Proszę bardzo 

 Tu wersja bez kostiumu:
#include <amxmodx>
#define DMG_BULLET (1<<1)
#include <fun>
#include <fakemeta>
#include <hamsandwich>
#include <cstrike>
#include <codmod>
#include <colorchat>
#define CZAS 5 //SEKUND NIEWIDZIALNOSCI
new const perk_name[] = "Zestaw Assassina";
new const perk_desc[] = "Ma 5 sekund niewidzialnosci, mniejsza grawitacje, 1/5 z deagla";
new bool:wykorzystal[33];
new bool:ma_perk[33];
new msg_bartime;
public plugin_init() {
                            register_plugin(perk_name, "1.0", "Killer Strike");
                            cod_register_perk(perk_name, perk_desc);
                            register_event("ResetHUD", "ResetHUD", "abe");
                            register_forward(FM_AddToFullPack, "FwdAddToFullPack", 1);
                            msg_bartime = get_user_msgid("BarTime");
RegisterHam(Ham_TakeDamage, "player", "TakeDamage");
}
public cod_perk_enabled(id)
{
cod_give_weapon(id, CSW_DEAGLE);
                            ma_perk[id] = true;
                            ResetHUD(id);
                            set_pev(id, pev_gravity, 0.6);
}
public cod_perk_disabled(id)
{
cod_give_weapon(id, CSW_DEAGLE);
                            ma_perk[id] = false;
}
public cod_perk_used(id)
{
                            if(!is_user_alive(id))
                            return;
                            if(wykorzystal[id])
                            {
                            ColorChat(id, GREEN, "Juz wykorzystales niewidzialnosc!");
                            return;
                            }
                            wykorzystal[id] = true;
                            set_user_rendering(id,kRenderFxGlowShell,0,0,0 ,kRenderTransAlpha, 1);
                            set_task(CZAS.0, "wyłącz", id);
                            message_begin(MSG_ONE, msg_bartime, _, id)
                            write_short(CZAS)
                            message_end()
}
public wyłącz(id)
{
                            if(!is_user_connected(id)) return;
                            set_user_rendering(id,kRenderFxGlowShell,0,0,0 ,kRenderTransAlpha, 255);
}
public ResetHUD(id)
{
                            if(ma_perk[id])
                            set_pev(id, pev_gravity, 0.6);
                            wykorzystal[id] = false;
}
public plugin_precache()
{
        precache_model("models/player/assassin/assassin.mdl");
        precache_model("models/player/assassin/assassin.mdl");
}
public TakeDamage(this, idinflictor, idattacker, Float:damage, damagebits)
{
        if(!is_user_connected(idattacker))
                return HAM_IGNORED; 
        if(!ma_perk[idattacker])
                return HAM_IGNORED;
        if(damagebits & DMG_BULLET)
        {
                new weapon = get_user_weapon(idattacker);
                if(weapon == CSW_DEAGLE && damage > 20.0 && random_num(1,5) == 1) 
                        cod_inflict_damage(idattacker, this, float(get_user_health(this))-damage+1.0, 0.0, idinflictor, damagebits);
        }
        return HAM_IGNORED;
}
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