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Zplague Entrar

Seu portal de Zombie Plague no Brasil


description[Plugin] não compila Empty[Plugin] não compila

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Aqui esse plugin da motoserra não compila, já coloquei as include e nada

Código:

#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <zombieplague>

#define PLUGIN "PowerSaw"
#define VERSION "1.0"
#define AUTHOR "Dias"

#define V_MODEL "models/zombie_plague/v_chainsaw.mdl"
#define P_MODEL "models/zombie_plague/p_chainsaw.mdl"
#define W_MODEL "models/zombie_plague/w_chainsaw.mdl"

#define DAMAGE_A 100
#define DAMAGE_B 300
#define CLIP 100
#define BPAMMO 200

#define DRAW_TIME 1.0
#define RELOAD_TIME 3.0

#define ATTACK_DELAY 0.075
#define ATTACK_RANGE 90.0

#define SLASH_TIME 1.0
#define SLASH_DELAY 0.1
#define SLASH_RANGE 100.0
#define SLASH_KNOCKPOWER 700.0

#define CSW_POWERSAW CSW_M249
#define weapon_powersaw "weapon_m249"
#define WEAPON_EVENT "events/m249.sc"
#define OLD_W_MODEL "models/w_m249.mdl"
#define WEAPON_SECRETCODE 1984

#define PLAYER_ANIM_EXT_A "m249"
#define PLAYER_ANIM_EXT_B "knife"

#define TASK_ATTACK 28070

new const Saw_Sounds[15][] =
{
   "weapons/chainsaw_attack1_end.wav",
   "weapons/chainsaw_attack1_loop.wav",
   "weapons/chainsaw_attack1_start.wav",
   "weapons/chainsaw_draw.wav",
   "weapons/chainsaw_draw1.wav",
   "weapons/chainsaw_hit1.wav",
   "weapons/chainsaw_hit2.wav",
   "weapons/chainsaw_hit3.wav",
   "weapons/chainsaw_hit4.wav",
   "weapons/chainsaw_idle.wav",
   "weapons/chainsaw_reload.wav",
   "weapons/chainsaw_slash1.wav",
   "weapons/chainsaw_slash2.wav",
   "weapons/chainsaw_slash3.wav",
   "weapons/chainsaw_slash4.wav"
}

new const Saw_Resources[3][] =
{
   "sprites/weapon_chainsaw.txt"
}

enum
{
   SAW_ANIM_IDLE = 0,
   SAW_ANIM_DRAW,
   SAW_ANIM_DRAW_EMPTY,
   SAW_ANIM_ATTACK_BEGIN,
   SAW_ANIM_ATTACK_LOOP,
   SAW_ANIM_ATTACK_END,
   SAW_ANIM_RELOAD,
   SAW_ANIM_SLASH1,
   SAW_ANIM_SLASH2,
   SAW_ANIM_SLASH3,
   SAW_ANIM_SLASH4,
   SAW_ANIM_IDLE_EMPTY
}

enum
{
   SAW_ATTACK_NOT = 0,
   SAW_ATTACK_BEGIN,
   SAW_ATTACK_LOOP,
   SAW_ATTACK_END
}

new g_Had_PowerSaw[33], g_PowerSaw_Clip[33], g_SlashType[33], g_Checking_Mode[33], g_PowerSaw_State[33],
Float:g_Saw_AttackDelay[33], g_Old_Weapon[33], g_PowerSaw_Event, m_iBlood[2], g_smokepuff_id,
g_Msg_HideWeapon, g_Msg_AmmoX, g_Msg_CurWeapon, g_Msg_WeaponList, g_MaxPlayers

public plugin_init()
{
   register_plugin(PLUGIN, VERSION, AUTHOR)
   
   register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0")
   register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")

   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")   
   register_forward(FM_TraceLine, "fw_TraceLine")
   register_forward(FM_TraceHull, "fw_TraceHull")         
   
   RegisterHam(Ham_Item_PostFrame, weapon_powersaw, "fw_Item_PostFrame")   
   RegisterHam(Ham_Weapon_Reload, weapon_powersaw, "fw_Weapon_Reload")
   RegisterHam(Ham_Weapon_Reload, weapon_powersaw, "fw_Weapon_Reload_Post", 1)
   RegisterHam(Ham_Weapon_WeaponIdle, weapon_powersaw, "fw_Weapon_WeaponIdle_Post", 1)
   RegisterHam(Ham_Item_AddToPlayer, weapon_powersaw, "fw_Item_AddToPlayer_Post", 1)
   
   g_Msg_HideWeapon = get_user_msgid("HideWeapon")
   g_Msg_AmmoX = get_user_msgid("AmmoX")
   g_Msg_CurWeapon = get_user_msgid("CurWeapon")
   g_Msg_WeaponList = get_user_msgid("WeaponList")
   
   g_MaxPlayers = get_maxplayers()
   
