zp_skull1.sma : Bu Sma Dosyası Skull Deagle modellerinin sma dosyası , sma dosyasına /say komutu eklermisiniz /skulldeagle
yazınca skulldeagle alsın , yapabilirmisiniz ?
Yada Bir Silah Plugini Verir misin skull deagle plugini
Temamızın yeni versiyonuna geçilmiştir.
Görüş & Önerileriniz için [email protected] adresine mail atabilirsiniz.
Reklam gösterimini engelleyici yazılım kullandığınızı görüyoruz.
Sitemizin ayakta kalıp sizlere hizmet edebilmek için en büyük gelir kaynağı sayfamızda gösterilen reklamlardır.
Reklam gösterimde bizim sayfamıza ayrıcalık tanıyarak ayakta kalmamıza destek olmak ister misiniz ?
Konu
................
PHP Kod:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <xs>
#include <cstrike>
#include <zombieplague>
#include <fakemeta_util>
#include <amxmisc>
new g_mode[33]
#define BLOOD_SM_NUM 8
#define ENG_NULLENT -1
#define EV_INT_WEAPONKEY EV_INT_impulse
#define SKULL1_WEAPONKEY 901
#define MAX_PLAYERS 32
#define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)
const USE_STOPPED = 0
const OFFSET_ACTIVE_ITEM = 373
const OFFSET_WEAPONOWNER = 41
const OFFSET_LINUX = 5
const OFFSET_LINUX_WEAPONS = 4
#define BLOOD_STREAM_RED 70
#define WEAP_LINUX_XTRA_OFF 4
#define m_fKnown 44
#define m_flNextPrimaryAttack 46
#define m_flTimeWeaponIdle 48
#define m_iClip 51
#define m_fInReload 54
#define PLAYER_LINUX_XTRA_OFF 5
#define m_flNextAttack 83
#define BLOOD_LG_NUM 2
#define SKULL1_RELOAD_TIME 2.0
const UNIT_SECOND = ( 1 << 12 )
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_USP)|(1<<CSW_DEAGLE)|(1<<CSW_GLOCK18)|(1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)
new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
"weapon_aug", "weapon_smokegrenade", "weapon_sg550", "weapon_fiveseven", "weapon_ump45", "weapon_elite",
"weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
"weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
"weapon_elite", "weapon_knife", "weapon_p90" }
new const Fire_Sounds[][] = { "weapons/skull1-1.wav", "weapons/skull1-1.wav" }
new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }
new SKULL1_V_MODEL[64] = "models/csplague.com/v_skull1.mdl"
new SKULL1_P_MODEL[64] = "models/csplague.com/p_skull1.mdl"
new SKULL1_W_MODEL[64] = "models/csplague.com/w_skull1.mdl"
new cvar_dmg_skull1, g_itemid_skull1, cvar_clip_skull1, cvar_skull1_ammo
new g_has_skull1[33]
new g_MaxPlayers, g_orig_event_skull1, g_clip_ammo[33]
new m_iBlood[2]
new g_skull1_TmpClip[33]
new g_Reload[33] , oldweap[33]
new blood_small_red[BLOOD_SM_NUM], blood_large_red[BLOOD_LG_NUM]
new gmsgScreenShake
public plugin_init()
{
register_plugin("[ZP] Weapon: SKULL1", "1.0", "xD")
register_clcmd("say /skulldeagle","give_skull1");
register_message(get_user_msgid("DeathMsg"), "message_DeathMsg")
register_event("CurWeapon","CurrentWeapon","be","1=1")
RegisterHam(Ham_Item_AddToPlayer, "weapon_deagle", "fw_SKULL1_AddToPlayer")
RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1)
RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1)
RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1)
RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1)
for (new i = 1; i < sizeof WEAPONENTNAMES; i++)
if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_deagle", "fw_SKULL1_PrimaryAttack")
RegisterHam(Ham_Item_PostFrame, "weapon_deagle", "SKULL1__ItemPostFrame");
