Witamy w Nieoficjalnym polskim support'cie AMX Mod X
Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.
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/** * ©2003-2006 David "BAILOPAN" Anderson * Counter-Strike Deathmatch (CSDM) 2.10 Module Includes */ #if defined _csdm_included #endinput #endif #define _csdm_included #if AMXX_VERSION_NUM >= 175 #pragma reqlib csdm #if !defined AMXMODX_NOAUTOLOAD #pragma loadlib csdm #endif #else #pragma library csdm #endif #define CSDM_VERSION "2.1.1" #define CFG_READ 0 //Line is being read normally #define CFG_RELOAD 1 //Section is being parsed from the start #define CFG_DONE 2 //Section is done being parsed #define DEFAULT_ARMOR 100 #define MAX_WEAPONS 32 #define MAX_SECONDARY 8 #define MAX_PRIMARY 18 #define CSDM_FFA_ENABLE 3 #define CSDM_FFA_DISABLE 2 #define CSDM_ENABLE 1 #define CSDM_DISABLE 0 #define CSDM_DROP_CONTINUE 0 //continue normally #define CSDM_DROP_REMOVE 1 //remove the dropped weapon #define CSDM_DROP_IGNORE 2 //ignore entirely /************ * FORWARDS * ************/ //Called when CSDM initializes. It passes in a version string, or a blank // string if some load failure occurred. //Do pre-config stuff here. forward csdm_Init(const version[]); //Called when CSDM is ready to accept config hooks. forward csdm_CfgInit(); //Called right before a death message is sent. Return value has no effect. forward csdm_PreDeath(killer, victim, headshot, const weapon[]); //Called right after a death message is handled. //return PLUGIN_HANDLED will block CSDM from doing any physical respawning. forward csdm_PostDeath(killer, victim, headshot, const weapon[]); //Called after a player is physically respawned, // but before the spawn handler is called. Returning PLUGIN_HANDLED // will block CSDM from calling the set spawn handler. //Note! this will only be called if CSDM internally respawns or you use // csdm_respawn(). forward csdm_PreSpawn(player, bool:fake); //Called after a player is physically respawned, // and after all spawn handling is completed. forward csdm_PostSpawn(player, bool:fake); //Called right before round is restarted //The post parameter is set to 1 if the event is post. //If post is 0, the event is pre, and PLUGIN_HANDLED will block // CSDM from doing round restart actions (respawning) forward csdm_RoundRestart(post); //Called when a CSDM state is set forward csdm_StateChange(csdm_state); /** * Called when CSDM is about to remove a weapon. Return PLUGIN_HANDLED to block. * * owner - The player who owned this weapon. * entity_id - The entity index of the weapon. * box_id - If the weapon is boxed, this will be set to the boxed entity index.. */ forward csdm_RemoveWeapon(owner, entity_id, boxed_id); //Called by the main plugin right now //If death is true, the weapon was dropped on death //if weapon is -1, the weapon is the shield. forward csdm_HandleDrop(id, weapon, death); /*********** * NATIVES * ***********/ //To retrieve/set angles and v_angles, pass up to two more vectors native csdm_getpos(player, Float:origin[3], ...); native csdm_setpos(player, const Float:origin[3], ...); //Returns the number of registered spawn styles native csdm_spawnstyles(); //Retrieves the name of a spawn style by index (indices start at 0) native csdm_styleinfo(style_index, name[], maxlength); //Adds a spawn style handler native csdm_addstyle(const name[], const function[]); //Sets the current spawn style handler by name. //The handler registered to this name will be called after every spawn. native csdm_setstyle(const name[]); //Returns the current style id native csdm_curstyle(); //Respawns a player correctly under the CSDM spawn system. native csdm_respawn(player); //Forces a "fake" respawn on the player - sort of like a ResetHUD native csdm_fakespawn(player); //Registers a hook on the config reader //The forward looks like this: //forward my_cfg_reader(read_mode, const line[], const section[]) native csdm_reg_cfg(const sectionName[], const handler[]); //Gives an item. Same as give_item from fun. native csdm_give_item(player, const item_name[]); //Forces a player to drop a weapon native csdm_force_drop(player, const weapon[], remove=1); //Schedules a weapon for removal. 