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- #include <amxmodx>
- #include <codmod>
- #include <engine>
- #include <fakemeta>
- #include <fakemeta_util>
- #include <hamsandwich>
- #include <cstrike>
- #include <xs>
- #include <fun>
- #define PLUGIN "[CSO] Dual Uzi"
- #define VERSION "1.0"
- #define AUTHOR "Dias Pendragon"
- // Data Config
- #define MODEL_V "models/codbaru/v_dualuzi.mdl"
- #define MODEL_P "models/codbaru/p_dualuzi.mdl"
- #define MODEL_W "models/codbaru/w_dualuzi.mdl"
- #define MODEL_W_OLD "models/w_mp5.mdl"
- #define CSW_BASE CSW_MP5NAVY
- #define weapon_base "weapon_mp5navy"
- #define SUBMODEL -1 // can -1
- #define WEAPON_CODE 2102015
- #define WEAPON_EVENT "events/mp5n.sc"
- #define ANIM_EXT "dualpistols"
- #define ANIME_SHOOT 3
- #define ANIME_RELOAD 15 // can -1
- #define ANIME_DRAW 16 // can -1
- #define ANIME_IDLE random_num(0, 1) // can -1
- new const WeaponSounds[10][] =
- {
- "weapons/dualuzi-1.wav",
- "weapons/dualuzi_draw.wav",
- "weapons/dualuzi_idle2_1.wav",
- "weapons/dualuzi_idle2_2.wav",
- "weapons/dualuzi_clipin1.wav",
- "weapons/dualuzi_clipout1.wav",
- "weapons/dualuzi_off_shoulder.wav",
- "weapons/dualuzi_on_shoulder.wav",
- "weapons/dualuzi_on_shoulder_reload1.wav",
- "weapons/dualuzi_on_shoulder_reload2.wav"
- }
- enum
- {
- ANIME_IDLEX = 0,
- ANIME_IDLE2,
- ANIME_LEFT_EMPTY,
- ANIME_SHOOT_L1,
- ANIME_SHOOT_L2,
- ANIME_SHOOT_L3,
- ANIME_SHOOT_L4,
- ANIME_SHOOT_L5,
- ANIME_SHOOT_LLAST,
- ANIME_SHOOT_R1,
- ANIME_SHOOT_R2,
- ANIME_SHOOT_R3,
- ANIME_SHOOT_R4,
- ANIME_SHOOT_R5,
- ANIME_SHOOT_RLAST,
- ANIME_RELOADX,
- ANIME_DRAWX,
- ANIME_CHANGE_TO_B,
- ANIME_B_IDLE,
- ANIME_B_SHOOT_L,
- ANIME_B_SHOOT_LLAST,
- ANIME_B_LEFT_EMPTY,
- ANIME_B_SHOOT_R,
- ANIME_B_SHOOT_RLAST,
- ANIME_B_RELOAD,
- ANIME_CHANGE_TO_A
- }
- // Weapon Config
- #define DAMAGE 35 // 49 for Zombie
- #define ACCURACY 70 // 0 - 100 ; -1 Default
- #define CLIP 60
- #define BPAMMO 300
- #define SPEED 0.05
- #define RECOIL 0.5
- #define RELOAD_TIME 3.0
- // MACROS
- #define Get_BitVar(%1,%2) (%1 & (1 << (%2 & 31)))
- #define Set_BitVar(%1,%2) %1 |= (1 << (%2 & 31))
- #define UnSet_BitVar(%1,%2) %1 &= ~(1 << (%2 & 31))
- //new g_Base
- new g_Had_Base, g_Clip[33], g_OldWeapon[33], Float:g_Recoil[33][3]
- new g_Event_Base, g_SmokePuff_SprId, g_MsgCurWeapon, g_ShellId
- // Safety
- new g_HamBot
- new g_IsConnected, g_IsAlive, g_PlayerWeapon[33]
- new const nazwa[] = "Earth Guardian";
- new const opis[] = "You got Dual UZI, Extreme Health but weak ( Special infinite ammo until bug fixed / remove )";
- new const bronie = 1<<CSW_MP5NAVY | 1<<CSW_USP ;
- new const zdrowie = 300;
- new const kondycja = 0;
- new const inteligencja = -50;
- new const wytrzymalosc = -250;
- new ma_klase[33];
- public plugin_init()
- {
- register_plugin(PLUGIN, VERSION, AUTHOR)
- cod_register_class(nazwa, opis, bronie, zdrowie, kondycja, inteligencja, wytrzymalosc);
- // Safety
- Register_SafetyFunc()
- // Event
- register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
- // Forward
- register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
- register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")
- register_forward(FM_SetModel, "fw_SetModel")
- register_forward(FM_CmdStart, "fw_CmdStart")
- // Ham