RegisterHam(Ham_Weapon_Reload, "weapon_deagle", "SKULL1__Reload");
RegisterHam(Ham_Weapon_Reload, "weapon_deagle", "SKULL1__Reload_Post", 1);
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
register_forward(FM_SetModel, "fw_SetModel")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_PlaybackEvent, "fwPlaybackEvent")
register_forward(FM_CmdStart, "fw_CmdStart")
register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0")
gmsgScreenShake = get_user_msgid ("ScreenShake")
cvar_dmg_skull1 = register_cvar("zp_skull1_dmg", "150.0")
cvar_clip_skull1 = register_cvar("zp_skull1_clip", "7")
cvar_skull1_ammo = register_cvar("zp_skull1_ammo", "70")
g_itemid_skull1 = zp_register_extra_item("???????? \wSkull Deagle", 25, ZP_TEAM_HUMAN)
blood_large_red = {204,205}
blood_small_red = {190,191,192,193,194,195,196,197}
g_MaxPlayers = get_maxplayers()
}
public plugin_precache()
{
precache_model(SKULL1_V_MODEL)
precache_model(SKULL1_P_MODEL)
precache_model(SKULL1_W_MODEL)
precache_sound("weapons/skull1_draw.wav")
precache_sound("weapons/skull1_clipout.wav")
precache_sound(Fire_Sounds[0])
m_iBlood[0] = precache_model("sprites/blood.spr")
m_iBlood[1] = precache_model("sprites/bloodspray.spr")
register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1)
}
public plugin_natives()
{
register_native("give_weapon_inf", "native_give_weapon_add", 1)
}
public fwPrecacheEvent_Post(type, const name[])
{
if(equal("events/deagle.sc", name))
{
g_orig_event_skull1 = get_orig_retval()
return FMRES_HANDLED
}
return FMRES_IGNORED
}
public Event_NewRound()
{
for(new i; i <=32; i++)
g_Reload[i] = 0
}
public fw_SetModel(entity, model[])
{
if(!is_valid_ent(entity))
return FMRES_IGNORED;
static szClassName[33]
entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName))
if(!equal(szClassName, "weaponbox"))
return FMRES_IGNORED;
static iOwner
iOwner = entity_get_edict(entity, EV_ENT_owner)
if(equal(model, "models/w_deagle.mdl"))
{
static iStoredSVDID
iStoredSVDID = find_ent_by_owner(ENG_NULLENT, "weapon_deagle", entity)
if(!is_valid_ent(iStoredSVDID))
return FMRES_IGNORED;
if(g_has_skull1[iOwner])
{
entity_set_int(iStoredSVDID, EV_INT_WEAPONKEY, SKULL1_WEAPONKEY)
g_has_skull1[iOwner] = false
entity_set_model(entity, SKULL1_W_MODEL)
return FMRES_SUPERCEDE;
}
}
return FMRES_IGNORED;
}
public give_skull1(id)
{
drop_weapons(id, 1);
new iWep2 = give_item(id,"weapon_deagle")
if( iWep2 > 0 )
{
cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_skull1))
cs_set_user_bpammo (id, CSW_DEAGLE, get_pcvar_num(cvar_skull1_ammo))
}
if(get_user_weapon(id) == CSW_DEAGLE)
{
UTIL_PlayWeaponAnimation(id, 7)
set_pdata_float(id, m_flNextAttack, 1.3, PLAYER_LINUX_XTRA_OFF)
}
g_has_skull1[id] = true;
}
public fw_CmdStart(id, uc_handle, seed)
{
if(!is_user_alive(id))
return PLUGIN_HANDLED
if(g_Reload[id])
return PLUGIN_HANDLED
if(!g_has_skull1[id])
return PLUGIN_HANDLED
if((get_uc(uc_handle, UC_Buttons) & IN_ATTACK2) && !(pev(id, pev_oldbuttons) & IN_ATTACK2))
{
new szClip, szAmmo
new szWeapID = get_user_weapon(id, szClip, szAmmo)
if(szWeapID == CSW_DEAGLE && g_has_skull1[id] && szClip > 0)
{
if(g_mode[id] == 0)
{
g_mode[id] = 1
set_task(0.1,"fire_id",id)
replace_weapon_models(id,CSW_DEAGLE)
}
else
{
remove_task(id)
g_mode[id] = 0
replace_weapon_models(id,CSW_DEAGLE)
}
}
}
return PLUGIN_HANDLED
}
