[Resolvido]Dano Modo Sniper ZP 5.0 Hitskin_logo Hitskin.com

Isto é uma pré-visualização de um tema em Hitskin.com
Instalar o temaVoltar para a ficha do tema

Zplague

Gostaria de reagir a esta mensagem? Crie uma conta em poucos cliques ou inicie sessão para continuar.

Seu portal de Zombie Plague no Brasil

Zumbis Online

Últimos assuntos

» [ANÚNCIO] Alguem vivo ai?
por Eclipse 17/9/2024, 6:39 pm

» The Fen1xS CLan | Zombie Plague | [XP/LEVELS] #2024
por hevy 5/7/2024, 8:28 pm

»
por Eclipse 29/2/2024, 12:30 am

» [Plugin] /vm Com Status
por Isr7 4/6/2023, 3:24 pm

» Alguém pra manter um servidor comigo?
por Isr7 3/6/2023, 4:52 pm

» Alguém querendo criar um servidor de zp? eu pago a host quem quiser deixar o discord ai Isr7#6920
por Isr7 3/6/2023, 3:18 pm

» PEDIDO: Multijump pros VIP
por Madness 15/3/2023, 3:44 pm

» [ZP] Modo padre para 5.0
por XperitosEspetinho123 15/7/2022, 3:31 pm

» [KZ] Servidores de cs 1.6
por [Dk]Serial-Killer 7/5/2022, 4:12 am

» [PLUGIN BY SKVD & WILLIAN] SHOP DE FANTASIAS
por dushowW 23/7/2020, 5:44 pm

Os membros mais ativos da semana

Nenhum usuário

Frases filosóficas Zplague:

....

Google Adsense

Estatísticas

Os nossos membros postaram um total de 38140 mensagens em 6680 assuntos

Temos 2796 usuários registrados

O último membro registrado é zmplugins - Henrique


3 participantes

    [Resolvido]Dano Modo Sniper ZP 5.0

    Slayer.
    Slayer.
    Mapper
    Mapper


    Nick : '- Slayer.
    Masculino Número de Mensagens : 302
    Dorgas?! larguei não!
    Ammo Packs : 4828
    Honra : 31
    Data de inscrição : 07/12/2011

    [Resolvido]Dano Modo Sniper ZP 5.0 Empty [Resolvido]Dano Modo Sniper ZP 5.0

    Mensagem por Slayer. 31/3/2012, 10:49 pm

    Bom eu vi na AlliedMods o modo Sniper que o Junin fez, só que eu queria editar o dano dele, mas não tem cvar. Também olhei no fw_takedamage e não consegui identificar aonde eu poderia fazer a edição!
    Queria saber como que faço para alterar o dano.

    Agradeço desde já!

    Link do Plugin : http://forums.alliedmods.net/showpost.php?p=1639532&postcount=5
    Slayer.
    Slayer.
    Mapper
    Mapper


    Nick : '- Slayer.
    Masculino Número de Mensagens : 302
    Dorgas?! larguei não!
    Ammo Packs : 4828
    Honra : 31
    Data de inscrição : 07/12/2011

    [Resolvido]Dano Modo Sniper ZP 5.0 Empty Re: [Resolvido]Dano Modo Sniper ZP 5.0

    Mensagem por Slayer. 1/4/2012, 10:06 pm

    UP!
    Slayer.
    Slayer.
    Mapper
    Mapper


    Nick : '- Slayer.
    Masculino Número de Mensagens : 302
    Dorgas?! larguei não!
    Ammo Packs : 4828
    Honra : 31
    Data de inscrição : 07/12/2011

    [Resolvido]Dano Modo Sniper ZP 5.0 Empty Re: [Resolvido]Dano Modo Sniper ZP 5.0

    Mensagem por Slayer. 4/4/2012, 3:43 pm

    Up!
    Alguém pode tentar me ajudar?
    Junin
    Junin
    Administrador


    Nick : jr_acn
    Masculino Número de Mensagens : 1988
    Ammo Packs : 4612
    Honra : 149
    Data de inscrição : 12/03/2009

    [Resolvido]Dano Modo Sniper ZP 5.0 Empty Re: [Resolvido]Dano Modo Sniper ZP 5.0

    Mensagem por Junin 4/4/2012, 6:51 pm

    Comando Adicionado :
    Código:
    cvar_sniperdamage

    Código:
    /*================================================================================

    ----------------------------
    -*- [ZP] Class: sniper -*-
    ----------------------------

    This plugin is part of Zombie Plague Mod and is distributed under the
    terms of the GNU General Public License. Check ZP_ReadMe.txt for details.

