Bom Pessoal estou esquentando muito com essa arma,entao eu queria que vcs editassem a sma dela pra tipo ele tira uns 250 sabe por ai.
Bom vcs estarao me ajudando muito ha e depois deixa tipo um tuto de como vc fez pra deixar ela assim vlw.
Abraços
Código:
#include <amxmodx>
#include <cstrike>
#include <hamsandwich>
#include <fakemeta>
#include <engine>
#include < fun >
#include < xs >
#include <zombieplague>
#include < zmvip >
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 PLAYER_LINUX_XTRA_OFF 5
#define m_flNextAttack 83
#define m_iClip 51
#define m_fInReload 54
#define m_flTimeWeaponIdle 48
#define ENG_NULLENT -1
#define EV_INT_WEAPONKEY EV_INT_impulse
#define M4A1GOLD_WEAPONKEY 67854
#define MAX_PLAYERS 32
#define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)
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" }
new g_item_m4a1_gold
new g_has_m4a1_gold[33]
new g_m4a1_gold_TmpClip[33]
new cvar_m4a1_gold_dmg, cvar_m4a1_gold_ammo, cvar_m4a1_gold_clip, cvar_m4a1_gold_spd
#define M4A1GOLD_RELOAD_TIME 3.0
new const M4A1GOLD_V_MODEL[] = "models/v_m4a1_gold.mdl"
new const M4A1GOLD_P_MODEL[] = "models/p_m4a1_gold.mdl"
new const M4A1GOLD_W_MODEL[] = "models/w_m4a1_gold.mdl"
public plugin_init()
{
register_plugin("[ZP] Extra Item: M4A1 Gold", "3.0", "4e/l")
register_message(get_user_msgid("DeathMsg"), "message_DeathMsg")
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
RegisterHam(Ham_Item_AddToPlayer, "weapon_m4a1", "fw_M4A1GOLD_AddToPlayer")
RegisterHam(Ham_Item_PostFrame, "weapon_m4a1", "M4A1GOLD__ItemPostFrame");
RegisterHam(Ham_Weapon_Reload, "weapon_m4a1", "M4A1GOLD__Reload");
RegisterHam(Ham_Weapon_Reload, "weapon_m4a1", "M4A1GOLD__Reload_Post", 1);
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)
register_event("CurWeapon","CurrentWeapon","be","1=1")
register_event("DeathMsg", "Death", "a")
register_forward(FM_SetModel, "fw_SetModel")
cvar_m4a1_gold_clip = register_cvar("zp_m4a1_gold_clip", "35")
cvar_m4a1_gold_ammo = register_cvar("zp_m4a1_gold_ammo", "150")
cvar_m4a1_gold_dmg = register_cvar("zp_m4a1_gold_dmg", "150")
cvar_m4a1_gold_spd = register_cvar("zp_m4a1_gold_spd", "1.0")
g_item_m4a1_gold = zv_register_extra_item("M4A1 GOLD", "Mate Todos", 200, ZV_TEAM_HUMAN)
}
public zv_extra_item_selected(id, itemid)
{
if(itemid == g_item_m4a1_gold)
{
drop_weapons(id, 1);
new iWep1 = give_item(id,"weapon_m4a1")
if( iWep1 > 0 )
{
cs_set_weapon_ammo(iWep1, get_pcvar_num(cvar_m4a1_gold_clip))
cs_set_user_bpammo (id, CSW_M4A1, get_pcvar_num(cvar_m4a1_gold_ammo))
}
g_has_m4a1_gold[id] = true;
}
}
public plugin_precache()
{
precache_model(M4A1GOLD_V_MODEL)
precache_model(M4A1GOLD_P_MODEL)
precache_model(M4A1GOLD_W_MODEL)
}
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)
{
static iWeapon; iWeapon = read_data(2)
replace_weapon_models(id, read_data(2))
static weapon[32], iEnt
get_weaponname(iWeapon, weapon, 31)
iEnt = find_ent_by_owner(-1, weapon, id)
if(iEnt)
{
static Float:Delay, Float:M_Delay
static Float:iSpeed
iSpeed = 0.0
if(iWeapon == CSW_M4A1 && g_has_m4a1_gold[id])
iSpeed = get_pcvar_float(cvar_m4a1_gold_spd)
Delay = get_pdata_float(iEnt, 46, 4) * iSpeed
M_Delay = get_pdata_float(iEnt, 47, 4) * iSpeed
if (Delay > 0.0)
{
set_pdata_float(iEnt, 46, Delay, 4)
set_pdata_float(iEnt, 47, M_Delay, 4)
}
}
}
replace_weapon_models(id, weaponid)
{
switch (weaponid)
{
case CSW_M4A1:
{
if (zp_get_user_zombie(id) || zp_get_user_survivor(id))
return;
if(g_has_m4a1_gold[id])
{