public fire_id(id)
{
if(!is_user_alive(id))
return;
if(g_mode[id] == 1 && g_Reload[id] == 0 && is_user_alive(id) && !zp_get_user_zombie(id))
{
new szClip, szAmmo
new szWeapID = get_user_weapon(id, szClip, szAmmo)
if(szClip > 1 && szWeapID == CSW_DEAGLE)
{
UTIL_PlayWeaponAnimation(id, random_num(4, 5)) // Hopm
UTIL_ScreenShake( id, UNIT_SECOND*7, UNIT_SECOND*3, UNIT_SECOND*6 )
make_blood_and_bulletholes(id)
new ak = find_ent_by_owner ( -1, "weapon_deagle", id )
set_pdata_int ( ak, 51, szClip - 1, 4 )
static Float:punchAngle[3];
punchAngle[0] = float(random_num(-10, 10)) / 100.0;
punchAngle[1] = float(random_num(-300, 300)) / 100.0;
punchAngle[2] = 0.0;
set_pev(id, pev_punchangle, punchAngle);
set_task(0.1,"fire_id",id)
}
else if(szClip == 1 && szWeapID == CSW_DEAGLE)
{
new num
num = random_num(1,2)
if(num == 1) UTIL_PlayWeaponAnimation(id, 4)
if(num == 2) UTIL_PlayWeaponAnimation(id, 5)
make_blood_and_bulletholes(id)
new ak = find_ent_by_owner ( -1, "weapon_deagle", id )
set_pdata_int ( ak, 51, szClip - 1, 4 )
static Float:punchAngle[3];
punchAngle[0] = float(random_num(-10, 10)) / 100.0;
punchAngle[1] = float(random_num(-150, 150)) / 100.0;
punchAngle[2] = 0.0;
set_pev(id, pev_punchangle, punchAngle);
set_task(0.1,"fire_id",id)
}
else if(szClip == 0 && szWeapID == CSW_DEAGLE)
{
UTIL_PlayWeaponAnimation(id, 6)
}
}
}
UTIL_ScreenShake( Player, iAmplitude, iDuration, iFrequency )
{
message_begin( MSG_ONE, gmsgScreenShake, _, Player )
write_short( iAmplitude )
write_short( iDuration )
write_short( iFrequency )
message_end( )
}
public fw_SKULL1_AddToPlayer(SKULL1, id)
{
if(!is_valid_ent(SKULL1) || !is_user_connected(id))
return HAM_IGNORED;
if(entity_get_int(SKULL1, EV_INT_WEAPONKEY) == SKULL1_WEAPONKEY)
{
g_has_skull1[id] = true
entity_set_int(SKULL1, EV_INT_WEAPONKEY, 0)
return HAM_HANDLED;
}
return HAM_IGNORED;
}
public fw_UseStationary_Post(entity, caller, activator, use_type)
{
if (use_type == USE_STOPPED && is_user_connected(caller))
replace_weapon_models(caller, get_user_weapon(caller))
}
public fw_Item_Deploy_Post(weapon_ent)
{
static owner
owner = fm_cs_get_weapon_ent_owner(weapon_ent)
static weaponid
weaponid = cs_get_weapon_id(weapon_ent)
replace_weapon_models(owner, weaponid)
}
public CurrentWeapon(id)
{
replace_weapon_models(id, read_data(2))
}
replace_weapon_models(id, weaponid)
{
if(weaponid == CSW_DEAGLE)
{
if (zp_get_user_zombie(id) || zp_get_user_survivor(id))
return;
if(g_has_skull1[id])
{
if(g_mode[id] == 0)
{
set_pev(id, pev_viewmodel2, SKULL1_V_MODEL)
set_pev(id, pev_weaponmodel2, SKULL1_P_MODEL)
}
if(oldweap[id] != CSW_DEAGLE)
{
UTIL_PlayWeaponAnimation(id, 7)
set_pdata_float(id, m_flNextAttack, 1.3, PLAYER_LINUX_XTRA_OFF)
}
}
else g_mode[id] = 0
}
if(weaponid != CSW_DEAGLE)
g_Reload[id] = 0
if(weaponid != CSW_DEAGLE)
remove_task(id)
oldweap[id] = weaponid
}
public fw_UpdateClientData_Post(Player, SendWeapons, CD_Handle)
{
if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_DEAGLE) || !g_has_skull1[Player])
return FMRES_IGNORED
set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)
return FMRES_HANDLED
}
public fw_SKULL1_PrimaryAttack(Weapon)
{
new Player = get_pdata_cbase(Weapon, 41, 4)
new id = Player
if (!g_has_skull1[Player])
return HAM_IGNORED;
if(get_user_weapon(Player) == CSW_DEAGLE)
{
g_clip_ammo[Player] = cs_get_weapon_ammo(Weapon)
