Zplague
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Zplague Entrar

Seu portal de Zombie Plague no Brasil


description[AJUDA] Alguem tem uma solução pra isso? Empty[AJUDA] Alguem tem uma solução pra isso?

more_horiz
Estou com 3 armas extras com o mesmo problema. Resumindo tudo:
1 -Preciso de um plugin que trava as compras Extras durante a contagem regressiva, alguem sabe onde conseguir?

2 -E to tendo um BUG com os cartuchos destas 3 armas, exemplo:
Quando está na contagem regressiva (ou depois tanto faz) e compro a 'Arma Extra', ela vem com 0 balas no cartucho, então quando acaba as balas do pente ela não recarrega fica [0 / 0] Balas.
Quando compro a arma Primaria, ex: "Ak-47", e depois compro a Arma Extra o Bug não acontece, fica por exemplo: [50/120]

Se eu compro arma primaria não da bug, e a arma extra fica com [50/100]
Se eu não compro arma primaria da bug, e a arma extra fica com [50/0] E no final das balas fica [0/0] e eu perco a arma porque não da pra recarregar.

Não sei se o problema é nos plugins ou em alguma configuração, mas acho estranho. To usando as CVARs tudo direitinho, já fiz de tudo.

Vou colocar aqui:

CVARs da MP5 Dourada

Código:


// Multiplicar Dano 0 a 5
zp_gmp5_dmg_multiplier 5

// Ativar Efeito Das Balas 0/1
zp_gmp5_gold_bullets 1

// Ativar Modelo Customizado 0/1
zp_gmp5_custom_model 1

// Ativar Balas Infinitas
zp_gmp5_unlimited_clip 0


SMA MP5 Dourada

Código:


/*
[ZP] Extra Item: Golden MP5 NAVY
Team: Humans

Description: This plugin adds a new weapon for Human Teams.
Weapon Cost: 15

Features:
- This weapon do more damage
- This weapon has zoom
- Launch Lasers
- This weapon has unlimited bullets


Cvars:


- zp_gmp5_dmg_multiplier <5> - Damage Multiplier for Golden mp5?
- zp_gmp5_gold_bullets <1|0> - Golden bullets effect ?
- zp_gmp5_custom_model <1|0> - golden mp5 Custom Model
- zp_gmp5_unlimited_clip <1|0> - golden mp5 Unlimited Clip

*/



#include <amxmodx>
#include <fakemeta>
#include < fun >
#include <hamsandwich>
#include <cstrike>
#include <zombieplague>

#define is_valid_player(%1) (1 <= %1 <= 32)

new gmp5_V_MODEL[64] = "models/zombie_plague/v_mp5navygold.mdl"
new gmp5_P_MODEL[64] = "models/zombie_plague/p_mp5navygold.mdl"

/* Pcvars */
new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip

// Item ID
new g_itemid

new bool:g_Hasmp5navy[33]

new g_hasZoom[ 33 ]
new bullets[ 33 ]

// Sprite
new m_spriteTexture

const Wep_mp5navy = ((1<<CSW_MP5NAVY))

public plugin_init()
{
   
    /* CVARS */
    cvar_dmgmultiplier = register_cvar("zp_gmp5_dmg_multiplier", "5")
    cvar_custommodel = register_cvar("zp_gmp5_custom_model", "1")
    cvar_goldbullets = register_cvar("zp_gmp5_gold_bullets", "1")
    cvar_uclip = register_cvar("zp_gmp5_unlimited_clip", "1")   

    // Register The Plugin
    register_plugin("[ZP] Extra: Golden MP5", "1.1", "Wisam187")
    // Register Zombie Plague extra item
    g_itemid = zp_register_extra_item("Golden MP5", 15, ZP_TEAM_HUMAN)
    // Death Msg
    register_event("DeathMsg", "Death", "a")
    // Weapon Pick Up
    register_event("WeapPickup","checkModel","b","1=19")
    // Current Weapon Event
    register_event("CurWeapon","checkWeapon","be","1=1")
    register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
    // Ham TakeDamage
    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
    register_forward( FM_CmdStart, "fw_CmdStart" )
    RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
   
}

public client_connect(id)
{
    g_Hasmp5navy[id] = false
}

public client_disconnect(id)
{
    g_Hasmp5navy[id] = false
}

public Death()
{
    g_Hasmp5navy[read_data(2)] = false
}

public fwHamPlayerSpawnPost(id)
{
    g_Hasmp5navy[id] = false
}

public plugin_precache()
{
    precache_model(gmp5_V_MODEL)
    precache_model(gmp5_P_MODEL)
    m_spriteTexture = precache_model("sprites/dot.spr")
    precache_sound("weapons/zoom.wav")
}

public zp_user_infected_post(id)
{
    if (zp_get_user_zombie(id))
    {
        g_Hasmp5navy[id] = false
    }
}

public checkModel(id)
{
    if ( zp_get_user_zombie(id) )
        return PLUGIN_HANDLED
   
    new szWeapID = read_data(2)
   
    if ( szWeapID == CSW_MP5NAVY && g_Hasmp5navy[id] == true && get_pcvar_num(cvar_custommodel) )
    {
        set_pev(id, pev_viewmodel2, gmp5_V_MODEL)
        set_pev(id, pev_weaponmodel2, gmp5_P_MODEL)
    }
    return PLUGIN_HANDLED
}

public checkWeapon(id)
{
    new plrClip, plrAmmo, plrWeap[32]
    new plrWeapId
   
    plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
   
    if (plrWeapId == CSW_MP5NAVY && g_Hasmp5navy[id])
    {
        checkModel(id)
    }
    else
    {
        return PLUGIN_CONTINUE
    }
   
    if (plrClip == 0 && get_pcvar_num(cvar_uclip))
    {
        // If the user is out of ammo..
        get_weaponname(plrWeapId, plrWeap, 31)
        // Get the name of their weapon
        give_item(id, plrWeap)
        engclient_cmd(id, plrWeap)
        engclient_cmd(id, plrWeap)
        engclient_cmd(id, plrWeap)
    }
    return PLUGIN_HANDLED
}



public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
    if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_MP5NAVY && g_Hasmp5navy[attacker] )
    {
        SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
    }
}

public fw_CmdStart( id, uc_handle, seed )
{
    if( !is_user_alive( id ) )
        return PLUGIN_HANDLED
   
    if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
    {
        new szClip, szAmmo
        new szWeapID = get_user_weapon( id, szClip, szAmmo )
       
        if( szWeapID == CSW_MP5NAVY && g_Hasmp5navy[id] == true && !g_hasZoom[id] == true)
        {
            g_hasZoom[id] = true
            cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
            emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
        }
       
        else if ( szWeapID == CSW_MP5NAVY && g_Hasmp5navy[id] == true && g_hasZoom[id])
        {
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
           