    ================================================================================*/

    #include <amxmodx>
    #include < fun >
    #include <cstrike>
    #include <zombieplague>
    #include <fakemeta>
    #include <hamsandwich>
    #include <amx_settings_api>
    #include <cs_maxspeed_api>
    #include <cs_player_models_api>
    #include <cs_weap_models_api>
    #include <cs_ham_bots_api>
    #include <zp50_core>
    #include <zp50_items.inc>




    new g_currentweapon[33]

    // CS Weapon CBase Offsets (win32)
    const OFFSET_WEAPONOWNER = 41
    const OFFSET_LINUX_WEAPONS = 4 // weapon offsets are only 4 steps higher on Linux

    // Settings file
    new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

    // Default models
    new const models_sniper_player[][] = { "sniper" }

    new Array:g_models_sniper_player

    #define PLAYERMODEL_MAX_LENGTH 32
    #define MODEL_MAX_LENGTH 64

    new g_models_sniper_weapon[MODEL_MAX_LENGTH] = "models/zombie_plague/v_sniper_laser_gun.mdl"

    #define TASK_AURA 100
    #define ID_AURA (taskid - TASK_AURA)

    #define flag_get(%1,%2) (%1 & (1 << (%2 & 31)))
    #define flag_get_boolean(%1,%2) (flag_get(%1,%2) ? true : false)
    #define flag_set(%1,%2) %1 |= (1 << (%2 & 31))
    #define flag_unset(%1,%2) %1 &= ~(1 << (%2 & 31))

    // CS Player CBase Offsets (win32)
    const PDATA_SAFE = 2
    const OFFSET_ACTIVE_ITEM = 373

    // Weapon bitsums
    const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
    const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)
    const GRENADES_WEAPONS_BIT_SUM = (1<<CSW_HEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_SMOKEGRENADE)

    // Ammo Type Names for weapons
    new const AMMOTYPE[][] = { "", "357sig", "", "762nato", "", "buckshot", "", "45acp", "556nato", "", "9mm", "57mm", "45acp",
       "556nato", "556nato", "556nato", "45acp", "9mm", "338magnum", "9mm", "556natobox", "buckshot",
    "556nato", "9mm", "762nato", "", "50ae", "556nato", "762nato", "", "57mm" }

    // Weapon entity names
    new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
       "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550",
       "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
       "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
    "weapon_ak47", "weapon_knife", "weapon_p90" }


    // Max BP ammo for weapons
    new const MAXBPAMMO[] = { -1, 52, -1, 90, 1, 32, 1, 100, 90, 1, 120, 100, 100, 90, 90, 90, 100, 120,
    30, 120, 200, 32, 90, 120, 90, 2, 35, 90, 90, -1, 100 }

    #define PRIMARY_ONLY 1
    #define SECONDARY_ONLY 2
    #define GRENADES_ONLY 4

    new g_MaxPlayers
    new g_Issniper

    new cvar_sniper_health, cvar_sniper_base_health, cvar_sniper_speed, cvar_sniper_gravity
    new cvar_sniper_glow
    new cvar_sniper_aura, cvar_sniper_aura_color_R, cvar_sniper_aura_color_G, cvar_sniper_aura_color_B
    new cvar_sniper_weapon, cvar_sniper_weapon_block, cvar_sniperdamage

    public plugin_init()
    {
       register_plugin("[ZP] Class: sniper", ZP_VERSION_STRING, "ZP Dev Team")
       RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
       register_clcmd("drop", "clcmd_drop")
       RegisterHam(Ham_Touch, "weaponbox", "fw_TouchWeapon")
       RegisterHam(Ham_Touch, "armoury_entity", "fw_TouchWeapon")
       RegisterHam(Ham_Touch, "weapon_shield", "fw_TouchWeapon")
       RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
       RegisterHamBots(Ham_Killed, "fw_PlayerKilled")
       