new szClip, szAmmo
new szWeapID = get_user_weapon(id, szClip, szAmmo)
if(szClip <= 0)
return HAM_IGNORED;
if(szWeapID == CSW_DEAGLE && g_has_skull1[id])
{
remove_task(Player)
g_mode[Player] = 0
replace_weapon_models(Player,CSW_DEAGLE)
new num
num = random_num(1,2)
if(num == 1) UTIL_PlayWeaponAnimation(id, 2)
if(num == 2) UTIL_PlayWeaponAnimation(id, 3)
static Float:punchAngle[3];
punchAngle[0] = float(random_num(-500, 0)) / 100.0;
punchAngle[1] = float(random_num(-20, 20)) / 100.0;
punchAngle[2] = 0.0;
make_blood_and_bulletholes(id)
set_pev(id, pev_punchangle, punchAngle);
g_mode[id] = 0
set_pdata_float(id, m_flNextAttack, 0.3, PLAYER_LINUX_XTRA_OFF)
new ak = find_ent_by_owner ( -1, "weapon_deagle", id )
set_pdata_int ( ak, 51, szClip - 1, 4 )
remove_task(id)
}
}
return HAM_SUPERCEDE;
}
public fwPlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
if ((eventid != g_orig_event_skull1))
return FMRES_IGNORED
if (!(1 <= invoker <= g_MaxPlayers))
return FMRES_IGNORED
playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
return FMRES_SUPERCEDE
}
public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
if (victim != attacker && is_user_connected(attacker))
{
if(get_user_weapon(attacker) == CSW_DEAGLE)
{
if(g_has_skull1[attacker])
SetHamParamFloat(4, get_pcvar_float(cvar_dmg_skull1))
}
}
}
public message_DeathMsg(msg_id, msg_dest, id)
{
static szTruncatedWeapon[33], iAttacker, iVictim
get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon))
iAttacker = get_msg_arg_int(1)
iVictim = get_msg_arg_int(2)
if(!is_user_connected(iAttacker) || iAttacker == iVictim)
return PLUGIN_CONTINUE
if(equal(szTruncatedWeapon, "deagle") && get_user_weapon(iAttacker) == CSW_DEAGLE)
{
if(g_has_skull1[iAttacker])
set_msg_arg_string(4, "skull1")
}
return PLUGIN_CONTINUE
}
stock fm_cs_get_current_weapon_ent(id)
{
return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX);
}
stock fm_cs_get_weapon_ent_owner(ent)
{
return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS);
}
stock UTIL_PlayWeaponAnimation(const Player, const Sequence)
{
set_pev(Player, pev_weaponanim, Sequence)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
write_byte(Sequence)
write_byte(pev(Player, pev_body))
message_end()
}
stock make_blood_and_bulletholes(id)
{
new aimOrigin[3], target, body
get_user_origin(id, aimOrigin, 3)
get_user_aiming(id, target, body)
engfunc(EngFunc_EmitSound, id, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
if(target > 0 && target <= g_MaxPlayers && zp_get_user_zombie(target))
{
static Float:plrViewAngles[3], Float:VecEnd[3], Float:VecDir[3], Float:PlrOrigin[3];
pev(id, pev_v_angle, plrViewAngles);
static Float:VecSrc[3], Float:VecDst[3];
//VecSrc = pev->origin + pev->view_ofs;
pev(id, pev_origin, PlrOrigin)
pev(id, pev_view_ofs, VecSrc)
xs_vec_add(VecSrc, PlrOrigin, VecSrc)
//VecDst = VecDir * 8192.0;
angle_vector(plrViewAngles, ANGLEVECTOR_FORWARD, VecDir);
xs_vec_mul_scalar(VecDir, 8192.0, VecDst);
xs_vec_add(VecDst, VecSrc, VecDst);
new hTrace = create_tr2()
engfunc(EngFunc_TraceLine, VecSrc, VecDst, 0, id, hTrace)
new hitEnt = get_tr2(hTrace, TR_pHit);
get_tr2(hTrace, TR_vecEndPos, VecEnd);
if (pev_valid(hitEnt)) {
new Float:takeDamage;
pev(hitEnt, pev_takedamage, takeDamage);
new Float:dmg = get_pcvar_float(cvar_dmg_skull1);
new hitGroup = get_tr2(hTrace, TR_iHitgroup);