        }
       
    }
    return PLUGIN_HANDLED
}


public make_tracer(id)
{
    if (get_pcvar_num(cvar_goldbullets))
    {
        new clip,ammo
        new wpnid = get_user_weapon(id,clip,ammo)
        new pteam[16]
       
        get_user_team(id, pteam, 15)
       
        if ((bullets[id] > clip) && (wpnid == CSW_MP5NAVY) && g_Hasmp5navy[id])
        {
            new vec1[3], vec2[3]
            get_user_origin(id, vec1, 1) // origin; your camera point.
            get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
           
           
            //BEAMENTPOINTS
            message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
            write_byte (0)    //TE_BEAMENTPOINTS 0
            write_coord(vec1[0])
            write_coord(vec1[1])
            write_coord(vec1[2])
            write_coord(vec2[0])
            write_coord(vec2[1])
            write_coord(vec2[2])
            write_short( m_spriteTexture )
            write_byte(1) // framestart
            write_byte(5) // framerate
            write_byte(2) // life
            write_byte(10) // width
            write_byte(0) // noise
            write_byte( 255 )    // r, g, b
            write_byte( 215 )      // r, g, b
            write_byte( 0 )      // r, g, b
            write_byte(200) // brightness
            write_byte(150) // speed
            message_end()
        }
   
        bullets[id] = clip
    }
   
}

public zp_extra_item_selected(player, itemid)
{
    if ( itemid == g_itemid )
    {
        if ( user_has_weapon(player, CSW_MP5NAVY) )
        {
            drop_prim(player)
        }
       
        give_item(player, "weapon_mp5navy")
        client_print(player, print_chat, "[ZP] Voce Comprou MP5 [Dourada]")
        g_Hasmp5navy[player] = true;
    }
}

stock drop_prim(id)
{
    new weapons[32], num
    get_user_weapons(id, weapons, num)
    for (new i = 0; i < num; i++) {
        if (Wep_mp5navy & (1<<weapons[i]))
        {
            static wname[32]
            get_weaponname(weapons[i], wname, sizeof wname - 1)
            engclient_cmd(id, "drop", wname)
        }
    }
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ fbidis\\ ansi\\ ansicpg1252\\ deff0{\\ fonttbl{\\ f0\\ fnil\\ fcharset0 Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ ltrpar\\ lang1034\\ f0\\ fs16 \n\\ par }
*/



CVARs AK Dourada

Código:


zp_goldenak_dmg_multiplier 5        ; Multiplica o dano [0-Desativa, 5-Maximo]
zp_goldenak_gold_bullets 1        ; Efeito amarelo das balas [0-Desativa, 1-Ativa]
zp_goldenak_cost 30            ; Preço em Ammo Packs
zp_goldenak_custom_model 1        ; Modelo personalizado
zp_goldenak_unlimited_clip 0        ; Bala sem recarga [infinita] [0-Desativa, 1-Ativa]


SMA AK Dourada

Código:


/*
[ZP] Extra Item: Golden Ak 47
Team: Humans

Description: This plugin adds a new weapon for Human Teams.
Weapon Cost: 30

Features:
- This weapon do more damage
- This weapon has zoom
- Launch Lasers
- This weapon has unlimited bullets

Credits:

KaOs - For his Dual MP5 mod

Cvars:


- zp_goldenak_dmg_multiplier <5> - Multiplica o dano [0-Desativa, 5-Maximo]
- zp_goldenak_gold_bullets <1|0> - Efeito amarelo das balas [0-Desativa, 1-Ativa]
- zp_goldenak_custom_model <1|0> - Modelo personalizado
- zp_goldenak_unlimited_clip <1|0> - Bala sem recarga [infinita] [0-Desativa, 1-Ativa]

*/



#include <amxmodx>
#include <fakemeta>
#include < fun >
#include <hamsandwich>
#include <cstrike>
#include <zombieplague>

#define is_valid_player(%1) (1 <= %1 <= 32)

new AK_V_MODEL[64] = "models/zombie_plague/v_golden_ak47.mdl"
new AK_P_MODEL[64] = "models/zombie_plague/p_golden_ak47.mdl"

/* Pcvars */
new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip

// Item ID
new g_itemid

new bool:g_HasAk[33]

new g_hasZoom[ 33 ]
new bullets[ 33 ]

// Sprite
new m_spriteTexture

const Wep_ak47 = ((1<<CSW_AK47))

public plugin_init()
{
   
    /* CVARS */
    cvar_dmgmultiplier = register_cvar("zp_goldenak_dmg_multiplier", "5")
    cvar_custommodel = register_cvar("zp_goldenak_custom_model", "1")
    cvar_goldbullets = register_cvar("zp_goldenak_gold_bullets", "1")
    cvar_uclip = register_cvar("zp_goldenak_unlimited_clip", "1")
   
    // Register The Plugin
    register_plugin("[ZP] Extra: Golden Ak 47", "1.1", "AlejandroSk")
    // Register Zombie Plague extra item
    g_itemid = zp_register_extra_item("Golden Ak 47", 30, ZP_TEAM_HUMAN)
    // Death Msg
    register_event("DeathMsg", "Death", "a")
    // Weapon Pick Up
    register_event("WeapPickup","checkModel","b","1=19")
    // Current Weapon Event
    register_event("CurWeapon","checkWeapon","be","1=1")
    register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
    // Ham TakeDamage
    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
    register_forward( FM_CmdStart, "fw_CmdStart" )
    RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
   
