CreativityLacker

[Filterscript] CL_gWeapons by CreativityLacker

Dec 6th, 2012
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  1. #include <a_samp>
  2.  
  3. #define WEAP_DIALOG 500
  4. #define MELEE_DIALOG 501
  5. #define THROWN_DIALOG 502
  6. #define PISTOL_DIALOG 503
  7. #define SHOTGUN_DIALOG 504
  8. #define SUBMACH_DIALOG 505
  9. #define RIFLE_DIALOG 506
  10. #define HEAVYWEAP_DIALOG 507
  11. #define HAND_DIALOG 508
  12. #define APPAREL_DIALOG 509
  13. #define SPECIAL_DIALOG 510
  14.  
  15. #define MAKE_THEM_PAY // To make people pay for the weapons, COMMENT THIS LINE IF YOU WANT THEM TO GET WEAPS FOR FREE
  16. #if defined MAKE_THEM_PAY
  17. #define AMOUNT_PAID 500 // Default amount is 500$ per purchase of a weapon
  18. #endif
  19. #define STANDARD_AMMO 500 // 500 is the standard ammo a person will receive after buying
  20.  
  21. public OnFilterScriptInit()
  22. {
  23.     print("-----------------------------------------");
  24.     print("[FILTERSCRIPT] Guns dialog by CreativityLacker loaded! ");
  25.     print("-----------------------------------------");
  26.     return 1;
  27. }
  28.  
  29. public OnPlayerCommandText(playerid, cmdtext[])
  30. {
  31.     if (strcmp("/gdialog", cmdtext, true, 12) == 0)
  32.     {
  33.         ShowPlayerDialog(playerid, WEAP_DIALOG, 2, "Weapon list", "Melee\nThrown\nPistols\nShotguns\nSub-machine guns\nRifles\nHeavy weapons\nHand held\nApparel\nSpecial", "Select", "Exit");
  34.         return 1;
  35.     }
  36.     return 0;
  37. }
  38. stock GetWeaponNameByID(weaponid)
  39. {
  40.     new gunname[32];
  41.     switch (weaponid)
  42.     {
  43.         case 1..17,22..43,46: GetWeaponName(weaponid,gunname,sizeof(gunname));
  44.         case 0: format(gunname,32,"%s","Fist");
  45.         case 18: format(gunname,32,"%s","Molotov");
  46.         case 44: format(gunname,32,"%s","Night Goggles");
  47.         case 45: format(gunname,32,"%s","Thermal Goggles");
  48.         default: format(gunname,32,"%s","Unknown weapon");
  49.     }
  50.     return gunname;
  51. }
  52.  
  53. public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
  54. {
  55.     new weapstring[200];
  56.     if(response == 1)
  57.     {
  58.         switch(dialogid)
  59.         {
  60.             case WEAP_DIALOG:
  61.             {
  62.                 switch(listitem)
  63.                 {
  64.                     case 0: ShowPlayerDialog(playerid, MELEE_DIALOG, 2, "Melee", "Brass knuckles\nGolf club\nNite stick\nKnife\nBaseball bat\nShovel\nPool cue\nKatana\nChainsaw\nPurple dildo\nShort dildo\nLong vibrator\nLong vibrator\nFlowers\nCane", "Select", "Cancel");
  65.                     case 1: ShowPlayerDialog(playerid, THROWN_DIALOG, 2, "Thrown", "Grenades\nTear Gas\nMolotov cocktail", "Select", "Cancel");
  66.                     case 2: ShowPlayerDialog(playerid, PISTOL_DIALOG, 2, "Pistols", "9mm Pistol\nSilenced pistol\nDesert eagle", "Select", "Cancel");
  67.                     case 3: ShowPlayerDialog(playerid, SHOTGUN_DIALOG, 2, "Shotguns", "Shotgun\nSawn-off shotgun\nCombat shotgun", "Select", "Cancel");
  68.                     case 4: ShowPlayerDialog(playerid, SUBMACH_DIALOG, 2, "Sub-machine guns", "Micro Uzi\nMP5\nTEC9", "Select", "Cancel");
  69.                     case 5: ShowPlayerDialog(playerid, RIFLE_DIALOG, 2, "Rifles", "AK47\nM4\nCountry rifle\nSniper rifle", "Select", "Cancel");
  70.                     case 6: ShowPlayerDialog(playerid, HEAVYWEAP_DIALOG, 2, "Heavy weapons", "Rocket Launcher\nHS-Rocket Launcher\nFlame thrower\nMinigun", "Select", "Cancel");
  71.                     case 7: ShowPlayerDialog(playerid, HAND_DIALOG, 2, "Hand held", "Spray can\nFire extinguisher\nCamera", "Select", "Cancel");
  72.                     case 8: ShowPlayerDialog(playerid, APPAREL_DIALOG, 2, "Apparel", "Parachute", "Select", "Cancel");
  73.                     case 9: ShowPlayerDialog(playerid, SPECIAL_DIALOG, 2, "Special", "Satchel charges", "Select", "Cancel");
  74.                 }
  75.             }
  76.             case MELEE_DIALOG:
  77.             {
  78.                 new guns[] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15};
  79.                 #if defined MAKE_THEM_PAY
  80.                 if(GetPlayerMoney(playerid) <= AMOUNT_PAID)
  81.                 {
  82.                     format(weapstring, sizeof(weapstring), "[WEAPONS] You need at least %d to buy a weapon! ", AMOUNT_PAID);
  83.                     SendClientMessage(playerid, -1, weapstring);
  84.                 }
  85.                 else
  86.                 {
  87.                     GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  88.                     format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  89.                     SendClientMessage(playerid, -1, weapstring);
  90.                 }
  91.                 #else
  92.                 GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  93.                 format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  94.                 SendClientMessage(playerid, -1, weapstring);