switch (hitGroup) {
case HIT_HEAD: { dmg *= 3.0; }
case HIT_LEFTARM: { dmg *= 0.9; }
case HIT_RIGHTARM: { dmg *= 0.9; }
case HIT_LEFTLEG: { dmg *= 0.9; }
case HIT_RIGHTLEG: { dmg *= 0.9; }
}
if (is_user_connected(hitEnt) && zp_get_user_zombie(hitEnt)) {
ExecuteHamB(Ham_TakeDamage, hitEnt, id, id, dmg, DMG_BULLET | DMG_NEVERGIB);
ExecuteHamB(Ham_TraceBleed, hitEnt, dmg, VecDir, hTrace, DMG_BULLET | DMG_NEVERGIB);
make_blood(VecEnd, dmg, hitEnt);
}
}
}
else if(!is_user_connected(target))
{
if(target)
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_DECAL)
write_coord(aimOrigin[0])
write_coord(aimOrigin[1])
write_coord(aimOrigin[2])
write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
write_short(target)
message_end()
}
else
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
write_coord(aimOrigin[0])
write_coord(aimOrigin[1])
write_coord(aimOrigin[2])
write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
message_end()
}
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(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] )
message_end()
}
}
public SKULL1__ItemPostFrame(weapon_entity) {
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED;
if (!g_has_skull1[id])
return HAM_IGNORED;
new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF)
new iBpAmmo = cs_get_user_bpammo(id, CSW_DEAGLE);
new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
new fInReload = get_pdata_int(weapon_entity, m_fInReload, WEAP_LINUX_XTRA_OFF)
if( fInReload && flNextAttack <= 0.0 )
{
new j = min(get_pcvar_num(cvar_clip_skull1) - iClip, iBpAmmo)
set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF)
cs_set_user_bpammo(id, CSW_DEAGLE, iBpAmmo-j);
set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF)
fInReload = 0
g_Reload[id] = 0
}
return HAM_IGNORED;
}
public SKULL1__Reload(weapon_entity) {
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED;
if (!g_has_skull1[id])
return HAM_IGNORED;
g_skull1_TmpClip[id] = -1;
new iBpAmmo = cs_get_user_bpammo(id, CSW_DEAGLE);
new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
if (iBpAmmo <= 0)
return HAM_SUPERCEDE;
if (iClip >= get_pcvar_num(cvar_clip_skull1))
return HAM_SUPERCEDE;
g_skull1_TmpClip[id] = iClip;
return HAM_IGNORED;
}
public SKULL1__Reload_Post(weapon_entity) {
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED;
if (!g_has_skull1[id])
return HAM_IGNORED;
if (g_skull1_TmpClip[id] == -1)
return HAM_IGNORED;
new iBpAmmo = cs_get_user_bpammo(id, CSW_DEAGLE);
if (iBpAmmo <= 0)
return HAM_IGNORED;
set_pdata_int(weapon_entity, m_iClip, g_skull1_TmpClip[id], WEAP_LINUX_XTRA_OFF)
set_pdata_float(weapon_entity, m_flTimeWeaponIdle, SKULL1_RELOAD_TIME, WEAP_LINUX_XTRA_OFF)
set_pdata_float(id, m_flNextAttack, SKULL1_RELOAD_TIME, PLAYER_LINUX_XTRA_OFF)
set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)
// relaod animation
UTIL_PlayWeaponAnimation(id, 6)
remove_task(id)
set_task(SKULL1_RELOAD_TIME - 0.1,"reload_task",id)
g_mode[id] = 0
g_Reload[id] = 1
return HAM_IGNORED;
}
public reload_task(id)
{
if(!is_user_alive(id))
return;
new weapon_entity = find_ent_by_owner ( -1, "weapon_deagle",id)
new iBpAmmo = cs_get_user_bpammo(id, CSW_DEAGLE);
new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
new j = min(get_pcvar_num(cvar_clip_skull1) - iClip, iBpAmmo)
