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Silinmiş Konu   | Zp guillotine bıçağı admine özel elbaşı

Konu

#1
Selamün aleyküm, adminlere özel elbaşı guillotine bıçağı gelmesini ayarlayabilirmisiniz, zp mod kullandığım için silah menüsünden silah alınca guillotine bıçağı elden gidiyor çözebilecek varmı,

.sma normal_guillotine.sma (Dosya Boyutu: 24.56 KB | İndirme Sayısı: 3)



WFTURKEY | Zombie Escape |'TR ~ IP : 213.238.173.161 ~ DNS : Cs161.Csduragi.Com ~
#2
Elbaşi Verdiririm Adminlere Fakat 2. Sorun Icin Yapabilecegim Birşey Gelmiyor Aklima.



#3
Reis elinden gitmemesi için yazılacak bir kod yokmudur @!berk!


WFTURKEY | Zombie Escape |'TR ~ IP : 213.238.173.161 ~ DNS : Cs161.Csduragi.Com ~
#4
Kafami Toplayip Bakicam Gene Simdi Cok Uykum Var Yoruldum Bugun Zaten Yarin Bakarim Bi.



#5
Tamamdır hayırlı geceler @!berk!


WFTURKEY | Zombie Escape |'TR ~ IP : 213.238.173.161 ~ DNS : Cs161.Csduragi.Com ~
#6
Modunu düzenlenmesi gerekiyor


#8
Son Düzenleme: 16-12-2017, Saat: 13:36, Düzenleyen: ITenGriTR.
Bakiyorum
Denermisin
PHP Kod:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <fun>

#define PLUGIN "Blood-Dripper"
#define VERSION "1.0"
#define AUTHOR "m4m3ts"

#define CSW_BDRIPPER CSW_MAC10
#define weapon_guillotine "weapon_mac10"
#define old_event "events/mac10.sc"
#define old_w_model "models/w_mac10.mdl"
#define WEAPON_SECRETCODE 1329419


#define DEFAULT_AMMO 10
#define DAMAGE 10
#define BDRIP_CLASSNAME "Blood Dripper"
#define WEAPON_ANIMEXT "knife"

#define Get_Ent_Data(%1,%2) get_pdata_int(%1,%2,4)
#define Set_Ent_Data(%1,%2,%3) set_pdata_int(%1,%2,%3,4)

const PDATA_SAFE = 2
const OFFSET_LINUX_WEAPONS = 4
const OFFSET_WEAPONOWNER = 41
const m_flNextAttack = 83
const m_szAnimExtention = 492

new const v_model[] = "models/v_guillotine.mdl"
new const p_model[] = "models/p_guillotine.mdl"
new const w_model[] = "models/w_guillotine.mdl"
new const KNIFE_MODEL[] = "models/guillotine_projectile.mdl"
new const PECAH_MODEL[] = "models/gibs_guilotine.mdl"
new const hit_wall[] = "weapons/janus9_stone1.wav"
new const hit_wall2[] = "weapons/janus9_stone2.wav"
new const weapon_sound[6][] = 
{
"weapons/guillotine_catch2.wav",
"weapons/guillotine_draw.wav",
"weapons/guillotine_draw_empty.wav",
"weapons/guillotine_explode.wav",
"weapons/guillotine_red.wav",
"weapons/guillotine-1.wav"
}


new const 
WeaponResource[3][] = 
{
"sprites/weapon_guillotine.txt",
"sprites/640hud120.spr",
"sprites/guillotine_lost.spr"
}

enum
{
ANIM_IDLE = 0,
ANIM_IDLE_EMPTY,
ANIM_SHOOT,
ANIM_DRAW,
ANIM_DRAW_EMPTY,
ANIM_IDLE_SHOOT,
ANIM_IDLE_SHOOT2,
ANIM_CATCH,
ANIM_LOST
}

new 
g_MsgDeathMsg

new g_had_guillotine[33], g_guillotine_ammo[33], shoot_mode[33], shoot_ent_mode[33], g_pecah, headshot_mode[33], ent_sentuh[33], ent_sentuh_balik[33]
new 
g_old_weapon[33], g_smokepuff_id, m_iBlood[2], guillotine_korban[33], headshot_korban[33], gmsgScoreInfo