       g_MaxPlayers = get_maxplayers()
       
       
       for (new i = 1; i < sizeof WEAPONENTNAMES; i++)
          if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1)
       
       cvar_sniper_health = register_cvar("zp_sniper_health", "0")
       cvar_sniper_base_health = register_cvar("zp_sniper_base_health", "230")
       cvar_sniper_speed = register_cvar("zp_sniper_speed", "0.95")
       cvar_sniper_gravity = register_cvar("zp_sniper_gravity", "1.0")
       cvar_sniper_glow = register_cvar("zp_sniper_glow", "0")
       cvar_sniper_aura = register_cvar("zp_sniper_aura", "1")
       cvar_sniper_aura_color_R = register_cvar("zp_sniper_aura_color_R", "000")
       cvar_sniper_aura_color_G = register_cvar("zp_sniper_aura_color_G", "0")
       cvar_sniper_aura_color_B = register_cvar("zp_sniper_aura_color_B", "100")
       cvar_sniper_weapon = register_cvar("zp_sniper_weapon", "weapon_awp")
       cvar_sniperdamage = register_cvar("zp_sniper_damage", "500")
       cvar_sniper_weapon_block = register_cvar("zp_sniper_weapon_block", "1")
    }

    public plugin_precache()
    {
       // Initialize arrays
       g_models_sniper_player = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
       
       // Load from external file
       amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Player Models", "SNIPER", g_models_sniper_player)
       
       // If we couldn't load from file, use and save default ones
       new index
       if (ArraySize(g_models_sniper_player) == 0)
       {
          for (index = 0; index < sizeof models_sniper_player; index++)
             ArrayPushString(g_models_sniper_player, models_sniper_player[index])
          
          // Save to external file
          amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Player Models", "SNIPER", g_models_sniper_player)
       }
       
       // Load from external file, save if not found
       if (!amx_load_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "V_WEAPON SNIPER", g_models_sniper_weapon, charsmax(g_models_sniper_weapon)))
          amx_save_setting_string(ZP_SETTINGS_FILE, "Weapon Models", "V_WEAPON SNIPER", g_models_sniper_weapon)
       
       
       // Precache models
       new player_model[PLAYERMODEL_MAX_LENGTH], model_path[128]
       for (index = 0; index < ArraySize(g_models_sniper_player); index++)
       {
          ArrayGetString(g_models_sniper_player, index, player_model, charsmax(player_model))
          formatex(model_path, charsmax(model_path), "models/player/%s/%s.mdl", player_model, player_model)
          precache_model(model_path)
          // Support modelT.mdl files
          formatex(model_path, charsmax(model_path), "models/player/%s/%sT.mdl", player_model, player_model)
          if (file_exists(model_path)) precache_model(model_path)
       }
       
       precache_model(g_models_sniper_weapon)
    }

    public plugin_natives()
    {
       register_library("zp50_class_sniper")
       register_native("zp_class_sniper_get", "native_class_sniper_get")
       register_native("zp_class_sniper_set", "native_class_sniper_set")
       register_native("zp_class_sniper_get_count", "native_class_sniper_get_count")
    }

    public client_disconnect(id)
    {
       flag_unset(g_Issniper, id)
       remove_task(id+TASK_AURA)
    }

    public clcmd_drop(id)
    {
       // Should sniper stick to his weapon?
       if (flag_get(g_Issniper, id) && get_pcvar_num(cvar_sniper_weapon_block))
          return PLUGIN_HANDLED;
       
       return PLUGIN_CONTINUE;
    }

    // Ham Weapon Touch Forward
    public fw_TouchWeapon(weapon, id)
    {
       // Should sniper stick to his weapon?
       if (get_pcvar_num(cvar_sniper_weapon_block) && is_user_alive(id) && flag_get(g_Issniper, id))
          return HAM_SUPERCEDE;
       
       return HAM_IGNORED;
    }

    // Ham Player Killed Forward
    public fw_PlayerKilled(victim, attacker, shouldgib)
    {
       if (flag_get(g_Issniper, victim))
       {
          // Remove sniper aura
          if (get_pcvar_num(cvar_sniper_aura))
             remove_task(victim+TASK_AURA)
       }
    }

    public zp_fw_core_spawn_post(id)
    {
       if (flag_get(g_Issniper, id))
       {
          // Remove sniper glow
          if (get_pcvar_num(cvar_sniper_glow))
             set_user_rendering(id)
          