  95.                 #endif
  96.                
  97.             }
  98.             case THROWN_DIALOG:
  99.             {
  100.                 new guns[] = {16,17,18};
  101.                 #if defined MAKE_THEM_PAY
  102.                 if(GetPlayerMoney(playerid) <= AMOUNT_PAID)
  103.                 {
  104.                     format(weapstring, sizeof(weapstring), "[WEAPONS] You need at least %d to buy a weapon! ", AMOUNT_PAID);
  105.                     SendClientMessage(playerid, -1, weapstring);
  106.                 }
  107.                 else
  108.                 {
  109.                     GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  110.                     format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  111.                     SendClientMessage(playerid, -1, weapstring);
  112.                 }
  113.                 #else
  114.                 GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  115.                 format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  116.                 SendClientMessage(playerid, -1, weapstring);
  117.                 #endif
  118.             }
  119.             case PISTOL_DIALOG:
  120.             {
  121.                 new guns[] = {22,23,24};
  122.                 #if defined MAKE_THEM_PAY
  123.                 if(GetPlayerMoney(playerid) <= AMOUNT_PAID)
  124.                 {
  125.                     format(weapstring, sizeof(weapstring), "[WEAPONS] You need at least %d to buy a weapon! ", AMOUNT_PAID);
  126.                     SendClientMessage(playerid, -1, weapstring);
  127.                 }
  128.                 else
  129.                 {
  130.                     GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  131.                     format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  132.                     SendClientMessage(playerid, -1, weapstring);
  133.                 }
  134.                 #else
  135.                 GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  136.                 format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  137.                 SendClientMessage(playerid, -1, weapstring);
  138.                 #endif
  139.             }
  140.             case SHOTGUN_DIALOG:
  141.             {
  142.                 new guns[] = {25,26,27};
  143.                 #if defined MAKE_THEM_PAY
  144.                 if(GetPlayerMoney(playerid) <= AMOUNT_PAID)
  145.                 {
  146.                     format(weapstring, sizeof(weapstring), "[WEAPONS] You need at least %d to buy a weapon! ", AMOUNT_PAID);
  147.                     SendClientMessage(playerid, -1, weapstring);
  148.                 }
  149.                 else
  150.                 {
  151.                     GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  152.                     format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  153.                     SendClientMessage(playerid, -1, weapstring);
  154.                 }
  155.                 #else
  156.                 GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  157.                 format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  158.                 SendClientMessage(playerid, -1, weapstring);
  159.                 #endif
  160.             }
  161.             case SUBMACH_DIALOG:
  162.             {
  163.                 new guns[] = {28,29,32};
  164.                 #if defined MAKE_THEM_PAY
  165.                 if(GetPlayerMoney(playerid) <= AMOUNT_PAID)
  166.                 {
  167.                     format(weapstring, sizeof(weapstring), "[WEAPONS] You need at least %d to buy a weapon! ", AMOUNT_PAID);
  168.                     SendClientMessage(playerid, -1, weapstring);
  169.                 }
  170.                 else
  171.                 {
  172.                     GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  173.                     format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  174.                     SendClientMessage(playerid, -1, weapstring);
  175.                 }
  176.                 #else
  177.                 GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  178.                 format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  179.                 SendClientMessage(playerid, -1, weapstring);
  180.                 #endif
  181.             }
  182.             case RIFLE_DIALOG:
  183.             {
  184.                 new guns[] = {30,31,33,34};
  185.                 #if defined MAKE_THEM_PAY
  186.                 if(GetPlayerMoney(playerid) <= AMOUNT_PAID)
  187.                 {
  188.                     format(weapstring, sizeof(weapstring), "[WEAPONS] You need at least %d to buy a weapon! ", AMOUNT_PAID);
  189.                     SendClientMessage(playerid, -1, weapstring);
  190.                 }
  191.                 else
  192.                 {
