Преработка на Golden AK-47 за Zombie Plague 4.3

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User12
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Преработка на Golden AK-47 за Zombie Plague 4.3

Мнение от User12 » 14 Фев 2018, 05:28

Добър вечер , можем ли този плъгин да го направим когато се купи от меню-то и рунда свърши да позволява чак след 3 или повече рунда да се купува . Накратко да се купува през няколко рунда и да ги изписва до името на итема ?

Код за потвърждение: Избери целия код

#include <amxmodx>
#include <fakemeta>
#include <engine>
#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

// 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", "0.8")
	cvar_custommodel = register_cvar("zp_goldenak_custom_model", "1")
	cvar_goldbullets = register_cvar("zp_goldenak_gold_bullets", "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 - Fixed", 40, 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_disconnected(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
	new plrWeapId
	
	plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
	
	if (plrWeapId == CSW_AK47 && g_HasAk[id])
	{
		checkModel(id)
	}
	else 
	{
		return PLUGIN_CONTINUE
	}
	
	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_user_weapon(player, CSW_AK47, 30, 999);
		//give_item(player, "weapon_ak47")
		
		
		client_print(player, print_chat, "[ZP] You bought Golden Ak - 47")
		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)
		}
	}
}

give_user_weapon( index , iWeaponTypeID , iClip=0 , iBPAmmo=0 , szWeapon[]="" , maxchars=0 )
{
	if ( !( CSW_P228 <= iWeaponTypeID <= CSW_P90 ) || ( iClip < 0 ) || ( iBPAmmo < 0 ) || !is_user_alive( index ) )
		return -1;
	
	new szWeaponName[ 20 ] , iWeaponEntity , bool:bIsGrenade;
	
	const GrenadeBits = ( ( 1 << CSW_HEGRENADE ) | ( 1 << CSW_FLASHBANG ) | ( 1 << CSW_SMOKEGRENADE ) | ( 1 << CSW_C4 ) );
	
	if ( ( bIsGrenade = bool:!!( GrenadeBits & ( 1 << iWeaponTypeID ) ) ) )
		iClip = clamp( iClip ? iClip : iBPAmmo , 1 );
	
	get_weaponname( iWeaponTypeID , szWeaponName , charsmax( szWeaponName ) );
	
	if ( ( iWeaponEntity = user_has_weapon( index , iWeaponTypeID ) ? find_ent_by_owner( -1 , szWeaponName , index ) : give_item( index , szWeaponName ) ) > 0 )
	{
		if ( iWeaponTypeID != CSW_KNIFE )
		{
			if ( iClip && !bIsGrenade )
				cs_set_weapon_ammo( iWeaponEntity , iClip );
		
			if ( iWeaponTypeID == CSW_C4 ) 
				cs_set_user_plant( index , 1 , 1 );
			else
				cs_set_user_bpammo( index , iWeaponTypeID , bIsGrenade ? iClip : iBPAmmo ); 
		}
		
		if ( maxchars )
			copy( szWeapon , maxchars , szWeaponName[7] );
	}
	
	return iWeaponEntity;
}
Нещо такова .
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Изображение

Аватар
OciXCrom
Извън линия
Администратор
Администратор
Мнения: 7206
Регистриран на: 06 Окт 2016, 19:20
Местоположение: /resetscore
Се отблагодари: 117 пъти
Получена благодарност: 1295 пъти
Обратна връзка:

Преработка на Golden AK-47 за Zombie Plague 4.3

Мнение от OciXCrom » 14 Фев 2018, 20:44

Нямам възможност да тествам, обаче би трябвало да работи. Относно самото име в менюто - ще трябва ръчно да го промениш през .ini файла - добави нещо от рода на [once per 3 rounds], понеже няма как да се промени чрез плъгин.

