Плъгин версия 1: Compound Bow ZP на Dias Pendragon
1. Не показва правилния брой на патроните под 90.
2. Като се drop-не на земята и бъде взето от същия или от друг човек, оръжието няма патрони (дори и да не е стреляно с него).
3. Като стреляш надолу не отчита куршум и не бие демидж.
4. (не е много важно това) При стрелба с ляво копче, траекторията на стрелата се показва много по напред от играча.
Код за потвърждение: Избери целия код
//Plugin Version 1
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <zombieplague>
#define PLUGIN "Compound Bow"
#define VERSION "1.0"
#define AUTHOR "Dias Pendragon"
#define V_MODEL "models/CrysisBow/v_bow.mdl"
#define P_MODEL "models/CrysisBow/p_bow.mdl"
#define P_MODEL_EMPTY "models/CrysisBow/p_bow_empty.mdl"
#define W_MODEL "models/CrysisBow/w_bow.mdl"
#define ARROW_MODEl "models/CrysisBow/arrow.mdl"
new const WeaponSounds[7][] =
{
"CrysisBow/bow_shoot1.wav",
"CrysisBow/bow_charge_shoot1_empty.wav",
"CrysisBow/bow_charge_shoot2.wav",
"CrysisBow/bow_draw.wav",
"CrysisBow/bow_charge_start1.wav",
"CrysisBow/bow_charge_start2.wav",
"CrysisBow/bow_charge_finish1.wav"
}
new const WeaponResources[3][] =
{
"sprites/weapon_bow.txt",
"sprites/640hud12_2.spr",
"sprites/640hud98_2.spr"
}
enum
{
BOW_ANIM_IDLE = 0,
BOW_ANIM_IDLE_EMPTY,
BOW_ANIM_SHOOT1, // 0.45
BOW_ANIM_SHOOT1_EMPTY,
BOW_ANIM_DRAW,
BOW_ANIM_DRAW_EMPTY,
BOW_ANIM_CHARGE_START, // 0.5
BOW_ANIM_CHARGE_FINISH, // 0.35
BOW_ANIM_CHARGE_IDLE1, // 0.35
BOW_ANIM_CHARGE_IDLE2, // 0.35
BOW_ANIM_CHARGE_SHOOT1, // 1.3
BOW_ANIM_CHARGE_SHOOT1_EMPTY, // 0.6
BOW_ANIM_CHARGE_SHOOT2, // 1.3
BOW_ANIM_CHARGE_SHOOT2_EMPTY // 0.6
}
#define CSW_BOW CSW_GALIL
#define weapon_bow "weapon_galil"
#define BOW_AMMOID 4
#define ARROW_DEFAULT 200
#define ARROW_CLASSNAME "arrow"
#define ARROW_SPEED 2000.0
#define TIME_DRAW 0.75
#define TIME_RELOADA 0.45
#define TIME_RELOADB 1.25
#define TIME_CHARGE 0.55
#define DAMAGE_A 55
#define DAMAGE_B 120
#define WEAPON_SECRETCODE 3102013 // Create Date
#define WEAPON_ANIMEXT "carbine"
#define WEAPON_OLDWMODEL "models/w_galil.mdl"
#define WL_NAME "weapon_bow"
#define WL_PRIAMMOID 4
#define WL_PRIAMMOMAX 200 // 30
#define WL_SECAMMOID -1
#define WL_SECAMMOIDMAX -1
#define WL_SLOTID 0
#define WL_NUMINSLOT 6
#define WL_FLAG 0
// MACROS
#define Get_BitVar(%1,%2) (%1 & (1 << (%2 & 31)))
#define Set_BitVar(%1,%2) %1 |= (1 << (%2 & 31))
#define UnSet_BitVar(%1,%2) %1 &= ~(1 << (%2 & 31))
enum
{
TEAM_T = 1,
TEAM_CT
}
enum
{
WEAPON_NONE = 0,
WEAPON_STARTCHARGING,
WEAPON_WAITCHARGING,
WEAPON_CHARGING,
WEAPON_FINISHCHARGING
}
new g_Had_CompoundBow, g_InTempingAttack, g_BowArrow[33], g_WeaponState[33], Float:g_TimeCharge[33]
new g_MsgCurWeapon, g_MsgAmmoX, g_MsgWeaponList, m_iBlood[2]
new sTrail, g_Extra_Compound_Bow
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
register_think(ARROW_CLASSNAME, "fw_Think_Arrow")
register_touch(ARROW_CLASSNAME, "*", "fw_Touch_Arrow")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_CmdStart, "fw_CmdStart")
register_forward(FM_SetModel, "fw_SetModel")
register_forward(FM_EmitSound, "fw_EmitSound")
register_forward(FM_TraceLine, "fw_TraceLine")
register_forward(FM_TraceHull, "fw_TraceHull")
RegisterHam(Ham_Item_AddToPlayer, weapon_bow, "fw_Item_AddToPlayer_Post", 1)
RegisterHam(Ham_Item_Deploy, weapon_bow, "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Weapon_WeaponIdle, weapon_bow, "fw_Weapon_WeaponIdle_Post", 1)
g_MsgCurWeapon = get_user_msgid("CurWeapon")
g_MsgAmmoX = get_user_msgid("AmmoX")
g_MsgWeaponList = get_user_msgid("WeaponList")
g_Extra_Compound_Bow = zp_register_extra_item("Crysis Bow", 30, ZP_TEAM_HUMAN)
register_clcmd(WL_NAME, "WeaponList_Hook")
}
public plugin_precache()
{
engfunc(EngFunc_PrecacheModel, V_MODEL)
engfunc(EngFunc_PrecacheModel, P_MODEL)
engfunc(EngFunc_PrecacheModel, P_MODEL_EMPTY)
engfunc(EngFunc_PrecacheModel, W_MODEL)
engfunc(EngFunc_PrecacheModel, ARROW_MODEl)
new i
for(i = 0; i < sizeof(WeaponSounds); i++)
engfunc(EngFunc_PrecacheSound, WeaponSounds[i])
for(i = 0; i < sizeof(WeaponResources); i++)
{
if(i == 0) engfunc(EngFunc_PrecacheGeneric, WeaponResources[i])
else engfunc(EngFunc_PrecacheModel, WeaponResources[i])
}
m_iBlood[0] = precache_model("sprites/blood.spr")
m_iBlood[1] = precache_model("sprites/bloodspray.spr")
sTrail = precache_model("sprites/laserbeam.spr")
}
public zp_extra_item_selected(id, item)
{
if(item == g_Extra_Compound_Bow)
{
Get_CompoundBow(id)
}
}
public zp_user_infected_post(id)
{
UnSet_BitVar(g_Had_CompoundBow, id)
g_BowArrow[id] = 0
}
public Get_CompoundBow(id)
{
if(!is_user_alive(id))
return
Set_BitVar(g_Had_CompoundBow, id)
g_BowArrow[id] = ARROW_DEFAULT
g_WeaponState[id] = WEAPON_NONE
fm_give_item(id, weapon_bow)
UpdateAmmo(id, CSW_BOW, BOW_AMMOID, -1, g_BowArrow[id])
}
public Remove_CompoundBow(id)
{
UnSet_BitVar(g_Had_CompoundBow, id)
g_BowArrow[id] = 0
}
public WeaponList_Hook(id)
{
engclient_cmd(id, weapon_bow)
return PLUGIN_HANDLED
}
public UpdateAmmo(id, CSWID, AmmoID, Ammo, BpAmmo)
{
message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, _, id)
write_byte(1)
write_byte(CSWID)
write_byte(Ammo)
message_end()
message_begin(MSG_ONE_UNRELIABLE, g_MsgAmmoX, _, id)
write_byte(AmmoID)
write_byte(BpAmmo)
message_end()
cs_set_user_bpammo(id, CSWID, BpAmmo)
}
public Event_CurWeapon(id)
{
static CSWID; CSWID = read_data(2)
if(CSWID != CSW_BOW) return
if(!Get_BitVar(g_Had_CompoundBow, id)) return
UpdateAmmo(id, CSW_BOW, BOW_AMMOID, -1, g_BowArrow[id])
}
public fw_Think_Arrow(Ent)
{
if(!pev_valid(Ent))
return
if(pev(Ent, pev_iuser4))
{
engfunc(EngFunc_RemoveEntity, Ent)
return
}
static Id; Id = pev(Ent, pev_iuser1)
if(!is_user_connected(Id))
return
if(!pev(Ent, pev_iuser3))
{
if(entity_range(Ent, Id) < 250.0)
{
set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
return
}