   //register_clcmd("admin_get_powersaw", "Get_PowerSaw", ADMIN_KICK)
   register_clcmd("weapon_chainsaw", "Hook_Weapon")
}

public plugin_precache()
{
   engfunc(EngFunc_PrecacheModel, V_MODEL)
   engfunc(EngFunc_PrecacheModel, P_MODEL)
   engfunc(EngFunc_PrecacheModel, W_MODEL)
   
   new i
   for(i = 0; i < sizeof(Saw_Sounds); i++)
      engfunc(EngFunc_PrecacheSound, Saw_Sounds[i])
   
   for(i = 0; i < sizeof(Saw_Resources); i++)
   {
      if(i == 0) engfunc(EngFunc_PrecacheGeneric, Saw_Resources[i])
      else  engfunc(EngFunc_PrecacheModel, Saw_Resources[i])
   }

   g_smokepuff_id = engfunc(EngFunc_PrecacheModel, "sprites/wall_puff1.spr")

   register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
}

public zp_user_humanized_post(id, jason)
{
   zp_get_user_jason(id)
   {
      g_Had_PowerSaw[id] = true
   }
}

public fw_PrecacheEvent_Post(type, const name[])
{
   if(equal(WEAPON_EVENT, name))
      g_PowerSaw_Event = get_orig_retval()      
}

public zp_user_infected_post(id) Remove_PowerSaw(id)

public Get_PowerSaw(id)
{
   if(!is_user_alive(id))
      return

   g_Had_PowerSaw[id] = 1
   g_SlashType[id] = 0
   g_PowerSaw_State[id] = 0
   
   fm_give_item(id, weapon_powersaw)
   
   static Ent; Ent = fm_get_user_weapon_entity(id, CSW_POWERSAW)
   if(!pev_valid(Ent)) return
   
   cs_set_weapon_ammo(Ent, CLIP)
   cs_set_user_bpammo(id, CSW_POWERSAW, BPAMMO)
   
   update_ammo_hud(id, CLIP, BPAMMO)
}

public Remove_PowerSaw(id)
{
   if(!is_user_connected(id))
      return
   
   remove_task(id+TASK_ATTACK)
   
   g_Had_PowerSaw[id] = 0
   g_SlashType[id] = 0
   g_PowerSaw_State[id] = 0
}

public Hook_Weapon(id)
{
   engclient_cmd(id, weapon_powersaw)
   return PLUGIN_HANDLED
}

public Event_NewRound()
{
   for(new i = 0; i < g_MaxPlayers; i++)
   {
      if(!is_user_connected(i))
         continue
         
      Remove_PowerSaw(i)
   }
}

public Event_CurWeapon(id)
{
   if(!is_user_alive(id))
      return
   
   if(g_Had_PowerSaw[id] && (get_user_weapon(id) == CSW_POWERSAW && g_Old_Weapon[id] != CSW_POWERSAW))
   { // Draw
      set_pev(id, pev_viewmodel2, V_MODEL)
      set_pev(id, pev_weaponmodel2, P_MODEL)
      
      // Draw Anim
      set_weapon_anim(id, SAW_ANIM_DRAW)
      
      // Draw Time
      set_weapon_timeidle(id, DRAW_TIME - 0.5)
      set_player_nextattack(id, DRAW_TIME)
      
      // Set Player Anim
      set_pdata_string(id, (492) * 4, PLAYER_ANIM_EXT_A, -1 , 20)
      
      g_SlashType[id] = 1
      g_PowerSaw_State[id] = SAW_ATTACK_NOT
      
      Hide_Crosshair(id)
   } else if(get_user_weapon(id) != CSW_POWERSAW && g_Old_Weapon[id] == CSW_POWERSAW) {
      Draw_Crosshair(id)
   }
   
   g_Old_Weapon[id] = get_user_weapon(id)
}

public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
   if(!is_user_alive(id))
      return FMRES_IGNORED   
   if(get_user_weapon(id) == CSW_POWERSAW && g_Had_PowerSaw[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_user_connected(invoker))
      return FMRES_IGNORED   
   if(get_user_weapon(invoker) != CSW_POWERSAW || !g_Had_PowerSaw[invoker])
      return FMRES_IGNORED
   
   if(eventid == g_PowerSaw_Event)
   {
      engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
      return FMRES_SUPERCEDE
   }
   
   return FMRES_HANDLED
}

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, OLD_W_MODEL))
   {
      static weapon; weapon = fm_find_ent_by_owner(-1, weapon_powersaw, entity)
      
      if(!pev_valid(weapon))
         return FMRES_IGNORED;
      
      if(g_Had_PowerSaw[iOwner])
      {
         set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
         engfunc(EngFunc_SetModel, entity, W_MODEL)
         
