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#include <amxmodx>#include <engine>#include <fakemeta>#include <fakemeta_util>#include <hamsandwich>#include <cstrike>#include <fun>#include <zombieplague> #define PLUGIN "Tactical Knife"#define VERSION "1.0"#define AUTHOR "m4m3ts" #define CSW_TACT CSW_P228#define weapon_tact "weapon_p228"#define old_event "events/p228.sc"#define old_w_model "models/w_p228.mdl"#define WEAPON_SECRETCODE 4234234 #define RELOAD_TIME 0.435#define STAB_TIME 1.1#define ATTACK_TIME 1.0#define SYSTEM_CLASSNAME "tact_knife"#define SYSTEM_CLASSNAME2 "tact_knife2"#define WEAPON_ANIMEXT "grenade" const PDATA_SAFE = 2const OFFSET_LINUX_WEAPONS = 4const OFFSET_WEAPONOWNER = 41const m_flNextAttack = 83const m_szAnimExtention = 492 new const v_model[] = "models/v_tknifeex2.mdl"new const p_model[] = "models/p_tknifeex2.mdl"new const w_model[] = "models/w_tknifeex2.mdl"new const ARROW_MODEL[] = "models/tknifeb.mdl"new const tact_wall[][] = {"weapons/tknife_stone1.wav", "weapons/tknife_stone2.wav"}new const weapon_sound[4][] = { "weapons/tknife_shoot1.wav", "weapons/tknifeex2_shoot1.wav", "weapons/tknifeex2_draw.wav", "weapons/tact_hit.wav"} new const WeaponResource[4][] = { "sprites/weapon_tknifeex2.txt", "sprites/640hud12.spr", "sprites/640hud96.spr", "sprites/640hud97.spr"} enum{ ANIM_IDLE = 0, ANIM_SHOOT, ANIM_DRAW, ANIM_SHOOT2} new g_MsgDeathMsg, g_endround new g_had_tact[33], g_tact_ammo[33], g_Shoot_Count[33]new g_old_weapon[33], m_iBlood[2]new sTrail, item_tact, cvar_dmg_slash_tact, cvar_dmg_stab_tact, cvar_ammo_tactical const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE) public plugin_init(){ register_plugin(PLUGIN, VERSION, AUTHOR) register_cvar("tact_version", "m4m3ts", FCVAR_SERVER|FCVAR_SPONLY) 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) RegisterHam(Ham_Spawn, "player", "Player_Spawn", 1) RegisterHam(Ham_Killed, "player", "fw_PlayerKilled") RegisterHam(Ham_Item_AddToPlayer, weapon_tact, "fw_AddToPlayer_Post", 1) register_event("CurWeapon", "Event_CurWeapon", "be", "1=1") register_clcmd("weapon_tknifeex2", "hook_weapon") cvar_dmg_slash_tact = register_cvar("zp_tactical_dmg_slash", "61.0") cvar_dmg_stab_tact = register_cvar("zp_tactical_dmg_stab", "140.0") cvar_ammo_tactical = register_cvar("zp_tactical_ammo", "30") item_tact = zp_register_extra_item("Triple Tactical Knife", 14, ZP_TEAM_HUMAN) 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) for(new i = 0; i < sizeof(weapon_sound); i++) precache_sound(weapon_sound[i]) for(new i = 0; i < sizeof(tact_wall); i++) precache_sound(tact_wall[i]) precache_generic(WeaponResource[0]) for(new i = 1; i < sizeof(WeaponResource); i++) precache_model(WeaponResource[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_user_infected_post(id){ remove_tact(id)} public zp_round_started() g_endround = 0public zp_round_ended() g_endround = 1 public Player_Spawn(id){ remove_tact(id)} public fw_PlayerKilled(id){ remove_tact(id)} public hook_weapon(id){ engclient_cmd(id, weapon_tact) return} public zp_extra_item_selected(id, itemid){ if(itemid == item_tact) get_tact(id)} public get_tact(id){ if(!is_user_alive(id)) return drop_weapons(id, 1) g_had_tact[id] = 1 g_tact_ammo[id] = get_pcvar_num(cvar_ammo_tactical) give_item(id, weapon_tact) static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_tact, id) if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1)} public remove_tact(id){ g_had_tact[id] = 0 g_tact_ammo[id] = 0} public refill_tact(id){ g_tact_ammo[id] = get_pcvar_num(cvar_ammo_tactical) 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_TACT && g_had_tact[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_TACT && g_had_tact[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) set_weapon_anim(id, ANIM_DRAW) update_ammo(id) } g_old_weapon[id] = get_user_weapon(id)} public fw_CmdStart(id, uc_handle, seed){ if(!is_user_alive(id) || !is_user_connected(id)) return if(get_user_weapon(id) != CSW_TACT || !g_had_tact[id]) return static ent; ent = fm_get_user_weapon_entity(id, CSW_TACT) 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_tact_ammo[id] == 0) return if(get_pdata_float(id, 83, 5) <= 0.0) { g_tact_ammo[id]-- g_Shoot_Count[id] = 0 update_ammo(id) set_task(0.2, "throw_knife", id) set_weapon_anim(id, ANIM_SHOOT) set_weapons_timeidle(id, CSW_TACT, ATTACK_TIME) set_player_nextattackx(id, ATTACK_TIME) } } else if(CurButton & IN_ATTACK2) { if(get_pdata_float(id, 83, 5) <= 0.0) { set_weapon_anim(id, ANIM_SHOOT2) FireArrow_Charge(id) emit_sound(id, CHAN_VOICE, weapon_sound[1], 1.0, ATTN_NORM, 0, PITCH_NORM) set_weapons_timeidle(id, CSW_TACT, STAB_TIME) set_player_nextattackx(id, STAB_TIME) } }} public throw_knife(id){ FireArrow1(id) FireArrow2(id) FireArrow3(id)} public FireArrow1(id){ static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3], Float:anglestrue[3] get_position(id, 2.0, 4.0, -3.0, 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] = 180.0 - angles[0] anglestrue[1] = angles[1] anglestrue[2] = angles[2] // Set info for ent set_pev(Ent, pev_movetype, MOVETYPE_TOSS) 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:{-0.1, -0.1, -0.1}) set_pev(Ent, pev_maxs, Float:{0.1, 0.1, 0.1}) set_pev(Ent, pev_origin, StartOrigin) set_pev(Ent, pev_angles, anglestrue) set_pev(Ent, pev_gravity, 0.5) set_pev(Ent, pev_solid, SOLID_BBOX) set_pev(Ent, pev_frame, 0.0) static Float:Velocity[3] get_position(id, 1024.0, 12.0, -12.0, TargetOrigin) get_speed_vector(StartOrigin, TargetOrigin, 2300.0, 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(65) // Alpha message_end() } public FireArrow2(id){ static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3], Float:anglestrue[3] get_position(id, 2.0, -4.0, -2.0, 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] = 180.0 - angles[0] anglestrue[1] = angles[1] anglestrue[2] = angles[2] // Set info for ent set_pev(Ent, pev_movetype, MOVETYPE_TOSS) 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:{-0.1, -0.1, -0.1}) set_pev(Ent, pev_maxs, Float:{0.1, 0.1, 0.1}) set_pev(Ent, pev_origin, StartOrigin) set_pev(Ent, pev_angles, anglestrue) set_pev(Ent, pev_gravity, 0.5) set_pev(Ent, pev_solid, SOLID_BBOX) set_pev(Ent, pev_frame, 0.0) static Float:Velocity[3] get_position(id, 1024.0, -12.0, -12.0, TargetOrigin) get_speed_vector(StartOrigin, TargetOrigin, 2300.0, 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(65) // Alpha message_end() } public FireArrow3(id){ static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3], Float:anglestrue[3] get_position(id, 2.0, 2.0, 4.0, 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] = 180.0 - angles[0] anglestrue[1] = angles[1] anglestrue[2] = angles[2] // Set info for ent set_pev(Ent, pev_movetype, MOVETYPE_TOSS) 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:{-0.1, -0.1, -0.1}) set_pev(Ent, pev_maxs, Float:{0.1, 0.1, 0.1}) set_pev(Ent, pev_origin, StartOrigin) set_pev(Ent, pev_angles, anglestrue) set_pev(Ent, pev_gravity, 0.5) set_pev(Ent, pev_solid, SOLID_BBOX) set_pev(Ent, pev_frame, 0.0) static Float:Velocity[3] get_position(id, 1024.0, 12.0, 12.0, TargetOrigin) get_speed_vector(StartOrigin, TargetOrigin, 2300.0, 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(65) // Alpha message_end() } public FireArrow_Charge(id){ static Float:StartOrigin[3], Float:TargetOrigin[3], Float:angles[3] get_position(id, 2.0, 0.0, 0.0, StartOrigin) pev(id,pev_angles,angles) static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")) if(!pev_valid(Ent)) return // 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_rendermode, kRenderTransAdd) set_pev(Ent, pev_renderamt, 1.0) set_pev(Ent, pev_fuser1, get_gametime() + 0.1) set_pev(Ent, pev_nextthink, halflife_time() + 0.1) entity_set_string(Ent, EV_SZ_classname, SYSTEM_CLASSNAME2) engfunc(EngFunc_SetModel, Ent, ARROW_MODEL) set_pev(Ent, pev_mins, Float:{-0.1, -0.1, -0.1}) set_pev(Ent, pev_maxs, Float:{0.1, 0.1, 0.1}) set_pev(Ent, pev_origin, StartOrigin) set_pev(Ent, pev_angles, angles) 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, 800.0, Velocity) set_pev(Ent, pev_velocity, Velocity)} 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_tact(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) emit_sound(Id, CHAN_BODY, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM) } else if(is_user_alive(Id) && !zp_get_user_zombie(Id)) { remove_entity(Ent) emit_sound(Id, CHAN_VOICE, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM) } else { set_pev(Ent, pev_fuser1, get_gametime() + 1.0) make_bullet(Owner, originF) engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, tact_wall[random( sizeof(tact_wall))], 1.0, ATTN_STATIC, 0, PITCH_NORM) set_pev(Ent, pev_movetype, MOVETYPE_NONE) set_pev(Ent, pev_solid, SOLID_NOT) }} public fw_touch2(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, 