FlacoBey

Untitled

Jan 8th, 2019
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C++ 3.45 KB | None | 0 0
  1. #include <sourcemod>
  2. #include <sdkhooks>
  3. #include <sdktools>
  4.  
  5. char sDataFilePath[PLATFORM_MAX_PATH];
  6.  
  7. public OnPluginStart()
  8. {
  9.    
  10.     BuildPath(Path_SM, sDataFilePath, sizeof(sDataFilePath), "data/weapons_speed.ini");
  11.     if (!FileExists(sDataFilePath))
  12.     {
  13.         new Handle:open_path = OpenFile(sDataFilePath, "w");
  14.         WriteFileLine(open_path, "");
  15.         CloseHandle(open_path);
  16.         PrintToServer("Error Code: WSP-EC-01A");
  17.         KvWriteToFile(sDataFilePath);
  18.     }
  19.     CreateTimer(1.0, timer_Spawn, _, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
  20. }
  21.  
  22. public Action timer_Spawn(Handle timer, fuck)
  23. {
  24.     for(int i = 1; i <= MaxClients; ++i)
  25.     {
  26.         if(bIsSurvivor(i))
  27.         {
  28.             KeyValues kv = new KeyValues("speed_modifier");
  29.             if (kv.ImportFromFile(sDataFilePath))
  30.             {
  31.                 new priWeapon = GetPlayerWeaponSlot(i, 0);
  32.                 if (!IsValidEntity(priWeapon)) return Plugin_Continue;
  33.                
  34.                 decl String:sWeaponEx[32];
  35.                 GetEntityClassname(priWeapon, sWeaponEx, sizeof(sWeaponEx));
  36.                 if (KvJumpToKey(kv, sWeaponEx, true))
  37.                 {
  38.                     float num = KvGetFloat(kv, "speed", 1.0);
  39.                     float gravity = KvGetFloat(kv, "gravity", 1.0);
  40.                     SetEntPropFloat(i, Prop_Data, "m_flLaggedMovementValue", num);
  41.                     SetEntityGravity(i, gravity)
  42.                 }
  43.             }
  44.         }
  45.     }
  46.     return Plugin_Continue;
  47. }
  48.  
  49. void KvWriteToFile(const char[] path)
  50. {
  51.     KeyValues kv = new KeyValues("speed_modifier");
  52.     kv.SetFloat("weapon_autoshotgun/speed", 1.0);
  53.     kv.SetFloat("weapon_hunting_rifle/speed", 1.0);
  54.     kv.SetFloat("weapon_pistol/speed", 1.0);
  55.     kv.SetFloat("weapon_rifle_ak47/speed", 1.0);
  56.     kv.SetFloat("weapon_rifle/speed", 1.0);
  57.     kv.SetFloat("weapon_pumpshotgun/speed", 1.0);
  58.     kv.SetFloat("weapon_sniper_awp/speed", 1.0);
  59.     kv.SetFloat("weapon_shotgun_chrome/speed", 1.0);
  60.     kv.SetFloat("weapon_pistol_magnum/speed", 1.0);
  61.     kv.SetFloat("weapon_shotgun_spas/speed", 1.0);
  62.     kv.SetFloat("weapon_smg/speed", 1.0);
  63.     kv.SetFloat("weapon_smg_mp5/speed", 1.0);
  64.     kv.SetFloat("weapon_smg_silenced/speed", 1.0);
  65.     kv.SetFloat("weapon_sniper_military/speed", 1.0);
  66.     kv.SetFloat("weapon_rifle_sg552/speed", 1.0);
  67.     kv.SetFloat("weapon_sniper_scout/speed", 1.0);
  68.     kv.SetFloat("weapon_rifle_m60/speed", 1.0);
  69.     kv.SetFloat("weapon_rifle_desert/speed", 1.0);
  70.    
  71.     kv.SetFloat("weapon_autoshotgun/gravity", 1.0);
  72.     kv.SetFloat("weapon_hunting_rifle/gravity", 1.0);
  73.     kv.SetFloat("weapon_pistol/gravity", 1.0);
  74.     kv.SetFloat("weapon_rifle_ak47/gravity", 1.0);
  75.     kv.SetFloat("weapon_rifle/speed", 1.0);
  76.     kv.SetFloat("weapon_pumpshotgun/gravity", 1.0);
  77.     kv.SetFloat("weapon_sniper_awp/gravity", 1.0);
  78.     kv.SetFloat("weapon_shotgun_chrome/gravity", 1.0);
  79.     kv.SetFloat("weapon_pistol_magnum/gravity", 1.0);
  80.     kv.SetFloat("weapon_shotgun_spas/gravity", 1.0);
  81.     kv.SetFloat("weapon_smg/gravity", 1.0);
  82.     kv.SetFloat("weapon_smg_mp5/gravity", 1.0);
  83.     kv.SetFloat("weapon_smg_silenced/gravity", 1.0);
  84.     kv.SetFloat("weapon_sniper_military/gravity", 1.0);
  85.     kv.SetFloat("weapon_rifle_sg552/gravity", 1.0);
  86.     kv.SetFloat("weapon_sniper_scout/gravity", 1.0);
  87.     kv.SetFloat("weapon_rifle_m60/gravity", 1.0);
  88.     kv.SetFloat("weapon_rifle_desert/gravity", 1.0);
  89.     kv.ExportToFile(path);
  90.    
  91.     delete kv;
  92. }
  93.  
  94. stock bool bIsSurvivor(int client)
  95. {
  96.     return client > 0 && client <= MaxClients && IsClientInGame(client) && GetClientTeam(client) == 2 && !IsClientInKickQueue(client) && IsPlayerAlive(client);
  97. }
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