- RegisterHam(Ham_Item_Deploy, weapon_base, "fw_Item_Deploy_Post", 1)
- RegisterHam(Ham_Item_AddToPlayer, weapon_base, "fw_Item_AddToPlayer_Post", 1)
- RegisterHam(Ham_Weapon_WeaponIdle, weapon_base, "fw_Weapon_WeaponIdle_Post", 1)
- RegisterHam(Ham_Item_PostFrame, weapon_base, "fw_Item_PostFrame")
- RegisterHam(Ham_Weapon_Reload, weapon_base, "fw_Weapon_Reload")
- RegisterHam(Ham_Weapon_Reload, weapon_base, "fw_Weapon_Reload_Post", 1)
- RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base, "fw_Weapon_PrimaryAttack")
- RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base, "fw_Weapon_PrimaryAttack_Post", 1)
- RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World")
- RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player")
- // Cache
- g_MsgCurWeapon = get_user_msgid("CurWeapon")
- // Get
- //register_clcmd("say /uzi", "Get_Base")
- }
- public plugin_precache()
- {
- precache_model(MODEL_V)
- precache_model(MODEL_P)
- precache_model(MODEL_W)
- for(new i = 0; i < sizeof(WeaponSounds); i++)
- precache_sound(WeaponSounds[i])
- g_ShellId = engfunc(EngFunc_PrecacheModel, "models/pshell.mdl")
- g_SmokePuff_SprId = engfunc(EngFunc_PrecacheModel, "sprites/wall_puff1.spr")
- register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
- }
- public cod_class_enabled(id)
- {
- ma_klase[id] = true;
- //cod_give_weapon(id, CSW_MP5NAVY)
- Get_Base(id)
- }
- public cod_class_disabled(id)
- {
- ma_klase[id] = false;
- Remove_Base(id)
- }
- public fw_PrecacheEvent_Post(type, const name[])
- {
- if(equal(WEAPON_EVENT, name)) g_Event_Base = get_orig_retval()
- }
- public client_putinserver(id)
- {
- Safety_Connected(id)
- if(!g_HamBot && is_user_bot(id))
- {
- g_HamBot = 1
- set_task(0.1, "Register_HamBot", id)
- }
- }
- public Register_HamBot(id)
- {
- Register_SafetyFuncBot(id)
- RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack_Player")
- }
- public client_disconnect(id)
- {
- Safety_Disconnected(id)
- }
- /*
- public Mileage_WeaponGet(id, ItemID)
- {
- if(ItemID == g_Base) Get_Base(id)
- }
- public Mileage_WeaponRefillAmmo(id, ItemID)
- {
- if(ItemID == g_Base) cs_set_user_bpammo(id, CSW_BASE, BPAMMO)
- }
- public Mileage_WeaponRemove(id, ItemID)
- {
- if(ItemID == g_Base) Remove_Base(id)
- }*/
- public Get_Base(id)
- {
- Set_BitVar(g_Had_Base, id)
- give_item(id, weapon_base)
- // Clip & Ammo
- static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BASE)
- if(!pev_valid(Ent)) return
- cs_set_weapon_ammo(Ent, CLIP)
- cs_set_user_bpammo(id, CSW_BASE, BPAMMO)
- message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, _, id)
- write_byte(1)
- write_byte(CSW_BASE)
- write_byte(CLIP)
- message_end()
- cs_set_weapon_silen(Ent, 0, 0)
- }
- public Remove_Base(id)
- {
- UnSet_BitVar(g_Had_Base, id)
- }
- public Event_CurWeapon(id)
- {
- static CSWID; CSWID = read_data(2)
- static SubModel; SubModel = SUBMODEL
- if((CSWID == CSW_BASE && g_OldWeapon[id] != CSW_BASE) && Get_BitVar(g_Had_Base, id))
- {
- if(SubModel != -1) Draw_NewWeapon(id, CSWID)
- } else if((CSWID == CSW_BASE && g_OldWeapon[id] == CSW_BASE) && Get_BitVar(g_Had_Base, id)) {
- static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BASE)
- if(!pev_valid(Ent))
- {
- g_OldWeapon[id] = get_user_weapon(id)
