Mam taki kod
/* Copyright © 2008, ConnorMcLeod
Weapons MaxClip is free software;
you can redistribute it and/or modify it under the terms of the
GNU General Public License as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Weapons MaxClip; if not, write to the
Free Software Foundation, Inc., 59 Temple Place - Suite 330,
Boston, MA 02111-1307, USA.
*/
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <hamsandwich>
#define VERSION "0.3.0"
enum {
idle,
shoot1,
shoot2,
insert,
after_reload,
start_reload,
draw
}
enum _:ShotGuns {
m3,
xm1014
}
const NOCLIP_WPN_BS = ((1<<CSW_HEGRENADE)|(1<<CSW_SMOKEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_KNIFE)|(1<<CSW_C4))
const SHOTGUNS_BS = ((1<<CSW_M3)|(1<<CSW_XM1014))
const SILENT_BS = ((1<<CSW_USP)|(1<<CSW_M4A1))
// weapons offsets
#define XTRA_OFS_WEAPON 4
#define m_pPlayer 41
#define m_iId 43
#define m_fKnown 44
#define m_flNextPrimaryAttack 46
#define m_flNextSecondaryAttack 47
#define m_flTimeWeaponIdle 48
#define m_iPrimaryAmmoType 49
#define m_iClip 51
#define m_fInReload 54
#define m_fInSpecialReload 55
#define m_fSilent 74
// players offsets
#define XTRA_OFS_PLAYER 5
#define m_flNextAttack 83
#define m_rgAmmo_player_Slot0 376
stock const g_iDftMaxClip[CSW_P90+1] = {
-1, 13, -1, 10, 1, 7, 1, 30, 30, 1, 30,
20, 25, 30, 35, 25, 12, 20, 10, 30, 100,
8 , 30, 30, 20, 2, 7, 30, 30, -1, 50}
stock const Float:g_fDelay[CSW_P90+1] = {
0.00, 2.70, 0.00, 2.00, 0.00, 0.55, 0.00, 3.15, 3.30, 0.00, 4.50,
2.70, 3.50, 3.35, 2.45, 3.30, 2.70, 2.20, 2.50, 2.63, 4.70,
0.55, 3.05, 2.12, 3.50, 0.00, 2.20, 3.00, 2.45, 0.00, 3.40
}
stock const g_iReloadAnims[CSW_P90+1] = {
-1, 5, -1, 3, -1, 6, -1, 1, 1, -1, 14,
4, 2, 3, 1, 1, 13, 7, 4, 1, 3,
6, 11, 1, 3, -1, 4, 1, 1, -1, 1}
new g_iMaxClip[CSW_P90+1]
new HamHook:g_iHhPostFrame[CSW_P90+1]
new HamHook:g_iHhAttachToPlayer[CSW_P90+1]
new HamHook:g_iHhWeapon_WeaponIdle[ShotGuns]
public plugin_init()
{
register_plugin("Weapons MaxClip", VERSION, "ConnorMcLeod")
register_concmd("weapon_maxclip", "ConsoleCommand_WeaponMaxClip", ADMIN_CFG, " <weapon name> <maxclip>")
}
public ConsoleCommand_WeaponMaxClip(id, lvl, cid)
{
if( cmd_access(id, lvl, cid, 3) )
{
new szWeaponName[17] = "weapon_"
read_argv(1, szWeaponName[7], charsmax(szWeaponName)-7)
new iId = get_weaponid(szWeaponName)
if( iId && ~NOCLIP_WPN_BS & 1<<iId )
{
new szMaxClip[4]
read_argv(2, szMaxClip, charsmax(szMaxClip))
new iMaxClip = str_to_num(szMaxClip)
new bool:bIsShotGun = !!( SHOTGUNS_BS & (1<<iId) )
if( iMaxClip && iMaxClip != g_iDftMaxClip[iId] )