}

public client_connect(id)
{
    g_HasAk[id] = false
}

public client_disconnect(id)
{
    g_HasAk[id] = false
}

public Death()
{
    g_HasAk[read_data(2)] = false
}

public fwHamPlayerSpawnPost(id)
{
    g_HasAk[id] = false
}

public plugin_precache()
{
    precache_model(AK_V_MODEL)
    precache_model(AK_P_MODEL)
    m_spriteTexture = precache_model("sprites/dot.spr")
    precache_sound("weapons/zoom.wav")
}

public zp_user_infected_post(id)
{
    if (zp_get_user_zombie(id))
    {
        g_HasAk[id] = false
    }
}

public checkModel(id)
{
    if ( zp_get_user_zombie(id) )
        return PLUGIN_HANDLED
   
    new szWeapID = read_data(2)
   
    if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
    {
        set_pev(id, pev_viewmodel2, AK_V_MODEL)
        set_pev(id, pev_weaponmodel2, AK_P_MODEL)
    }
    return PLUGIN_HANDLED
}

public checkWeapon(id)
{
    new plrClip, plrAmmo, plrWeap[32]
    new plrWeapId
   
    plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
   
    if (plrWeapId == CSW_AK47 && g_HasAk[id])
    {
        checkModel(id)
    }
    else
    {
        return PLUGIN_CONTINUE
    }
   
    if (plrClip == 0 && get_pcvar_num(cvar_uclip))
    {
        // If the user is out of ammo..
        get_weaponname(plrWeapId, plrWeap, 31)
        // Get the name of their weapon
        give_item(id, plrWeap)
        engclient_cmd(id, plrWeap)
        engclient_cmd(id, plrWeap)
        engclient_cmd(id, plrWeap)
    }
    return PLUGIN_HANDLED
}



public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
    if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
    {
        SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
    }
}

public fw_CmdStart( id, uc_handle, seed )
{
    if( !is_user_alive( id ) )
        return PLUGIN_HANDLED
   
    if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
    {
        new szClip, szAmmo
        new szWeapID = get_user_weapon( id, szClip, szAmmo )
       
        if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
        {
            g_hasZoom[id] = true
            cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
            emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
        }
       
        else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])
        {
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
           
        }
       
    }
    return PLUGIN_HANDLED
}


public make_tracer(id)
{
    if (get_pcvar_num(cvar_goldbullets))
    {
        new clip,ammo
        new wpnid = get_user_weapon(id,clip,ammo)
        new pteam[16]
       
        get_user_team(id, pteam, 15)
       
        if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
        {
            new vec1[3], vec2[3]
            get_user_origin(id, vec1, 1) // origin; your camera point.
            get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
           
           
            //BEAMENTPOINTS
            message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
            write_byte (0)    //TE_BEAMENTPOINTS 0
            write_coord(vec1[0])
            write_coord(vec1[1])
            write_coord(vec1[2])
            write_coord(vec2[0])
            write_coord(vec2[1])
            write_coord(vec2[2])
            write_short( m_spriteTexture )
            write_byte(1) // framestart
            write_byte(5) // framerate
            write_byte(2) // life
            write_byte(10) // width
            write_byte(0) // noise
            write_byte( 255 )    // r, g, b
            write_byte( 215 )      // r, g, b
            write_byte( 0 )      // r, g, b
            write_byte(200) // brightness
            write_byte(150) // speed
            message_end()
        }
   
        bullets[id] = clip
    }
   
}

public zp_extra_item_selected(player, itemid)
{
    if ( itemid == g_itemid )
    {
        if ( user_has_weapon(player, CSW_AK47) )
        {
            drop_prim(player)
        }
       
        give_item(player, "weapon_ak47")
        client_print(player, print_chat, "[ZP] Voce Comprou AK-47 [Dourada]")
        g_HasAk[player] = true;
    }
}

stock drop_prim(id)
{
    new weapons[32], num
    get_user_weapons(id, weapons, num)
    for (new i = 0; i < num; i++) {
        if (Wep_ak47 & (1<<weapons[i]))
        {
            static wname[32]
            get_weaponname(weapons[i], wname, sizeof wname - 1)
            engclient_cmd(id, "drop", wname)
        }
    }
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par }
*/


CVARs Watergun

Código:


// Quantidade de Dano
zp_watergun_dmg 0.3

// Quantidade de Recoil da arma
zp_watergun_recoil 1.01

// Quantidade de Balas no Pente Principal
zp_watergun_clip 50

// Velocidade da recarga
zp_watergun_spd 1.02

// Quantidade de Balas no Pente Reserva
zp_watergun_ammo 300


SMA Watergun

Código:


#include <amxmodx>
#include <engine>
#include <fakemeta>
#include < fun >
#include <hamsandwich>
#include < xs >
#include <cstrike>
#include <zombieplague>

#define ENG_NULLENT        -1
#define EV_INT_WEAPONKEY    EV_INT_impulse
#define watergun_WEAPONKEY 893
#define MAX_PLAYERS                32
#define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)

#define TASK_FBURN                100
#define ID_FBURN                    ( taskid - TASK_FBURN )

#define MAX_CLIENTS                32

new bool:g_fRoundEnd

#define FIRE_DURATION        6
#define FIRE_DAMAGE        25

const USE_STOPPED = 0
const OFFSET_ACTIVE_ITEM = 373
const OFFSET_WEAPONOWNER = 41
const OFFSET_LINUX = 5
const OFFSET_LINUX_WEAPONS = 4

#define WEAP_LINUX_XTRA_OFF        4
#define m_fKnown                    44
#define m_flNextPrimaryAttack        46
#define m_flTimeWeaponIdle            48
#define m_iClip                    51
#define m_fInReload                54
#define PLAYER_LINUX_XTRA_OFF    5
#define m_flNextAttack                83

#define watergun_RELOAD_TIME    3.5
#define watergun_RELOAD        1
#define watergun_DRAW        2
#define watergun_SHOOT1        3
#define watergun_SHOOT2        4

new g_flameSpr
new g_smokeSpr

new g_burning_duration[ MAX_CLIENTS + 1 ]

#define write_coord_f(%1)    engfunc(EngFunc_WriteCoord,%1)

new const Fire_Sounds[][] = { "weapons/waterp.wav" }

new watergun_V_MODEL[64] = "models/v_waterg.mdl"
new watergun_P_MODEL[64] = "models/p_waterg.mdl"
new watergun_W_MODEL[64] = "models/w_waterg.mdl"

//new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }

new cvar_dmg_watergun, cvar_recoil_watergun, g_itemid_watergun, cvar_clip_watergun, cvar_spd_watergun, cvar_watergun_ammo
new g_MaxPlayers, g_orig_event_watergun, g_IsInPrimaryAttack
new Float:cl_pushangle[MAX_PLAYERS + 1][3], m_iBlood[2]
new g_has_watergun[33], g_clip_ammo[33], g_watergun_TmpClip[33], oldweap[33]
new watergun_sprite