          // Remove sniper aura
          if (get_pcvar_num(cvar_sniper_aura))
             remove_task(id+TASK_AURA)
          
          
          // Remove sniper weapon model
          new weapon_name[32]
          get_pcvar_string(cvar_sniper_weapon, weapon_name, charsmax(weapon_name))
          new weapon_id = get_weaponid(weapon_name)
          cs_reset_player_view_model(id, weapon_id)
          
          // Remove sniper flag
          flag_unset(g_Issniper, id)
       }
    }

    public zp_fw_core_infect(id, attacker)
    {
       if (flag_get(g_Issniper, id))
       {
          // Remove sniper glow
          if (get_pcvar_num(cvar_sniper_glow))
             set_user_rendering(id)
          
          // Remove sniper aura
          if (get_pcvar_num(cvar_sniper_aura))
             remove_task(id+TASK_AURA)
          
          // Remove sniper weapon model
          new weapon_name[32]
          get_pcvar_string(cvar_sniper_weapon, weapon_name, charsmax(weapon_name))
          new weapon_id = get_weaponid(weapon_name)
          cs_reset_player_view_model(id, weapon_id)
          
          // Remove sniper flag
          flag_unset(g_Issniper, id)
       }
    }
    // Ham Take Damage Forward
    public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type)
    {
       // Non-player damage or self damage
       if (victim == attacker || !is_user_alive(attacker))
          return HAM_IGNORED;
       
       // Assassin attacking human
       if (flag_get(g_Issniper, attacker) && zp_core_is_zombie(victim))
       {
          // Ignore assassin damage override if damage comes from a 3rd party entity
          // (to prevent this from affecting a sub-plugin's rockets e.g.)
          if (inflictor == attacker)
          {
             new plrWeapId, plrClip, plrAmmo   
             plrWeapId = get_user_weapon(attacker, plrClip, plrAmmo)
             
             if (plrWeapId == CSW_AWP)
                
             SetHamParamFloat(4, get_pcvar_float(cvar_sniperdamage))
             
             return HAM_HANDLED;
          }
       }
       
       return HAM_IGNORED;
    }   

    public zp_fw_core_cure_post(id, attacker)
    {
       // Apply sniper attributes?
       if (!flag_get(g_Issniper, id))
          return;
       
       // Health
       if (get_pcvar_num(cvar_sniper_health) == 0)
          set_user_health(id, get_pcvar_num(cvar_sniper_base_health) * GetAliveCount())
       else
          set_user_health(id, get_pcvar_num(cvar_sniper_health))
       
       // Gravity
       set_user_gravity(id, get_pcvar_float(cvar_sniper_gravity))
       
       // Speed (if value between 0 and 10, consider it a multiplier)
       cs_set_player_maxspeed_auto(id, get_pcvar_float(cvar_sniper_speed))
       
       
       // Apply sniper weapon model
       new weapon_name[32]
       get_pcvar_string(cvar_sniper_weapon, weapon_name, charsmax(weapon_name))
       new weapon_id = get_weaponid(weapon_name)
       cs_set_player_view_model(id, weapon_id, g_models_sniper_weapon)
       
       
       
       // sniper glow
       if (get_pcvar_num(cvar_sniper_glow))
          set_user_rendering(id, kRenderFxGlowShell, 0, 0, 255, kRenderFxGlowShell, 100)
       