set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF)
cs_set_user_bpammo(id, CSW_DEAGLE, iBpAmmo-j);
}
public get_origin_int(index, origin[3])
{
new Float:FVec[3]
pev(index,pev_origin,FVec)
origin[0] = floatround(FVec[0])
origin[1] = floatround(FVec[1])
origin[2] = floatround(FVec[2])
return 1
}
public zp_extra_item_selected(id, itemid)
{
if(itemid == g_itemid_skull1)
give_skull1(id)
}
public zp_user_infected_post(id)
{
if (zp_get_user_zombie(id))
g_has_skull1[id] = false
}
public native_give_weapon_add(id)
{
give_skull1(id)
}
public client_disconnect(id)
{
g_has_skull1[id] = false
remove_task(id)
}
public client_connect(id)
{
g_has_skull1[id] = false
remove_task(id)
}
stock make_blood(const Float:vTraceEnd[3], Float:Damage, hitEnt) {
new bloodColor = ExecuteHam(Ham_BloodColor, hitEnt);
if (bloodColor == -1)
return;
new amount = floatround(Damage);
amount *= 2; //according to HLSDK
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_BLOODSPRITE);
write_coord(floatround(vTraceEnd[0]));
write_coord(floatround(vTraceEnd[1]));
write_coord(floatround(vTraceEnd[2]));
write_short(m_iBlood[1]);
write_short(m_iBlood[0]);
write_byte(bloodColor);
write_byte(min(max(3, amount/10), 16));
message_end();
}
stock drop_weapons(id, dropwhat)
{
static weapons[32], num, i, weaponid
num = 0
get_user_weapons(id, weapons, num)
for (i = 0; i < num; i++)
{
weaponid = weapons[i]
if (dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
{
static wname[32]
get_weaponname(weaponid, wname, sizeof wname - 1)
engclient_cmd(id, "drop", wname)
}
}
}
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
Bu Olmadı Ya /skulldeagle yazınca silahı almıyor
Eklentide herhangi bir sorun yoktur.
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
Bi Rica Etsem Bu sma nın Modellerini atarmısın
Bendeki Modeller
v_skul1
p_skull1
w_skull 1
Ses Modelleri
skull1_clipout
skull1_draw
Modelleri models te csplague.com diye klasör oluşturup içine attım
Ses Dosyalarınıda Sound da weapons diye klasör oluşturup içine attım
Amx Ve Sma Dosyasını Yükledim
Saha Sonra Mapı Değiştirdim Ve modeller olmadı
NOT: (csplague.com klasörünü oluştururken panel (.) kabul etmediği için pluginden (.) "yı sildim ve klasörüde csplaguecom diye klasör oluşturarak içine attım.)
Eğer benim bu yazdıklarımda bi hata varsa söylermisin
Bendeki Modeller
v_skul1
p_skull1
w_skull 1
Ses Modelleri
skull1_clipout
skull1_draw
Modelleri models te csplague.com diye klasör oluşturup içine attım
Ses Dosyalarınıda Sound da weapons diye klasör oluşturup içine attım
Amx Ve Sma Dosyasını Yükledim
Saha Sonra Mapı Değiştirdim Ve modeller olmadı
NOT: (csplague.com klasörünü oluştururken panel (.) kabul etmediği için pluginden (.) "yı sildim ve klasörüde csplaguecom diye klasör oluşturarak içine attım.)
Eğer benim bu yazdıklarımda bi hata varsa söylermisin
Cevap Verirmisin
@ admin1963- Google amcaya "cs 1.6 skulldeagle plugin" yazarak araştırıp bulabilirsin dosyalarını eksiksiz şekilde yükle.
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
Zaten Eksiksiz Bir Şekilde Yükledim
Çökme Sorunuylada karşılaşmadım
Çökme Sorunuylada karşılaşmadım
Forum kurallarına aykırı olduğun için konunuz silinmiştir .
Bir Hata Söz Konusu Olursa Bizlere Ulaşarak Düzeltebilirsiniz.
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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