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // Temporary entity ID
write_short(Ent) // Entity
write_short(sTrail) // Sprite index
write_byte(7) // Life
write_byte(1) // Line width
write_byte(255) // Red
write_byte(255) // Green
write_byte(255) // Blue
write_byte(100) // Alpha
message_end()
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // Temporary entity ID
write_short(Ent) // Entity
write_short(sTrail) // Sprite index
write_byte(7) // Life
write_byte(1) // Line width
write_byte(255) // Red
write_byte(255) // Green
write_byte(255) // Blue
write_byte(100) // Alpha
message_end()
set_pev(Ent, pev_iuser1, 1)
}
set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
}
public fw_Touch_Arrow(Ent, Id)
{
if(!pev_valid(Ent))
return
if(pev(Ent, pev_movetype) == MOVETYPE_NONE)
return
// Remove Ent
set_pev(Ent, pev_movetype, MOVETYPE_NONE)
set_pev(Ent, pev_solid, SOLID_NOT)
if(!is_user_alive(Id)) // Wall
{
set_pev(Ent, pev_iuser4, 1)
set_pev(Ent, pev_nextthink, get_gametime() + 3.0)
static Float:Origin[3]; pev(Ent, pev_origin, Origin)
MakeBulletDecal(Origin)
} else { // Player
static Attacker; Attacker = pev(Ent, pev_iuser1)
if(!is_user_connected(Attacker) || Attacker == Id)
{
engfunc(EngFunc_RemoveEntity, Ent)
return
}
do_attack(Attacker, Id, 0, float(DAMAGE_A) * 1.5)
engfunc(EngFunc_RemoveEntity, Ent)
}
}
public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
if(get_user_weapon(id) != CSW_BOW || !Get_BitVar(g_Had_CompoundBow, id))
return FMRES_IGNORED
set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
return FMRES_HANDLED
}
public fw_CmdStart(id, uc_handle, seed)
{
if(get_user_weapon(id) != CSW_BOW || !Get_BitVar(g_Had_CompoundBow, id))
return
static CurButton; CurButton = get_uc(uc_handle, UC_Buttons)
if(CurButton & IN_ATTACK)
{
CurButton &= ~IN_ATTACK
set_uc(uc_handle, UC_Buttons, CurButton)
Bow_NormalAttackHandle(id, 0)
}
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BOW)
if(!pev_valid(Ent)) return
if(CurButton & IN_ATTACK2)
{
CurButton &= ~IN_ATTACK2
set_uc(uc_handle, UC_Buttons, CurButton)
if(get_pdata_float(Ent, 46, 4) > 0.0 || get_pdata_float(Ent, 47, 4) > 0.0)
return
if(!g_BowArrow[id])
return
switch(g_WeaponState[id])
{
case WEAPON_NONE:
{
Set_Weapon_Anim(id, BOW_ANIM_CHARGE_START)
Set_Weapon_TimeIdle(id, CSW_BOW, 0.5)
Set_Player_NextAttack(id, 0.5)
g_WeaponState[id] = WEAPON_STARTCHARGING
}
case WEAPON_STARTCHARGING:
{
Set_Weapon_Anim(id, BOW_ANIM_CHARGE_IDLE1)
Set_Weapon_TimeIdle(id, CSW_BOW, 0.35)
Set_Player_NextAttack(id, 0.35)
g_TimeCharge[id] = get_gametime()
g_WeaponState[id] = WEAPON_WAITCHARGING
}
case WEAPON_WAITCHARGING:
{
Set_Weapon_Anim(id, BOW_ANIM_CHARGE_IDLE1)
Set_Weapon_TimeIdle(id, CSW_BOW, 0.35)
Set_Player_NextAttack(id, 0.35)
g_WeaponState[id] = WEAPON_WAITCHARGING
if(get_gametime() >= (g_TimeCharge[id] + TIME_CHARGE))
{
Set_Weapon_Anim(id, BOW_ANIM_CHARGE_FINISH)
Set_Weapon_TimeIdle(id, CSW_BOW, 0.35)
Set_Player_NextAttack(id, 0.35)
g_WeaponState[id] = WEAPON_FINISHCHARGING
}
}
case WEAPON_FINISHCHARGING:
{
Set_Weapon_Anim(id, BOW_ANIM_CHARGE_IDLE2)
Set_Weapon_TimeIdle(id, CSW_BOW, 0.35)
Set_Player_NextAttack(id, 0.35)
g_WeaponState[id] = WEAPON_FINISHCHARGING
}
}
} else {
static OldButton; OldButton = pev(id, pev_oldbuttons)
if(OldButton & IN_ATTACK2)
{
if(g_WeaponState[id] == WEAPON_WAITCHARGING)
{
set_pdata_float(id, 83, 0.0, 5)
Bow_NormalAttackHandle(id, 1)
} else if(g_WeaponState[id] == WEAPON_FINISHCHARGING) {
Bow_ChargeAttackHandle(id)
}
} else {
if(get_pdata_float(Ent, 46, 4) > 0.0 || get_pdata_float(Ent, 47, 4) > 0.0)
return
if(g_WeaponState[id] == WEAPON_STARTCHARGING)
{
set_pdata_float(id, 83, 0.0, 5)
Bow_NormalAttackHandle(id, 1)
}
g_WeaponState[id] = WEAPON_NONE
}
}
return
}
public fw_SetModel(entity, model[])
{
if(!pev_valid(entity))
return FMRES_IGNORED
static szClassName[33]
pev(entity, pev_classname, szClassName, charsmax(szClassName))
if(!equal(szClassName, "weaponbox"))
return FMRES_IGNORED
static id; id = pev(entity, pev_owner)
if(equal(model, WEAPON_OLDWMODEL))
{
static weapon
weapon = fm_find_ent_by_owner(-1, weapon_bow, entity)
if(!pev_valid(weapon))
return FMRES_IGNORED
if(Get_BitVar(g_Had_CompoundBow, id))
{
set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
set_pev(weapon, pev_iuser1, g_BowArrow[id])
engfunc(EngFunc_SetModel, entity, W_MODEL)
Remove_CompoundBow(id)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED
}
public fw_EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
{
if(!is_user_connected(id))
return FMRES_IGNORED
if(!Get_BitVar(g_InTempingAttack, id))
return FMRES_IGNORED
if(sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i')
{
if(sample[14] == 's' && sample[15] == 'l' && sample[16] == 'a')
return FMRES_SUPERCEDE
if (sample[14] == 'h' && sample[15] == 'i' && sample[16] == 't')
{
if (sample[17] == 'w') return FMRES_SUPERCEDE
else return FMRES_SUPERCEDE
}
if (sample[14] == 's' && sample[15] == 't' && sample[16] == 'a')
return FMRES_SUPERCEDE;
}
return FMRES_IGNORED
}
public fw_TraceLine(Float:vector_start[3], Float:vector_end[3], ignored_monster, id, handle)
{
if(!is_user_alive(id))
return FMRES_IGNORED
if(!Get_BitVar(g_InTempingAttack, id))
return FMRES_IGNORED
static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
pev(id, pev_origin, fOrigin)
pev(id, pev_view_ofs, view_ofs)
xs_vec_add(fOrigin, view_ofs, vecStart)
pev(id, pev_v_angle, v_angle)
engfunc(EngFunc_MakeVectors, v_angle)
get_global_vector(GL_v_forward, v_forward)
xs_vec_mul_scalar(v_forward, 0.0, v_forward)
xs_vec_add(vecStart, v_forward, vecEnd)
engfunc(EngFunc_TraceLine, vecStart, vecEnd, ignored_monster, id, handle)
return FMRES_SUPERCEDE
}
public fw_TraceHull(Float:vector_start[3], Float:vector_end[3], ignored_monster, hull, id, handle)
{
if(!is_user_alive(id))
return FMRES_IGNORED
if(!Get_BitVar(g_InTempingAttack, id))