         Remove_PowerSaw(iOwner)
         
         return FMRES_SUPERCEDE
      }
   }

   return FMRES_IGNORED;
}

public fw_CmdStart(id, uc_handle, seed)
{
   if(!is_user_alive(id))
      return
   if(get_user_weapon(id) != CSW_POWERSAW || !g_Had_PowerSaw[id])   
      return
      
   static NewButton; NewButton = get_uc(uc_handle, UC_Buttons)
   static Ent; Ent = fm_get_user_weapon_entity(id, CSW_POWERSAW)
   
   if(!pev_valid(Ent))
      return

   if(NewButton & IN_ATTACK2)
   {
      if(g_PowerSaw_State[id] == SAW_ATTACK_LOOP)
      {
         set_weapon_timeidle(id, 0.0)
         set_player_nextattack(id, 0.0)
         
         remove_task(id+TASK_ATTACK)
         g_PowerSaw_State[id] = SAW_ATTACK_NOT
      }
      
      if(get_pdata_float(id, 83, 5) > 0.0 || get_pdata_float(Ent, 46, 4) > 0.0 || get_pdata_float(Ent, 47, 4) > 0.0)
         return
      
      g_Checking_Mode[id] = 1
      static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, "weapon_knife", id)
      if(pev_valid(weapon_ent)) ExecuteHamB(Ham_Weapon_PrimaryAttack, weapon_ent)
      g_Checking_Mode[id] = 0
      
      set_weapon_timeidle(id, SLASH_TIME - 0.5)
      set_player_nextattack(id, SLASH_TIME)
      
      static TargetSlash, StartSlash
      if(cs_get_weapon_ammo(Ent) > 0) { StartSlash = SAW_ANIM_SLASH1; TargetSlash = SAW_ANIM_SLASH2; }
      else { StartSlash = SAW_ANIM_SLASH3; TargetSlash = SAW_ANIM_SLASH4; }
      
      if(g_SlashType[id]) set_weapon_anim(id, StartSlash)
      else set_weapon_anim(id, TargetSlash)

      set_pdata_string(id, (492) * 4, PLAYER_ANIM_EXT_B, -1 , 20)
      
      set_task(SLASH_DELAY, "PowerSaw_Do_Damage", id)
      
      g_SlashType[id] = !g_SlashType[id]
   }   
   
   if(NewButton & IN_ATTACK)
   {
      NewButton &= ~IN_ATTACK
      set_uc(uc_handle, UC_Buttons, NewButton)

      if(get_pdata_float(id, 83, 5) > 0.0 || get_pdata_float(Ent, 46, 4) > 0.0 || get_pdata_float(Ent, 47, 4) > 0.0)
         return
      
      if(g_PowerSaw_State[id] == SAW_ATTACK_NOT)
      {
         g_PowerSaw_State[id] = SAW_ATTACK_BEGIN
      } else if(g_PowerSaw_State[id] == SAW_ATTACK_BEGIN) {
         set_weapon_anim(id, SAW_ANIM_ATTACK_BEGIN)

         set_weapon_timeidle(id, 0.5)
         set_player_nextattack(id, 0.5)
         
         if(!task_exists(id+TASK_ATTACK)) set_task(0.40, "Task_ChangeState_Loop", id+TASK_ATTACK)
      } else if(g_PowerSaw_State[id] == SAW_ATTACK_LOOP) {
         if(cs_get_weapon_ammo(Ent) > 0)
         {
            set_weapon_anim(id, SAW_ANIM_ATTACK_LOOP)
            
            set_weapon_timeidle(id, 0.5)
            set_player_nextattack(id, 0.5)
         } else {
            g_PowerSaw_State[id] = SAW_ATTACK_END
            set_weapon_anim(id, SAW_ANIM_ATTACK_END)
            
            set_weapon_timeidle(id, 0.5)
            set_player_nextattack(id, 1.5)
            
            remove_task(id+TASK_ATTACK)
            g_PowerSaw_State[id] = SAW_ATTACK_NOT   
         }
      }
   } else {
      if(g_PowerSaw_State[id] == SAW_ATTACK_LOOP)
      {
         g_PowerSaw_State[id] = SAW_ATTACK_END
         set_weapon_anim(id, SAW_ANIM_ATTACK_END)
         
         set_weapon_timeidle(id, 0.5)
         set_player_nextattack(id, 1.5)
         