       // sniper aura task
       if (get_pcvar_num(cvar_sniper_aura))
          set_task(0.1, "sniper_aura", id+TASK_AURA, _, _, "b")
       
       set_task(1.1, "ga_linha", id)
       client_cmd(id,"slot10")
       // Strip current weapons and give sniper weapon
       strip_weapons(id, PRIMARY_ONLY)
       strip_weapons(id, SECONDARY_ONLY)
       strip_weapons(id, GRENADES_ONLY)
       give_item(id, weapon_name)
       ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[weapon_id], AMMOTYPE[weapon_id], MAXBPAMMO[weapon_id])
    }
    public ga_linha(id)
    {
       // Strip current weapons and give sniper weapon
       strip_weapons(id, PRIMARY_ONLY)
       strip_weapons(id, SECONDARY_ONLY)
       strip_weapons(id, GRENADES_ONLY)
       zp_set_user_nightvision(id,1)   
       client_cmd(id,"nightvision")
       give_item(id, "weapon_knife")   
       give_item(id, "weapon_awp")
       client_cmd(id,"slot10")
       cs_set_user_bpammo(id, CSW_AWP, 999)
       
       // Apply sniper player model
       new player_model[PLAYERMODEL_MAX_LENGTH]
       ArrayGetString(g_models_sniper_player, random_num(0, ArraySize(g_models_sniper_player) - 1), player_model, charsmax(player_model))
       cs_set_player_model(id, player_model)
       
    }
    public native_class_sniper_get(plugin_id, num_params)
    {
       new id = get_param(1)
       
       if (!is_user_connected(id))
       {
          log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
          return -1;
       }
       
       return flag_get_boolean(g_Issniper, id);
    }

    public native_class_sniper_set(plugin_id, num_params)
    {
       new id = get_param(1)
       
       if (!is_user_alive(id))
       {
          log_error(AMX_ERR_NATIVE, "[ZP] Invalid Player (%d)", id)
          return false;
       }
       
       if (flag_get(g_Issniper, id))
       {
          log_error(AMX_ERR_NATIVE, "[ZP] Player already a sniper (%d)", id)
          return false;
       }
       
       flag_set(g_Issniper, id)
       zp_core_force_cure(id)
       return true;
    }

    public native_class_sniper_get_count(plugin_id, num_params)
    {
       return GetsniperCount();
    }

    // sniper aura task
    public sniper_aura(taskid)
    {
       // Get player's origin
       static origin[3]
       get_user_origin(ID_AURA, origin)
       
       // Colored Aura
       message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
       write_byte(TE_DLIGHT) // TE id
       write_coord(origin[0]) // x
       write_coord(origin[1]) // y
       write_coord(origin[2]) // z
       write_byte(7) // radius
       write_byte(get_pcvar_num(cvar_sniper_aura_color_R)) // r
       write_byte(get_pcvar_num(cvar_sniper_aura_color_G)) // g
       write_byte(get_pcvar_num(cvar_sniper_aura_color_B)) // b
       write_byte(2) // life
       write_byte(0) // decay rate
       message_end()
    }

    // Get Alive Count -returns alive players number-
    GetAliveCount()
    {
    new iAlive, id

    for (id = 1; id <= g_MaxPlayers; id++)
    {
       if (is_user_alive(id))
          iAlive++
       }
       
    return iAlive;
    }

    // Get sniper Count -returns alive snipers number-
    GetsniperCount()
    {
    new isnipers, id

    for (id = 1; id <= g_MaxPlayers; id++)
    {
       if (is_user_alive(id) && flag_get(g_Issniper, id))
          isnipers++
       }
       
    return isnipers;
    }

    // Strip primary/secondary/grenades
    stock strip_weapons(id, stripwhat)
    {
       // Get user weapons
       new weapons[32], num_weapons, index, weaponid
       get_user_weapons(id, weapons, num_weapons)
       
       // Loop through them and drop primaries or secondaries
       for (index = 0; index < num_weapons; index++)
       {
          // Prevent re-indexing the array
          weaponid = weapons[index]
          
          if ((stripwhat == PRIMARY_ONLY && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
          || (stripwhat == SECONDARY_ONLY && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM))
          || (stripwhat == GRENADES_ONLY && ((1<<weaponid) & GRENADES_WEAPONS_BIT_SUM)))
       {
          // Get weapon name
          new wname[32]
          get_weaponname(weaponid, wname, charsmax(wname))
          