- return
- }
- set_pdata_float(Ent, 46, SPEED, 4)
- set_pdata_float(Ent, 47, SPEED, 4)
- } else if(CSWID != CSW_BASE && g_OldWeapon[id] == CSW_BASE) {
- if(SubModel != -1) Draw_NewWeapon(id, CSWID)
- }
- g_OldWeapon[id] = get_user_weapon(id)
- }
- public Draw_NewWeapon(id, CSW_ID)
- {
- if(CSW_ID == CSW_BASE)
- {
- static ent
- ent = fm_get_user_weapon_entity(id, CSW_BASE)
- if(pev_valid(ent) && Get_BitVar(g_Had_Base, id))
- {
- set_pev(ent, pev_effects, pev(ent, pev_effects) &~ EF_NODRAW)
- engfunc(EngFunc_SetModel, ent, MODEL_P)
- set_pev(ent, pev_body, SUBMODEL)
- }
- } else {
- static ent
- ent = fm_get_user_weapon_entity(id, CSW_BASE)
- if(pev_valid(ent)) set_pev(ent, pev_effects, pev(ent, pev_effects) | EF_NODRAW)
- }
- }
- public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
- {
- if(!is_alive(id))
- return FMRES_IGNORED
- if(get_user_weapon(id) == CSW_BASE && Get_BitVar(g_Had_Base, id))
- set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
- return FMRES_HANDLED
- }
- public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
- {
- if (!is_connected(invoker))
- return FMRES_IGNORED
- if(get_player_weapon(invoker) != CSW_BASE || !Get_BitVar(g_Had_Base, invoker))
- return FMRES_IGNORED
- if(eventid != g_Event_Base)
- return FMRES_IGNORED
- engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
- DualAttack(invoker)
- return FMRES_SUPERCEDE
- }
- public DualAttack(id)
- {
- static iFlags, iAnimDesired, iWeaponState, iItem, szAnimation[64]
- #define WEAPONSTATE_ELITE_LEFT (1 << 3)
- iItem = fm_get_user_weapon_entity(id, CSW_BASE)
- if(!pev_valid(iItem)) return
- iFlags = pev(id, pev_flags);
- iWeaponState = get_pdata_int(iItem, 74, 4)
- if(iWeaponState & WEAPONSTATE_ELITE_LEFT)
- {
- iWeaponState &= ~ WEAPONSTATE_ELITE_LEFT;
- Set_WeaponAnim(id, ANIME_SHOOT_L1)
- Make_Shell(id, 1)
- formatex(szAnimation, charsmax(szAnimation), iFlags & FL_DUCKING ? "crouch_shoot_%s" : "ref_shoot_%s", ANIM_EXT);
- } else {
- iWeaponState |= WEAPONSTATE_ELITE_LEFT;
- Set_WeaponAnim(id, ANIME_SHOOT_R1)
- Make_Shell(id, 0)
- formatex(szAnimation, charsmax(szAnimation), iFlags & FL_DUCKING ? "crouch_shoot2_%s" : "ref_shoot2_%s", ANIM_EXT);
- }
- if((iAnimDesired = lookup_sequence(id, szAnimation)) == -1)
- iAnimDesired = 0;
- set_pev(id, pev_sequence, iAnimDesired)
- set_pdata_int(iItem, 74, iWeaponState, 4)
- emit_sound(id, CHAN_WEAPON, WeaponSounds[0], 1.0, 0.4, 0, 94 + random_num(0, 15))
- }
- public Make_Shell(id, Right)
- {
- static Float:player_origin[3], Float:origin[3], Float:origin2[3], Float:gunorigin[3], Float:oldangles[3], Float:v_forward[3], Float:v_forward2[3], Float:v_up[3], Float:v_up2[3], Float:v_right[3], Float:v_right2[3], Float:viewoffsets[3];
- pev(id, pev_v_angle, oldangles); pev(id,pev_origin,player_origin); pev(id, pev_view_ofs, viewoffsets);
- engfunc(EngFunc_MakeVectors, oldangles)
- global_get(glb_v_forward, v_forward); global_get(glb_v_up, v_up); global_get(glb_v_right, v_right);
- global_get(glb_v_forward, v_forward2); global_get(glb_v_up, v_up2); global_get(glb_v_right, v_right2);
- xs_vec_add(player_origin, viewoffsets, gunorigin);
- if(!Right)
- {
- xs_vec_mul_scalar(v_forward, 10.3, v_forward); xs_vec_mul_scalar(v_right, 2.0, v_right);
- xs_vec_mul_scalar(v_up, -2.7, v_up);