const PRIMARY_WEAPONS_BIT_SUM = 
(1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<
CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)

public 
plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_cvar("guillotine_version", "m4m3ts", FCVAR_SERVER|FCVAR_SPONLY)
register_forward(FM_CmdStart, "fw_CmdStart")
register_forward(FM_SetModel, "fw_SetModel")
register_think(BDRIP_CLASSNAME, "fw_Think")
register_touch(BDRIP_CLASSNAME, "*", "fw_touch")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_TraceLine, "fw_traceline", 1)
register_forward(FM_AddToFullPack, "fm_addtofullpack_post", 1)
RegisterHam(Ham_Weapon_WeaponIdle, weapon_guillotine, "fw_guillotineidleanim", 1)
RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
RegisterHam(Ham_Item_AddToPlayer, weapon_guillotine, "fw_AddToPlayer_Post", 1)
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")

register_clcmd("weapon_guillotine", "hook_weapon")
RegisterHam(Ham_Spawn, "player", "bePS", 1)
register_clcmd("say /get_guillotine", "get_guillotine", ADMIN_USER)

g_MsgDeathMsg = get_user_msgid("DeathMsg")
gmsgScoreInfo = get_user_msgid("ScoreInfo")
}


public 
plugin_precache()
{
precache_model(v_model)
precache_model(p_model)
precache_model(w_model)
precache_model(KNIFE_MODEL)
g_pecah = precache_model(PECAH_MODEL)
precache_sound(hit_wall)
precache_sound(hit_wall2)

for(new 
i = 0; i < sizeof(weapon_sound); i++) 
precache_sound
(weapon_sound[i])

for(new 
i = 1; i < sizeof(WeaponResource); i++)
precache_model(WeaponResource[i])

g_smokepuff_id = engfunc(EngFunc_PrecacheModel, WeaponResource[2])
m_iBlood[0] = precache_model("sprites/blood.spr")
m_iBlood[1] = precache_model("sprites/bloodspray.spr") 
}
public 
bePS(id){
get_guillotine(id) 
}
public 
fw_PlayerKilled(id)
{
remove_guillotine(id)
}

public 
hook_weapon(id)
{
engclient_cmd(id, weapon_guillotine)
return
}

public 
get_guillotine(id)
{
if(!
is_user_alive(id))
return
drop_weapons(id, 1)
g_had_guillotine[id] = 1
g_guillotine_ammo
[id] = DEFAULT_AMMO

give_item
(id, weapon_guillotine)
update_ammo(id)

static 
weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_guillotine, id)
if(
pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1)
}

public 
remove_guillotine(id)
{
g_had_guillotine[id] = 0
}

public 
refill_guillotine(id)
{ 
if(
g_had_guillotine[id]) g_guillotine_ammo[id] = 15

if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id]) update_ammo(id)
}

public 
fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
if(!
is_user_alive(id) || !is_user_connected(id))
return 
FMRES_IGNORED 
if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id])
set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001) 

return FMRES_HANDLED
}

public 
Event_CurWeapon(id)
{
if(!
is_user_alive(id))
return

if(
get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id])
{
set_pev(id, pev_viewmodel2, v_model)
set_pev(id, pev_weaponmodel2, p_model)
set_pdata_string(id, m_szAnimExtention * 4, WEAPON_ANIMEXT, -1 , 20)
if(
g_old_weapon[id] != CSW_BDRIPPER && g_guillotine_ammo[id] >= 1) set_weapon_anim(id, ANIM_DRAW)
if(
g_old_weapon[id] != CSW_BDRIPPER && g_guillotine_ammo[id] == 0) set_weapon_anim(id, ANIM_DRAW_EMPTY)
update_ammo(id)
}

g_old_weapon[id] = get_user_weapon(id)
}

public 
fw_guillotineidleanim(Weapon)
{
new 
id = get_pdata_cbase(Weapon, 41, 4)

if(!
is_user_alive(id) || !g_had_guillotine[id] || get_user_weapon(id) != CSW_BDRIPPER)
return 
HAM_IGNORED;