          // Strip weapon and remove bpammo
          ham_strip_weapon(id, wname)
          cs_set_user_bpammo(id, weaponid, 0)
       }
    }
    }

    stock ham_strip_weapon(index, const weapon[])
    {
            // Get weapon id
            new weaponid = get_weaponid(weapon)
            if (!weaponid)
       return false;
       
       // Get weapon entity
       new weapon_ent = fm_find_ent_by_owner(-1, weapon, index)
       if (!weapon_ent)
       return false;
       
       // If it's the current weapon, retire first
       new current_weapon_ent = fm_cs_get_current_weapon_ent(index)
       new current_weapon = pev_valid(current_weapon_ent) ? cs_get_weapon_id(current_weapon_ent) : -1
       if (current_weapon == weaponid)
       ExecuteHamB(Ham_Weapon_RetireWeapon, weapon_ent)
       
       // Remove weapon from player
       if (!ExecuteHamB(Ham_RemovePlayerItem, index, weapon_ent))
       return false;
       
       // Kill weapon entity and fix pev_weapons bitsum
       ExecuteHamB(Ham_Item_Kill, weapon_ent)
       set_pev(index, pev_weapons, pev(index, pev_weapons) & ~(1<<weaponid))
       return true;
    }
    public zp_fw_items_select_pre(id, itemid, ignorecost)
    {
       if(flag_get(g_Issniper, id))
       {         
          return ZP_ITEM_DONT_SHOW;
       }
       //return HAM_IGNORED;
       return PLUGIN_CONTINUE
    }

    // Find entity by its owner (from fakemeta_util)
    stock fm_find_ent_by_owner(entity, const classname[], owner)
    {
       while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) { /* keep looping */ }
       return entity;
    }

    // Get User Current Weapon Entity
    stock fm_cs_get_current_weapon_ent(id)
    {
       // Prevent server crash if entity's private data not initalized
       if (pev_valid(id) != PDATA_SAFE)
          return -1;
       
       return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM);
    }
    public fw_Item_Deploy_Post(weapon_ent)
    {
       if(!pev_valid(weapon_ent))
          return HAM_IGNORED;
       
       static owner
       owner = get_pdata_cbase(weapon_ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS);
       
       static weaponid; weaponid = cs_get_weapon_id(weapon_ent)
       g_currentweapon[owner] = weaponid
       
       if(!flag_get(g_Issniper, owner))
          return HAM_IGNORED;
       
       if(g_currentweapon[owner] == CSW_KNIFE )
       {
          // Iron Man models
          
       }
       if(g_currentweapon[owner] == CSW_AWP)
       {
          // Iron Man models
          
       }
       else
       {
          // Switch to knife
          g_currentweapon[owner] = CSW_AWP
          engclient_cmd(owner, "weapon_awp")
       }
       
       return HAM_IGNORED;
    }

    Plugin otimizado e adicionado cvar
    veja se funcionou ^^
    Slayer.
    Slayer.
    Mapper
    Mapper


    Nick : '- Slayer.
    Masculino Número de Mensagens : 302
    Dorgas?! larguei não!
    Ammo Packs : 4828
    Honra : 31
    Data de inscrição : 07/12/2011

    [Resolvido]Dano Modo Sniper ZP 5.0 Empty Re: [Resolvido]Dano Modo Sniper ZP 5.0

    Mensagem por Slayer. 4/4/2012, 11:47 pm

    Obrigado funcionou sim!
    Valeu Junin!
    Vini;*
    Vini;*
    Administrador


    Nick : [Gp'Ex] | Vini;
    Masculino Número de Mensagens : 933
    Ammo Packs : 5095
    Honra : 24
    Data de inscrição : 26/12/2011

    [Resolvido]Dano Modo Sniper ZP 5.0 Empty Re: [Resolvido]Dano Modo Sniper ZP 5.0

    Mensagem por Vini;* 5/4/2012, 12:40 pm

    Resolvido;

    Trancado.

    Conteúdo patrocinado


    [Resolvido]Dano Modo Sniper ZP 5.0 Empty Re: [Resolvido]Dano Modo Sniper ZP 5.0

    Mensagem por Conteúdo patrocinado


      Data/hora atual: 23/11/2024, 8:38 am