- xs_vec_mul_scalar(v_forward2, 10.0, v_forward2); xs_vec_mul_scalar(v_right2, 4.0, v_right2);
- xs_vec_mul_scalar(v_up2, -3.0, v_up2);
- } else {
- xs_vec_mul_scalar(v_forward, 10.3, v_forward); xs_vec_mul_scalar(v_right, -4.0, v_right);
- xs_vec_mul_scalar(v_up, -3.7, v_up);
- xs_vec_mul_scalar(v_forward2, 10.0, v_forward2); xs_vec_mul_scalar(v_right2, 2.0, v_right2);
- xs_vec_mul_scalar(v_up2, -4.0, v_up2);
- }
- xs_vec_add(gunorigin, v_forward, origin);
- xs_vec_add(gunorigin, v_forward2, origin2);
- xs_vec_add(origin, v_right, origin);
- xs_vec_add(origin2, v_right2, origin2);
- xs_vec_add(origin, v_up, origin);
- xs_vec_add(origin2, v_up2, origin2);
- static Float:velocity[3]
- get_speed_vector(origin2, origin, random_float(140.0, 160.0), velocity)
- static angle; angle = random_num(0, 360)
- message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
- write_byte(TE_MODEL)
- engfunc(EngFunc_WriteCoord, origin[0])
- engfunc(EngFunc_WriteCoord,origin[1])
- engfunc(EngFunc_WriteCoord,origin[2])
- engfunc(EngFunc_WriteCoord,velocity[0])
- engfunc(EngFunc_WriteCoord,velocity[1])
- engfunc(EngFunc_WriteCoord,velocity[2])
- write_angle(angle)
- write_short(g_ShellId)
- write_byte(1)
- write_byte(20)
- message_end()
- }
- public fw_SetModel(entity, model[])
- {
- if(!pev_valid(entity))
- return FMRES_IGNORED
- static Classname[32]
- pev(entity, pev_classname, Classname, sizeof(Classname))
- if(!equal(Classname, "weaponbox"))
- return FMRES_IGNORED
- static iOwner
- iOwner = pev(entity, pev_owner)
- if(equal(model, MODEL_W_OLD))
- {
- static weapon; weapon = find_ent_by_owner(-1, weapon_base, entity)
- if(!pev_valid(weapon))
- return FMRES_IGNORED;
- if(Get_BitVar(g_Had_Base, iOwner))
- {
- set_pev(weapon, pev_impulse, WEAPON_CODE)
- engfunc(EngFunc_SetModel, entity, MODEL_W)
- set_pev(entity, pev_body, SUBMODEL)
- Remove_Base(iOwner)
- return FMRES_SUPERCEDE
- }
- }
- return FMRES_IGNORED;
- }
- public fw_CmdStart(id, uc_handle, seed)
- {
- if (!is_alive(id))
- return FMRES_IGNORED
- if(get_player_weapon(id) != CSW_BASE || !Get_BitVar(g_Had_Base, id))
- return FMRES_IGNORED
- static Button; Button = get_uc(uc_handle, UC_Buttons)
- if(Button & IN_ATTACK2)
- {
- static Float:Time; Time = get_pdata_float(id, 83, 5)
- if(Time > 0.0) return FMRES_IGNORED
- if(cs_get_user_zoom(id) != CS_SET_AUGSG552_ZOOM) cs_set_user_zoom(id, CS_SET_AUGSG552_ZOOM, 1)
- else cs_set_user_zoom(id, CS_RESET_ZOOM, 0)
- Time = 0.25
- set_pdata_float(id, 83, Time, 5)
- }
- return FMRES_IGNORED
- }
- public fw_Item_Deploy_Post(Ent)
- {
- if(pev_valid(Ent) != 2)
- return
- static Id; Id = get_pdata_cbase(Ent, 41, 4)
- if(get_pdata_cbase(Id, 373) != Ent)
- return
- if(!Get_BitVar(g_Had_Base, Id))
- return
- static SubModel; SubModel = SUBMODEL
- set_pev(Id, pev_viewmodel2, MODEL_V)
- set_pev(Id, pev_weaponmodel2, SubModel != -1 ? "" : MODEL_P)
- static Draw; Draw = ANIME_DRAW
- if(Draw != -1) Set_WeaponAnim(Id, ANIME_DRAW)
- set_pdata_string(Id, (492) * 4, ANIM_EXT, -1 , 20)
- }
- public fw_Item_AddToPlayer_Post(Ent, id)
- {
- if(!pev_valid(Ent))
- return HAM_IGNORED
- if(pev(Ent, pev_impulse) == WEAPON_CODE)
- {
- Set_BitVar(g_Had_Base, id)
- set_pev(Ent, pev_impulse, 0)
- }
- return HAM_HANDLED
- }
