Gun Xp Unlock
Re: Gun Xp Unlock
Nu tai ul'us persidaro į gunxp juk. O ul'ai pritaikyti ZP modui, kur extra itemai vienam roundui.
Re: Gun Xp Unlock
Kaip padaryt kad unlock gautu tik ct ?
Code: Select all
#include <amxmodx>#include <fakemeta>#include <hamsandwich>#include <gunxpmod>#include <xs> #define NAME "Skull-9"#define VERSION "1.0"#define AUTHOR "ruslik1229" #define KNIFE_NAME "skullaxe"#define KNIFE_COST 10 #define KNIFE_GRAVITY 0.90#define KNIFE_SPEED 280.0#define SEC_DMG 3.0#define PRIM_DMG 8.0#define SEC_HEAD_DMG 6.0#define PRIM_HEAD_DMG 14.0#define KNIFE_KNOCK 9#define BLOOD 8#define ADMIN "1" static const v_knife[] = "models/GunXp/Skull/v_skullaxe.mdl"static const p_knife[] = "models/GunXp/Skull/p_skullaxe.mdl" static const SoundList[][] ={ "skullaxe/skullaxe_deploy1.wav", // 0 "skullaxe/skullaxe_hwall.wav", // 1 "skullaxe/skullaxe_slash1.wav", // 2 "skullaxe/skullaxe_stab.wav", // 3 "skullaxe/skullaxe1.wav", // 4 "skullaxe/skullaxe2.wav" // 5} static const Blood[][] ={ "sprites/blood.spr", "sprites/bloodspray.spr"}static g_Blood[sizeof Blood]static bool:Knife[33] public plugin_init(){ register_plugin(NAME, VERSION, AUTHOR) register_item_gxm("Skull-IX (Knife)", "+Power", 400, 0, GUN_SECTION_RIFLE, 0, CSW_KNIFE); register_event("CurWeapon", "ChangeModel", "be", "1=1") RegisterHam(Ham_TakeDamage, "player", "TakeDamage_Pre", 0) RegisterHam(Ham_TakeDamage, "player", "TakeDamage_Post", 1) RegisterHam(Ham_Player_PreThink, "player", "PreThink") register_forward(FM_EmitSound, "KnifeSound")} public gxm_item_enabled(id) { Knife[id] = true;}public ChangeModel(id){ static weaponid weaponid = read_data(2) if(!Knife[id] || weaponid != CSW_KNIFE) return change(id)} public KnifeSound(id, channel, sample[], Float:volume, Float:attn, flags, pitch){ if(!equal(sample, "weapons/knife_", 14) || !Knife[id]) return FMRES_IGNORED if(equal(sample[8], "knife_hitwall", 13)) PlaySound(id, 1) else if(equal(sample[8], "knife_hit", 9)) switch(random(2)) { case 0:PlaySound(id, 4) case 1:PlaySound(id, 5) } if(equal(sample[8], "knife_slash", 11)) PlaySound(id, 2) if(equal(sample[8], "knife_stab", 10)) PlaySound(id, 3) if(equal(sample[8], "knife_deploy", 12)) PlaySound(id, 0) return FMRES_SUPERCEDE} public TakeDamage_Pre(victim, inflictor, attacker, Float:damage, damagetype){ if(!is_user_alive(attacker)) return HAM_IGNORED if(!Knife[attacker] || get_user_weapon(attacker) != CSW_KNIFE) return HAM_IGNORED new hit, target get_user_aiming(attacker, target, hit) new bool:head = (hit == HIT_HEAD) new Float:mult_dmg = 1.0 if(pev(attacker, pev_button, IN_ATTACK)) mult_dmg = head ? PRIM_HEAD_DMG : PRIM_DMG else mult_dmg = head ? SEC_HEAD_DMG : SEC_DMG SetHamParamFloat(4, damage * mult_dmg) return HAM_HANDLED} public TakeDamage_Post(victim, inflictor, attacker, Float:damage, damagetype){ if(!is_user_alive(attacker) || !is_user_alive(victim)) return HAM_IGNORED if(!Knife[attacker] || get_user_weapon(attacker) != CSW_KNIFE) return HAM_IGNORED new Float:Origin[3], Float:Origin2[3], Float:Velocity[3] pev(attacker, pev_origin, Origin) pev(victim, pev_origin, Origin2) xs_vec_sub(Origin2, Origin, Velocity) xs_vec_normalize(Velocity, Velocity) xs_vec_mul_scalar(Velocity, (KNIFE_KNOCK * 100.0), Velocity) if(Velocity[2] <= 100.0) Velocity[2] = random_float(150.0, 250.0) message_begin(MSG_BROADCAST, SVC_TEMPENTITY); write_byte(TE_BLOODSPRITE); engfunc(EngFunc_WriteCoord, Origin2[0]) engfunc(EngFunc_WriteCoord, Origin2[1]) engfunc(EngFunc_WriteCoord, Origin2[2]) write_short(g_Blood[0]) write_short(g_Blood[1]) write_byte(77) write_byte(BLOOD) message_end() set_pev(victim, pev_velocity, Velocity) return HAM_HANDLED} public PreThink(id){ if(!is_user_alive(id)) return HAM_IGNORED if(!Knife[id]) return HAM_IGNORED if(get_user_weapon(id) != CSW_KNIFE) { set_pev(id, pev_gravity, get_cvar_float("zp_human_gravity")) set_pev(id, pev_maxspeed, get_cvar_float("zp_human_speed")) return HAM_IGNORED } set_pev(id, pev_gravity, KNIFE_GRAVITY) set_pev(id, pev_maxspeed, KNIFE_SPEED) return HAM_HANDLED} public plugin_precache(){ precache_model(v_knife) precache_model(p_knife) static i for(i = 0; i <= charsmax(SoundList); i++) precache_sound(SoundList[i]) for(i = 0; i <= charsmax(Blood); i++) g_Blood[i] = precache_model(Blood[i])} change(id){ set_pev(id, pev_viewmodel2, v_knife) set_pev(id, pev_weaponmodel2, p_knife)} stock PlaySound(Ent, Sound) engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, SoundList[_:Sound], VOL_NORM, ATTN_NORM, 0, PITCH_NORM) stock is_user_admin(id){ new __flags=get_user_flags(id); return (__flags>0 && !(__flags&ADMIN_USER));}
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