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)
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" }

public plugin_init()
{
    register_plugin("[ZP] Extra: Water Gun", "1.0", "Crock/LARS-DAY[BR]EAKER/heka")
    register_message(get_user_msgid("DeathMsg"), "message_DeathMsg")
    register_event("CurWeapon","CurrentWeapon","be","1=1")
    RegisterHam(Ham_Item_AddToPlayer, "weapon_mp5navy", "fw_watergun_AddToPlayer")
    RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1)
    RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1)
    RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1)
    RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1)
    for (new i = 1; i < sizeof WEAPONENTNAMES; i++)
    if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1)
    RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_mp5navy", "fw_watergun_PrimaryAttack")
    RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_mp5navy", "fw_watergun_PrimaryAttack_Post", 1)
    RegisterHam(Ham_Item_PostFrame, "weapon_mp5navy", "watergun_ItemPostFrame")
    RegisterHam(Ham_Weapon_Reload, "weapon_mp5navy", "watergun_Reload")
    RegisterHam(Ham_Weapon_Reload, "weapon_mp5navy", "watergun_Reload_Post", 1)
    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
    RegisterHam( Ham_Spawn, "player", "PlayerSpawn_Post", 1 );
    register_forward(FM_SetModel, "fw_SetModel")
    register_event( "DeathMsg", "EV_DeathMsg", "a" );
    register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
    register_forward(FM_PlaybackEvent, "fwPlaybackEvent")
   
    //RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack", 1)
    //RegisterHam(Ham_TraceAttack, "func_breakable", "fw_TraceAttack", 1)
    //RegisterHam(Ham_TraceAttack, "func_wall", "fw_TraceAttack", 1)
    //RegisterHam(Ham_TraceAttack, "func_door", "fw_TraceAttack", 1)
    //RegisterHam(Ham_TraceAttack, "func_door_rotating", "fw_TraceAttack", 1)
    //RegisterHam(Ham_TraceAttack, "func_plat", "fw_TraceAttack", 1)
    //RegisterHam(Ham_TraceAttack, "func_rotating", "fw_TraceAttack", 1)

    cvar_dmg_watergun = register_cvar("zp_watergun_dmg", "0.86")
    cvar_recoil_watergun = register_cvar("zp_watergun_recoil", "1.01")
    cvar_clip_watergun = register_cvar("zp_watergun_clip", "50")
    cvar_spd_watergun = register_cvar("zp_watergun_spd", "1.02")
    cvar_watergun_ammo = register_cvar("zp_watergun_ammo", "100")
   
    g_itemid_watergun = zp_register_extra_item("Lightning SMG-1[FireBulet]", 1, ZP_TEAM_HUMAN)
    g_MaxPlayers = get_maxplayers()
}

public plugin_precache()
{
    precache_model(watergun_V_MODEL)
    precache_model(watergun_P_MODEL)
    precache_model(watergun_W_MODEL)
    for(new i = 0; i < sizeof Fire_Sounds; i++)
    precache_sound(Fire_Sounds[i])   
    m_iBlood[0] = precache_model("sprites/blood.spr")
    m_iBlood[1] = precache_model("sprites/bloodspray.spr")
    watergun_sprite = precache_model("sprites/watergun.spr")

    g_flameSpr = precache_model( "sprites/flame.spr" );
    g_smokeSpr = precache_model( "sprites/black_smoke3.spr" );

    register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1)
}

/*================================================================================
public fw_TraceAttack(iEnt, iAttacker, Float:flDamage, Float:fDir[3], ptr, iDamageType)
{
    if(!is_user_alive(iAttacker))
        return

    new g_currentweapon = get_user_weapon(iAttacker)

    if(g_currentweapon != CSW_MP5NAVY) return
   
    if(!g_has_watergun[iAttacker]) return

    static Float:flEnd[3]
    get_tr2(ptr, TR_vecEndPos, flEnd)
   
    if(iEnt)
    {
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(TE_DECAL)
        write_coord_f(flEnd[0])
        write_coord_f(flEnd[1])
        write_coord_f(flEnd[2])
        write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
        write_short(iEnt)
        message_end()
    }
    else
    {
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(TE_WORLDDECAL)
        write_coord_f(flEnd[0])
        write_coord_f(flEnd[1])
        write_coord_f(flEnd[2])
        write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
        message_end()
    }
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte(TE_GUNSHOTDECAL)
    write_coord_f(flEnd[0])
    write_coord_f(flEnd[1])
    write_coord_f(flEnd[2])
    write_short(iAttacker)
    write_byte(GUNSHOT_DECALS[random_num (0, sizeof GUNSHOT_DECALS -1)])
    message_end()
}
=================================================================================*/

public zp_user_humanized_post(id)
{
    g_has_watergun[id] = false
}

public plugin_natives ()
{
    register_native("give_weapon_watergun", "native_give_weapon_add", 1)
}
public native_give_weapon_add(id)
{
    give_watergun(id)
}

public fwPrecacheEvent_Post(type, const name[])
{
    if (equal("events/mp5n.sc", name))
    {
        g_orig_event_watergun = get_orig_retval()
        return FMRES_HANDLED
    }
    return FMRES_IGNORED
}

public client_connect(id)
{
    g_has_watergun[id] = false
}

public client_disconnect(id)
{
    g_has_watergun[id] = false

    remove_task(id + TASK_FBURN )
}

public zp_user_infected_post(id)
{
    if (zp_get_user_zombie(id))
    {
        g_has_watergun[id] = false

        remove_task(id + TASK_FBURN)
    }
}

public fw_SetModel(entity, model[])
{
    if(!is_valid_ent(entity))
        return FMRES_IGNORED
   
    static szClassName[33]
    entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName))
       
    if(!equal(szClassName, "weaponbox"))
        return FMRES_IGNORED
   
    static iOwner
   
    iOwner = entity_get_edict(entity, EV_ENT_owner)
   
    if(equal(model, "models/w_mp5.mdl"))
    {
        static iStoredAugID
       
        iStoredAugID = find_ent_by_owner(ENG_NULLENT, "weapon_mp5navy", entity)
   
        if(!is_valid_ent(iStoredAugID))
            return FMRES_IGNORED
   
        if(g_has_watergun[iOwner])
        {
            entity_set_int(iStoredAugID, EV_INT_WEAPONKEY, watergun_WEAPONKEY)
           
