Код за потвърждение: Избери целия код
#include <amxmodx>
#include <engine>
#include <gxm_shop>
#include <hamsandwich>
#include <fakemeta>
#include <cstrike>
#define IsPlayer(%1) (1 <= %1 <= g_maxplayers)
new ItemIndex
new cvar_knock;
const m_flNextSecondaryAttack = 47;
const m_pPlayer = 41
const m_flPrimaryAttack = 46;
static bool:Knife[33]
new const KNIFE_MDL[] = "models/gunxp/v_baseball.mdl";
new g_maxplayers, damage_knife, bool:g_KNIFE[33];
public plugin_precache()
engfunc(EngFunc_PrecacheModel, KNIFE_MDL);
public plugin_init()
{
register_plugin("TEST KNIFE BASEBAT" , "1.0" , "Invis");
RegisterHam(Ham_TakeDamage, "player", "Ham_Damage");
register_event("CurWeapon", "Event_CurWeaponKNIFE", "be", "1=1")
register_event("Damage" , "event_Damage" , "b" , "2>0");
ItemIndex = gxm_register_knife("Base", 1000, 0, 1, 0, "KNIFE")
damage_knife = register_cvar("gxm_knife_damage", "2.0");
cvar_knock = register_cvar("gxm_knife_knocks" , "50");
g_maxplayers = get_maxplayers();
}
public gxm_knife_selected(id, itemid)
{
if(ItemIndex == itemid)
{
Knife[id] = true
}
}
public client_connect(id)
g_KNIFE[id] = false;
public Event_CurWeaponKNIFE(id)
{
if (!g_KNIFE[id] || cs_get_user_team(id) == CS_TEAM_T)
return PLUGIN_CONTINUE;
new Gun = read_data(2);
if(Gun == CSW_KNIFE)
set_pev(id, pev_viewmodel2, KNIFE_MDL);
return PLUGIN_CONTINUE;
}
public event_Damage(id)
{
if(!is_user_alive(id))
return PLUGIN_CONTINUE;
new weapon, attacker = get_user_attacker(id, weapon);
if(!is_user_alive(attacker))
return PLUGIN_CONTINUE;
if (!g_KNIFE[attacker])
return PLUGIN_CONTINUE;
if(weapon == CSW_KNIFE && cs_get_user_team(attacker) == CS_TEAM_CT)
{
new Float:vec[3];
new Float:oldvelo[3];
get_user_velocity(id, oldvelo);
create_velocity_vector(id , attacker , vec);
vec[0] += oldvelo[0];
vec[1] += oldvelo[1];
set_user_velocity(id , vec);
}
return PLUGIN_CONTINUE;
}
public Ham_Damage(id, inflictor, attacker, Float:damage, damagebits)
{
if ( !(1 <= attacker <= g_maxplayers) || !g_KNIFE[attacker] || cs_get_user_team(attacker) == CS_TEAM_T || damagebits == 16777216)
return HAM_IGNORED;
new weaponx = get_user_weapon(attacker, _, _);
if(weaponx == CSW_KNIFE && damagebits != 16777216)
{
SetHamParamFloat(4, damage * get_pcvar_float(damage_knife));
return HAM_HANDLED;
}
return HAM_IGNORED;
}
// Stock by the one and only, Chronic :P
stock create_velocity_vector(victim,attacker,Float:velocity[3])
{
if(!is_user_alive(attacker))
return 0;
new Float:vicorigin[3];
new Float:attorigin[3];
entity_get_vector(victim , EV_VEC_origin , vicorigin);
entity_get_vector(attacker , EV_VEC_origin , attorigin);
new Float:origin2[3]
origin2[0] = vicorigin[0] - attorigin[0];
origin2[1] = vicorigin[1] - attorigin[1];
new Float:largestnum = 0.0;
if(floatabs(origin2[0])>largestnum) largestnum = floatabs(origin2[0]);
if(floatabs(origin2[1])>largestnum) largestnum = floatabs(origin2[1]);
origin2[0] /= largestnum;
origin2[1] /= largestnum;
velocity[0] = ( origin2[0] * (get_pcvar_float(cvar_knock) * 3000) ) / get_entity_distance(victim , attacker);
velocity[1] = ( origin2[1] * (get_pcvar_float(cvar_knock) * 3000) ) / get_entity_distance(victim , attacker);
if(velocity[0] <= 20.0 || velocity[1] <= 20.0)
velocity[2] = random_float(200.0 , 275.0);
return 1;
}
Inc File for Unlocks:
Код за потвърждение: Избери целия код
#if defined _gxm_shop_included
#endinput
#endif
#define _gxm_shop_included
native gxm_register_gun( const Name[ ], const XP, const Level = 0, const VIP = 0, const Round = 0, const Type[ ] = 0);
native gxm_register_item( const Name[ ], const XP, const Level = 0, const VIP = 0, const Round = 0, const Type[ ] = 0);
native gxm_register_pistol( const Name[ ], const XP, const Level = 0, const VIP = 0, const Round = 0, const Type[ ] = 0);
native gxm_register_knife( const Name[ ], const XP, const Level = 0, const VIP = 0, const Round = 0, const Type[ ] = 0);
native gxm_register_grenade( const Name[ ], const XP, const Level = 0, const VIP = 0, const Round = 0, const Type[ ] = 0);
forward gxm_gun_selected( Player, ItemIndex);
forward gxm_item_selected( Player, ItemIndex);
forward gxm_pistol_selected( Player, ItemIndex);
forward gxm_knife_selected( Player, ItemIndex);
forward gxm_grenade_selected( Player, ItemIndex);