_IGNORED;
else if((equal(sample, g_noammo_sounds[0])) && has_minigun[id] && haswhpnnmg[id])
{
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
// someone bought our extra item
public zp_extra_item_selected(id, itemid)
{
if (itemid == g_itemid_minigun) give_weapon(id,0,1)
}
//infect plaer
public zp_user_infected_pre(player, infector){
has_minigun[player] = false
dropcmd(player)
}
public dropcmd(id) {
if(has_minigun[id] && haswhpnnmg[id] && is_alive[id]) {
new Float:Aim[3],Float:origin[3]
VelocityByAim(id, 64, Aim)
entity_get_vector(id,EV_VEC_origin,origin)
origin[0] += Aim[0]
origin[1] += Aim[1]
new minigun = create_entity("info_target")
entity_set_string(minigun,EV_SZ_classname,"minigun")
entity_set_model(minigun,W_MODEL)
entity_set_size(minigun,Float:{-2.0,-2.0,-2.0},Float:{5.0,5.0,5.0})
entity_set_int(minigun,EV_INT_solid,1)
entity_set_int(minigun,EV_INT_movetype,6)
entity_set_int(minigun, EV_INT_iuser1, clipp[id])
entity_set_vector(minigun,EV_VEC_origin,origin)
has_minigun[id] = false
canfire[id] = false
remowegun(id)
g_plAction[id] = false
return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public pfn_touch(ptr, ptd) {
if(is_valid_ent(ptr)) {
new classname[32]
entity_get_string(ptr,EV_SZ_classname,classname,31)
if(equal(classname, "minigun")) {
if(is_valid_ent(ptd)) {
new id = ptd
if(id > 0 && id < 34) {
if(!has_minigun[id] && is_alive[id] && !zp_get_user_zombie(id)) {
give_weapon(id,entity_get_int(ptr, EV_INT_iuser1), 0)
remove_entity(ptr)
}
}
}
}
}
}
public remove_miniguns() {
new nextitem = find_ent_by_class(-1,"minigun")
while(nextitem) {
remove_entity(nextitem)
nextitem = find_ent_by_class(-1,"minigun")
}
return PLUGIN_CONTINUE
}
//give wpn
public give_weapon(id, ammo, frst){
has_minigun[id] = true
give_item(id,"weapon_m249")
canfire[id] = true
clipp[id] = ammo
if(frst) frstCLIP[id] = true
else beackup[id] = true
}
//set models
public event_curweapon(id){
if(!is_alive[id] || !is_connected[id] || user_bot[id]) return;
new clip, ammo, weapon = get_user_weapon(id, clip, ammo)
if(zp_get_user_survivor(id) && get_pcvar_num(clipstartsuv)!=0 && !survivor[id]){
survivor[id] = true
give_weapon(id,0,1)
}
if((has_minigun[id]) && (weapon == CSW_M249)){
if(g_plAction[id] != act_run && frstCLIP[id]){
if(survivor[id]){
clipp[id] = get_pcvar_num(clipstartsuv)
} else {
clipp[id] = get_pcvar_num(clipstart)
}
new ent = get_weapon_ent(id,weapon)
if(clipp[id] < get_pcvar_num(clipstart)) clipp[id] = get_pcvar_num(clipstart)
cs_set_weapon_ammo(ent, clipp[id])
frstCLIP[id] = false
}
if(g_plAction[id] != act_run && beackup[id]){
new ent = get_weapon_ent(id,weapon)
cs_set_weapon_ammo(ent, clipp[id])
beackup[id] = false
}
if(clipp[id] == 0){
new ent = get_weapon_ent(id,weapon)
cs_set_weapon_ammo(ent, clipp[id])
}
if(g_plAction[id] == act_run){
clipp[id] = clip
}
message_begin(MSG_ONE, get_user_msgid("CurWeapon"), {0,0,0}, id)
write_byte(1)
write_byte(CSW_KNIFE)
write_byte(0)
message_end()
if(!haswhpnnmg[id]){
entity_set_string(id,EV_SZ_viewmodel,V_MODEL)
entity_set_string(id,EV_SZ_weaponmodel,P_MODEL)
haswhpnnmg[id] = true
}
new Ent = get_weapon_ent(id,weapon)
new Float:N_Speed
if(Ent)
{
N_Speed = get_pcvar_float(m249)
new Float:Delay = get_pdata_float( Ent, 46, 4) * N_Speed
if (Delay > 0.0){
set_pdata_float( Ent, 46, Delay, 4)
}
}
ammo_hud(id)
if(atk1[id]){
fire_mode(id, 0)
}
if(atk2[id]){
fire_mode(id, 1)
}
}
if(weapon != CSW_M249) haswhpnnmg[id] = false
if((has_minigun[id]) && (!haswhpnnmg[id])) g_plAction[id] = act_none
return;
}
//play anim
public native_playanim(player,anim)
