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Mar 5th, 2017
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Pawn 1.34 KB | None | 0 0
  1. public Action OnPlayerRunCmd(int client, int &buttons, int &impulse, float vel[3], float angles[3], int &weapon)
  2. {
  3.     if (g_bEnabled && client == Hale)
  4.     {
  5.         if (Special == VSHSpecial_HHH)
  6.         {
  7.             if (VSHFlags[client] & VSHFLAG_NEEDSTODUCK)
  8.             {
  9.                 buttons |= IN_DUCK;
  10.             }
  11.             if (HaleCharge >= 47 && (buttons & IN_ATTACK))
  12.             {
  13.                 buttons &= ~IN_ATTACK;
  14.                 return Plugin_Changed;
  15.             }
  16.         }
  17.         if (Special == VSHSpecial_Bunny)
  18.         {
  19.             int weap = GetPlayerWeaponSlot(client, TFWeaponSlot_Primary);
  20.             if (weap == GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon") && SpecialWeapon != weap)
  21.             {
  22.                 buttons &= ~IN_ATTACK;
  23.                 return Plugin_Changed;
  24.             }
  25.         }
  26.         if (Special == VSHSpecial_Agent) {
  27.             if (buttons & IN_ATTACK3) {
  28.                 if (IsNextTime(e_flNextMedicCall)) {
  29.                     float pos[3];
  30.                     GetEntPropVector(client, Prop_Send, "m_vecOrigin", pos);
  31.                     SetNextTime(e_flNextMedicCall, 3.0);
  32.                     EmitAmbientSound(Agent_Whistle, pos, client, SNDLEVEL_TRAFFIC, SND_NOFLAGS, SNDVOL_NORMAL);
  33.                 }
  34.             }
  35.         }
  36.     }
  37.     return Plugin_Continue;
  38. }
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