return FMRES_IGNORED
static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
pev(id, pev_origin, fOrigin)
pev(id, pev_view_ofs, view_ofs)
xs_vec_add(fOrigin, view_ofs, vecStart)
pev(id, pev_v_angle, v_angle)
engfunc(EngFunc_MakeVectors, v_angle)
get_global_vector(GL_v_forward, v_forward)
xs_vec_mul_scalar(v_forward, 0.0, v_forward)
xs_vec_add(vecStart, v_forward, vecEnd)
engfunc(EngFunc_TraceHull, vecStart, vecEnd, ignored_monster, hull, id, handle)
return FMRES_SUPERCEDE
}
public Bow_NormalAttackHandle(id, UnCharge)
{
if(get_pdata_float(id, 83, 5) > 0.0)
return
if(!g_BowArrow[id])
{
set_pdata_float(id, 83, 1.0, 5)
Set_Weapon_Anim(id, BOW_ANIM_IDLE_EMPTY)
return
}
g_BowArrow[id]--
UpdateAmmo(id, CSW_BOW, BOW_AMMOID, -1, g_BowArrow[id])
Create_FakeAttack(id)
Set_Weapon_Anim(id, UnCharge ? BOW_ANIM_CHARGE_SHOOT1 : BOW_ANIM_SHOOT1)
emit_sound(id, CHAN_WEAPON, WeaponSounds[UnCharge ? 1 : 0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
Create_ArrowA(id)
Make_Push(id)
Set_Player_NextAttack(id, UnCharge ? TIME_RELOADB : TIME_RELOADA)
Set_Weapon_TimeIdle(id, CSW_BOW, UnCharge ? TIME_RELOADB : TIME_RELOADA)
g_WeaponState[id] = WEAPON_NONE
}
public Bow_ChargeAttackHandle(id)
{
if(!g_BowArrow[id])
{
set_pdata_float(id, 83, 1.0, 5)
Set_Weapon_Anim(id, BOW_ANIM_IDLE_EMPTY)
return
}
g_BowArrow[id]--
UpdateAmmo(id, CSW_BOW, BOW_AMMOID, -1, g_BowArrow[id])
Create_FakeAttack(id)
Set_Weapon_Anim(id, BOW_ANIM_CHARGE_SHOOT2)
emit_sound(id, CHAN_WEAPON, WeaponSounds[2], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
ChargedShoot(id)
Make_Push(id)
Set_Player_NextAttack(id, TIME_RELOADB)
Set_Weapon_TimeIdle(id, CSW_BOW, TIME_RELOADB)
g_WeaponState[id] = WEAPON_NONE
}
public ChargedShoot(id)
{
static Float:StartOrigin[3], Float:EndOrigin[3], Float:EndOrigin2[3]
Get_Position(id, 40.0, 0.0, 0.0, StartOrigin)
Get_Position(id, 4096.0, 0.0, 0.0, EndOrigin)
static TrResult; TrResult = create_tr2()
engfunc(EngFunc_TraceLine, StartOrigin, EndOrigin, IGNORE_MONSTERS, id, TrResult)
get_tr2(TrResult, TR_vecEndPos, EndOrigin2)
free_tr2(TrResult)
message_begin(MSG_BROADCAST ,SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
engfunc(EngFunc_WriteCoord, StartOrigin[0])
engfunc(EngFunc_WriteCoord, StartOrigin[1])
engfunc(EngFunc_WriteCoord, StartOrigin[2])
engfunc(EngFunc_WriteCoord, EndOrigin2[0])
engfunc(EngFunc_WriteCoord, EndOrigin2[1])
engfunc(EngFunc_WriteCoord, EndOrigin2[2])
write_short(sTrail)
write_byte(0)
write_byte(0)
write_byte(18)
write_byte(20)
write_byte(0)
write_byte(255)
write_byte(80)
write_byte(80)
write_byte(170)
write_byte(0)
message_end()
message_begin(MSG_BROADCAST ,SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
engfunc(EngFunc_WriteCoord, StartOrigin[0])
engfunc(EngFunc_WriteCoord, StartOrigin[1])
engfunc(EngFunc_WriteCoord, StartOrigin[2])
engfunc(EngFunc_WriteCoord, EndOrigin2[0])
engfunc(EngFunc_WriteCoord, EndOrigin2[1])
engfunc(EngFunc_WriteCoord, EndOrigin2[2])
write_short(sTrail)
write_byte(0)
write_byte(0)
write_byte(18)
write_byte(20)
write_byte(0)
write_byte(255)
write_byte(80)
write_byte(80)
write_byte(170)
write_byte(0)
message_end()
ChargedDamage(id, StartOrigin, EndOrigin2)
}
public ChargedDamage(id, Float:Start[3], Float:End[3])
{
static TrResult; TrResult = create_tr2()
// Trace First Time
engfunc(EngFunc_TraceLine, Start, End, DONT_IGNORE_MONSTERS, id, TrResult)
static pHit1; pHit1 = get_tr2(TrResult, TR_pHit)
static Float:End1[3]; get_tr2(TrResult, TR_vecEndPos, End1)
if(is_user_alive(pHit1))
{
do_attack(id, pHit1, 0, float(DAMAGE_B) * 1.5)
engfunc(EngFunc_TraceLine, End1, End, DONT_IGNORE_MONSTERS, pHit1, TrResult)
} else engfunc(EngFunc_TraceLine, End1, End, DONT_IGNORE_MONSTERS, -1, TrResult)
// Trace Second Time
static pHit2; pHit2 = get_tr2(TrResult, TR_pHit)
static Float:End2[3]; get_tr2(TrResult, TR_vecEndPos, End2)
if(is_user_alive(pHit2))
{
do_attack(id, pHit2, 0, float(DAMAGE_B) * 1.5)
engfunc(EngFunc_TraceLine, End2, End, DONT_IGNORE_MONSTERS, pHit2, TrResult)
} else engfunc(EngFunc_TraceLine, End2, End, DONT_IGNORE_MONSTERS, -1, TrResult)
// Trace Third Time
static pHit3; pHit3 = get_tr2(TrResult, TR_pHit)
static Float:End3[3]; get_tr2(TrResult, TR_vecEndPos, End3)
if(is_user_alive(pHit3))
{
do_attack(id, pHit3, 0, float(DAMAGE_B) * 1.5)
engfunc(EngFunc_TraceLine, End3, End, DONT_IGNORE_MONSTERS, pHit3, TrResult)
} else engfunc(EngFunc_TraceLine, End3, End, DONT_IGNORE_MONSTERS, -1, TrResult)
// Trace Fourth Time
static pHit4; pHit4 = get_tr2(TrResult, TR_pHit)
if(is_user_alive(pHit4)) do_attack(id, pHit4, 0, float(DAMAGE_B) * 1.5)
free_tr2(TrResult)
}
public Create_ArrowA(id)
{
static Float:StartOrigin[3], Float:EndOrigin[3], Float:Angles[3]
Get_Position(id, 40.0, 0.0, 0.0, StartOrigin)
Get_Position(id, 4096.0, 0.0, 0.0, EndOrigin)
pev(id, pev_v_angle, Angles)
Angles[0] *= -1
static Arrow; Arrow = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite"))
if(!pev_valid(Arrow)) return
set_pev(Arrow, pev_movetype, MOVETYPE_FLY)
set_pev(Arrow, pev_iuser1, id) // Better than pev_owner
set_pev(Arrow, pev_iuser2, Get_SpecialTeam(id, cs_get_user_team(id)))
set_pev(Arrow, pev_iuser3, 0)
set_pev(Arrow, pev_iuser4, 0)
entity_set_string(Arrow, EV_SZ_classname, ARROW_CLASSNAME)
engfunc(EngFunc_SetModel, Arrow, ARROW_MODEl)
set_pev(Arrow, pev_mins, Float:{-1.0, -1.0, -1.0})
set_pev(Arrow, pev_maxs, Float:{1.0, 1.0, 1.0})
set_pev(Arrow, pev_origin, StartOrigin)
set_pev(Arrow, pev_angles, Angles)
set_pev(Arrow, pev_gravity, 0.01)
set_pev(Arrow, pev_solid, SOLID_BBOX)
set_pev(Arrow, pev_nextthink, get_gametime() + 0.1)
static Float:Velocity[3]
get_speed_vector(StartOrigin, EndOrigin, ARROW_SPEED, Velocity)
set_pev(Arrow, pev_velocity, Velocity)
}
public Create_FakeAttack(id)
{
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_KNIFE)