  193.                     GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  194.                     format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  195.                     SendClientMessage(playerid, -1, weapstring);
  196.                 }
  197.                 #else
  198.                 GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  199.                 format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  200.                 SendClientMessage(playerid, -1, weapstring);
  201.                 #endif
  202.             }
  203.             case HEAVYWEAP_DIALOG:
  204.             {
  205.                 new guns[] = {35,36,37,38};
  206.                 #if defined MAKE_THEM_PAY
  207.                 if(GetPlayerMoney(playerid) <= AMOUNT_PAID)
  208.                 {
  209.                     format(weapstring, sizeof(weapstring), "[WEAPONS] You need at least %d to buy a weapon! ", AMOUNT_PAID);
  210.                     SendClientMessage(playerid, -1, weapstring);
  211.                 }
  212.                 else
  213.                 {
  214.                     GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  215.                     format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  216.                     SendClientMessage(playerid, -1, weapstring);
  217.                 }
  218.                 #else
  219.                 GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  220.                 format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  221.                 SendClientMessage(playerid, -1, weapstring);
  222.                 #endif
  223.             }
  224.             case HAND_DIALOG:
  225.             {
  226.                 new guns[] = {41,42,43,44};
  227.                 #if defined MAKE_THEM_PAY
  228.                 if(GetPlayerMoney(playerid) <= AMOUNT_PAID)
  229.                 {
  230.                     format(weapstring, sizeof(weapstring), "[WEAPONS] You need at least %d to buy a weapon! ", AMOUNT_PAID);
  231.                     SendClientMessage(playerid, -1, weapstring);
  232.                 }
  233.                 else
  234.                 {
  235.                     GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  236.                     format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  237.                     SendClientMessage(playerid, -1, weapstring);
  238.                 }
  239.                 #else
  240.                 GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  241.                 format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  242.                 SendClientMessage(playerid, -1, weapstring);
  243.                 #endif
  244.             }
  245.             case APPAREL_DIALOG:
  246.             {
  247.                 new guns[] = {46};
  248.                 #if defined MAKE_THEM_PAY
  249.                 if(GetPlayerMoney(playerid) <= AMOUNT_PAID)
  250.                 {
  251.                     format(weapstring, sizeof(weapstring), "[WEAPONS] You need at least %d to buy a weapon! ", AMOUNT_PAID);
  252.                     SendClientMessage(playerid, -1, weapstring);
  253.                 }
  254.                 else
  255.                 {
  256.                     GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  257.                     format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  258.                     SendClientMessage(playerid, -1, weapstring);
  259.                 }
  260.                 #else
  261.                 GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  262.                 format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  263.                 SendClientMessage(playerid, -1, weapstring);
  264.                 #endif
  265.             }
  266.             case SPECIAL_DIALOG:
  267.             {
  268.                 new guns[] = {39};
  269.                 #if defined MAKE_THEM_PAY
  270.                 if(GetPlayerMoney(playerid) <= AMOUNT_PAID)
  271.                 {
  272.                     format(weapstring, sizeof(weapstring), "[WEAPONS] You need at least %d to buy a weapon! ", AMOUNT_PAID);
  273.                     SendClientMessage(playerid, -1, weapstring);
  274.                 }
  275.                 else
  276.                 {
  277.                     GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  278.                     format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  279.                     SendClientMessage(playerid, -1, weapstring);
  280.                 }
  281.                 #else
  282.                 GivePlayerWeapon(playerid, guns[listitem], STANDARD_AMMO);
  283.                 format(weapstring, 150, "[WEAPONS] You've received a %s!", GetWeaponNameByID(guns[listitem]) );
  284.                 SendClientMessage(playerid, -1, weapstring);
  285.                 #endif
  286.             }
  287.         }
  288.     }
  289.     return 1;
  290. }
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