- public fw_Item_PostFrame(ent)
- {
- static id; id = pev(ent, pev_owner)
- if(!is_user_alive(id))
- return HAM_IGNORED
- if(!Get_BitVar(g_Had_Base, id))
- return HAM_IGNORED
- static Float:flNextAttack; flNextAttack = get_pdata_float(id, 83, 5)
- static bpammo; bpammo = cs_get_user_bpammo(id, CSW_BASE)
- static iClip; iClip = get_pdata_int(ent, 51, 4)
- static fInReload; fInReload = get_pdata_int(ent, 54, 4)
- if(fInReload && flNextAttack <= 0.0)
- {
- static temp1
- temp1 = min(CLIP - iClip, bpammo)
- set_pdata_int(ent, 51, iClip + temp1, 4)
- cs_set_user_bpammo(id, CSW_BASE, bpammo - temp1)
- set_pdata_int(ent, 54, 0, 4)
- fInReload = 0
- }
- return HAM_IGNORED
- }
- public fw_Weapon_Reload(ent)
- {
- static id; id = pev(ent, pev_owner)
- if(!is_user_alive(id))
- return HAM_IGNORED
- if(!Get_BitVar(g_Had_Base, id))
- return HAM_IGNORED
- g_Clip[id] = -1
- static BPAmmo; BPAmmo = cs_get_user_bpammo(id, CSW_BASE)
- static iClip; iClip = get_pdata_int(ent, 51, 4)
- if(BPAmmo <= 0)
- return HAM_SUPERCEDE
- if(iClip >= CLIP)
- return HAM_SUPERCEDE
- g_Clip[id] = iClip
- return HAM_HANDLED
- }
- public fw_Weapon_Reload_Post(ent)
- {
- static id; id = pev(ent, pev_owner)
- if(!is_user_alive(id))
- return HAM_IGNORED
- if(!Get_BitVar(g_Had_Base, id))
- return HAM_IGNORED
- if((get_pdata_int(ent, 54, 4) == 1))
- { // Reload
- if(g_Clip[id] == -1)
- return HAM_IGNORED
- set_pdata_int(ent, 51, g_Clip[id], 4)
- static Reload; Reload = ANIME_RELOAD
- if(Reload != -1) Set_WeaponAnim(id, ANIME_RELOAD)
- Set_PlayerNextAttack(id, RELOAD_TIME)
- }
- return HAM_HANDLED
- }
- public fw_Weapon_WeaponIdle_Post( iEnt )
- {
- if(pev_valid(iEnt) != 2)
- return
- static Id; Id = get_pdata_cbase(iEnt, 41, 4)
- if(get_pdata_cbase(Id, 373) != iEnt)
- return
- if(!Get_BitVar(g_Had_Base, Id))
- return
- static Idle; Idle = ANIME_IDLE
- if(Idle != -1 && get_pdata_float(iEnt, 48, 4) <= 0.25)
- {
- Set_WeaponAnim(Id, ANIME_IDLE)
- set_pdata_float(iEnt, 48, 20.0, 4)
- }
- }
- public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
- {
- if(!is_connected(Attacker))
- return HAM_IGNORED
- if(get_player_weapon(Attacker) != CSW_BASE || !Get_BitVar(g_Had_Base, Attacker))
- return HAM_IGNORED
- static Float:flEnd[3], Float:vecPlane[3]
- get_tr2(Ptr, TR_vecEndPos, flEnd)
- get_tr2(Ptr, TR_vecPlaneNormal, vecPlane)
- Make_BulletHole(Attacker, flEnd, Damage)
- Make_BulletSmoke(Attacker, Ptr)
- SetHamParamFloat(3, float(DAMAGE))
- return HAM_HANDLED
- }
- public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
- {
- if(!is_connected(Attacker))
- return HAM_IGNORED
- if(get_player_weapon(Attacker) != CSW_BASE || !Get_BitVar(g_Had_Base, Attacker))
- return HAM_IGNORED
- static Float:flEnd[3]
- get_tr2(Ptr, TR_vecEndPos, flEnd)
- SetHamParamFloat(3, float(DAMAGE))
- return HAM_HANDLED
- }
- public fw_Weapon_PrimaryAttack(Ent)
- {
- static id; id = pev(Ent, pev_owner)
- if(!is_alive(id))
- return
- if(!Get_BitVar(g_Had_Base, id))
- return
- pev(id, pev_punchangle, g_Recoil[id])
- }
- public fw_Weapon_PrimaryAttack_Post(Ent)
- {
- static id; id = pev(Ent, pev_owner)
- if(!is_alive(id))
- return
- if(!Get_BitVar(g_Had_Base, id))
- return
- static Float:Push[3]
- pev(id, pev_punchangle, Push)
- xs_vec_sub(Push, g_Recoil[id], Push)