if(!pev_valid(Ent)) return
Set_BitVar(g_InTempingAttack, id)
ExecuteHamB(Ham_Weapon_PrimaryAttack, Ent)
// Set Real Attack Anim
static iAnimDesired, szAnimation[64]
formatex(szAnimation, charsmax(szAnimation), (pev(id, pev_flags) & FL_DUCKING) ? "crouch_shoot_%s" : "ref_shoot_%s", WEAPON_ANIMEXT)
if((iAnimDesired = lookup_sequence(id, szAnimation)) == -1)
iAnimDesired = 0
set_pev(id, pev_sequence, iAnimDesired)
UnSet_BitVar(g_InTempingAttack, id)
}
public Make_Push(id)
{
static Float:VirtualVec[3]
VirtualVec[0] = random_float(-1.0, -2.0)
VirtualVec[1] = random_float(1.0, -1.0)
VirtualVec[2] = 0.0
set_pev(id, pev_punchangle, VirtualVec)
}
public fw_Item_AddToPlayer_Post(Ent, Id)
{
if(pev(Ent, pev_impulse) == WEAPON_SECRETCODE)
{
Set_BitVar(g_Had_CompoundBow, Id)
g_BowArrow[Id] = pev(Ent, pev_iuser1)
UpdateAmmo(Id, CSW_BOW, BOW_AMMOID, -1, g_BowArrow[Id])
set_pev(Ent, pev_impulse, 0)
}
g_WeaponState[Id] = WEAPON_NONE
message_begin(MSG_ONE_UNRELIABLE, g_MsgWeaponList, _, Id)
write_string((Get_BitVar(g_Had_CompoundBow, Id) ? WL_NAME : weapon_bow))
write_byte(WL_PRIAMMOID)
write_byte(WL_PRIAMMOMAX)
write_byte(WL_SECAMMOID)
write_byte(WL_SECAMMOIDMAX)
write_byte(WL_SLOTID)
write_byte(WL_NUMINSLOT)
write_byte(CSW_BOW)
write_byte(WL_FLAG)
message_end()
}
public fw_Item_Deploy_Post(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = get_pdata_cbase(Ent, 41, 4)
if(!Get_BitVar(g_Had_CompoundBow, Id))
return
set_pev(Id, pev_viewmodel2, V_MODEL)
set_pev(Id, pev_weaponmodel2, g_BowArrow[Id] ? P_MODEL : P_MODEL_EMPTY)
set_pdata_string(Id, (492) * 4, WEAPON_ANIMEXT, -1 , 20)
Set_Weapon_TimeIdle(Id, CSW_BOW, TIME_DRAW)
Set_Player_NextAttack(Id, TIME_DRAW)
Set_Weapon_Anim(Id, g_BowArrow[Id] ? BOW_ANIM_DRAW : BOW_ANIM_DRAW_EMPTY)
}
public fw_Weapon_WeaponIdle_Post(Ent)
{
if(!pev_valid(Ent))
return
static Id; Id = get_pdata_cbase(Ent, 41, 4)
if(!Get_BitVar(g_Had_CompoundBow, Id))
return
if(get_pdata_float(Ent, 48, 4) <= 0.1)
{
Set_Weapon_Anim(Id, g_BowArrow[Id] ? BOW_ANIM_IDLE : BOW_ANIM_IDLE_EMPTY)
set_pdata_float(Ent, 48, 20.0, 4)
}
return
}
public Get_SpecialTeam(Ent, CsTeams:Team)
{
if(Team == CS_TEAM_T) return TEAM_T
else if(Team == CS_TEAM_CT) return TEAM_CT
return 0
}
public CsTeams:Get_ArrowTeam(Ent)
{
if(pev(Ent, pev_iuser2) == TEAM_T) return CS_TEAM_T
else if(pev(Ent, pev_iuser2) == TEAM_CT) return CS_TEAM_CT
return CS_TEAM_UNASSIGNED
}
stock MakeBulletDecal(Float:Origin[3])
{
// Find target
static decal; decal = random_num(41, 45)
// Put decal on "world" (a wall)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_byte(decal)
message_end()
}
stock Set_Weapon_Anim(id, WeaponAnim)
{
set_pev(id, pev_weaponanim, WeaponAnim)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
write_byte(WeaponAnim)
write_byte(pev(id, pev_body))
message_end()
}
stock Set_Weapon_TimeIdle(id, WeaponId ,Float:TimeIdle)
{
static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)
if(!pev_valid(entwpn))
return
set_pdata_float(entwpn, 46, TimeIdle, 4)
set_pdata_float(entwpn, 47, TimeIdle, 4)
set_pdata_float(entwpn, 48, TimeIdle + 0.5, 4)
}
stock Set_Player_NextAttack(id, Float:nexttime)
{
set_pdata_float(id, 83, nexttime, 5)
}
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 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;
}
do_attack(Attacker, Victim, Inflictor, Float:fDamage)
{
fake_player_trace_attack(Attacker, Victim, fDamage)
fake_take_damage(Attacker, Victim, fDamage, Inflictor)
}
fake_player_trace_attack(iAttacker, iVictim, &Float:fDamage)
{
// get fDirection
static Float:fAngles[3], Float:fDirection[3]
pev(iAttacker, pev_angles, fAngles)
angle_vector(fAngles, ANGLEVECTOR_FORWARD, fDirection)
// get fStart
static Float:fStart[3], Float:fViewOfs[3]
pev(iAttacker, pev_origin, fStart)
pev(iAttacker, pev_view_ofs, fViewOfs)
xs_vec_add(fViewOfs, fStart, fStart)
// get aimOrigin
static iAimOrigin[3], Float:fAimOrigin[3]
get_user_origin(iAttacker, iAimOrigin, 3)
IVecFVec(iAimOrigin, fAimOrigin)
// TraceLine from fStart to AimOrigin
static pentru; pentru = create_tr2()
engfunc(EngFunc_TraceLine, fStart, fAimOrigin, DONT_IGNORE_MONSTERS, iAttacker, pentru)
static pHit; pHit = get_tr2(pentru, TR_pHit)
static iHitgroup; iHitgroup = get_tr2(pentru, TR_iHitgroup)
static Float:fEndPos[3]
get_tr2(pentru, TR_vecEndPos, fEndPos)
// get target & body at aiming
static iTarget, iBody
get_user_aiming(iAttacker, iTarget, iBody)
// if aiming find target is iVictim then update iHitgroup
if (iTarget == iVictim)
{
iHitgroup = iBody
}
// if pentru find target not is iVictim
else if (pHit != iVictim)
{
// get AimOrigin in iVictim
static Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3]
pev(iVictim, pev_origin, fVicOrigin)
pev(iVictim, pev_view_ofs, fVicViewOfs)
xs_vec_add(fVicViewOfs, fVicOrigin, fAimInVictim)
fAimInVictim[2] = fStart[2]
fAimInVictim[2] += get_distance_f(fStart, fAimInVictim) * floattan( fAngles[0] * 2.0, degrees )
// check aim in size of iVictim
static iAngleToVictim; iAngleToVictim = get_angle_to_target(iAttacker, fVicOrigin)
iAngleToVictim = abs(iAngleToVictim)
static Float:fDis; fDis = 2.0 * get_distance_f(fStart, fAimInVictim) * floatsin( float(iAngleToVictim) * 0.5, degrees )
static Float:fVicSize[3]
pev(iVictim, pev_size , fVicSize)
if ( fDis <= fVicSize[0] * 0.5 )
{
// TraceLine from fStart to aimOrigin in iVictim
static ptr2; ptr2 = create_tr2()
engfunc(EngFunc_TraceLine, fStart, fAimInVictim, DONT_IGNORE_MONSTERS, iAttacker, ptr2)
static pHit2; pHit2 = get_tr2(ptr2, TR_pHit)
static iHitgroup2; iHitgroup2 = get_tr2(ptr2, TR_iHitgroup)
// if ptr2 find target is iVictim
if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) )
{
pHit = iVictim
iHitgroup = iHitgroup2
get_tr2(ptr2, TR_vecEndPos, fEndPos)
}
free_tr2(ptr2)
}
// if pHit still not is iVictim then set default HitGroup