{
g_iMaxClip[iId] = iMaxClip
if( g_iHhPostFrame[iId] )
{
EnableHamForward( g_iHhPostFrame[iId] )
}
else
{
g_iHhPostFrame[iId] = RegisterHam(Ham_Item_PostFrame, szWeaponName, bIsShotGun ? "Shotgun_PostFrame" : "Item_PostFrame")
}
if( g_iHhAttachToPlayer[iId] )
{
EnableHamForward( g_iHhAttachToPlayer[iId] )
}
else
{
g_iHhAttachToPlayer[iId] = RegisterHam(Ham_Item_AttachToPlayer, szWeaponName, "Item_AttachToPlayer")
}
if( bIsShotGun )
{
new iShotGunType = iId == CSW_M3 ? m3 : xm1014
if( g_iHhWeapon_WeaponIdle[iShotGunType] )
{
EnableHamForward( g_iHhWeapon_WeaponIdle[iShotGunType] )
}
else
{
g_iHhWeapon_WeaponIdle[iShotGunType] = RegisterHam(Ham_Weapon_WeaponIdle, szWeaponName, "Shotgun_WeaponIdle")
}
}
}
else
{
g_iMaxClip[iId] = 0
if( g_iHhPostFrame[iId] )
{
DisableHamForward( g_iHhPostFrame[iId] )
}
if( g_iHhAttachToPlayer[iId] )
{
DisableHamForward( g_iHhAttachToPlayer[iId] )
}
if( bIsShotGun )
{
new iShotGunType = iId == CSW_M3 ? m3 : xm1014
if( g_iHhWeapon_WeaponIdle[iShotGunType] )
{
DisableHamForward( g_iHhWeapon_WeaponIdle[iShotGunType] )
}
}
}
}
}
return PLUGIN_HANDLED
}
public Item_AttachToPlayer(iEnt, id)
{
if(get_pdata_int(iEnt, m_fKnown, XTRA_OFS_WEAPON))
{
return
}
set_pdata_int(iEnt, m_iClip, g_iMaxClip[ get_pdata_int(iEnt, m_iId, XTRA_OFS_WEAPON) ], XTRA_OFS_WEAPON)
}
public Item_PostFrame(iEnt)
{
static iId ; iId = get_pdata_int(iEnt, m_iId, XTRA_OFS_WEAPON)
static iMaxClip ; iMaxClip = g_iMaxClip[iId]
static fInReload ; fInReload = get_pdata_int(iEnt, m_fInReload, XTRA_OFS_WEAPON)
static id ; id = get_pdata_cbase(iEnt, m_pPlayer, XTRA_OFS_WEAPON)
static Float:flNextAttack ; flNextAttack = get_pdata_float(id, m_flNextAttack, XTRA_OFS_PLAYER)
static iAmmoType ; iAmmoType = m_rgAmmo_player_Slot0 + get_pdata_int(iEnt, m_iPrimaryAmmoType, XTRA_OFS_WEAPON)
static iBpAmmo ; iBpAmmo = get_pdata_int(id, iAmmoType, XTRA_OFS_PLAYER)
static iClip ; iClip = get_pdata_int(iEnt, m_iClip, XTRA_OFS_WEAPON)
if( fInReload && flNextAttack <= 0.0 )
{
new j = min(iMaxClip - iClip, iBpAmmo)
set_pdata_int(iEnt, m_iClip, iClip + j, XTRA_OFS_WEAPON)
set_pdata_int(id, iAmmoType, iBpAmmo-j, XTRA_OFS_PLAYER)
set_pdata_int(iEnt, m_fInReload, 0, XTRA_OFS_WEAPON)
fInReload = 0
}
static iButton ; iButton = pev(id, pev_button)
if( (iButton & IN_ATTACK2 && get_pdata_float(iEnt, m_flNextSecondaryAttack, XTRA_OFS_WEAPON) <= 0.0)
|| (iButton & IN_ATTACK && get_pdata_float(iEnt, m_flNextPrimaryAttack, XTRA_OFS_WEAPON) <= 0.0) )
{
return
}
if( iButton & IN_RELOAD && !fInReload )
{
if( iClip >= iMaxClip )
{