{
set_pev(player, pev_weaponanim, anim)
message_begin(MSG_ONE, SVC_WEAPONANIM, {0, 0, 0}, player)
write_byte(anim)
write_byte(pev(player, pev_body))
message_end()
}
//marks on hit
public native_gi_get_gunshot_decal()
{
return GUNSHOT_DECALS[random_num(0, sizeof(GUNSHOT_DECALS) - 1)]
}
//hit bulet
public testbulet(id){
// Find target
new aimOrigin[3], target, body
get_user_origin(id, aimOrigin, 3)
get_user_aiming(id, target, body)
if(target > 0 && target <= g_MaxPlayers)
{
new Float:fStart[3], Float:fEnd[3], Float:fRes[3], Float:fVel[3]
pev(id, pev_origin, fStart)
// Get ids view direction
velocity_by_aim(id, MAX_BLOOD_DISTANCE, fVel)
// Calculate position where blood should be displayed
fStart[0] = float(aimOrigin[0])
fStart[1] = float(aimOrigin[1])
fStart[2] = float(aimOrigin[2])
fEnd[0] = fStart[0]+fVel[0]
fEnd[1] = fStart[1]+fVel[1]
fEnd[2] = fStart[2]+fVel[2]
// Draw traceline from victims origin into ids view direction to find
// the location on the wall to put some blood on there
new res
engfunc(EngFunc_TraceLine, fStart, fEnd, 0, target, res)
get_tr2(res, TR_vecEndPos, fRes)
// Show some blood :)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
write_coord(floatround(fStart[0]))
write_coord(floatround(fStart[1]))
write_coord(floatround(fStart[2]))
write_short(g_bloodspray)
write_short(g_blood)
write_byte(70)
write_byte(random_num(1,2))
message_end()
} else {
new decal = native_gi_get_gunshot_decal()
// Check if the wall hit is an entity
if(target)
{
// Put decal on an entity
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_DECAL)
write_coord(aimOrigin[0])
write_coord(aimOrigin[1])
write_coord(aimOrigin[2])
write_byte(decal)
write_short(target)
message_end()
} else {
// Put decal on "world" (a wall)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
write_coord(aimOrigin[0])
write_coord(aimOrigin[1])
write_coord(aimOrigin[2])
write_byte(decal)
message_end()
}
// Show sparcles
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_GUNSHOTDECAL)
write_coord(aimOrigin[0])
write_coord(aimOrigin[1])
write_coord(aimOrigin[2])
write_short(id)
write_byte(decal)
message_end()
}
}
//block anim standart wpn
public UpdateClientData_Post( id, sendweapons, cd_handle ){
if ( !is_alive[id] ) return FMRES_IGNORED;
if(haswhpnnmg[id] && has_minigun[id]) set_cd(cd_handle, CD_flNextAttack, halflife_time() + 0.001 );
return FMRES_HANDLED;
}
public fwd_CmdStart(id, uc_handle, seed)
{
if(!is_alive[id] || !has_minigun[id]) return FMRES_IGNORED
if(!canfire[id]) return FMRES_HANDLED
if(haswhpnnmg[id])
{
static buttons
buttons = get_uc(uc_handle, UC_Buttons)
if(buttons & IN_ATTACK)
{
atk1[id] = true
atk2[id] = false
}
else if(buttons & IN_ATTACK2)
{
atk2[id] = true
atk1[id] = false
}
if(atk1[id] && !atk2[id] && (g_plAction[id] == act_none || g_plAction[id] == act_load_up) && clipp[id]>0){
buttons &= ~IN_ATTACK
buttons &= ~IN_ATTACK2
set_uc(uc_handle, UC_Buttons, buttons)
fire_mode(id,0)
} else if(atk2[id] || atk1[id] && clipp[id]==0){
fire_mode(id,1)
}
}
return FMRES_IGNORED
}
// in fire
fire_mode(id, type) {
static Float:gtime
gtime = get_gametime()
g_lastShot[id] = gtime
if(g_nextSound[id] <= gtime && canfire[id]) {
switch(g_plAction[id]) {
case act_none: {
native_playanim(id, anim_spinup)
emit_sound(id, CHAN_WEAPON, m_SOUND[2], 1.0, ATTN_NORM, 0, PITCH_NORM)
g_nextSound[id] = gtime + LOADUP_TIME
g_plAction[id] = act_load_up
}
case act_load_up: {
g_nextSound[id] = gtime
g_plAction[id] = act_run
}
}
}
if(g_plAction[id] == act_run) {
if(type == 0 && clipp[id]>0 && atk1[id]){