if (pHit != iVictim)
{
// set default iHitgroup
iHitgroup = HIT_GENERIC
static ptr3; ptr3 = create_tr2()
engfunc(EngFunc_TraceLine, fStart, fVicOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr3)
get_tr2(ptr3, TR_vecEndPos, fEndPos)
// free ptr3
free_tr2(ptr3)
}
}
// set new Hit & Hitgroup & EndPos
set_tr2(pentru, TR_pHit, iVictim)
set_tr2(pentru, TR_iHitgroup, iHitgroup)
set_tr2(pentru, TR_vecEndPos, fEndPos)
// ExecuteHam
fake_trake_attack(iAttacker, iVictim, fDamage, fDirection, pentru)
// free pentru
free_tr2(pentru)
}
stock fake_trake_attack(iAttacker, iVictim, Float:fDamage, Float:fDirection[3], iTraceHandle, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
ExecuteHamB(Ham_TraceAttack, iVictim, iAttacker, fDamage, fDirection, iTraceHandle, iDamageBit)
}
stock fake_take_damage(iAttacker, iVictim, Float:fDamage, iInflictor, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
ExecuteHamB(Ham_TakeDamage, iVictim, iInflictor, iAttacker, fDamage, iDamageBit)
}
stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize = 0.0)
{
static Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3]
pev(id, pev_origin, fOrigin)
get_user_origin(id, iAimOrigin, 3) // end position from eyes
IVecFVec(iAimOrigin, fAimOrigin)
xs_vec_sub(fAimOrigin, fOrigin, fV1)
static Float:fV2[3]
xs_vec_sub(fTarget, fOrigin, fV2)
static iResult; iResult = get_angle_between_vectors(fV1, fV2)
if (TargetSize > 0.0)
{
static Float:fTan; fTan = TargetSize / get_distance_f(fOrigin, fTarget)
static fAngleToTargetSize; fAngleToTargetSize = floatround( floatatan(fTan, degrees) )
iResult -= (iResult > 0) ? fAngleToTargetSize : -fAngleToTargetSize
}
return iResult
}
stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3])
{
static Float:fA1[3], Float:fA2[3]
engfunc(EngFunc_VecToAngles, fV1, fA1)
engfunc(EngFunc_VecToAngles, fV2, fA2)
static iResult; iResult = floatround(fA1[1] - fA2[1])
iResult = iResult % 360
iResult = (iResult > 180) ? (iResult - 360) : iResult
return iResult
}
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()
}
-За сега е открит един бъг, но с огромно значение. При изстрелване на стрела не отива в посоката в която е изстреляна(според мен бъга идва от position и vectors)
Код за потвърждение: Избери целия код
//Plugin Version 2
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <fun>
#include <zombieplague>
#define PLUGIN "Compound Bow"
#define VERSION "2.0"
#define AUTHOR "m4m3ts"
#define CSW_CBOW CSW_GALIL
#define weapon_cbow "weapon_galil"
#define old_event "events/galil.sc"
#define old_w_model "models/w_galil.mdl"
#define WEAPON_SECRETCODE 19498
#define DEFAULT_AMMO 60
#define RELOAD_TIME 0.435
#define STAB_TIME 1.3
#define DAMAGE 85
#define DAMAGE2 525
#define SYSTEM_CLASSNAME "compound_arrow"
#define SYSTEM_CLASSNAME2 "compound_arrow2"
#define KNIFE_KNOCK 25
#define WEAPON_ANIMEXT "slingshot"
#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/m4m3ts/v_cbow.mdl"
new const p_model[] = "models/m4m3ts/p_bow_new.mdl"
new const w_model[] = "models/m4m3ts/w_bow_new.mdl"
new const ARROW_MODEL[] = "models/m4m3ts/arrow.mdl"
new const bow_hit[] = "weapons/bow_hit.wav"
new const bow_wall[] = "weapons/bow_wall.wav"
new const weapon_sound[7][] =
{
"weapons/bow_shoot1.wav",
"weapons/bow_charge_finish1.wav",
"weapons/bow_charge_shoot1_empty.wav",
"weapons/bow_charge_shoot2.wav",
"weapons/bow_charge_start1.wav",
"weapons/bow_charge_start2.wav",
"weapons/bow_draw.wav"
}
new const WeaponResource[5][] =
{
"sprites/weapon_cbow.txt",
"sprites/640hud2_2.spr",
"sprites/640hud10_2.spr",
"sprites/640hud98.spr",
"sprites/640hud12_2.spr"
}
enum
{
ANIM_IDLE = 0,
ANIM_IDLE_EMPTY,
ANIM_SHOOT,
ANIM_SHOOT_EMPTY,
ANIM_DRAW,
ANIM_DRAW_EMPTY,
ANIM_CHARGE_START,
ANIM_CHARGE_FINISH,
ANIM_CHARGE_IDLE1,
ANIM_CHARGE_IDLE2,
ANIM_CHARGE_SHOOT1,
ANIM_CHARGE_SHOOT1_EMPTY,
ANIM_CHARGE_SHOOT2,
ANIM_CHARGE_SHOOT2_EMPTY
}
new bool:charge_fail_shoot, g_MsgDeathMsg, g_endround
new g_had_cbow[33], g_cbow_ammo[33], g_Shoot_Count[33], charge_idle1_masuk[33], charge_ready[33], charge_fail[33], secondary_attack[33], g_temp_attack[33], Float:TargetOriginX[3]
new g_old_weapon[33], g_smokepuff_id, m_iBlood[2], Float:g_can_laser[33], Float:cl_pushangle[33][3]
new sTrail
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_forward(FM_CmdStart, "fw_CmdStart")
register_forward(FM_SetModel, "fw_SetModel")
register_think(SYSTEM_CLASSNAME, "fw_Think")
register_think(SYSTEM_CLASSNAME2, "fw_Think")
register_touch(SYSTEM_CLASSNAME, "*", "fw_touch")
register_touch(SYSTEM_CLASSNAME2, "*", "fw_touch2")
register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_TraceLine,"fw_traceline",1)
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_cbow, "fw_bow_PrimaryAttack")
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_cbow, "fw_bow_PrimaryAttack_Post", 1)
RegisterHam(Ham_Spawn, "player", "Player_Spawn", 1)
RegisterHam(Ham_Weapon_WeaponIdle, weapon_cbow, "fw_cbowidleanim", 1)
RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
RegisterHam(Ham_Item_AddToPlayer, weapon_cbow, "fw_AddToPlayer_Post", 1)
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack")
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_breakable", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_wall", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_door", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_door_rotating", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_plat", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_rotating", "fw_TraceAttack", 1)
register_message(get_user_msgid("DeathMsg"), "message_DeathMsg")
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
register_clcmd("weapon_cbow", "hook_weapon")
g_MsgDeathMsg = get_user_msgid("DeathMsg")
g_endround = 1
}
public plugin_precache()
{
precache_model(v_model)
precache_model(p_model)