            g_has_watergun[iOwner] = false
           
            entity_set_model(entity, watergun_W_MODEL)
           
            return FMRES_SUPERCEDE
        }
    }
    return FMRES_IGNORED
}

public EV_DeathMsg( )
{
    static pevVictim;
    pevVictim = read_data( 2 )
   
    if( !is_user_connected( pevVictim ) )
        return
       
    remove_task( pevVictim + TASK_FBURN )
}

public PlayerSpawn_Post( Player )
{
    if( !is_user_alive( Player ) )
        return;
       
    g_burning_duration[ Player ] = 0
}

public give_watergun(id)
{
    drop_weapons(id, 1)
    new iWep2 = give_item(id,"weapon_mp5navy")
    if( iWep2 > 0 )
    {
        cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_watergun))
        cs_set_user_bpammo (id, CSW_MP5NAVY, get_pcvar_num(cvar_watergun_ammo))   
        UTIL_PlayWeaponAnimation(id, watergun_DRAW)
        set_pdata_float(id, m_flNextAttack, 1.0, PLAYER_LINUX_XTRA_OFF)
    }
    g_has_watergun[id] = true
}

public zp_extra_item_selected(id, itemid)
{
    if(itemid != g_itemid_watergun)
        return

    give_watergun(id)
}

public fw_watergun_AddToPlayer(watergun, id)
{
    if(!is_valid_ent(watergun) || !is_user_connected(id))
        return HAM_IGNORED
   
    if(entity_get_int(watergun, EV_INT_WEAPONKEY) == watergun_WEAPONKEY)
    {
        g_has_watergun[id] = true
       
        entity_set_int(watergun, EV_INT_WEAPONKEY, 0)
       
        return HAM_HANDLED
    }
    return HAM_IGNORED
}

public fw_UseStationary_Post(entity, caller, activator, use_type)
{
    if (use_type == USE_STOPPED && is_user_connected(caller))
        replace_weapon_models(caller, get_user_weapon(caller))
}

public fw_Item_Deploy_Post(weapon_ent)
{
    static owner
    owner = fm_cs_get_weapon_ent_owner(weapon_ent)
   
    static weaponid
    weaponid = cs_get_weapon_id(weapon_ent)
   
    replace_weapon_models(owner, weaponid)
}

public CurrentWeapon(id)
{
    replace_weapon_models(id, read_data(2))

    if(read_data(2) != CSW_MP5NAVY || !g_has_watergun[id])
          return
   
    static Float:iSpeed
    if(g_has_watergun[id])
          iSpeed = get_pcvar_float(cvar_spd_watergun)
   
    static weapon[32],Ent
    get_weaponname(read_data(2),weapon,31)
    Ent = find_ent_by_owner(-1,weapon,id)
    if(Ent)
    {
          static Float:Delay
          Delay = get_pdata_float( Ent, 46, 4) * iSpeed
          if (Delay > 0.0)
          {
              set_pdata_float(Ent, 46, Delay, 4)
          }
    }
}

replace_weapon_models(id, weaponid)
{
    switch (weaponid)
    {
        case CSW_MP5NAVY:
        {
            if (zp_get_user_zombie(id) || zp_get_user_survivor(id))
                return
           
            if(g_has_watergun[id])
            {
                set_pev(id, pev_viewmodel2, watergun_V_MODEL)
                set_pev(id, pev_weaponmodel2, watergun_P_MODEL)
                if(oldweap[id] != CSW_MP5NAVY)
                {
                    UTIL_PlayWeaponAnimation(id, watergun_DRAW)
                    set_pdata_float(id, m_flNextAttack, 1.0, PLAYER_LINUX_XTRA_OFF)
                }
            }
        }
    }
    oldweap[id] = weaponid
}

public fw_UpdateClientData_Post(Player, SendWeapons, CD_Handle)
{
    if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_MP5NAVY || !g_has_watergun[Player]))
        return FMRES_IGNORED
   
    set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)
    return FMRES_HANDLED
}

public fw_watergun_PrimaryAttack(Weapon)
{
    new Player = get_pdata_cbase(Weapon, 41, 4)
   
    if (!g_has_watergun[Player])
        return
   
    g_IsInPrimaryAttack = 1
    pev(Player,pev_punchangle,cl_pushangle[Player])
   
    g_clip_ammo[Player] = cs_get_weapon_ammo(Weapon)
}

public fwPlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
    if ((eventid != g_orig_event_watergun) || !g_IsInPrimaryAttack)
        return FMRES_IGNORED
    if (!(1 <= invoker <= g_MaxPlayers))
    return FMRES_IGNORED

    playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
    return FMRES_SUPERCEDE
}

public fw_watergun_PrimaryAttack_Post(Weapon)
{
    g_IsInPrimaryAttack = 0
    new Player = get_pdata_cbase(Weapon, 41, 4)
   
    new szClip, szAmmo
    get_user_weapon(Player, szClip, szAmmo)
   
    if(!is_user_alive(Player))
        return

    if(g_has_watergun[Player])
    {
        if (!g_clip_ammo[Player])
            return

        new Float:push[3]
        pev(Player,pev_punchangle,push)
        xs_vec_sub(push,cl_pushangle[Player],push)
       
        xs_vec_mul_scalar(push,get_pcvar_float(cvar_recoil_watergun),push)
        xs_vec_add(push,cl_pushangle[Player],push)
        set_pev(Player,pev_punchangle,push)
       
        emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
        UTIL_PlayWeaponAnimation(Player, random_num(watergun_SHOOT1, watergun_SHOOT2))

        static Float:plrViewAngles[3], Float:VecEnd[3], Float:VecDir[3], Float:PlrOrigin[3]
        pev(Player, pev_v_angle, plrViewAngles)

        static Float:VecSrc[3], Float:VecDst[3]
   
        //VecSrc = pev->origin + pev->view_ofs
        pev(Player, pev_origin, PlrOrigin)
        pev(Player, pev_view_ofs, VecSrc)
        xs_vec_add(VecSrc, PlrOrigin, VecSrc)