if(
shoot_mode[id] == 0 && g_guillotine_ammo[id] >= 1) 
return HAM_SUPERCEDE;

if(
headshot_mode[id] == 0 && shoot_mode[id] == 1 && get_pdata_float(Weapon, 48, 4) <= 0.25) 
{
set_weapon_anim(id, ANIM_IDLE_SHOOT)
set_pdata_float(Weapon, 48, 20.0, 4)
return 
HAM_SUPERCEDE;
}

if(
headshot_mode[id] == 1 && shoot_mode[id] == 1 && get_pdata_float(Weapon, 48, 4) <= 0.25) 
{
set_weapon_anim(id, ANIM_IDLE_SHOOT2)
set_pdata_float(Weapon, 48, 20.0, 4)
return 
HAM_SUPERCEDE;
}

if(
g_guillotine_ammo[id] == 0 && get_pdata_float(Weapon, 48, 4) <= 0.25) 
{
set_weapon_anim(id, ANIM_IDLE_EMPTY)
set_pdata_float(Weapon, 48, 20.0, 4)
return 
HAM_SUPERCEDE;
}

return 
HAM_IGNORED;
}

public 
fw_CmdStart(id, uc_handle, seed)
{
if(!
is_user_alive(id) || !is_user_connected(id))
return
if(
get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id])
return

static 
ent; ent = fm_get_user_weapon_entity(id, CSW_BDRIPPER)
if(!
pev_valid(ent))
return
if(
get_pdata_float(ent, 46, OFFSET_LINUX_WEAPONS) > 0.0 || get_pdata_float(ent, 47, OFFSET_LINUX_WEAPONS) > 0.0) 
return

static 
CurButton
CurButton 
= get_uc(uc_handle, UC_Buttons)

if(
CurButton & IN_ATTACK)
{
CurButton &= ~IN_ATTACK
set_uc
(uc_handle, UC_Buttons, CurButton)

if(
g_guillotine_ammo[id] == 0)
return
if(
shoot_mode[id] == 0 && get_pdata_float(id, 83, 5) <= 0.0)
{
g_guillotine_ammo[id]--
update_ammo(id)
shoot_mode[id] = 1
FireKnife
(id)
set_weapon_anim(id, ANIM_SHOOT)
emit_sound(id, CHAN_WEAPON, weapon_sound[5], 1.0, ATTN_NORM, 0, PITCH_NORM)
set_weapons_timeidle(id, CSW_BDRIPPER, 0.7)
set_player_nextattackx(id, 0.7)
}
}
}

public 
FireKnife(id)
{
static 
Float:StartOrigin[3], Float:velocity[3], Float:angles[3], Float:anglestrue[3], Float:jarak_max[3]
get_position(id, 2.0, 0.0, 0.0, StartOrigin)
get_position(id, 700.0, 0.0, 0.0, jarak_max)

pev(id,pev_v_angle,angles)
static 
Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
if(!
pev_valid(Ent)) return
anglestrue[0] = 360.0 - angles[0]
anglestrue[1] = angles[1]
anglestrue[2] = angles[2]

// Set info for ent
set_pev(Ent, pev_movetype, MOVETYPE_FLY)
set_pev(Ent, pev_owner, id)
set_pev(Ent, pev_iuser1, id)
set_pev(Ent, pev_fuser1, get_gametime() + 4.0)
set_pev(Ent, pev_nextthink, halflife_time() + 0.01)

entity_set_string(Ent, EV_SZ_classname, BDRIP_CLASSNAME)
engfunc(EngFunc_SetModel, Ent, KNIFE_MODEL)
set_pev(Ent, pev_mins, Float:{-1.0, -1.0, -1.0})
set_pev(Ent, pev_maxs, Float:{1.0, 1.0, 1.0})
set_pev(Ent, pev_origin, StartOrigin)
set_pev(Ent, pev_angles, anglestrue)
set_pev(Ent, pev_gravity, 0.01)
set_pev(Ent, pev_solid, SOLID_BBOX)
set_pev(Ent, pev_frame, 1.0)
set_pev(Ent, pev_framerate, 30.0)
set_pev(Ent, pev_sequence, 0)