         remove_task(id+TASK_ATTACK)
         g_PowerSaw_State[id] = SAW_ATTACK_NOT
      }
      if(pev(id, pev_oldbuttons) & IN_ATTACK)
      {
         if((cs_get_weapon_ammo(Ent) <= 0) && get_pdata_int(Ent, 54, 4) != 1)
         {
            set_pdata_int(Ent, 54, 1, 4)
            ExecuteHamB(Ham_Weapon_Reload, Ent)
         }
      }
   }
}

public client_PostThink(id)
{
   if(!is_user_alive(id))
      return
   if(get_user_weapon(id) != CSW_POWERSAW || !g_Had_PowerSaw[id])
      return
   if(g_PowerSaw_State[id] != SAW_ATTACK_LOOP)
      return   

   if(get_gametime() - ATTACK_DELAY > g_Saw_AttackDelay[id])
   {
      static Ent; Ent = fm_get_user_weapon_entity(id, CSW_POWERSAW)
      if(!pev_valid(Ent)) return
      
      if(cs_get_weapon_ammo(Ent) > 0)
      {
         cs_set_weapon_ammo(Ent, cs_get_weapon_ammo(Ent) - 1)
         
         // Shake Screen
         static Float:PunchAngles[3]
         PunchAngles[0] = random_float(-1.75, 1.75)
         PunchAngles[1] = random_float(-1.75, 1.75)
         
         set_pev(id, pev_punchangle, PunchAngles)
         
         static Body, Target
         get_user_aiming(id, Target, Body, floatround(ATTACK_RANGE))
         
         if(is_user_alive(Target))
         {
            if(zp_get_user_zombie(Target)) do_attack(id, Target, 0, float(DAMAGE_A))
            emit_sound(id, CHAN_WEAPON, Saw_Sounds[5], 1.0, ATTN_NORM, 0, PITCH_NORM)
         } else {
            static Float:StartOrigin[3], Float:EndOrigin[3]
            
            pev(id, pev_origin, StartOrigin)
            get_weapon_attachment(id, EndOrigin, ATTACK_RANGE + 2.5)
            
            if(is_wall_between_points(StartOrigin, EndOrigin, id))
            {
               emit_sound(id, CHAN_WEAPON, Saw_Sounds[5], 1.0, ATTN_NORM, 0, PITCH_NORM)
                  
               static ptr; ptr = create_tr2()
               engfunc(EngFunc_TraceLine, StartOrigin, EndOrigin, id, id, ptr)

               //static Float:EndPos[3]
               //get_tr2(ptr, TR_vecEndPos, EndPos)
               
               //make_bullet(id, EndPos)
               fake_smoke(id, ptr)
               
               free_tr2(ptr)
            }
         }
      } else {
         g_PowerSaw_State[id] = SAW_ATTACK_END
         set_weapon_anim(id, SAW_ANIM_ATTACK_END)
         
         set_weapon_timeidle(id, 0.5)
         set_player_nextattack(id, 1.5)
         
         remove_task(id+TASK_ATTACK)
         g_PowerSaw_State[id] = SAW_ATTACK_NOT
      }
      
      g_Saw_AttackDelay[id] = get_gametime()
   }
}

public Task_ChangeState_Loop(id)
{
   id -= TASK_ATTACK
   
   if(!is_user_alive(id))
      return
   if(get_user_weapon(id) != CSW_POWERSAW || !g_Had_PowerSaw[id])
      return
   if(g_PowerSaw_State[id] != SAW_ATTACK_BEGIN)
      return
      
   g_PowerSaw_State[id] = SAW_ATTACK_LOOP
}

public fw_TraceLine(Float:vector_start[3], Float:vector_end[3], ignored_monster, id, handle)
{
   if (!is_user_alive(id))
      return FMRES_IGNORED   
   if (get_user_weapon(id) != CSW_POWERSAW || !g_Had_PowerSaw[id])
      return FMRES_IGNORED
   if(!g_Checking_Mode[id])
      return FMRES_IGNORED
   
   static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
   
   pev(id, pev_origin, fOrigin)
   pev(id, pev_view_ofs, view_ofs)
   xs_vec_add(fOrigin, view_ofs, vecStart)
   pev(id, pev_v_angle, v_angle)
   
   engfunc(EngFunc_MakeVectors, v_angle)
   get_global_vector(GL_v_forward, v_forward)

   xs_vec_mul_scalar(v_forward, 0.0, v_forward)
   xs_vec_add(vecStart, v_forward, vecEnd)
   
   engfunc(EngFunc_TraceLine, vecStart, vecEnd, ignored_monster, id, handle)
   