emit_sound(id, CHAN_WEAPON, m_SOUND[0], 1.0, ATTN_NORM, 0, PITCH_NORM)
testbulet(id)
if(!delay[id]) {
native_playanim(id, anim_spinfire)
ammo_hud(id)
set_task(0.2,"delayanim",id)
delay[id] = true
}
}
else {
if(!delay[id]) {
ammo_hud(id)
emit_sound(id, CHAN_WEAPON, m_SOUND[1], 1.0, ATTN_NORM, 0, PITCH_NORM)
native_playanim(id, anim_spinidle)
set_task(0.2,"delayanim",id)
delay[id] = true
}
}
}
atk1[id] = false
atk2[id] = false
}
public delayanim(id){
delay[id] = false
}
//sound and anim
public fwd_StartFrame() {
static Float:gtime, id
gtime = get_gametime()
for(id = 0; id <= g_MaxPlayers; id++) {
if(g_plAction[id] != act_none) {
if(!(pev(id, pev_button) & IN_ATTACK) && !(pev(id, pev_button) & IN_ATTACK2) && g_lastShot[id] + 0.2 < gtime) {
native_playanim(id, anim_spinidledown)
emit_sound(id, CHAN_WEAPON, m_SOUND[3], 1.0, ATTN_NORM, 0, PITCH_NORM)
g_nextSound[id] = gtime + SHUTDOWN_TIME
g_plAction[id] = act_none
}
}
}
}
// No recoil stuff
public fwPrecacheEvent(type, const name[]) {
for (new i = 0; i < sizeof g_guns_events; ++i) {
if (equal(g_guns_events[i], name)) {
g_guns_eventids_bitsum |= (1<<get_orig_retval())
return FMRES_HANDLED
}
}
return FMRES_IGNORED
}
public fwPlaybackEvent(flags, invoker, eventid) {
if (!(g_guns_eventids_bitsum & (1<<eventid)) || !(1 <= invoker <= g_MaxPlayers) || !haswhpnnmg[invoker] || !has_minigun[invoker])
return FMRES_IGNORED
g_fix_punchangle[invoker] = true
return FMRES_HANDLED
}
public fwPlayerPostThink(id) {
if (g_fix_punchangle[id]) {
g_fix_punchangle[id] = false
set_pev(id, pev_punchangle, Float:{0.0, 0.0, 0.0})
return FMRES_HANDLED
}
return FMRES_IGNORED
}
public fwTraceLine(const Float:start[3], const Float:dest[3], ignore_monsters, id, ptr) {
if (!(1 <= id <= g_MaxPlayers))
return FMRES_IGNORED
if (!g_normal_trace[id]) {
g_normal_trace[id] = ptr
return FMRES_HANDLED
}
if (ptr == g_normal_trace[id] || ignore_monsters != DONT_IGNORE_MONSTERS || !is_alive[id] || !haswhpnnmg[id] || !has_minigun[id])
return FMRES_IGNORED
fix_recoil_trace(id, start, ptr)
return FMRES_SUPERCEDE
}
// show ammo clip
public ammo_hud(id) {
if(!delayhud[id]) {
delayhud[id] = true
new AmmoHud[65]
new clip = clipp[id]
format(AmmoHud, 64, "Ammo: %i", clip)
set_hudmessage(200, 100, 0, 1.0 , 1.0, 0, 0.1, 0.1,0.1)
show_hudmessage(id,"%s",AmmoHud)
set_task(0.2,"delayhutmsg",id)
}
}
public delayhutmsg(id){
delayhud[id]= false
}
//get weapon id
stock get_weapon_ent(id,wpnid=0,wpnName[]="")
{
// who knows what wpnName will be
static newName[24];
// need to find the name
if(wpnid) get_weaponname(wpnid,newName,23);
// go with what we were told
else formatex(newName,23,"%s",wpnName);
// prefix it if we need to
if(!equal(newName,"weapon_",7))
format(newName,23,"weapon_%s",newName);
return fm_find_ent_by_owner(get_maxplayers(),newName,id);
}
fix_recoil_trace(id, const Float:start[], ptr) {
static Float:dest[3]
pev(id, pev_v_angle, dest)
engfunc(EngFunc_MakeVectors, dest)
global_get(glb_v_forward, dest)
xs_vec_mul_scalar(dest, 9999.0, dest)
xs_vec_add(start, dest, dest)
engfunc(EngFunc_TraceLine, start, dest, DONT_IGNORE_MONSTERS, id, ptr)
}
// Get User Team
stock fm_cs_get_user_team(id)
{
return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX);
}
Pouex(Görkem Bacısısikişenoğlu)'in anasını götünden sikeyim.
Emirhan SkürtSkürt seninde ananı sikicem sıradasın.
Dediğim gibi ferudun ve berke lafım yok.
forum.csduragi.com
Emirhan SkürtSkürt seninde ananı sikicem sıradasın.
Dediğim gibi ferudun ve berke lafım yok.
forum.csduragi.com
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