velocity_by_aim( id, 1100, velocity )
set_pev( Ent, pev_velocity, velocity )
set_pev(Ent, pev_vuser1, velocity)
set_pev(Ent, pev_vuser2, jarak_max)
shoot_ent_mode[id] = 0
ent_sentuh
[id] = 1
ent_sentuh_balik
[id] = 0
}

public 
fm_addtofullpack_post(es, e, user, host, host_flags, player, p_set)
{
if(!
player)
return 
FMRES_IGNORED

if(!is_user_connected(host) || !is_user_alive(user))
return 
FMRES_IGNORED

if(headshot_korban[user] != 1)
return 
FMRES_IGNORED

if(host == user)
return 
FMRES_IGNORED

new Float:PlayerOrigin[3], Float:anglesss[3]
pev(user, pev_origin, PlayerOrigin)

engfunc(EngFunc_GetBonePosition, user, 8, PlayerOrigin, anglesss)

engfunc(EngFunc_SetOrigin, guillotine_korban[user], PlayerOrigin)
engfunc(EngFunc_SetOrigin, guillotine_korban[user], PlayerOrigin)

return 
FMRES_HANDLED
}

public 
fw_Think(Ent)
{
if(!
pev_valid(Ent)) 
return

static 
Float:pulang[3], Float:StartOriginz[3], pemilix, Float:brangkat[3], Float:jarak_max[3], Float:origin_asli[3], korban
pemilix 
= pev(Ent, pev_iuser1)
pev(Ent, pev_origin, StartOriginz)
korban = pev(Ent, pev_iuser2)

if(
headshot_korban[korban] == 1)
{
if(
get_gametime() - 0.2 > pev(Ent, pev_fuser3))
{
Damage_guillotine(Ent, korban)
set_pev(Ent, pev_fuser3, get_gametime())
}
}

if(
ent_sentuh_balik[pemilix] == 0 && shoot_ent_mode[pemilix] == 1)
{
ent_sentuh_balik[pemilix] = 1
pev
(pemilix, pev_origin, origin_asli)
origin_asli[2] += 7.5
}

if(
ent_sentuh[pemilix] == 1)
{
ent_sentuh[pemilix] = 0
pev
(Ent, pev_vuser2, jarak_max)
pev(Ent, pev_vuser1, brangkat)
get_speed_vector(StartOriginz, origin_asli, 1100.0, pulang)

if(
shoot_ent_mode[pemilix] == 1)
{
set_pev(Ent, pev_velocity, pulang)
}
else 
set_pev(Ent, pev_velocity, brangkat)
}

if(
shoot_ent_mode[pemilix] == 0 && get_distance_f(StartOriginz, jarak_max) <= 10.0)
{
shoot_ent_mode[pemilix] = 1
ent_sentuh
[pemilix] = 1
set_pev
(Ent, pev_owner, 0)
}

if(
shoot_ent_mode[pemilix] == 1 && get_distance_f(StartOriginz, origin_asli) <= 10.0)
{
if(
is_user_alive(pemilix) && is_user_connected(pemilix) && get_user_weapon(pemilix) == CSW_BDRIPPER && g_had_guillotine[pemilix]) balik(Ent)
else 
ancur(Ent)
}
else if(
headshot_korban[korban] == 1) set_pev(Ent, pev_nextthink, get_gametime() + 0.2)
else 
set_pev(Ent, pev_nextthink, halflife_time() + 0.01)
}

public 
fw_touch(Ent, Id)
{
// If ent is valid
if(!pev_valid(Ent))
return
if(
pev(Ent, pev_movetype) == MOVETYPE_NONE)
return
static 
classnameptd[32]
pev(Id, pev_classname, classnameptd, 31)
if (
equali(classnameptd, "func_breakable")) ExecuteHamB( Ham_TakeDamage, Id, 0, 0, 80.0, DMG_GENERIC )

// Get it's origin
new Float:originF[3], pemilix
pemilix 
= pev(Ent, pev_iuser1)
pev(Ent, pev_origin, originF)
// Alive...