        //VecDst = VecDir * 8192.0
        angle_vector(plrViewAngles, ANGLEVECTOR_FORWARD, VecDir);
        xs_vec_mul_scalar(VecDir, 8192.0, VecDst);
        xs_vec_add(VecDst, VecSrc, VecDst);
   
        new hTrace = create_tr2()
        engfunc(EngFunc_TraceLine, VecSrc, VecDst, 0, Player, hTrace)
        get_tr2(hTrace, TR_vecEndPos, VecEnd);

        create_tracer_water(Player, VecSrc, VecEnd)   
    }
}

public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
    if(!is_user_alive(attacker))
        return;

    if (victim != attacker && is_user_connected(attacker))
    {
        if(get_user_weapon(attacker) == CSW_MP5NAVY)
        {
            if(g_has_watergun[attacker])
            {
                SetHamParamFloat(4, damage * get_pcvar_float(cvar_dmg_watergun))

                if( !task_exists( victim + TASK_FBURN ) )
                {
                    g_burning_duration[ victim ] += FIRE_DURATION * 5
               
                    set_task( 0.2, "CTask__BurningFlame", victim + TASK_FBURN, _, _, "b" )
                }
            }
        }
    }
}

public message_DeathMsg(msg_id, msg_dest, id)
{
    static szTruncatedWeapon[33], iAttacker, iVictim
   
    get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon))
   
    iAttacker = get_msg_arg_int(1)
    iVictim = get_msg_arg_int(2)
   
    if(!is_user_connected(iAttacker) || iAttacker == iVictim)
        return PLUGIN_CONTINUE
   
    if(equal(szTruncatedWeapon, "mp5navy") && get_user_weapon(iAttacker) == CSW_MP5NAVY)
    {
        if(g_has_watergun[iAttacker])
            set_msg_arg_string(4, "mp5navy")
    }
    return PLUGIN_CONTINUE
}

stock fm_cs_get_current_weapon_ent(id)
{
    return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX)
}

stock fm_cs_get_weapon_ent_owner(ent)
{
    return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS)
}

stock UTIL_PlayWeaponAnimation(const Player, const Sequence)
{
    set_pev(Player, pev_weaponanim, Sequence)
   
    message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
    write_byte(Sequence)
    write_byte(pev(Player, pev_body))
    message_end()
}

public watergun_ItemPostFrame(weapon_entity)
{
    new id = pev(weapon_entity, pev_owner)
    if (!is_user_connected(id))
          return HAM_IGNORED

    if (!g_has_watergun[id])
          return HAM_IGNORED

    static iClipExtra
   
    iClipExtra = get_pcvar_num(cvar_clip_watergun)
    new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF)

    new iBpAmmo = cs_get_user_bpammo(id, CSW_MP5NAVY);
    new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)

    new fInReload = get_pdata_int(weapon_entity, m_fInReload, WEAP_LINUX_XTRA_OFF)

    if( fInReload && flNextAttack <= 0.0 )
    {
        new j = min(iClipExtra - iClip, iBpAmmo)
   
        set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF)
        cs_set_user_bpammo(id, CSW_MP5NAVY, iBpAmmo-j)
       
        set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF)
        fInReload = 0
    }
    return HAM_IGNORED
}

public watergun_Reload(weapon_entity)
{
    new id = pev(weapon_entity, pev_owner)
    if (!is_user_connected(id))
          return HAM_IGNORED

    if (!g_has_watergun[id])
          return HAM_IGNORED

    static iClipExtra

    if(g_has_watergun[id])
          iClipExtra = get_pcvar_num(cvar_clip_watergun)

    g_watergun_TmpClip[id] = -1

    new iBpAmmo = cs_get_user_bpammo(id, CSW_MP5NAVY)
    new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)

    if (iBpAmmo <= 0)
          return HAM_SUPERCEDE

    if (iClip >= iClipExtra)
          return HAM_SUPERCEDE

    g_watergun_TmpClip[id] = iClip

    return HAM_IGNORED
}

public watergun_Reload_Post(weapon_entity)
{
    new id = pev(weapon_entity, pev_owner)
    if (!is_user_connected(id))
        return HAM_IGNORED

    if (!g_has_watergun[id])
        return HAM_IGNORED

    if (g_watergun_TmpClip[id] == -1)
        return HAM_IGNORED

    set_pdata_int(weapon_entity, m_iClip, g_watergun_TmpClip[id], WEAP_LINUX_XTRA_OFF)

    set_pdata_float(weapon_entity, m_flTimeWeaponIdle, watergun_RELOAD_TIME, WEAP_LINUX_XTRA_OFF)

    set_pdata_float(id, m_flNextAttack, watergun_RELOAD_TIME, PLAYER_LINUX_XTRA_OFF)

    set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)

    UTIL_PlayWeaponAnimation(id, watergun_RELOAD)

    return HAM_IGNORED
}

stock create_tracer_water(id, Float:fVec1[3], Float:fVec2[3])
{
    static iVec1[3]
    FVecIVec(fVec1, iVec1)

    static Float:origin[3], Float:vSrc[3], Float:angles[3], Float:v_forward[3], Float:v_right[3], Float:v_up[3], Float:gun_position[3], Float:player_origin[3], Float:player_view_offset[3]
    pev(id, pev_v_angle, angles)
    engfunc(EngFunc_MakeVectors, angles)
    global_get(glb_v_forward, v_forward)
    global_get(glb_v_right, v_right)
    global_get(glb_v_up, v_up)

    //m_pPlayer->GetGunPosition( ) = pev->origin + pev->view_ofs
    pev(id, pev_origin, player_origin)
    pev(id, pev_view_ofs, player_view_offset)
    xs_vec_add(player_origin, player_view_offset, gun_position)

    xs_vec_mul_scalar(v_forward, 24.0, v_forward)
    xs_vec_mul_scalar(v_right, 3.0, v_right)

    if ((pev(id, pev_flags) & FL_DUCKING) == FL_DUCKING)
        xs_vec_mul_scalar(v_up, 6.0, v_up)
    else
        xs_vec_mul_scalar(v_up, -2.0, v_up)

    xs_vec_add(gun_position, v_forward, origin)
    xs_vec_add(origin, v_right, origin)
    xs_vec_add(origin, v_up, origin)

    vSrc[0] = origin[0]
    vSrc[1] = origin[1]
    vSrc[2] = origin[2]

    new Float:dist = get_distance_f(vSrc, fVec2)
    new CountDrops = floatround(dist / 50.0)
   