- xs_vec_mul_scalar(Push, RECOIL, Push)
- xs_vec_add(Push, g_Recoil[id], Push)
- set_pev(id, pev_punchangle, Push)
- // Acc
- static Accena; Accena = ACCURACY
- if(Accena != -1)
- {
- static Float:Accuracy
- Accuracy = (float(100 - ACCURACY) * 1.5) / 100.0
- set_pdata_float(Ent, 62, Accuracy, 4);
- }
- }
- /* ===============================
- ------------- SAFETY -------------
- =================================*/
- public Register_SafetyFunc()
- {
- register_event("CurWeapon", "Safety_CurWeapon", "be", "1=1")
- RegisterHam(Ham_Spawn, "player", "fw_Safety_Spawn_Post", 1)
- RegisterHam(Ham_Killed, "player", "fw_Safety_Killed_Post", 1)
- }
- public Register_SafetyFuncBot(id)
- {
- RegisterHamFromEntity(Ham_Spawn, id, "fw_Safety_Spawn_Post", 1)
- RegisterHamFromEntity(Ham_Killed, id, "fw_Safety_Killed_Post", 1)
- }
- public Safety_Connected(id)
- {
- Set_BitVar(g_IsConnected, id)
- UnSet_BitVar(g_IsAlive, id)
- g_PlayerWeapon[id] = 0
- }
- public Safety_Disconnected(id)
- {
- UnSet_BitVar(g_IsConnected, id)
- UnSet_BitVar(g_IsAlive, id)
- g_PlayerWeapon[id] = 0
- }
- public Safety_CurWeapon(id)
- {
- if(!is_alive(id))
- return
- static CSW; CSW = read_data(2)
- if(g_PlayerWeapon[id] != CSW) g_PlayerWeapon[id] = CSW
- }
- public fw_Safety_Spawn_Post(id)
- {
- if(!is_user_alive(id))
- return
- Set_BitVar(g_IsAlive, id)
- if(ma_klase[id]){
- //cod_give_weapon(id, CSW_MP5NAVY)
- Get_Base(id)
- }
- }
- public fw_Safety_Killed_Post(id)
- {
- UnSet_BitVar(g_IsAlive, id)
- }
- public is_connected(id)
- {
- if(!(1 <= id <= 32))
- return 0
- if(!Get_BitVar(g_IsConnected, id))
- return 0
- return 1
- }
- public is_alive(id)
- {
- if(!is_connected(id))
- return 0
- if(!Get_BitVar(g_IsAlive, id))
- return 0
- return 1
- }
- public get_player_weapon(id)
- {
- if(!is_alive(id))
- return 0
- return g_PlayerWeapon[id]
- }
- /* ===============================
- --------- END OF SAFETY ---------
- =================================*/
- stock Set_WeaponAnim(id, anim)
- {
- set_pev(id, pev_weaponanim, anim)
- message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
- write_byte(anim)
- write_byte(pev(id, pev_body))
- message_end()
- }
- stock Make_BulletHole(id, Float:Origin[3], Float:Damage)
- {
- // Find target
- static Decal; Decal = random_num(41, 45)
- static LoopTime;
- if(Damage > 100.0) LoopTime = 2
- else LoopTime = 1
- for(new i = 0; i < LoopTime; i++)
- {
- // Put decal on "world" (a wall)
- message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
- write_byte(TE_WORLDDECAL)
- engfunc(EngFunc_WriteCoord, Origin[0])
- engfunc(EngFunc_WriteCoord, Origin[1])
- engfunc(EngFunc_WriteCoord, Origin[2])
- write_byte(Decal)
- message_end()
- // Show sparcles
- message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
- write_byte(TE_GUNSHOTDECAL)
- engfunc(EngFunc_WriteCoord, Origin[0])
- engfunc(EngFunc_WriteCoord, Origin[1])
- engfunc(EngFunc_WriteCoord, Origin[2])
- write_short(id)
- write_byte(Decal)
- message_end()
- }
- }
- stock Make_BulletSmoke(id, TrResult)
- {
- static Float:vecSrc[3], Float:vecEnd[3], TE_FLAG
- get_weapon_attachment(id, vecSrc)
- global_get(glb_v_forward, vecEnd)
- xs_vec_mul_scalar(vecEnd, 8192.0, vecEnd)
- xs_vec_add(vecSrc, vecEnd, vecEnd)
- get_tr2(TrResult, TR_vecEndPos, vecSrc)