if(is_user_alive(Id) && cs_get_user_team(pemilix) != cs_get_user_team(Id))
{
Damage_guillotine(Ent, Id)
set_pev(Ent, pev_owner, Id)
ent_sentuh[pemilix] = 1
create_blood
(originF)
create_blood(originF)
}

else if(
shoot_ent_mode[pemilix] == 1 && Id == pemilix)
{
if(
is_user_alive(pemilix) && is_user_connected(pemilix) && get_user_weapon(pemilix) == CSW_BDRIPPER && g_had_guillotine[pemilix]) balik(Ent)
else 
ancur(Ent)
}

else if(
is_user_alive(Id) && cs_get_user_team(pemilix) == cs_get_user_team(Id))
{
set_pev(Ent, pev_owner, Id)
ent_sentuh[pemilix] = 1
}

else
{
set_pev(Ent, pev_owner, 0)

if(
shoot_ent_mode[pemilix] == 0)
{
shoot_ent_mode[pemilix] = 1
engfunc
(EngFunc_EmitSound, Ent, CHAN_WEAPON, hit_wall, 1.0, ATTN_STATIC, 0, PITCH_NORM)
ent_sentuh[pemilix] = 1
}
else 
ancur(Ent)
}
}

public 
ancur(Ent)
{
if(!
pev_valid(Ent))
return
static 
Float:origin2[3], pemilix, Float:origin3[3]
pemilix = pev(Ent, pev_iuser1)
entity_get_vector(Ent, EV_VEC_origin, origin2)
pev(Ent, pev_origin, origin3)

engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin2, 0)
write_byte(TE_BREAKMODEL)
engfunc(EngFunc_WriteCoord, origin2[0])
engfunc(EngFunc_WriteCoord, origin2[1])
engfunc(EngFunc_WriteCoord, origin2[2])
engfunc(EngFunc_WriteCoord, 25)
engfunc(EngFunc_WriteCoord, 25)
engfunc(EngFunc_WriteCoord, 25)
engfunc(EngFunc_WriteCoord, random_num(-25, 25))
engfunc(EngFunc_WriteCoord, random_num(-25, 25))
engfunc(EngFunc_WriteCoord, 5)
write_byte(5)
write_short(g_pecah)
write_byte(10)
write_byte(17)
write_byte(0x00)
message_end()

fake_smokes(origin3)
engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, hit_wall2, 1.0, ATTN_STATIC, 0, PITCH_NORM)
shoot_mode[pemilix] = 0
remove_entity
(Ent)

if(!
is_user_alive(pemilix) || !is_user_connected(pemilix) || get_user_weapon(pemilix) != CSW_BDRIPPER || !g_had_guillotine[pemilix])
return

set_weapon_anim(pemilix, ANIM_LOST)
set_weapons_timeidle(pemilix, CSW_BDRIPPER, 2.5)
set_player_nextattackx(pemilix, 2.5)
set_task(1.3, "reload2", pemilix)
set_task(1.4, "reload", pemilix)
}

public 
reload(id)
{
if(!
is_user_alive(id) || !is_user_connected(id) || get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id] || g_guillotine_ammo[id] == 0)
return

set_weapon_anim(id, ANIM_DRAW)
}

public 
reload2(id)
{
if(!
is_user_alive(id) || !is_user_connected(id) || get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id] || g_guillotine_ammo[id] == 0)
return

set_weapon_anim(id, ANIM_IDLE_SHOOT2)
}

public 
balik(Ent)
{
if(!
pev_valid(Ent))
return
static 
id
id 
= pev(Ent, pev_iuser1)
set_weapon_anim(id, ANIM_CATCH)
emit_sound(id, CHAN_WEAPON, weapon_sound[0], 1.0, ATTN_NORM, 0, PITCH_NORM)
set_weapons_timeidle(id, CSW_BDRIPPER, 1.0)
set_player_nextattackx(id, 1.0)
shoot_mode[id] = 0
g_guillotine_ammo
[id]++
update_ammo(id)