set_pev(id, pev_viewmodel2, M4A1GOLD_V_MODEL)
set_pev(id, pev_weaponmodel2, M4A1GOLD_P_MODEL)
}
}
}
}
public client_connect(id)
{
g_has_m4a1_gold[id] = false
}
public client_disconnect(id)
{
g_has_m4a1_gold[id] = false
}
public Death()
{
g_has_m4a1_gold[read_data(2)] = false
}
public zp_user_infected_post(id)
{
if (zp_get_user_zombie(id))
{
g_has_m4a1_gold[id] = false
}
}
public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
if (victim != attacker)
{
if(get_user_weapon(attacker) == CSW_M4A1 && g_has_m4a1_gold[attacker])
SetHamParamFloat(4, damage * get_pcvar_float(cvar_m4a1_gold_dmg))
}
}
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_m4a1.mdl"))
{
static iStoredSVDID
iStoredSVDID = find_ent_by_owner(ENG_NULLENT, "weapon_m4a1", entity)
if(!is_valid_ent(iStoredSVDID))
return FMRES_IGNORED;
if(g_has_m4a1_gold[iOwner])
{
entity_set_int(iStoredSVDID, EV_INT_WEAPONKEY, M4A1GOLD_WEAPONKEY)
g_has_m4a1_gold[iOwner] = false
entity_set_model(entity, M4A1GOLD_W_MODEL)
return FMRES_SUPERCEDE;
}
}
return FMRES_IGNORED;
}
public fw_M4A1GOLD_AddToPlayer(M4A1GOLD, id)
{
if(!is_valid_ent(M4A1GOLD) || !is_user_connected(id))
return HAM_IGNORED;
if(entity_get_int(M4A1GOLD, EV_INT_WEAPONKEY) == M4A1GOLD_WEAPONKEY)
{
g_has_m4a1_gold[id] = true
entity_set_int(M4A1GOLD, EV_INT_WEAPONKEY, 0)
return HAM_HANDLED;
}
return HAM_IGNORED;
}
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, "m4a1") && get_user_weapon(iAttacker) == CSW_M4A1)
{
if(g_has_m4a1_gold[iAttacker])
set_msg_arg_string(4, "m4a1 gold")
}
return PLUGIN_CONTINUE
}
public M4A1GOLD__ItemPostFrame(weapon_entity) {
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED;
if (!g_has_m4a1_gold[id])
return HAM_IGNORED;
new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF)
new iBpAmmo = cs_get_user_bpammo(id, CSW_M4A1);
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(get_pcvar_num(cvar_m4a1_gold_clip) - iClip, iBpAmmo)
set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF)
cs_set_user_bpammo(id, CSW_M4A1, iBpAmmo-j);
set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF)
fInReload = 0
}
return HAM_IGNORED;
}
public M4A1GOLD__Reload(weapon_entity) {
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED;
if (!g_has_m4a1_gold[id])
return HAM_IGNORED;
g_m4a1_gold_TmpClip[id] = -1;
new iBpAmmo = cs_get_user_bpammo(id, CSW_M4A1);
new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
if (iBpAmmo <= 0)
return HAM_SUPERCEDE;
if (iClip >= get_pcvar_num(cvar_m4a1_gold_clip))
return HAM_SUPERCEDE;
g_m4a1_gold_TmpClip[id] = iClip;
return HAM_IGNORED;
}
public M4A1GOLD__Reload_Post(weapon_entity) {
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED;
if (!g_has_m4a1_gold[id])
return HAM_IGNORED;
if (g_m4a1_gold_TmpClip[id] == -1)
return HAM_IGNORED;
set_pdata_int(weapon_entity, m_iClip, g_m4a1_gold_TmpClip[id], WEAP_LINUX_XTRA_OFF)
set_pdata_float(weapon_entity, m_flTimeWeaponIdle, M4A1GOLD_RELOAD_TIME, WEAP_LINUX_XTRA_OFF)
set_pdata_float(id, m_flNextAttack, M4A1GOLD_RELOAD_TIME, PLAYER_LINUX_XTRA_OFF)
set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)
UTIL_PlayWeaponAnimation(id, 4)
return HAM_IGNORED;
}
stock fm_cs_get_weapon_ent_owner(ent)
{
return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS);
}
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)
}
}
}
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()
}
Bom vcs estarao me ajudando muito ha e depois deixa tipo um tuto de como vc fez pra deixar ela assim vlw.
Abraços