precache_model(w_model)
precache_model(ARROW_MODEL)
precache_sound(bow_hit)
precache_sound(bow_wall)
for(new i = 0; i < sizeof(weapon_sound); i++)
precache_sound(weapon_sound[i])
precache_generic(WeaponResource[0])
for(new i = 1; i < sizeof(WeaponResource); i++)
precache_model(WeaponResource[i])
g_smokepuff_id = engfunc(EngFunc_PrecacheModel, "sprites/wall_puff1.spr")
m_iBlood[0] = precache_model("sprites/blood.spr")
m_iBlood[1] = precache_model("sprites/bloodspray.spr")
sTrail = precache_model("sprites/laserbeam.spr")
}
public zp_user_infected_post(id)
{
remove_cbow(id)
}
public plugin_natives()
{
register_native("get_cbow", "native_get_cbow", 1)
register_native("refill_cbow", "native_refill_cbow", 1)
}
public native_get_cbow(id)
{
get_cbow(id)
}
public native_refill_cbow(id)
{
refill_cbow(id)
}
new g_register
public client_putinserver(id)
{
if(!g_register && is_user_bot(id))
{
g_register = 0
set_task(0.1, "do_register", id, _, _, "b")
}
}
public do_register(id)
{
RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack")
RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack", 1)
}
public zp_round_started() g_endround = 0
public zp_round_ended() g_endround = 1
public Player_Spawn(id)
{
remove_cbow(id)
}
public fw_PlayerKilled(id)
{
remove_cbow(id)
}
public hook_weapon(id)
{
engclient_cmd(id, weapon_cbow)
return
}
public get_cbow(id)
{
if(!is_user_alive(id))
return
charge_ready[id] = 0
drop_weapons(id, 1)
g_had_cbow[id] = 1
g_cbow_ammo[id] = DEFAULT_AMMO
give_item(id, weapon_cbow)
update_ammo(id)
static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_cbow, id)
if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1)
}
public remove_cbow(id)
{
g_had_cbow[id] = 0
g_cbow_ammo[id] = 0
charge_ready[id] = 0
secondary_attack[id] = false
charge_fail_shoot = false
charge_fail[id] = false
charge_idle1_masuk[id] = false
}
public refill_cbow(id)
{
if(g_had_cbow[id]) g_cbow_ammo[id] = 75
if(get_user_weapon(id) == CSW_CBOW && g_had_cbow[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_CBOW && g_had_cbow[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_CBOW && g_had_cbow[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)
remove_task(id)
secondary_attack[id] = false
charge_fail_shoot = false
charge_fail[id] = false
charge_idle1_masuk[id] = false
charge_ready[id] = 0
if(g_old_weapon[id] != CSW_CBOW && g_cbow_ammo[id] >= 1) set_weapon_anim(id, ANIM_DRAW)
if(g_old_weapon[id] != CSW_CBOW && g_cbow_ammo[id] == 0) set_weapon_anim(id, ANIM_DRAW_EMPTY)
update_ammo(id)
}
g_old_weapon[id] = get_user_weapon(id)
}
public fw_cbowidleanim(Weapon)
{
new id = get_pdata_cbase(Weapon, 41, 4)
if(!is_user_alive(id) || zp_get_user_zombie(id) || !g_had_cbow[id] || get_user_weapon(id) != CSW_CBOW)
return HAM_IGNORED;
if(g_cbow_ammo[id] >= 1)
return HAM_SUPERCEDE;
if(g_cbow_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_CBOW || !g_had_cbow[id])
return
static ent; ent = fm_get_user_weapon_entity(id, CSW_CBOW)
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_cbow_ammo[id] == 0)
return
if(get_pdata_float(id, 83, 5) <= 0.0)
{
g_cbow_ammo[id]--
g_Shoot_Count[id] = 0
update_ammo(id)
FireArrow(id)
if(g_cbow_ammo[id] > 0) set_weapon_anim(id, ANIM_SHOOT)
else set_weapon_anim(id, ANIM_SHOOT_EMPTY)
emit_sound(id, CHAN_WEAPON, weapon_sound[0], 1.0, ATTN_NORM, 0, PITCH_NORM)
set_player_nextattack(id, CSW_CBOW, RELOAD_TIME)
}
}
else if(CurButton & IN_ATTACK2 && get_pdata_float(id, 83, 5) <= 0.0 && g_cbow_ammo[id] > 0)
{
charge_fail_shoot = false
charge_fail[id] = false
charge_idle1_masuk[id] = false
secondary_attack[id] = true
set_task(0.6, "fail_shot", id)
set_weapon_anim(id, ANIM_CHARGE_START)
set_weapons_timeidle(id, CSW_CBOW, 0.0)
set_player_nextattackx(id, 256.0)
}
else if((pev(id, pev_oldbuttons) & IN_ATTACK2) && !(CurButton & IN_ATTACK2))
{
if(g_cbow_ammo[id] == 0)
return
if(charge_ready[id])
{
charge_fail_shoot = false
charge_fail[id] = false
charge_idle1_masuk[id] = false
ExecuteHamB(Ham_Weapon_PrimaryAttack, ent)
entity_set_int(id, EV_INT_sequence, 85)
set_pev(id, pev_framerate, 0.55)
g_cbow_ammo[id]--
g_Shoot_Count[id] = 0
update_ammo(id)
charge_ready[id] = 0
remove_task(id)
set_weapons_timeidle(id, CSW_CBOW, STAB_TIME)
set_player_nextattackx(id, STAB_TIME)
}
else
{
charge_fail[id] = true
charge_fail_shoot = true
}
}
}
public fw_PlayerPreThink(id)
{
if(get_user_weapon(id) != CSW_CBOW || !g_had_cbow[id])
return
if(charge_fail_shoot && charge_idle1_masuk[id])
{
shuting_fail(id)
}
}
public fail_shot(id)
{
if(get_user_weapon(id) != CSW_CBOW || !g_had_cbow[id])
return
if(charge_fail[id])
{
shuting_fail(id)
}
else
{
charge_idle1(id)
set_task(0.6, "charge_finish1", id)
set_task(0.9, "charge_idle2", id)
}
}
public shuting_fail(id)
{
if(get_user_weapon(id) != CSW_CBOW || !g_had_cbow[id])
return
if(g_cbow_ammo[id] == 0)
return
charge_fail_shoot = false
charge_fail[id] = false
charge_idle1_masuk[id] = false
remove_task(id)
charge_ready[id] = 0
FireArrow(id)
g_cbow_ammo[id]--
g_Shoot_Count[id] = 0
update_ammo(id)
secondary_attack[id] = false
set_weapons_timeidle(id, CSW_CBOW, STAB_TIME)
set_player_nextattackx(id, STAB_TIME)
if(g_cbow_ammo[id] > 0)
{ set_weapon_anim(id, ANIM_CHARGE_SHOOT2)
emit_sound(id, CHAN_WEAPON, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM)
}
else
{
set_weapon_anim(id, ANIM_CHARGE_SHOOT2_EMPTY)
emit_sound(id, CHAN_WEAPON, weapon_sound[2], 1.0, ATTN_NORM, 0, PITCH_NORM)
}
}
public charge_idle1(id)
{
if(get_user_weapon(id) != CSW_CBOW || !g_had_cbow[id])
return
set_weapon_anim(id, ANIM_CHARGE_IDLE1)
charge_idle1_masuk[id] = true
}
public charge_finish1(id)
{
if(get_user_weapon(id) != CSW_CBOW || !g_had_cbow[id])
return
set_weapon_anim(id, ANIM_CHARGE_FINISH)
}
public charge_idle2(id)
{
if(get_user_weapon(id) != CSW_CBOW || !g_had_cbow[id])
return
set_weapon_anim(id, ANIM_CHARGE_IDLE2)