remove_entity(Ent)
}

public 
Damage_guillotine(Ent, Id)
{
static 
Owner; Owner = pev(Ent, pev_iuser1)
static 
Attacker; 
if(!is_user_alive(Owner)) 
{
Attacker = 0
return
} else 
Attacker = Owner

new bool:bIsHeadShot; // never make that one static
new Float:flAdjustedDamage, bool:death

switch( Get_MissileWeaponHitGroup(Ent) ) 
{
case 
HIT_GENERIC: flAdjustedDamage = DAMAGE * 1.0 
case HIT_STOMACH: flAdjustedDamage = DAMAGE * 1.3 
case HIT_LEFTLEG, HIT_RIGHTLEG: flAdjustedDamage = DAMAGE * 1.1
case HIT_LEFTARM, HIT_RIGHTARM: flAdjustedDamage = DAMAGE * 1.2
case HIT_HEAD, HIT_CHEST:
{
flAdjustedDamage = DAMAGE * 1.7
bIsHeadShot 
= true
if(headshot_mode[Owner] == 0) set_task(2.0, "balik_bro", Ent+1858941 )
headshot_mode[Owner] = 1
headshot_korban
[Id] = 1
guillotine_korban
[Id] = Ent
set_pev
(Ent, pev_iuser2, Id)
set_pev(Ent, pev_sequence, 1)
set_pev(Ent, pev_solid, SOLID_NOT)
set_pev(Ent, pev_fuser3, 0.0)
}
}
if(
pev(Id, pev_health) <= flAdjustedDamage) death = true 

if(is_user_alive(Id))
{
if( 
bIsHeadShot && death)
{
if(
task_exists( Ent+1858941 )) remove_task( Ent + 1858941 )
set_pev(Ent, pev_sequence, 0)
headshot_korban[pev(Ent, pev_iuser2)] = 0
headshot_mode
[Owner] = 0
shoot_ent_mode
[Owner] = 1
ent_sentuh
[Owner] = 1
ent_sentuh_balik
[Owner] = 0
set_pev
(Ent, pev_solid, SOLID_BBOX)
set_pev(Ent, pev_nextthink, halflife_time() + 0.01)

kill(Attacker, Id, 1)

death = false 
}
if(
death)
{
kill(Attacker, Id, 0)

death = false 
}
else 
ExecuteHamB(Ham_TakeDamage, Id, Ent, Attacker, flAdjustedDamage, DMG_BULLET)
}
}

public 
balik_bro(Ent)
{
Ent -= 1858941

if(!pev_valid(Ent))
return

static 
pemilix; pemilix = pev(Ent, pev_iuser1)
set_pev(Ent, pev_sequence, 0)
headshot_korban[pev(Ent, pev_iuser2)] = 0
headshot_mode
[pemilix] = 0
shoot_ent_mode
[pemilix] = 1
ent_sentuh
[pemilix] = 1
ent_sentuh_balik
[pemilix] = 0
set_pev
(Ent, pev_solid, SOLID_BBOX)
set_pev(Ent, pev_nextthink, halflife_time() + 0.01)
}

public 
fw_SetModel(entity, model[])
{
if(!
pev_valid(entity))
return 
FMRES_IGNORED

static Classname[64]
pev(entity, pev_classname, Classname, sizeof(Classname))

if(!
equal(Classname, "weaponbox"))
return 
FMRES_IGNORED

static id
id 
= pev(entity, pev_owner)

if(
equal(model, old_w_model))
{
static 
weapon
weapon 
= fm_get_user_weapon_entity(entity, CSW_BDRIPPER)

if(!
pev_valid(weapon))
return 
FMRES_IGNORED

if(g_had_guillotine[id])
{
set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
set_pev(weapon, pev_iuser4, g_guillotine_ammo[id])
engfunc(EngFunc_SetModel, entity, w_model)

g_had_guillotine[id] = 0
g_guillotine_ammo
[id] = 0

return FMRES_SUPERCEDE
}
}

return 
FMRES_IGNORED;
}

public 
fw_AddToPlayer_Post(ent, id)
{
if(
pev(ent, pev_impulse) == WEAPON_SECRETCODE)
{
g_had_guillotine[id] = 1
g_guillotine_ammo
[id] = pev(ent, pev_iuser4)