200.0, DMG_GENERIC ) Damage_tact2(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) emit_sound(Id, CHAN_BODY, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM) } else if(is_user_alive(Id) && !zp_get_user_zombie(Id)) { remove_entity(Ent) emit_sound(Id, CHAN_VOICE, weapon_sound[3], 1.0, ATTN_NORM, 0, PITCH_NORM) } else { engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, tact_wall[random( sizeof(tact_wall))], 1.0, ATTN_STATIC, 0, PITCH_NORM) set_pev(Ent, pev_movetype, MOVETYPE_NONE) set_pev(Ent, pev_solid, SOLID_NOT) }} public Remove_tactBall(Ent){ if(!pev_valid(Ent)) return engfunc(EngFunc_RemoveEntity, Ent)} public Damage_tact(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 = get_pcvar_float(cvar_dmg_slash_tact) * 1.5 case HIT_CHEST: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 1.0 case HIT_STOMACH: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 1.0 case HIT_LEFTLEG, HIT_RIGHTLEG: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 0.75 case HIT_LEFTARM, HIT_RIGHTARM: flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 0.35 case HIT_HEAD: { flAdjustedDamage = get_pcvar_float(cvar_dmg_slash_tact) * 2.50 bIsHeadShot = true; } } if(pev(Id, pev_health) <= flAdjustedDamage) death = true if(is_user_alive(Id)) { if( bIsHeadShot && death) { emessage_begin(MSG_BROADCAST, g_MsgDeathMsg) ewrite_byte(Attacker) ewrite_byte(Id) ewrite_byte(1) ewrite_string("Triple Tactical Knife") emessage_end() set_msg_block(g_MsgDeathMsg, BLOCK_SET) user_silentkill(Id) set_msg_block(g_MsgDeathMsg, BLOCK_NOT) death = false } else ExecuteHamB(Ham_TakeDamage, Id, Ent, Attacker, flAdjustedDamage, DMG_BULLET) }} public Damage_tact2(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 = get_pcvar_float(cvar_dmg_stab_tact) * 1.5 case HIT_CHEST: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 1.0 case HIT_STOMACH: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 1.0 case HIT_LEFTLEG, HIT_RIGHTLEG: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 0.75 case HIT_LEFTARM, HIT_RIGHTARM: flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 0.35 case HIT_HEAD: { flAdjustedDamage = get_pcvar_float(cvar_dmg_stab_tact) * 2.50 bIsHeadShot = true; } } if(pev(Id, pev_health) <= flAdjustedDamage) death = true if(is_user_alive(Id)) { if( bIsHeadShot && death) { emessage_begin(MSG_BROADCAST, g_MsgDeathMsg) ewrite_byte(Attacker) ewrite_byte(Id) ewrite_byte(1) ewrite_string("Triple Tactical Knife") emessage_end() set_msg_block(g_MsgDeathMsg, BLOCK_SET) user_silentkill(Id) set_msg_block(g_MsgDeathMsg, BLOCK_NOT) 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_TACT) if(!pev_valid(weapon)) return FMRES_IGNORED if(g_had_tact[id]) { set_pev(weapon, pev_impulse, WEAPON_SECRETCODE) set_pev(weapon, pev_iuser4, g_tact_ammo[id]) engfunc(EngFunc_SetModel, entity, w_model) g_had_tact[id] = 0 g_tact_ammo[id] = 0 return FMRES_SUPERCEDE } } return FMRES_IGNORED;} public fw_AddToPlayer_Post(ent, id){ if(pev(ent, pev_impulse) == WEAPON_SECRETCODE) { g_had_tact[id] = 1 g_tact_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_tact[id] == 1 ? "weapon_tknifeex2" : "weapon_p228")) write_byte(1) write_byte(52) write_byte(-1) write_byte(-1) write_byte(1) write_byte(3) write_byte(CSW_TACT) 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_tact, id) if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1) cs_set_user_bpammo(id, CSW_P228, 0) engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, get_user_msgid("CurWeapon"), {0, 0, 0}, id) write_byte(1) write_byte(CSW_TACT) write_byte(-1) message_end() message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("AmmoX"), _, id) write_byte(1) write_byte(g_tact_ammo[id]) message_end()} 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() // Show sparcles message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_GUNSHOTDECAL) engfunc(EngFunc_WriteCoord, Origin[0]) engfunc(EngFunc_WriteCoord, Origin[1]) engfunc(EngFunc_WriteCoord, Origin[2]) write_short(id) write_byte(decal) 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 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) & SECONDARY_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 iHitGroup = get_tr2( ptr, TR_iHitgroup ) 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_nextattackx(id, Float:nexttime){ if(!is_user_alive(id)) return set_pdata_float(id, m_flNextAttack, nexttime, 5)}