0 seconds means immediate //delay specifies whether it should wait 0.1 seconds or not (0 for immediate lookup) native csdm_remove_weapon(player, const weapon[], seconds, delay); //Reloads the config file //If you specify a named file, CSDM auto-prepends the configs dir. // I.e., passing csdm\mapconfigs\de_dust2.cfg will turn into: // addons\amxmodx\configs\csdm\mapconfigs\de_dust2.cfg native csdm_reload_cfg(const file[]=""); //Returns whether CSDM is active native csdm_active(); //Sets CSDM to active (do not set the cvar!) native csdm_set_active(on_or_off); //Returns/sets the current FFA (free for all) state native csdm_get_ffa(); native csdm_set_ffa(on_or_off); //Gets/sets the respawn wait time native Float:csdm_get_spawnwait(); native csdm_set_spawnwait(Float:time); //returns cache information into each array slot // 0 - number of free items in spawn task cache // 1 - number of free task in general task cache // 2 - number of hot tasks (ones in use) // 3 - number of cached weapon removals in table // 4 - number of live weapon removals in table // 5 - number of weapon find tasks in cache // in general, 0+5+4 should about equal 1+2 // do not edit the vers parameter. native csdm_cache(ar[6], vers=2) //Quick hack to replace engine dependency and work around a FM bug //returns 1 if a hull collision is found native csdm_trace_hull(Float:origin[3], hull_no); //Disables the CSDM welcome message //This is useful if you only use CSDM as an engine //Returns the old value. Pass -1 to do nothing. native csdm_set_intromsg(value=-1); /** * Natives defined by csdm_main */ //Returns the handle for the main CSDM menu, letting you modify it. native csdm_main_menu(); #define CSDM_OPTION_SAYRESPAWN 1 //No extra parameters #define CSDM_SET_DISABLED -1 #define CSDM_SET_DEFAULT 0 #define CSDM_SET_ENABLED 1 //Sets an internal option. Options listed above. native csdm_set_mainoption(option, setting, ...); //Runs through the weapon drop deletion algorithm. //If weapon_id is -1, name should be "weapon_shield" native csdm_fwd_drop(player, weapon_id, const name[]); /*** ************ *** *** HELPER STUFF ***/ #define SLOT_PRIMARY 1 #define SLOT_SECONDARY 2 #define SLOT_KNIFE 3 #define SLOT_GRENADE 4 #define SLOT_C4 5 #define _TEAM_T 1 #define _TEAM_CT 2 //Weapon slot lookup table stock g_WeaponSlots[] = { 0, 2, //CSW_P228 0, 1, //CSW_SCOUT 4, //CSW_HEGRENADE 1, //CSW_XM1014 5, //CSW_C4 1, //CSW_MAC10 1, //CSW_AUG 4, //CSW_SMOKEGRENADE 2, //CSW_ELITE 2, //CSW_FIVESEVEN 1, //CSW_UMP45 1, //CSW_SG550 1, //CSW_GALIL 1, //CSW_FAMAS 2, //CSW_USP 2, //CSW_GLOCK18 1, //CSW_AWP 1, //CSW_MP5NAVY 1, //CSW_M249 1, //CSW_M3 1, //CSW_M4A1 1, //CSW_TMP 1, //CSW_G3SG1 4, //CSW_FLASHBANG 2, //CSW_DEAGLE 1, //CSW_SG552 1, //CSW_AK47 3, //CSW_KNIFE 1 //CSW_P90 }; //Maximum backpack ammo lookup table stock g_MaxBPAmmo[] = { 0, 52, //CSW_P228 0, 90, //CSW_SCOUT 1, //CSW_HEGRENADE 32, //CSW_XM1014 1, //CSW_C4 100,//CSW_MAC10 90, //CSW_AUG 1, //CSW_SMOKEGRENADE 120,//CSW_ELITE 100,//CSW_FIVESEVEN 100,//CSW_UMP45 90, //CSW_SG550 90, //CSW_GALIL 90, //CSW_FAMAS 100,//CSW_USP 120,//CSW_GLOCK18 30, //CSW_AWP 120,//CSW_MP5NAVY 200,//CSW_M249 32, //CSW_M3 90, //CSW_M4A1 120,//CSW_TMP 90, //CSW_G3SG1 2, //CSW_FLASHBANG 35, //CSW_DEAGLE 90, //CSW_SG552 90, //CSW_AK47 0, //CSW_KNIFE 100//CSW_P90 }; #define getWepId(%1) get_weaponid(%1) stock bool:IsValidTeam(team) { if (team == 1 || team == 2) return true return false } stock drop_with_shield(player, weapon_id) { new name[32] get_weaponname(weapon_id, name, 31) csdm_force_drop(player, "weapon_shield", 0) csdm_force_drop(player, name, 0) csdm_fwd_drop(player, -1, "weapon_shield") csdm_fwd_drop(player, weapon_id, name) csdm_give_item(player, "weapon_shield") }
Pobierz plik csdm.inc