set_pev(ent, pev_impulse, 0)
} 

message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("WeaponList"), _, id)
write_string((g_had_guillotine[id] == 1 ? "weapon_guillotine" : "weapon_mac10"))
write_byte(6)
write_byte(100)
write_byte(-1)
write_byte(-1)
write_byte(0)
write_byte(13)
write_byte(CSW_BDRIPPER)
write_byte(0)
message_end()
}

public 
update_ammo(id)
{
if(!
is_user_alive(id))
return

static 
weapon_ent; weapon_ent = fm_get_user_weapon_entity(id, CSW_BDRIPPER)
if(!
pev_valid(weapon_ent)) return

cs_set_weapon_ammo(weapon_ent, g_guillotine_ammo[id]) 
cs_set_user_bpammo(id, CSW_BDRIPPER, g_guillotine_ammo[id])

engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, get_user_msgid("CurWeapon"), {0, 0, 0}, id)
write_byte(1)
write_byte(CSW_BDRIPPER)
write_byte(-1)
message_end()

message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("AmmoX"), _, id)
write_byte(1)
write_byte(g_guillotine_ammo[id])
message_end()
}

public 
fw_traceline(Float:v1[3],Float:v2[3],noMonsters,id,ptr)
{
if(!
is_user_alive(id))
return 
HAM_IGNORED 
if(get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id])
return 
HAM_IGNORED

// get crosshair aim
static Float:aim[3];
get_aim(id,v1,aim);

// do another trace to this spot
new trace = create_tr2();
engfunc(EngFunc_TraceLine,v1,aim,noMonsters,id,trace);

// copy ints
set_tr2(ptr,TR_AllSolid,get_tr2(trace,TR_AllSolid));
set_tr2(ptr,TR_StartSolid,get_tr2(trace,TR_StartSolid));
set_tr2(ptr,TR_InOpen,get_tr2(trace,TR_InOpen));
set_tr2(ptr,TR_InWater,get_tr2(trace,TR_InWater));
set_tr2(ptr,TR_pHit,get_tr2(trace,TR_pHit));
set_tr2(ptr,TR_iHitgroup,get_tr2(trace,TR_iHitgroup));

// copy floats
get_tr2(trace,TR_flFraction,aim[0]);
set_tr2(ptr,TR_flFraction,aim[0]);
get_tr2(trace,TR_flPlaneDist,aim[0]);
set_tr2(ptr,TR_flPlaneDist,aim[0]);

// copy vecs
get_tr2(trace,TR_vecEndPos,aim);
set_tr2(ptr,TR_vecEndPos,aim);
get_tr2(trace,TR_vecPlaneNormal,aim);
set_tr2(ptr,TR_vecPlaneNormal,aim);

// get rid of new trace
free_tr2(trace);

return 
FMRES_IGNORED;
}

get_aim(id,Float:source[3],Float:ret[3])
{
static 
Float:vAngle[3], Float:pAngle[3], Float:dir[3], Float:temp[3];

// get aiming direction from forward global based on view angle and punch angle
pev(id,pev_v_angle,vAngle);
pev(id,pev_punchangle,pAngle);
xs_vec_add(vAngle,pAngle,temp);
engfunc(EngFunc_MakeVectors,temp);
global_get(glb_v_forward,dir);

/* vecEnd = vecSrc + vecDir * flDistance; */
xs_vec_mul_scalar(dir,8192.0,temp);
xs_vec_add(source,temp,ret);
}

public 
fake_smokes(Float:Origin[3])
{
static 
TE_FLAG

TE_FLAG 
|= TE_EXPLFLAG_NODLIGHTS
TE_FLAG 
|= TE_EXPLFLAG_NOSOUND
TE_FLAG 
|= TE_EXPLFLAG_NOPARTICLES

engfunc
(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, Origin, 0)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_short(g_smokepuff_id)
write_byte(6)
write_byte(25)
write_byte(TE_FLAG)
message_end()
}