   return FMRES_SUPERCEDE
}

public fw_TraceHull(Float:vector_start[3], Float:vector_end[3], ignored_monster, hull, id, handle)
{
   if (!is_user_alive(id))
      return FMRES_IGNORED   
   if (get_user_weapon(id) != CSW_POWERSAW || !g_Had_PowerSaw[id])
      return FMRES_IGNORED
   if(!g_Checking_Mode[id])
      return FMRES_IGNORED
   
   static Float:vecStart[3], Float:vecEnd[3], Float:v_angle[3], Float:v_forward[3], Float:view_ofs[3], Float:fOrigin[3]
   
   pev(id, pev_origin, fOrigin)
   pev(id, pev_view_ofs, view_ofs)
   xs_vec_add(fOrigin, view_ofs, vecStart)
   pev(id, pev_v_angle, v_angle)
   
   engfunc(EngFunc_MakeVectors, v_angle)
   get_global_vector(GL_v_forward, v_forward)
   
   xs_vec_mul_scalar(v_forward, 0.0, v_forward)
   xs_vec_add(vecStart, v_forward, vecEnd)
   
   engfunc(EngFunc_TraceHull, vecStart, vecEnd, ignored_monster, hull, id, handle)
   
   return FMRES_SUPERCEDE
}

public PowerSaw_Do_Damage(id)
{
   if(!is_user_alive(id))
      return
   if(get_user_weapon(id) != CSW_POWERSAW || !g_Had_PowerSaw[id])   
      return
   
   if(Check_SlashAttack(id))
   {
      static Ent; Ent = fm_get_user_weapon_entity(id, CSW_POWERSAW)
      if(!pev_valid(Ent)) return
      
      if(cs_get_weapon_ammo(Ent) > 0) emit_sound(id, CHAN_WEAPON, Saw_Sounds[6], 1.0, ATTN_NORM, 0, PITCH_NORM)
      else emit_sound(id, CHAN_WEAPON, Saw_Sounds[random_num(7, 8)], 1.0, ATTN_NORM, 0, PITCH_NORM)
   }
}

public fw_Item_PostFrame(ent)
{
   static id; id = pev(ent, pev_owner)
   if(!is_user_alive(id))
      return HAM_IGNORED
   if(!g_Had_PowerSaw[id])
      return HAM_IGNORED   
   
   static Float:flNextAttack; flNextAttack = get_pdata_float(id, 83, 5)
   static bpammo; bpammo = cs_get_user_bpammo(id, CSW_POWERSAW)
   
   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_POWERSAW, 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(!g_Had_PowerSaw[id])
      return HAM_IGNORED

   g_PowerSaw_Clip[id] = -1
      
   static BPAmmo; BPAmmo = cs_get_user_bpammo(id, CSW_POWERSAW)
   static iClip; iClip = get_pdata_int(ent, 51, 4)
      
   if(BPAmmo <= 0)
      return HAM_SUPERCEDE
   if(iClip >= CLIP)
      return HAM_SUPERCEDE      
         
   g_PowerSaw_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(!g_Had_PowerSaw[id])
      return HAM_IGNORED
      
   if((get_pdata_int(ent, 54, 4) == 1))
   { // Reload
      if (g_PowerSaw_Clip[id] == -1)
         return HAM_IGNORED
      
      set_pdata_int(ent, 51, g_PowerSaw_Clip[id], 4)
      
      set_weapon_anim(id, SAW_ANIM_RELOAD)
      
      set_weapon_timeidle(id, RELOAD_TIME - 1.0)
      set_player_nextattack(id, RELOAD_TIME)
   }
   
   return HAM_HANDLED
}

public fw_Weapon_WeaponIdle_Post(ent)
{
   static id; id = pev(ent, pev_owner)
   if(!is_user_alive(id))
      return HAM_IGNORED
   if(!g_Had_PowerSaw[id])
      return HAM_IGNORED
      
   if(get_pdata_float(ent, 48, 4) <= 0.1)
   {
      set_weapon_anim(id, cs_get_weapon_ammo(ent) > 0 ? SAW_ANIM_IDLE : SAW_ANIM_IDLE_EMPTY)
      set_pdata_float(ent, 48, 20.0, 4)
      
      set_pdata_string(id, (492) * 4, PLAYER_ANIM_EXT_A, -1 , 20)
   }
   
   return HAM_IGNORED   
}

public fw_Item_AddToPlayer_Post(ent, id)
{
   if(!pev_valid(ent))
      return HAM_IGNORED
      
   if(pev(ent, pev_impulse) == WEAPON_SECRETCODE)
   {
      g_Had_PowerSaw[id] = 1
      set_pev(ent, pev_impulse, 0)
   }      
   
