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- #include <amxmodx>
- #include <fakemeta>
- #include <engine>
- #include <cstrike>
- #define DISPLAY_MONEY 1
- #define DISPLAY_WEAPONS 1
- #define DISPLAY_DOLLARSIGN 1
- #define DISPLAY_ARROW 0
- #define PLUGIN "SHOWEQUIPS"
- #define VERSION "1.4"
- #define AUTHOR "DaniwA"
- #define TASK1 5125
- #define TASK2 6124
- #if DISPLAY_MONEY
- #define NUMBER_OF_SPRITES 5
- new userSpr[33][NUMBER_OF_SPRITES];
- new tmpstr[6];
- new value[2];
- new money_sprite1[] = "sprites/ing/1.spr"
- new money_sprite10[] = "sprites/ing/10.spr"
- new money_sprite100[] = "sprites/ing/100.spr"
- new money_sprite1000[] = "sprites/ing/1000.spr"
- new money_sprite10000[] = "sprites/ing/10000.spr"
- #endif
- #if DISPLAY_WEAPONS
- #define NUMBER_OF_WEAPTYPES 7
- new const Float:Pistols[6] = {1.0,10.0,11.0,16.0,17.0,26.0};
- new const Float:Rifles[18] = {3.0,5.0,7.0,8.0,12.0,13.0,14.0,15.0,18.0,19.0,20.0,21.0,22.0,23.0,24.0,27.0,28.0,30.0};
- new userWeap[33][NUMBER_OF_WEAPTYPES];
- new armor;
- new weapons;
- new weap_sprite[] = "sprites/ing/weap.spr"
- new weap2_sprite[] = "sprites/ing/weap2.spr"
- #endif
- #if DISPLAY_DOLLARSIGN
- new userDSign[33];
- new cash_sprite[] = "sprites/ing/cash.spr"
- #endif
- #if DISPLAY_ARROW
- new userArrow[33];
- new arrow_sprite[] = "sprites/ing/arrow.spr"
- #endif
- new bool:NewRound;
- new bool:show;
- new Float:userOrig[33][3];
- new g_iMaxPlayers;
- public plugin_precache(){
- #if DISPLAY_MONEY
- precache_model(money_sprite10000);
- precache_model(money_sprite1000);
- precache_model(money_sprite100);
- precache_model(money_sprite10);
- precache_model(money_sprite1);
- #endif
- #if DISPLAY_WEAPONS
- precache_model(weap_sprite);
- precache_model(weap2_sprite);
- #endif
- #if DISPLAY_DOLLARSIGN
- precache_model(cash_sprite);
- #endif
- #if DISPLAY_ARROW
- precache_model(arrow_sprite);
- #endif
- }
- public plugin_init(){
- register_plugin(PLUGIN,VERSION,AUTHOR);
- register_event("HLTV", "new_round", "a", "1=0", "2=0");
- g_iMaxPlayers = get_maxplayers()
- crear_entidades()
- }
- public crear_entidades(){
- for(new x = 1; x <= g_iMaxPlayers; x++){
- #if DISPLAY_MONEY
- for(new i; i<NUMBER_OF_SPRITES; i++){
- userSpr[x][i]=create_entity("env_sprite");
- }
- #endif
- #if DISPLAY_WEAPONS
- for(new i; i<NUMBER_OF_WEAPTYPES; i++){
- userWeap[x][i]=create_entity("env_sprite");
- }
- #endif
- #if DISPLAY_DOLLARSIGN
- userDSign[x]=create_entity("env_sprite");
- #endif
- #if DISPLAY_ARROW
- userArrow[x]=create_entity("env_sprite");
- #endif
- }
- }
- public new_round(){
- NewRound = true;
- show = true
- remove_task(TASK2)
- remove_task(TASK1)
- set_task(get_cvar_float("mp_freezetime"),"hiden",TASK1);
- set_task(0.2,"display_info",TASK2,"",0,"b");
- }
- public hiden(){
- show = false
- }
- public display_info(){
- for(new c=1; c<= g_iMaxPlayers; c++){
- if(!is_user_alive(c) || !is_user_connected(c)){
- #if DISPLAY_MONEY
- drawsprite(userSpr[c][4],c,money_sprite10000,1.0,34.0,0,0,255,0);
- drawsprite(userSpr[c][3],c,money_sprite1000,1.0,34.0,0,0,255,0);
- drawsprite(userSpr[c][2],c,money_sprite100,1.0,34.0,0,0,255,0);
- drawsprite(userSpr[c][1],c,money_sprite10,1.0,34.0,0,0,255,0);
- drawsprite(userSpr[c][0],c,money_sprite1,1.0,34.0,0,0,255,0);
- #endif
- #if DISPLAY_DOLLARSIGN
- drawsprite(userDSign[c],c,cash_sprite,1.0,34.0,0,0,255,0);
- #endif
- #if DISPLAY_ARROW
- drawsprite(userArrow[c],c,arrow_sprite,1.0,34.0,0,255,255,0);
- #endif
- #if DISPLAY_WEAPONS
- drawsprite(userWeap[c][0],c,weap_sprite,Pistols[0],50.0,0,255,255,0);
- drawsprite(userWeap[c][1],c,weap_sprite,Rifles[0],50.0,0,255,255,0);
- drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,0,255,255,255);
- drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,0,255,255,255);
- drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,0,255,255,255);
- drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,0,0,0,255);
- drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,0,0,0,255);
- #endif
- continue;
- }
- #if DISPLAY_MONEY
- for (new x; x < NUMBER_OF_SPRITES; x++){
- arrayset(tmpstr, 0, sizeof tmpstr);
- num_to_str(cs_get_user_money(c), tmpstr, charsmax(tmpstr))
- value[0]=tmpstr[x];
- value[1]=0;
- if(!tmpstr[x]){
- switch(x){
- case 0: drawsprite(userSpr[c][4],c,money_sprite10000,1.0,34.0,0,0,255,0);
- case 1: drawsprite(userSpr[c][3],c,money_sprite1000,1.0,34.0,0,0,255,0);
- case 2: drawsprite(userSpr[c][2],c,money_sprite100,1.0,34.0,0,0,255,0);
- case 3: drawsprite(userSpr[c][1],c,money_sprite10,1.0,34.0,0,0,255,0);
- case 4: drawsprite(userSpr[c][0],c,money_sprite1,1.0,34.0,0,0,255,0);
- }
- continue;
- }
- switch(x){
- case 0: drawsprite(userSpr[c][4],c,money_sprite10000,floatstr(value),34.0,255,0,255,0);
- case 1: drawsprite(userSpr[c][3],c,money_sprite1000,floatstr(value),34.0,255,0,255,0);
- case 2: drawsprite(userSpr[c][2],c,money_sprite100,floatstr(value),34.0,255,0,255,0);
- case 3: drawsprite(userSpr[c][1],c,money_sprite10,floatstr(value),34.0,255,0,255,0);
- case 4: drawsprite(userSpr[c][0],c,money_sprite1,floatstr(value),34.0,255,0,255,0);
- }
- }
- #endif
- #if DISPLAY_DOLLARSIGN
- drawsprite(userDSign[c],c,cash_sprite,1.0,34.0,255,0,255,0);
- #endif
- #if DISPLAY_ARROW
- drawsprite(userArrow[c],c,arrow_sprite,1.0,34.0,255,255,255,0);
- #endif
- #if DISPLAY_WEAPONS
- weapons = pev(c, pev_weapons);
- for(new i; i < sizeof Pistols; i++)
- if(weapons & 1<<floatround(Pistols[i])){
- drawsprite(userWeap[c][0],c,weap_sprite,Pistols[i],50.0,255,255,255,0);
- goto jmp1;
- }
- drawsprite(userWeap[c][0],c,weap_sprite,Pistols[0],50.0,0,255,255,0);
- jmp1:
- for(new i; i < sizeof Rifles; i++)
- if(weapons & 1<<floatround(Rifles[i])){
- drawsprite(userWeap[c][1],c,weap_sprite,Rifles[i],50.0,255,255,255,0);
- goto jmp2;
- }
- drawsprite(userWeap[c][1],c,weap_sprite,Rifles[0],50.0,0,255,255,0);
- jmp2:
- if(weapons & 1<<CSW_HEGRENADE)
- drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,255,255,255,255);
- else
- drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,0,255,255,255);
- if(weapons & 1<<CSW_FLASHBANG)
- drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,255,255,255,255);
- else
- drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,0,255,255,255);
- if(weapons & 1<<CSW_SMOKEGRENADE)
- drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,255,255,255,255);
- else
- drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,0,255,255,255);
- cs_get_user_armor(c,CsArmorType:armor);
- if(armor == 2)
- drawsprite(userWeap[c][5],c,weap2_sprite,2.0,50.0,255,0,0,255);
- else if(armor == 1)
- drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,255,0,0,255);
- else
- drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,0,0,0,255);
- if(weapons & 1<<CSW_C4)
- drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,255,0,0,255);
- else if(cs_get_user_defuse(c))
- drawsprite(userWeap[c][6],c,weap2_sprite,4.0,50.0,255,0,0,255);
- else
- drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,0,0,0,255);
- #endif
- }
- }
- drawsprite(ent,player,str[],Float:frame,Float:offset,render,r,g,b){
- set_pev(ent, pev_framerate, 1.0)
- set_pev(ent, pev_scale, 0.3)
- set_pev(ent, pev_movetype, MOVETYPE_NOCLIP);
- engfunc(EngFunc_SetModel, ent, str);
- set_pev(ent, pev_frame, frame)
- if(is_user_connected(player) && is_user_alive(player)){
- pev(player, pev_origin, userOrig[player]);
- userOrig[player][2] += offset;
- set_pev(ent, pev_origin, userOrig[player]);
- }
- else{
- set_pev(ent, pev_origin, {0.0, 0.0, 0.0})
- }
- if(!show){
- render = 0
- set_pev(ent, pev_origin, {0.0, 0.0, 0.0})
- remove_task(TASK2)
- }
- set_rendering(ent, kRenderFxNone, r, g, b, kRenderTransAdd, render)
- }
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