stock set_weapon_anim(id, anim)
{
if(!
is_user_alive(id))
return

set_pev(id, pev_weaponanim, anim)

message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
write_byte(anim)
write_byte(pev(id, pev_body))
message_end()
}

stock kill(k, v, headshot)
{
cs_set_user_money(k, cs_get_user_money(k) + 500)

set_user_frags(k, get_user_frags(k) + 1)

set_msg_block(g_MsgDeathMsg,BLOCK_ONCE)
set_msg_block(gmsgScoreInfo,BLOCK_ONCE)
user_kill(v,1)

new 
kteam = get_user_team(k);
new 
vteam = get_user_team(v);

new 
kfrags = get_user_frags(k);
new 
kdeaths = get_user_deaths(k);

new 
vfrags = get_user_frags(v);
new 
vdeaths = get_user_deaths(v);

emessage_begin(MSG_ALL, gmsgScoreInfo);
ewrite_byte(k);
ewrite_short(kfrags);
ewrite_short(kdeaths);
ewrite_short(0);
ewrite_short(kteam);
emessage_end();

emessage_begin(MSG_ALL, gmsgScoreInfo);
ewrite_byte(v);
ewrite_short(vfrags);
ewrite_short(vdeaths);
ewrite_short(0);
ewrite_short(vteam);
emessage_end();

emessage_begin(MSG_BROADCAST, g_MsgDeathMsg)
ewrite_byte(k)
ewrite_byte(v)
ewrite_byte(headshot)
ewrite_string("Blood Dripper")
emessage_end()
}


stock create_blood(const Float:origin[3])
{
// Show some blood :)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY) 
write_byte
(TE_BLOODSPRITE)
engfunc(EngFunc_WriteCoord, origin[0])
engfunc(EngFunc_WriteCoord, origin[1])
engfunc(EngFunc_WriteCoord, origin[2])
write_short(m_iBlood[1])
write_short(m_iBlood[0])
write_byte(75)
write_byte(8)
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)
}
}
}

stock Get_MissileWeaponHitGroup( iEnt )
{
new 
Float:flStart[ 3 ], Float:flEnd[ 3 ];

pev( iEnt, pev_origin, flStart );
pev( iEnt, pev_velocity, flEnd );
xs_vec_add( flStart, flEnd, flEnd );

new 
ptr = create_tr2();
engfunc( EngFunc_TraceLine, flStart, flEnd, 0, iEnt, ptr );

new 
iHitGroup, Owner, nOhead, head
Owner 
= pev(iEnt, pev_iuser1)
nOhead = get_tr2( ptr, TR_iHitgroup )
head = set_tr2( ptr, TR_iHitgroup, HIT_HEAD )

iHitGroup = headshot_mode[Owner] ? head : nOhead

free_tr2
( ptr );

return 
iHitGroup;
}

stock get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3])
{
new_velocity[0] = origin2[0] - origin1[0]
new_velocity[1] = origin2[1] - origin1[1]
new_velocity[2] = origin2[2] - origin1[2]
static 
Float:num; num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
new_velocity[0] *= num
new_velocity
[1] *= num
new_velocity
[2] *= num

return 1;
}

stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
static 
Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]

pev(id, pev_origin, vOrigin)
pev(id, pev_view_ofs, vUp) //for player
xs_vec_add(vOrigin, vUp, vOrigin)
pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles

angle_vector(vAngle, ANGLEVECTOR_FORWARD, vForward) //or use EngFunc_AngleVectors
angle_vector(vAngle, ANGLEVECTOR_RIGHT, vRight)
angle_vector(vAngle, ANGLEVECTOR_UP, vUp)

vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart
[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart
[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}

stock set_weapons_timeidle(id, WeaponId ,Float:TimeIdle)
{
if(!
is_user_alive(id))
return

static 
entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)
if(!
pev_valid(entwpn)) 
return

set_pdata_float(entwpn, 48, TimeIdle + 0.2, OFFSET_LINUX_WEAPONS)
}

stock set_player_nextattackx(id, Float:nexttime)
{
if(!
is_user_alive(id))
return

set_pdata_float(id, m_flNextAttack, nexttime, 5)
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/ 




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