   message_begin(MSG_ONE_UNRELIABLE, g_Msg_WeaponList, .player = id)
   write_string(g_Had_PowerSaw[id] == 1 ? "weapon_chainsaw" : "weapon_m249")
   write_byte(3) // PrimaryAmmoID
   write_byte(200) // PrimaryAmmoMaxAmount
   write_byte(-1) // SecondaryAmmoID
   write_byte(-1) // SecondaryAmmoMaxAmount
   write_byte(0) // SlotID (0...N)
   write_byte(4) // NumberInSlot (1...N)
   write_byte(g_Had_PowerSaw[id] == 1 ? CSW_POWERSAW : CSW_M249) // WeaponID
   write_byte(0) // Flags
   message_end()

   return HAM_HANDLED   
}

public Check_SlashAttack(id)
{
   static Float:Max_Distance, Float:Point[4][3], Float:TB_Distance, Float:Point_Dis
   
   Point_Dis = 48.0
   Max_Distance = SLASH_RANGE
   TB_Distance = Max_Distance / 4.0
   
   static Float:VicOrigin[3], Float:MyOrigin[3]
   pev(id, pev_origin, MyOrigin)
   
   for(new i = 0; i < 4; i++) get_position(id, TB_Distance * (i + 1), 0.0, 0.0, Point[i])
      
   static Have_Victim; Have_Victim = 0
   static ent
   ent = fm_get_user_weapon_entity(id, get_user_weapon(id))
      
   if(!pev_valid(ent))
      return 0
      
   for(new i = 0; i < get_maxplayers(); i++)
   {
      if(!is_user_alive(i))
         continue
      if(id == i)
         continue
      if(entity_range(id, i) > Max_Distance)
         continue
   
      pev(i, pev_origin, VicOrigin)
      if(is_wall_between_points(MyOrigin, VicOrigin, id))
         continue
         
      if(get_distance_f(VicOrigin, Point[0]) <= Point_Dis
      || get_distance_f(VicOrigin, Point[1]) <= Point_Dis
      || get_distance_f(VicOrigin, Point[2]) <= Point_Dis
      || get_distance_f(VicOrigin, Point[3]) <= Point_Dis)
      {
         if(!Have_Victim) Have_Victim = 1
         
         if(zp_get_user_zombie(i))
         {
            do_attack(id, i, 0, float(DAMAGE_B))
            hook_ent2(i, MyOrigin, SLASH_KNOCKPOWER, 2)
         }
      }
   }   
   
   if(Have_Victim)
      return 1
   else
      return 0
   
   return 0
}

public update_ammo_hud(id, ammo, bpammo)
{
   if(!is_user_alive(id))
      return
   
   engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, g_Msg_CurWeapon, {0, 0, 0}, id)
   write_byte(1)
   write_byte(CSW_POWERSAW)
   write_byte(ammo)
   message_end()
   
   message_begin(MSG_ONE_UNRELIABLE, g_Msg_AmmoX, _, id)
   write_byte(1)
   write_byte(bpammo)
   message_end()
}

stock set_weapon_anim(id, anim)
{
   if(!is_user_alive(id))
      return
   
   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 set_weapon_timeidle(id, Float:TimeIdle)
{
   if(!is_user_alive(id))
      return
      
   static entwpn; entwpn = fm_get_user_weapon_entity(id, CSW_POWERSAW)
   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 + 1.0, 4)
}

stock set_player_nextattack(id, Float:nexttime)
{
   if(!is_user_alive(id))
      return
      
   set_pdata_float(id, 83, nexttime, 5)
}

stock get_position(ent, 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(ent, pev_origin, vOrigin)
   pev(ent, pev_view_ofs,vUp) //for player
   xs_vec_add(vOrigin,vUp,vOrigin)
   pev(ent, 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 is_wall_between_points(Float:start[3], Float:end[3], ignore_ent)
{
   static ptr
   ptr = create_tr2()

   engfunc(EngFunc_TraceLine, start, end, IGNORE_MONSTERS, ignore_ent, ptr)
   
   static Float:EndPos[3]
   get_tr2(ptr, TR_vecEndPos, EndPos)

   free_tr2(ptr)
   return floatround(get_distance_f(end, EndPos))
}

do_attack(Attacker, Victim, Inflictor, Float:fDamage)
{
   fake_player_trace_attack(Attacker, Victim, fDamage)
   fake_take_damage(Attacker, Victim, fDamage, Inflictor)
}

fake_player_trace_attack(iAttacker, iVictim, &Float:fDamage)
{
   // get fDirection
   static Float:fAngles[3], Float:fDirection[3]
   pev(iAttacker, pev_angles, fAngles)
   angle_vector(fAngles, ANGLEVECTOR_FORWARD, fDirection)
   
