FlacoBey

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Jan 16th, 2019
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  1. #include <sourcemod>
  2.  
  3. new Handle:cvarRifleSpeed;
  4. new Handle:cvarHuntingSpeed
  5. new Handle:cvarPistolSpeed;
  6. new Handle:cvarPistolMagnumSpeed;
  7. new Handle:cvarRifleDesertSpeed
  8. new Handle:cvarSgg552Speed;
  9. new Handle:cvarSMGSpeed
  10. new Handle:cvarSMGmp5Speed;
  11. new Handle:cvarAWPSpeed
  12. new Handle:cvarScoutSpeed;
  13. new Handle:cvarRifleAkSpeed
  14.  
  15. public OnPluginStart()
  16. {
  17.     cvarHuntingSpeed = CreateConVar("sm_hunting_speed", "0.009", "", FCVAR_PLUGIN, true,0.0,true,1.0);
  18.     cvarRifleAkSpeed = CreateConVar("sm_rifle_ak47_speed", "0.035", "", FCVAR_PLUGIN, true,0.0,true,1.0);
  19.     cvarPistolSpeed = CreateConVar("sm_pistol_speed", "0.010", "", FCVAR_PLUGIN, true,0.0,true,1.0);
  20.     cvarPistolMagnumSpeed = CreateConVar("sm_magnum_speed", "0.011", "", FCVAR_PLUGIN, true,0.0,true,1.0);
  21.     cvarRifleDesertSpeed = CreateConVar("sm_Rifle_desert_speed", "0.03", "", FCVAR_PLUGIN, true,0.0,true,1.0);
  22.     cvarSgg552Speed = CreateConVar("sm_ssg552_speed", "0.05", "", FCVAR_PLUGIN, true,0.0,true,1.0);
  23.     cvarSMGSpeed = CreateConVar("sm_SMG_speed", "0.045", "", FCVAR_PLUGIN, true,0.0,true,1.0);
  24.     cvarSMGmp5Speed = CreateConVar("sm_SMGmp5_speed", "0.03", "", FCVAR_PLUGIN, true,0.0,true,1.0);
  25.     cvarAWPSpeed = CreateConVar("sm_AWP_speed", "0.025", "", FCVAR_PLUGIN, true,0.0,true,1.0);
  26.     cvarScoutSpeed = CreateConVar("sm_Scout_speed", "0.035", "", FCVAR_PLUGIN, true,0.0,true,1.0);
  27.     cvarRifleSpeed = CreateConVar("sm_rifle_speed", "0.04", "", FCVAR_PLUGIN, true,0.0,true,1.0);
  28.     AutoExecConfig(true,    "Reload"); 
  29. }
  30.  
  31. public Action:OnPlayerRunCmd(client)
  32. {
  33.     new iCurrentWeapon = GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon");
  34.     new Float:nextattack;
  35.     nextattack = GetEntPropFloat(client, Prop_Send, "m_flNextAttack");
  36.  
  37.     if(!IsValidEntity(iCurrentWeapon))
  38.     return Plugin_Continue;
  39.    
  40.     decl String:weapon[32];
  41.     GetEntityClassname(iCurrentWeapon, weapon, sizeof(weapon));
  42.    
  43.     if(GetEntProp(iCurrentWeapon, Prop_Send, "m_bInReload") > 0)
  44.     {
  45.         if(StrEqual(weapon, "weapon_hunting_rifle"))
  46.         {
  47.             nextattack -= GetConVarFloat(cvarHuntingSpeed);
  48.             SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
  49.             SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
  50.         }
  51.  
  52.         if(StrEqual(weapon, "weapon_rifle_ak47"))
  53.         {
  54.             nextattack -= GetConVarFloat(cvarRifleAkSpeed);
  55.             SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
  56.             SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
  57.         }
  58.         if(StrEqual(weapon, "weapon_pistol"))
  59.         {
  60.             nextattack -= GetConVarFloat(cvarPistolSpeed);
  61.             SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
  62.             SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
  63.         }
  64.         if(StrEqual(weapon, "weapon_rifle"))
  65.         {
  66.             nextattack -= GetConVarFloat(cvarRifleSpeed);
  67.             SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
  68.             SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
  69.         }
  70.         if(StrEqual(weapon, "weapon_pistol_magnum"))
  71.         {
  72.             nextattack -= GetConVarFloat(cvarPistolMagnumSpeed);
  73.             SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
  74.             SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
  75.         }
  76.         if(StrEqual(weapon, "weapon_rifle_desert"))
  77.         {
  78.             nextattack -= GetConVarFloat(cvarRifleDesertSpeed);
  79.             SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
  80.             SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
  81.         }
  82.         if(StrEqual(weapon, "weapon_rifle_sg552"))
  83.         {
  84.             nextattack -= GetConVarFloat(cvarSgg552Speed);
  85.             SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
  86.             SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
  87.         }
  88.         if(StrEqual(weapon, "weapon_smg"))
  89.         {
  90.             nextattack -= GetConVarFloat(cvarSMGSpeed);
  91.             SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
  92.             SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
  93.         }
  94.         if(StrEqual(weapon, "weapon_smg_mp5"))
  95.         {
  96.             nextattack -= GetConVarFloat(cvarSMGmp5Speed);
  97.             SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
  98.             SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
  99.         }
  100.         if(StrEqual(weapon, "weapon_sniper_awp"))
  101.         {
  102.             nextattack -= GetConVarFloat(cvarAWPSpeed);
  103.             SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
  104.             SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
  105.         }
  106.         if(StrEqual(weapon, "weapon_sniper_military"))
  107.         {
  108.             nextattack -= GetConVarFloat(cvarRifleSpeed);
  109.             SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
  110.             SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
  111.         }
  112.         if(StrEqual(weapon, "weapon_sniper_scout"))
  113.         {
  114.             nextattack -= GetConVarFloat(cvarScoutSpeed);
  115.             SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
  116.             SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
  117.         }
  118.     }
  119.  
  120.     return Plugin_Continue;
  121. }
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