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 }
*/