   // get fStart
   static Float:fStart[3], Float:fViewOfs[3]
   pev(iAttacker, pev_origin, fStart)
   pev(iAttacker, pev_view_ofs, fViewOfs)
   xs_vec_add(fViewOfs, fStart, fStart)
   
   // get aimOrigin
   static iAimOrigin[3], Float:fAimOrigin[3]
   get_user_origin(iAttacker, iAimOrigin, 3)
   IVecFVec(iAimOrigin, fAimOrigin)
   
   // TraceLine from fStart to AimOrigin
   static ptr; ptr = create_tr2()
   engfunc(EngFunc_TraceLine, fStart, fAimOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr)
   static pHit; pHit = get_tr2(ptr, TR_pHit)
   static iHitgroup; iHitgroup = get_tr2(ptr, TR_iHitgroup)
   static Float:fEndPos[3]; get_tr2(ptr, TR_vecEndPos, fEndPos)

   // get target & body at aiming
   static iTarget, iBody
   get_user_aiming(iAttacker, iTarget, iBody)
   
   // if aiming find target is iVictim then update iHitgroup
   if (iTarget == iVictim)
   {
      iHitgroup = iBody
   }
   
   // if ptr find target not is iVictim
   else if (pHit != iVictim)
   {
      // get AimOrigin in iVictim
      static Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3]
      pev(iVictim, pev_origin, fVicOrigin)
      pev(iVictim, pev_view_ofs, fVicViewOfs)
      xs_vec_add(fVicViewOfs, fVicOrigin, fAimInVictim)
      fAimInVictim[2] = fStart[2]
      fAimInVictim[2] += get_distance_f(fStart, fAimInVictim) * floattan( fAngles[0] * 2.0, degrees )
      
      // check aim in size of iVictim
      static iAngleToVictim; iAngleToVictim = get_angle_to_target(iAttacker, fVicOrigin)
      iAngleToVictim = abs(iAngleToVictim)
      static Float:fDis; fDis = 2.0 * get_distance_f(fStart, fAimInVictim) * floatsin( float(iAngleToVictim) * 0.5, degrees )
      static Float:fVicSize[3]
      pev(iVictim, pev_size , fVicSize)
      if ( fDis <= fVicSize[0] * 0.5 )
      {
         // TraceLine from fStart to aimOrigin in iVictim
         static ptr2; ptr2 = create_tr2()
         engfunc(EngFunc_TraceLine, fStart, fAimInVictim, DONT_IGNORE_MONSTERS, iAttacker, ptr2)
         static pHit2; pHit2 = get_tr2(ptr2, TR_pHit)
         static iHitgroup2; iHitgroup2 = get_tr2(ptr2, TR_iHitgroup)
         
         // if ptr2 find target is iVictim
         if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) )
         {
            pHit = iVictim
            iHitgroup = iHitgroup2
            get_tr2(ptr2, TR_vecEndPos, fEndPos)
         }
         
         free_tr2(ptr2)
      }
      
      // if pHit still not is iVictim then set default HitGroup
      if (pHit != iVictim)
      {
         // set default iHitgroup
         iHitgroup = HIT_GENERIC
         
         new ptr3 = create_tr2()
         engfunc(EngFunc_TraceLine, fStart, fVicOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr3)
         get_tr2(ptr3, TR_vecEndPos, fEndPos)
         
         // free ptr3
         free_tr2(ptr3)
      }
   }
   
   // set new Hit & Hitgroup & EndPos
   set_tr2(ptr, TR_pHit, iVictim)
   set_tr2(ptr, TR_iHitgroup, iHitgroup)
   set_tr2(ptr, TR_vecEndPos, fEndPos)
   
   create_blood(fEndPos)
   
   // hitgroup multi fDamage
   static Float:fMultifDamage
   switch(iHitgroup)
   {
      case HIT_HEAD: fMultifDamage  = 4.0
      case HIT_STOMACH: fMultifDamage  = 1.25
      case HIT_LEFTLEG: fMultifDamage  = 0.75
      case HIT_RIGHTLEG: fMultifDamage  = 0.75
      default: fMultifDamage  = 1.0
   }
   
   fDamage *= fMultifDamage
   
   // ExecuteHam
   fake_trake_attack(iAttacker, iVictim, fDamage, fDirection, ptr)
   