- get_tr2(TrResult, TR_vecPlaneNormal, vecEnd)
- xs_vec_mul_scalar(vecEnd, 2.5, vecEnd)
- xs_vec_add(vecSrc, vecEnd, vecEnd)
- TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
- TE_FLAG |= TE_EXPLFLAG_NOSOUND
- TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
- engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEnd, 0)
- write_byte(TE_EXPLOSION)
- engfunc(EngFunc_WriteCoord, vecEnd[0])
- engfunc(EngFunc_WriteCoord, vecEnd[1])
- engfunc(EngFunc_WriteCoord, vecEnd[2] - 10.0)
- write_short(g_SmokePuff_SprId)
- write_byte(2)
- write_byte(50)
- write_byte(TE_FLAG)
- message_end()
- }
- stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
- {
- static Float:vfEnd[3], viEnd[3]
- get_user_origin(id, viEnd, 3)
- IVecFVec(viEnd, vfEnd)
- static Float:fOrigin[3], Float:fAngle[3]
- pev(id, pev_origin, fOrigin)
- pev(id, pev_view_ofs, fAngle)
- xs_vec_add(fOrigin, fAngle, fOrigin)
- static Float:fAttack[3]
- xs_vec_sub(vfEnd, fOrigin, fAttack)
- xs_vec_sub(vfEnd, fOrigin, fAttack)
- static Float:fRate
- fRate = fDis / vector_length(fAttack)
- xs_vec_mul_scalar(fAttack, fRate, fAttack)
- xs_vec_add(fOrigin, fAttack, output)
- }
- stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[])
- {
- new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
- pev(id, pev_origin, vOrigin)
- pev(id, pev_view_ofs,vUp) //for player
- xs_vec_add(vOrigin,vUp,vOrigin)
- pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
- angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
- angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
- angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
- vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
- vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
- vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
- }
- stock get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3])
- {
- new_velocity[0] = origin2[0] - origin1[0]
- new_velocity[1] = origin2[1] - origin1[1]
- new_velocity[2] = origin2[2] - origin1[2]
- new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
- new_velocity[0] *= num
- new_velocity[1] *= num
- new_velocity[2] *= num
- return 1;
- }
- stock Set_WeaponIdleTime(id, WeaponId ,Float:TimeIdle)
- {
- static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)
- if(!pev_valid(entwpn))
- return
- set_pdata_float(entwpn, 46, TimeIdle, 4)
- set_pdata_float(entwpn, 47, TimeIdle, 4)
- set_pdata_float(entwpn, 48, TimeIdle + 0.5, 4)
- }
- stock Set_PlayerNextAttack(id, Float:nexttime)
- {
- set_pdata_float(id, 83, nexttime, 5)
- }
- stock Get_Position(id,Float:forw, Float:right, Float:up, Float:vStart[])
- {
- static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
- pev(id, pev_origin, vOrigin)
- pev(id, pev_view_ofs,vUp) //for player
- xs_vec_add(vOrigin,vUp,vOrigin)
- pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
- angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
- angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
- angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
- vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
- vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
- vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
- }
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