charge_ready[id] = 1
}
public FireArrow(id)
{
static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3], Float:anglestrue[3]
get_position(id, 2.0, 0.0, 0.0, StartOrigin)
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) // Better than pev_owner
set_pev(Ent, pev_fuser1, get_gametime() + 4.0)
set_pev(Ent, pev_nextthink, halflife_time() + 0.1)
entity_set_string(Ent, EV_SZ_classname, SYSTEM_CLASSNAME)
engfunc(EngFunc_SetModel, Ent, ARROW_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, 0.0)
static Float:Velocity[3]
fm_get_aim_origin(id, TargetOrigin)
get_speed_vector(StartOrigin, TargetOrigin, 3500.0, Velocity)
set_pev(Ent, pev_velocity, Velocity)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // Temporary entity ID
write_short(Ent) // Entity
write_short(sTrail) // Sprite index
write_byte(7) // Life
write_byte(1) // Line width
write_byte(255) // Red
write_byte(255) // Green
write_byte(255) // Blue
write_byte(100) // Alpha
message_end()
create_fake_attack(id)
}
public fw_bow_PrimaryAttack(Weapon)
{
new Player = get_pdata_cbase(Weapon, 41, 4)
if (!g_had_cbow[Player] || !charge_ready[Player])
return
pev(Player,pev_punchangle,cl_pushangle[Player])
}
public fw_bow_PrimaryAttack_Post(Weapon)
{
new Player = get_pdata_cbase(Weapon, 41, 4)
if(!is_user_alive(Player) || !charge_ready[Player])
return
if(g_had_cbow[Player])
{
new Float:push[3]
pev(Player,pev_punchangle,push)
xs_vec_sub(push,cl_pushangle[Player],push)
xs_vec_mul_scalar(push,0.65,push)
xs_vec_add(push,cl_pushangle[Player],push)
set_pev(Player,pev_punchangle,push)
if(g_cbow_ammo[Player] > 0)
{ set_weapon_anim(Player, ANIM_CHARGE_SHOOT1)
emit_sound(Player, CHAN_WEAPON, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM)
}
else
{
set_weapon_anim(Player, ANIM_CHARGE_SHOOT1_EMPTY)
emit_sound(Player, CHAN_WEAPON, weapon_sound[2], 1.0, ATTN_NORM, 0, PITCH_NORM)
}
create_laser(Player)
}
}
public create_laser(id)
{
static Float:StartOriginX[3]
get_position(id, 40.0, 2.5, -4.0, StartOriginX)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMPOINTS)
engfunc(EngFunc_WriteCoord, StartOriginX[0])
engfunc(EngFunc_WriteCoord, StartOriginX[1])
engfunc(EngFunc_WriteCoord, StartOriginX[2])
engfunc(EngFunc_WriteCoord, TargetOriginX[0])
engfunc(EngFunc_WriteCoord, TargetOriginX[1])
engfunc(EngFunc_WriteCoord, TargetOriginX[2])
write_short(sTrail)
write_byte(0)
write_byte(0)
write_byte(18)
write_byte(20)
write_byte(0)
write_byte(255)
write_byte(80)
write_byte(80)
write_byte(170)
write_byte(0)
message_end()
}
public fw_Think(ent)
{
if(!pev_valid(ent))
return
static Float:fFrame; pev(ent, pev_frame, fFrame)
fFrame += 1.5
fFrame = floatmin(21.0, fFrame)
set_pev(ent, pev_frame, fFrame)
set_pev(ent, pev_nextthink, get_gametime() + 0.05)
// time remove
static Float:fTimeRemove, Float:Amount
pev(ent, pev_fuser1, fTimeRemove)
pev(ent, pev_renderamt, Amount)
if(get_gametime() >= fTimeRemove)
{
remove_entity(ent)
}
}
public fw_touch(Ent, Id)
{
// If ent is valid
if(!pev_valid(Ent))
return
static Owner; Owner = pev(Ent, pev_owner)
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, 60.0, DMG_GENERIC )
Damage_cbow(Ent, Id)
// Get it's origin
new Float:originF[3]
pev(Ent, pev_origin, originF)
// Alive...
if(is_user_alive(Id) && zp_get_user_zombie(Id))
{
remove_entity(Ent)
create_blood(originF)
create_blood(originF)
}
else if(is_user_alive(Id) && !zp_get_user_zombie(Id))
{
remove_entity(Ent)
emit_sound(Id, CHAN_VOICE, bow_hit, 1.0, ATTN_NORM, 0, PITCH_NORM)
}
else
{
make_bullet(Owner, originF)
fake_smokes(Owner, originF)
engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, bow_wall, 1.0, ATTN_STATIC, 0, PITCH_NORM)
set_pev(Ent, pev_movetype, MOVETYPE_NONE)
set_pev(Ent, pev_solid, SOLID_NOT)
}
}
public Damage_cbow(Ent, Id)
{
static Owner; Owner = pev(Ent, pev_owner)
static Attacker;
if(!is_user_alive(Owner))
{
Attacker = 0
return
} else Attacker = Owner
if(g_endround)
return
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_CHEST: flAdjustedDamage = DAMAGE * 1.2
case HIT_STOMACH: flAdjustedDamage = DAMAGE * 1.1
case HIT_LEFTLEG, HIT_RIGHTLEG: flAdjustedDamage = DAMAGE * 1.0
case HIT_LEFTARM, HIT_RIGHTARM: flAdjustedDamage = DAMAGE * 1.0
case HIT_HEAD:
{
flAdjustedDamage = DAMAGE * 3.0
bIsHeadShot = true;
}
}
if(pev(Id, pev_health) <= flAdjustedDamage) death = true
if(is_user_alive(Id))
{
if( bIsHeadShot && death)
{
zp_cs_set_user_money(Attacker, zp_cs_get_user_money(Attacker) + 500)
emessage_begin(MSG_BROADCAST, g_MsgDeathMsg)
ewrite_byte(Attacker)
ewrite_byte(Id)
ewrite_byte(1)
ewrite_string("Compound Bow")
emessage_end()
set_msg_block(g_MsgDeathMsg, BLOCK_SET)
user_silentkill(Id)
set_msg_block(g_MsgDeathMsg, BLOCK_NOT)
new kfrags = get_user_frags( Owner );
set_user_frags( Owner, kfrags+1 );
new vfrags = get_user_frags( Id );
set_user_frags( Id, vfrags+1 );
death = false
}
else ExecuteHamB(Ham_TakeDamage, Id, Ent, Attacker, flAdjustedDamage, DMG_BULLET)
}
}
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_CBOW)
if(!pev_valid(weapon))
return FMRES_IGNORED
if(g_had_cbow[id])
{
set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
set_pev(weapon, pev_iuser4, g_cbow_ammo[id])
engfunc(EngFunc_SetModel, entity, w_model)
g_had_cbow[id] = 0
g_cbow_ammo[id] = 0
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED;
}
public fw_AddToPlayer_Post(ent, id)
{
if(pev(ent, pev_impulse) == WEAPON_SECRETCODE)
{
g_had_cbow[id] = 1
g_cbow_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_cbow[id] == 1 ? "weapon_cbow" : "weapon_galil"))
write_byte(1)
write_byte(90)
write_byte(-1)
write_byte(-1)
write_byte(0)
write_byte(17)
write_byte(CSW_CBOW)
write_byte(0)
message_end()
}
public update_ammo(id)
{
if(!is_user_alive(id))
return
static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_cbow, id)
