FlacoBey

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Jan 7th, 2019
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C++ 3.36 KB | None | 0 0
  1. #include <sourcemod>
  2. #include <sdkhooks>
  3. #include <sdktools>
  4.  
  5. char sDataFilePath[PLATFORM_MAX_PATH];
  6.  
  7. int m_flSpeed;
  8.  
  9. public OnPluginStart()
  10. {
  11.     m_flSpeed = FindSendPropInfo("CTerrorPlayer", "m_flLaggedMovementValue");
  12.    
  13.     BuildPath(Path_SM, sDataFilePath, sizeof(sDataFilePath), "data/weapons_speed.ini");
  14.     if (!FileExists(sDataFilePath))
  15.     {
  16.         new Handle:open_path = OpenFile(sDataFilePath, "w");
  17.         WriteFileLine(open_path, "");
  18.         CloseHandle(open_path);
  19.         PrintToServer("Error Code: WSP-EC-01A");
  20.         KvWriteToFile(sDataFilePath);
  21.     }
  22.     HookEvent("item_pickup", Event_ItemPickup, EventHookMode_Post);
  23. }
  24.  
  25. public Action:Event_ItemPickup(Handle:event, const String:name[], bool:dontBroadcast)
  26. {
  27.     new i = GetClientOfUserId(GetEventInt(event, "userid"));
  28.     if(bIsSurvivor(i))
  29.     {
  30.         KeyValues kv = new KeyValues("speed_modifier");
  31.         if (kv.ImportFromFile(sDataFilePath))
  32.         {
  33.             new priWeapon = GetPlayerWeaponSlot(i, 0);
  34.             if (!IsValidEntity(priWeapon)) return Plugin_Continue;
  35.    
  36.             decl String:sWeaponEx[32];
  37.             GetEntityClassname(priWeapon, sWeaponEx, sizeof(sWeaponEx));
  38.             if (KvJumpToKey(kv, sWeaponEx, true))
  39.             {
  40.                 float num = KvGetFloat(kv, "speed", 1.0);
  41.                 float gravity = KvGetFloat(kv, "gravity", 1.0);
  42.                 SetEntData(i, m_flSpeed, num);
  43.                 SetEntityGravity(i, gravity)
  44.             }
  45.         }
  46.     }
  47.     return Plugin_Continue;
  48. }
  49.  
  50. void KvWriteToFile(const char[] path)
  51. {
  52.     KeyValues kv = new KeyValues("speed_modifier");
  53.     kv.SetFloat("weapon_autoshotgun/speed", 1.0);
  54.     kv.SetFloat("weapon_hunting_rifle/speed", 1.0);
  55.     kv.SetFloat("weapon_pistol/speed", 1.0);
  56.     kv.SetFloat("weapon_rifle_ak47/speed", 1.0);
  57.     kv.SetFloat("weapon_rifle/speed", 1.0);
  58.     kv.SetFloat("weapon_pumpshotgun/speed", 1.0);
  59.     kv.SetFloat("weapon_sniper_awp/speed", 1.0);
  60.     kv.SetFloat("weapon_shotgun_chrome/speed", 1.0);
  61.     kv.SetFloat("weapon_pistol_magnum/speed", 1.0);
  62.     kv.SetFloat("weapon_shotgun_spas/speed", 1.0);
  63.     kv.SetFloat("weapon_smg/speed", 1.0);
  64.     kv.SetFloat("weapon_smg_mp5/speed", 1.0);
  65.     kv.SetFloat("weapon_smg_silenced/speed", 1.0);
  66.     kv.SetFloat("weapon_sniper_military/speed", 1.0);
  67.     kv.SetFloat("weapon_rifle_sg552/speed", 1.0);
  68.     kv.SetFloat("weapon_sniper_scout/speed", 1.0);
  69.     kv.SetFloat("weapon_rifle_m60/speed", 1.0);
  70.     kv.SetFloat("weapon_rifle_desert/speed", 1.0);
  71.    
  72.     kv.SetFloat("weapon_autoshotgun/gravity", 1.0);
  73.     kv.SetFloat("weapon_hunting_rifle/gravity", 1.0);
  74.     kv.SetFloat("weapon_pistol/gravity", 1.0);
  75.     kv.SetFloat("weapon_rifle_ak47/gravity", 1.0);
  76.     kv.SetFloat("weapon_rifle/speed", 1.0);
  77.     kv.SetFloat("weapon_pumpshotgun/gravity", 1.0);
  78.     kv.SetFloat("weapon_sniper_awp/gravity", 1.0);
  79.     kv.SetFloat("weapon_shotgun_chrome/gravity", 1.0);
  80.     kv.SetFloat("weapon_pistol_magnum/gravity", 1.0);
  81.     kv.SetFloat("weapon_shotgun_spas/gravity", 1.0);
  82.     kv.SetFloat("weapon_smg/gravity", 1.0);
  83.     kv.SetFloat("weapon_smg_mp5/gravity", 1.0);
  84.     kv.SetFloat("weapon_smg_silenced/gravity", 1.0);
  85.     kv.SetFloat("weapon_sniper_military/gravity", 1.0);
  86.     kv.SetFloat("weapon_rifle_sg552/gravity", 1.0);
  87.     kv.SetFloat("weapon_sniper_scout/gravity", 1.0);
  88.     kv.SetFloat("weapon_rifle_m60/gravity", 1.0);
  89.     kv.SetFloat("weapon_rifle_desert/gravity", 1.0);
  90.     kv.ExportToFile(path);
  91.    
  92.     delete kv;
  93. }
  94.  
  95. stock bool bIsSurvivor(int client)
  96. {
  97.     return client > 0 && client <= MaxClients && IsClientInGame(client) && GetClientTeam(client) == 2 && !IsClientInKickQueue(client) && IsPlayerAlive(client);
  98. }
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