   // free ptr
   free_tr2(ptr)
}

stock fake_trake_attack(iAttacker, iVictim, Float:fDamage, Float:fDirection[3], iTraceHandle, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
   ExecuteHamB(Ham_TraceAttack, iVictim, iAttacker, fDamage, fDirection, iTraceHandle, iDamageBit)
}

stock fake_take_damage(iAttacker, iVictim, Float:fDamage, iInflictor = 0, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
   ExecuteHamB(Ham_TakeDamage, iVictim, iInflictor, iAttacker, fDamage, iDamageBit)
}

stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize = 0.0)
{
   new Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3]
   pev(id, pev_origin, fOrigin)
   get_user_origin(id, iAimOrigin, 3) // end position from eyes
   IVecFVec(iAimOrigin, fAimOrigin)
   xs_vec_sub(fAimOrigin, fOrigin, fV1)
   
   new Float:fV2[3]
   xs_vec_sub(fTarget, fOrigin, fV2)
   
   new iResult = get_angle_between_vectors(fV1, fV2)
   
   if (TargetSize > 0.0)
   {
      new Float:fTan = TargetSize / get_distance_f(fOrigin, fTarget)
      new fAngleToTargetSize = floatround( floatatan(fTan, degrees) )
      iResult -= (iResult > 0) ? fAngleToTargetSize : -fAngleToTargetSize
   }
   
   return iResult
}

stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3])
{
   new Float:fA1[3], Float:fA2[3]
   engfunc(EngFunc_VecToAngles, fV1, fA1)
   engfunc(EngFunc_VecToAngles, fV2, fA2)
   
   new iResult = floatround(fA1[1] - fA2[1])
   iResult = iResult % 360
   iResult = (iResult > 180) ? (iResult - 360) : iResult
   
   return iResult
}

stock hook_ent2(ent, Float:VicOrigin[3], Float:speed, type)
{
   static Float:fl_Velocity[3]
   static Float:EntOrigin[3]
   
   pev(ent, pev_origin, EntOrigin)
   static Float:distance_f
   distance_f = get_distance_f(EntOrigin, VicOrigin)
   
   new Float:fl_Time = distance_f / speed
   
   if(type == 1)
   {
      fl_Velocity[0] = ((VicOrigin[0] - EntOrigin[0]) / fl_Time)
      fl_Velocity[1] = ((VicOrigin[1] - EntOrigin[1]) / fl_Time)
      fl_Velocity[2] = ((VicOrigin[2] - EntOrigin[2]) / fl_Time) + random_float(200.0, 300.0)   
   } else if(type == 2) {
      fl_Velocity[0] = ((EntOrigin[0] - VicOrigin[0]) / fl_Time)
      fl_Velocity[1] = ((EntOrigin[1] - VicOrigin[1]) / fl_Time)
      fl_Velocity[2] = ((EntOrigin[2] - VicOrigin[2]) / fl_Time) + random_float(200.0, 300.0)
   }

   set_pev(ent, pev_velocity, fl_Velocity)
}

stock create_blood(const Float:origin[3])
{
   // Show some blood :)
   message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
   write_byte(TE_BLOODSPRITE)
   engfunc(EngFunc_WriteCoord, origin[0])
   engfunc(EngFunc_WriteCoord, origin[1])
   engfunc(EngFunc_WriteCoord, origin[2])
   write_short(m_iBlood[1])
   write_short(m_iBlood[0])
   write_byte(75)
   write_byte(5)
   message_end()
}

public fake_smoke(id, trace_result)
{
   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(trace_result, TR_vecEndPos, vecSrc)
   get_tr2(trace_result, 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_id)
   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 make_bullet(id, Float:Origin[3])
{
   // Find target
   new decal = random_num(41, 45)
   const loop_time = 2
   
   for(new i = 0; i < loop_time; 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 Hide_Crosshair(id)
{
   if(!is_user_alive(id))
      return
      
   message_begin(MSG_ONE_UNRELIABLE, g_Msg_HideWeapon, _, id)
   write_byte(1<<6)
   message_end()
}

stock Draw_Crosshair(id)
{
   if(!is_user_alive(id))
      return
      
   message_begin(MSG_ONE_UNRELIABLE, g_Msg_HideWeapon, _, id)
   write_byte(0)
   message_end()
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/

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Arrumei e hospedei para você, teste: Link

@Edit


Titulo do tópico incorreto, ao envés de [Plugin] você deveria ter escrevido [Dúvida] ou [Ajuda], preste mais atenção por favor.

Última edição por Sergio # em 23/10/2013, 8:32 pm, editado 1 vez(es)

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Vlllws, só não do +REP, porque já dei um hoje, mas 00:00 vou te dar

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[D]etonado[R] escreveu:
Vlllws, só não do +REP, porque já dei um hoje, mas 00:00 vou te dar
Não precisa, só o agradecimento ja esta bom ^^


@Closed~~

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