if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1)
cs_set_user_bpammo(id, CSW_CBOW, 0)
engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, get_user_msgid("CurWeapon"), {0, 0, 0}, id)
write_byte(1)
write_byte(CSW_CBOW)
write_byte(-1)
message_end()
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("AmmoX"), _, id)
write_byte(1)
write_byte(g_cbow_ammo[id])
message_end()
}
public fw_TraceAttack(ent, attacker, Float:Damage, Float:fDir[3], ptr, iDamageType)
{
if(!is_user_alive(attacker))
return HAM_IGNORED
if(get_user_weapon(attacker) != CSW_CBOW || !g_had_cbow[attacker])
return HAM_IGNORED
if(g_temp_attack[attacker])
return HAM_IGNORED
static Float:flEnd[3], Float:myOrigin[3]
pev(attacker, pev_origin, myOrigin)
SetHamParamFloat(3, float(DAMAGE2))
get_tr2(ptr, TR_vecEndPos, flEnd)
TargetOriginX = flEnd
if(get_gametime() - 0.1 > g_can_laser[attacker])
{
if(!is_user_alive(ent))
{
make_bullet(attacker, flEnd)
fake_smokes(attacker, flEnd)
}
g_can_laser[attacker] = get_gametime()
}
if(!is_user_alive(ent))
return HAM_IGNORED
if(zp_get_user_zombie(ent)) hook_ent2(ent, myOrigin)
return HAM_HANDLED
}
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_CBOW || !g_had_cbow[id])
return HAM_IGNORED
if(g_temp_attack[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;
}
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, "galil") && get_user_weapon(iAttacker) == CSW_CBOW)
{
if(g_had_cbow[iAttacker])
set_msg_arg_string(4, "Compound Bow")
}
return PLUGIN_CONTINUE
}
public create_fake_attack(id)
{
if(!is_user_alive(id))
return
static ent
ent = fm_get_user_weapon_entity(id, CSW_CBOW)
if(pev_valid(ent))
{
g_temp_attack[id] = 1
ExecuteHamB(Ham_Weapon_PrimaryAttack, ent)
g_temp_attack[id] = 0
}
}
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);
}
stock make_bullet(id, Float:Origin[3])
{
// Find target
new decal = random_num(41, 45)
const loop_time = 2
static Body, Target
get_user_aiming(id, Target, Body, 999999)
if(is_user_connected(Target))
return
for(new i = 0; i < loop_time; i++)
{
// Put decal on "world" (a wall)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_byte(decal)
message_end()
}
}
public fake_smoke(id, trace_result)
{
static Float:vecSrc[3], Float:vecEnd[3], TE_FLAG
get_weapon_attachment(id, vecSrc)
global_get(glb_v_forward, vecEnd)
xs_vec_mul_scalar(vecEnd, 8192.0, vecEnd)
xs_vec_add(vecSrc, vecEnd, vecEnd)
get_tr2(trace_result, TR_vecEndPos, vecSrc)
get_tr2(trace_result, TR_vecPlaneNormal, vecEnd)
xs_vec_mul_scalar(vecEnd, 2.5, vecEnd)
xs_vec_add(vecSrc, vecEnd, vecEnd)
TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
TE_FLAG |= TE_EXPLFLAG_NOSOUND
TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEnd, 0)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, vecEnd[0])
engfunc(EngFunc_WriteCoord, vecEnd[1])
engfunc(EngFunc_WriteCoord, vecEnd[2] - 10.0)
write_short(g_smokepuff_id)
write_byte(2)
write_byte(80)
write_byte(TE_FLAG)
message_end()
}
public fake_smokes(id, 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] - 10.0)
write_short(g_smokepuff_id)
write_byte(2)
write_byte(80)
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 set_player_light(id, const LightStyle[])
{
if(!is_user_alive(id))
return
message_begin(MSG_ONE_UNRELIABLE, SVC_LIGHTSTYLE, .player = id)
write_byte(0)
write_string(LightStyle)
message_end()
}
stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
{
new Float:vfEnd[3], viEnd[3]
get_user_origin(id, viEnd, 3)
IVecFVec(viEnd, vfEnd)
new Float:fOrigin[3], Float:fAngle[3]
pev(id, pev_origin, fOrigin)
pev(id, pev_view_ofs, fAngle)
xs_vec_add(fOrigin, fAngle, fOrigin)
new Float:fAttack[3]
xs_vec_sub(vfEnd, fOrigin, fAttack)
xs_vec_sub(vfEnd, fOrigin, fAttack)
new Float:fRate
fRate = fDis / vector_length(fAttack)
xs_vec_mul_scalar(fAttack, fRate, fAttack)
xs_vec_add(fOrigin, fAttack, output)
}
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 set_player_screenfade(pPlayer, sDuration = 0, sHoldTime = 0, sFlags = 0, r = 0, g = 0, b = 0, a = 0 )
{
if(!is_user_connected(pPlayer))
return
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, pPlayer)
write_short(sDuration)
write_short(sHoldTime)
write_short(sFlags)
write_byte(r)
write_byte(g)
write_byte(b)
write_byte(a)
message_end()
}
stock hook_ent2(ent, Float:VicOrigin[3])
{
static Float:flVelocity[3]
static Float:EntOrigin[3]
static Float:flNewSpeed
static Float:flSpeed
pev(ent, pev_origin, EntOrigin)
flSpeed = 1500.0
flNewSpeed = flSpeed * ( 1.0 - ( 100.0 / 300.0 ) )
get_speed_vector ( VicOrigin, EntOrigin, flNewSpeed, flVelocity )
set_pev ( ent, pev_velocity,flVelocity )
}
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_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_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_owner)
nOhead = get_tr2( ptr, TR_iHitgroup )
head = set_tr2( ptr, TR_iHitgroup, HIT_HEAD )
iHitGroup = using_ds(Owner) ? head : nOhead
free_tr2( ptr );
return iHitGroup;
}
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, 46, TimeIdle, OFFSET_LINUX_WEAPONS)
set_pdata_float(entwpn, 47, TimeIdle, OFFSET_LINUX_WEAPONS)
set_pdata_float(entwpn, 48, TimeIdle + 0.5, OFFSET_LINUX_WEAPONS)
}
stock set_player_nextattack(player, weapon_id, Float:NextTime)
{
if(!is_user_alive(player))
return
const m_flNextPrimaryAttack = 46
const m_flNextSecondaryAttack = 47
const m_flTimeWeaponIdle = 48
const m_flNextAttack = 83
static weapon
weapon = fm_get_user_weapon_entity(player, weapon_id)
set_pdata_float(player, m_flNextAttack, NextTime, 5)
if(pev_valid(weapon))
{
set_pdata_float(weapon, m_flNextPrimaryAttack , NextTime, 4)
set_pdata_float(weapon, m_flNextSecondaryAttack, NextTime, 4)
set_pdata_float(weapon, m_flTimeWeaponIdle, NextTime, 4)
}
}
stock set_player_nextattackx(id, Float:nexttime)
{
if(!is_user_alive(id))
return
set_pdata_float(id, m_flNextAttack, nexttime, 5)
}