    if (CountDrops > 20)
        CountDrops = 20
   
    if (CountDrops < 2)
        CountDrops = 2

    message_begin(MSG_PAS, SVC_TEMPENTITY, iVec1)
    write_byte(TE_SPRITETRAIL)
    engfunc(EngFunc_WriteCoord, vSrc[0])
    engfunc(EngFunc_WriteCoord, vSrc[1])
    engfunc(EngFunc_WriteCoord, vSrc[2])
    engfunc(EngFunc_WriteCoord, fVec2[0])
    engfunc(EngFunc_WriteCoord, fVec2[1])
    engfunc(EngFunc_WriteCoord, fVec2[2])
    write_short(watergun_sprite)
    write_byte(CountDrops)
    write_byte(0)
    write_byte(1)
    write_byte(60)
    write_byte(10)
    message_end()

    message_begin(MSG_PAS, SVC_TEMPENTITY, iVec1)
    write_byte(TE_BEAMPOINTS)
    engfunc(EngFunc_WriteCoord, fVec2[0])
    engfunc(EngFunc_WriteCoord, fVec2[1])
    engfunc(EngFunc_WriteCoord, fVec2[2])
    engfunc(EngFunc_WriteCoord, vSrc[0])
    engfunc(EngFunc_WriteCoord, vSrc[1])
    engfunc(EngFunc_WriteCoord, vSrc[2])
    write_short(watergun_sprite)
    write_byte(6)
    write_byte(200)
    write_byte(1)
    write_byte(100)
    write_byte(0)
    write_byte(64); write_byte(64); write_byte(192);
    write_byte(192)
    write_byte(250)
    message_end()
}

stock drop_weapons(id, dropwhat)
{
    static weapons[32], num, i, weaponid
    num = 0
    get_user_weapons(id, weapons, num)
   
    for (i = 0; i < num; i++)
    {
          weaponid = weapons[i]
         
          if (dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
          {
              static wname[32]
              get_weaponname(weaponid, wname, sizeof wname - 1)
              engclient_cmd(id, "drop", wname)
          }
    }
}

public CTask__BurningFlame( taskid )
{
    // Get player origin and flags
    static origin[3], flags
    get_user_origin(ID_FBURN, origin)
    flags = pev(ID_FBURN, pev_flags)
   
    // Madness mode - in water - burning stopped
    if ((flags & FL_INWATER) || g_burning_duration[ID_FBURN] < 1 || g_fRoundEnd || !is_user_alive(ID_FBURN))
    {
        // Smoke sprite
        message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
        write_byte(TE_SMOKE) // TE id
        write_coord(origin[0]) // x
        write_coord(origin[1]) // y
        write_coord(origin[2]-50) // z
        write_short(g_smokeSpr) // sprite
        write_byte(random_num(15, 20)) // scale
        write_byte(random_num(10, 20)) // framerate
        message_end()
       
        // Task not needed anymore
        remove_task(taskid)
        return
    }
   
    // Get player's health
    static health
    health = pev(ID_FBURN, pev_health)
   
    // Take damage from the fire
    if (health - FIRE_DAMAGE > 0)
        fm_set_user_health(ID_FBURN, health - FIRE_DAMAGE)
   
    // Flame sprite
    message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
    write_byte(TE_SPRITE) // TE id
    write_coord(origin[0]+random_num(-5, 5)) // x
    write_coord(origin[1]+random_num(-5, 5)) // y
    write_coord(origin[2]+random_num(-10, 10)) // z
    write_short(g_flameSpr) // sprite
    write_byte(random_num(5, 10)) // scale
    write_byte(200) // brightness
    message_end()

   
    g_burning_duration[ID_FBURN]--
}

stock fm_set_user_health( index, health )
    health > 0 ? set_pev(index, pev_health, float(health)) : dllfunc(DLLFunc_ClientKill, index);


Se possível me mostrar a alteração, e preciso tambem do plugin que bloqueia a compra de itens antes da contagem.

Me ajudem, por favor... dou REP ++

description[AJUDA] Alguem tem uma solução pra isso? EmptyRe: [AJUDA] Alguem tem uma solução pra isso?

more_horiz
Bom o da Ak já consegui resolver ta aqui a sma:

Código:



/*
[ZP] Extra Item: Golden Ak 47
Team: Humans

Description: This plugin adds a new weapon for Human Teams.
Weapon Cost: 30

Features:
- This weapon do more damage
- This weapon has zoom
- Launch Lasers
- This weapon has unlimited bullets

Credits:

KaOs - For his Dual MP5 mod

Cvars:


- zp_goldenak_dmg_multiplier <5> - Multiplica o dano [0-Desativa, 5-Maximo]
- zp_goldenak_gold_bullets <1|0> - Efeito amarelo das balas [0-Desativa, 1-Ativa]
- zp_goldenak_custom_model <1|0> - Modelo personalizado
- zp_goldenak_unlimited_clip <1|0> - Bala sem recarga [infinita] [0-Desativa, 1-Ativa]

*/



#include <amxmodx>
#include <fakemeta>
#include <  fun >
#include <hamsandwich>
#include <cstrike>
#include <zombieplague>

#define is_valid_player(%1) (1 <= %1 <= 32)

new AK_V_MODEL[64] = "models/zombie_plague/v_golden_ak47.mdl"
new AK_P_MODEL[64] = "models/zombie_plague/p_golden_ak47.mdl"

/* Pcvars */
new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip

// Item ID
new g_itemid

new bool:g_HasAk[33]

new g_hasZoom[ 33 ]
new bullets[ 33 ]

// Sprite
new m_spriteTexture

const Wep_ak47 = ((1<<CSW_AK47))

const golden_cost = 30

public plugin_init()
{
   
    /* CVARS */
    cvar_dmgmultiplier = register_cvar("zp_goldenak_dmg_multiplier", "5")
    cvar_custommodel = register_cvar("zp_goldenak_custom_model", "1")
    cvar_goldbullets = register_cvar("zp_goldenak_gold_bullets", "1")
    cvar_uclip = register_cvar("zp_goldenak_unlimited_clip", "1")
   
    // Register The Plugin
    register_plugin("[ZP] Extra: Golden Ak 47", "1.1", "AlejandroSk")
    // Register Zombie Plague extra item
    g_itemid = zp_register_extra_item("Golden Test", golden_cost, ZP_TEAM_HUMAN)
    // Death Msg
    register_event("DeathMsg", "Death", "a")
    // Weapon Pick Up
    register_event("WeapPickup","checkModel","b","1=19")
    // Current Weapon Event
    register_event("CurWeapon","checkWeapon","be","1=1")
    register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
    // Ham TakeDamage
    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
    register_forward( FM_CmdStart, "fw_CmdStart" )
    RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
   