Код за потвърждение: Избери целия код

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

#define is_valid_player(%1) (1 <= %1 <= 32)
#define ROUND_LIMIT 3

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

// Item ID
new g_itemid

new bool:g_HasAk[33]

new g_hasZoom[ 33 ]
new bullets[ 33 ]
new g_iRoundsLeft[ 33 ]

// Sprite
new m_spriteTexture

const Wep_ak47 = ((1<<CSW_AK47))

public plugin_init()
{
	
	/* CVARS */
	cvar_dmgmultiplier = register_cvar("zp_goldenak_dmg_multiplier", "0.8")
	cvar_custommodel = register_cvar("zp_goldenak_custom_model", "1")
	cvar_goldbullets = register_cvar("zp_goldenak_gold_bullets", "1")
	
	// Register The Plugin
	register_plugin("[ZP] Extra: Golden Ak 47", "1.1", "AlejandroSk") // OciXCrom: Added round limit
	// Register Zombie Plague extra item
	g_itemid = zp_register_extra_item("Golden Ak 47 - Fixed", 40, 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)
	register_logevent("OnRoundStart", 2, "1=Round_Start");	
}

public OnRoundStart()
{
	new iPlayers[32], iPnum
	get_players(iPlayers, iPnum)
	
	for(new i, iPlayer; i < iPnum; i++)
	{
		iPlayer = iPlayers[i]
		
		if(g_iRoundsLeft[iPlayer] > 0)
			g_iRoundsLeft[iPlayer]--
	}
}

public client_connect(id)
{
	g_HasAk[id] = false
	g_iRoundsLeft[id] = 0
}

public client_disconnected(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
	new plrWeapId
	
	plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
	
	if (plrWeapId == CSW_AK47 && g_HasAk[id])
	{
		checkModel(id)
	}
	else 
	{
		return PLUGIN_CONTINUE
	}
	
	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(g_iRoundsLeft[player] > 0)
		{
			client_print(player, print_chat, "[ZP] Please wait %i more rounds.", g_iRoundsLeft[player])
			return ZP_PLUGIN_HANDLED
		}
		
		if ( user_has_weapon(player, CSW_AK47) )
		{
			drop_prim(player)
		}
		
		give_user_weapon(player, CSW_AK47, 30, 999);
		//give_item(player, "weapon_ak47")
		
		
		client_print(player, print_chat, "[ZP] You bought Golden Ak - 47")
		g_iRoundsLeft[player] = ROUND_LIMIT
		g_HasAk[player] = true
	}
	
	return PLUGIN_CONTINUE
}

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)
		}
	}
}

give_user_weapon( index , iWeaponTypeID , iClip=0 , iBPAmmo=0 , szWeapon[]="" , maxchars=0 )
{
	if ( !( CSW_P228 <= iWeaponTypeID <= CSW_P90 ) || ( iClip < 0 ) || ( iBPAmmo < 0 ) || !is_user_alive( index ) )
		return -1;
	
	new szWeaponName[ 20 ] , iWeaponEntity , bool:bIsGrenade;
	
	const GrenadeBits = ( ( 1 << CSW_HEGRENADE ) | ( 1 << CSW_FLASHBANG ) | ( 1 << CSW_SMOKEGRENADE ) | ( 1 << CSW_C4 ) );
	
	if ( ( bIsGrenade = bool:!!( GrenadeBits & ( 1 << iWeaponTypeID ) ) ) )
		iClip = clamp( iClip ? iClip : iBPAmmo , 1 );
	
	get_weaponname( iWeaponTypeID , szWeaponName , charsmax( szWeaponName ) );
	
	if ( ( iWeaponEntity = user_has_weapon( index , iWeaponTypeID ) ? find_ent_by_owner( -1 , szWeaponName , index ) : give_item( index , szWeaponName ) ) > 0 )
	{
		if ( iWeaponTypeID != CSW_KNIFE )
		{
			if ( iClip && !bIsGrenade )
				cs_set_weapon_ammo( iWeaponEntity , iClip );
		
			if ( iWeaponTypeID == CSW_C4 ) 
				cs_set_user_plant( index , 1 , 1 );
			else
				cs_set_user_bpammo( index , iWeaponTypeID , bIsGrenade ? iClip : iBPAmmo ); 
		}
		
		if ( maxchars )
			copy( szWeapon , maxchars , szWeaponName[7] );
	}
	
	return iWeaponEntity;
}

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