}

public client_connect(id)
{
    g_HasAk[id] = false
}

public client_disconnect(id)
{
    g_HasAk[id] = false
}

public Death()
{
    g_HasAk[read_data(2)] = false
}

public fwHamPlayerSpawnPost(id)
{
    g_HasAk[id] = false
}

public plugin_precache()
{
    precache_model(AK_V_MODEL)
    precache_model(AK_P_MODEL)
    m_spriteTexture = precache_model("sprites/dot.spr")
    precache_sound("weapons/zoom.wav")
}

public zp_user_infected_post(id)
{
    if (zp_get_user_zombie(id))
    {
        g_HasAk[id] = false
    }
}

public checkModel(id)
{
    if ( zp_get_user_zombie(id) )
        return PLUGIN_HANDLED
   
    new szWeapID = read_data(2)
   
    if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
    {
        set_pev(id, pev_viewmodel2, AK_V_MODEL)
        set_pev(id, pev_weaponmodel2, AK_P_MODEL)
    }
    return PLUGIN_HANDLED
}

public checkWeapon(id)
{
    new plrClip, plrAmmo, plrWeap[32]
    new plrWeapId
   
    plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
   
    if (plrWeapId == CSW_AK47 && g_HasAk[id])
    {
        checkModel(id)
    }
    else
    {
        return PLUGIN_CONTINUE
    }
   
    if (plrClip == 0 && get_pcvar_num(cvar_uclip))
    {
        // If the user is out of ammo..
        get_weaponname(plrWeapId, plrWeap, 31)
        // Get the name of their weapon
        give_item(id, plrWeap)
        engclient_cmd(id, plrWeap)
        engclient_cmd(id, plrWeap)
        engclient_cmd(id, plrWeap)
    }
    return PLUGIN_HANDLED
}



public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
    if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
    {
        SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
    }
}

public fw_CmdStart( id, uc_handle, seed )
{
    if( !is_user_alive( id ) )
        return PLUGIN_HANDLED
   
    if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
    {
        new szClip, szAmmo
        new szWeapID = get_user_weapon( id, szClip, szAmmo )
       
        if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
        {
            g_hasZoom[id] = true
            cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
            emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
        }
       
        else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])
        {
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
           
        }
       
    }
    return PLUGIN_HANDLED
}


public make_tracer(id)
{
    if (get_pcvar_num(cvar_goldbullets))
    {
        new clip,ammo
        new wpnid = get_user_weapon(id,clip,ammo)
        new pteam[16]
       
        get_user_team(id, pteam, 15)
       
        if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
        {
            new vec1[3], vec2[3]
            get_user_origin(id, vec1, 1) // origin; your camera point.
            get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
           
           
            //BEAMENTPOINTS
            message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
            write_byte (0)    //TE_BEAMENTPOINTS 0
            write_coord(vec1[0])
            write_coord(vec1[1])
            write_coord(vec1[2])
            write_coord(vec2[0])
            write_coord(vec2[1])
            write_coord(vec2[2])
            write_short( m_spriteTexture )
            write_byte(1) // framestart
            write_byte(5) // framerate
            write_byte(2) // life
            write_byte(10) // width
            write_byte(0) // noise
            write_byte( 255 )    // r, g, b
            write_byte( 215 )      // r, g, b
            write_byte( 0 )      // r, g, b
            write_byte(200) // brightness
            write_byte(150) // speed
            message_end()
        }
   
        bullets[id] = clip
    }
   
}

public zp_extra_item_selected(player, itemid)
{
    if ( itemid == g_itemid )
    {
      if (!zp_has_round_started())
      {
        client_print(player, print_chat, "[ZP] Espere o round comecar primeiro", player, "WAIT")
        zp_set_user_ammo_packs(player, zp_get_user_ammo_packs(player) + golden_cost)
        return
      }

        if ( user_has_weapon(player, CSW_AK47) )
        {
            drop_prim(player)
        }
       
        give_item(player, "weapon_ak47")
        give_item(player, "ammo_762nato")
      give_item(player, "ammo_762nato")
      give_item(player, "ammo_762nato")

        client_print(player, print_chat, "[ZP] Voce Comprou AK-47 [Dourada]")
        g_HasAk[player] = true;
    }
}

stock drop_prim(id)
{
    new weapons[32], num
    get_user_weapons(id, weapons, num)
    for (new i = 0; i < num; i++) {
        if (Wep_ak47 & (1<<weapons[i]))
        {
            static wname[32]
            get_weaponname(weapons[i], wname, sizeof wname - 1)
            engclient_cmd(id, "drop", wname)
        }
    }
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par }
*/


Os outros eu irei tentar ainda.

Espero Ter Ajudado

description[AJUDA] Alguem tem uma solução pra isso? EmptyRe: [AJUDA] Alguem tem uma solução pra isso?

more_horiz
Cara muito legal da sua parte, agradeço mesmo sua ajuda...
Mas, fui copilar aqui e está dando erro, se puder dar uma revisada aí eu agradeço.. Quer ver? Tenta copilar aí que você vai ver o erro.

O Plugin que trava os itens até o fim da contagem alguem tem? Só falta isso pra eu terminar o Addon...

description[AJUDA] Alguem tem uma solução pra isso? EmptyRe: [AJUDA] Alguem tem uma solução pra isso?

more_horiz
joao vitor escreveu:
Cara muito legal da sua parte, agradeço mesmo sua ajuda...
Mas, fui copilar aqui e está dando erro, se puder dar uma revisada aí eu agradeço.. Quer ver? Tenta copilar aí que você vai ver o erro.

O Plugin que trava os itens até o fim da contagem alguem tem? Só falta isso pra eu terminar o Addon...


Cara eu tentei compilar e de cara deu certo.
Vô passar o link do já compilado (que eu coloquei para download):

http://adf.ly/1256340/banner/4shared.com/rar/ELhficKS/zp_extra_golden_ak.html?

Espero Ter Ajudado !!!!!!!

description[AJUDA] Alguem tem uma solução pra isso? EmptyRe: [AJUDA] Alguem tem uma solução pra isso?

more_horiz
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