set_pev(id, pev_button, iButton & ~IN_RELOAD)
if( SILENT_BS & (1<<iId) && !get_pdata_int(iEnt, m_fSilent, XTRA_OFS_WEAPON) )
{
SendWeaponAnim( id, iId == CSW_USP ? 8 : 7 )
}
else
{
SendWeaponAnim(id, 0)
}
}
else if( iClip == g_iDftMaxClip[iId] )
{
if( iBpAmmo )
{
set_pdata_float(id, m_flNextAttack, g_fDelay[iId], XTRA_OFS_PLAYER)
if( SILENT_BS & (1<<iId) && get_pdata_int(iEnt, m_fSilent, XTRA_OFS_WEAPON) )
{
SendWeaponAnim( id, iId == CSW_USP ? 5 : 4 )
}
else
{
SendWeaponAnim(id, g_iReloadAnims[iId])
}
set_pdata_int(iEnt, m_fInReload, 1, XTRA_OFS_WEAPON)
set_pdata_float(iEnt, m_flTimeWeaponIdle, g_fDelay[iId] + 0.5, XTRA_OFS_WEAPON)
}
}
}
}
SendWeaponAnim(id, iAnim)
{
set_pev(id, pev_weaponanim, iAnim)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, _, id)
write_byte(iAnim)
write_byte(pev(id,pev_body))
message_end()
}
public Shotgun_WeaponIdle( iEnt )
{
if( get_pdata_float(iEnt, m_flTimeWeaponIdle, XTRA_OFS_WEAPON) > 0.0 )
{
return
}
static iId ; iId = get_pdata_int(iEnt, m_iId, XTRA_OFS_WEAPON)
static iMaxClip ; iMaxClip = g_iMaxClip[iId]
static iClip ; iClip = get_pdata_int(iEnt, m_iClip, XTRA_OFS_WEAPON)
static fInSpecialReload ; fInSpecialReload = get_pdata_int(iEnt, m_fInSpecialReload, XTRA_OFS_WEAPON)
if( !iClip && !fInSpecialReload )
{
return
}
if( fInSpecialReload )
{
static id ; id = get_pdata_cbase(iEnt, m_pPlayer, XTRA_OFS_WEAPON)
static iBpAmmo ; iBpAmmo = get_pdata_int(id, 381, XTRA_OFS_PLAYER)
static iDftMaxClip ; iDftMaxClip = g_iDftMaxClip[iId]
if( iClip < iMaxClip && iClip == iDftMaxClip && iBpAmmo )
{
Shotgun_Reload(iEnt, iId, iMaxClip, iClip, iBpAmmo, id)
return
}
else if( iClip == iMaxClip && iClip != iDftMaxClip )
{
SendWeaponAnim( id, after_reload )
set_pdata_int(iEnt, m_fInSpecialReload, 0, XTRA_OFS_WEAPON)
set_pdata_float(iEnt, m_flTimeWeaponIdle, 1.5, XTRA_OFS_WEAPON)
}
}
return
}
public Shotgun_PostFrame( iEnt )
{
static id ; id = get_pdata_cbase(iEnt, m_pPlayer, XTRA_OFS_WEAPON)
static iBpAmmo ; iBpAmmo = get_pdata_int(id, 381, XTRA_OFS_PLAYER)
static iClip ; iClip = get_pdata_int(iEnt, m_iClip, XTRA_OFS_WEAPON)
static iId ; iId = get_pdata_int(iEnt, m_iId, XTRA_OFS_WEAPON)
static iMaxClip ; iMaxClip = g_iMaxClip[iId]
// Support for instant reload (used for example in my plugin "Reloaded Weapons On New Round")
// It's possible in default cs
if( get_pdata_int(iEnt, m_fInReload, XTRA_OFS_WEAPON) && get_pdata_float(id, m_flNextAttack, 5) <= 0.0 )
{
new j = min(iMaxClip - iClip, iBpAmmo)
set_pdata_int(iEnt, m_iClip, iClip + j, XTRA_OFS_WEAPON)
set_pdata_int(id, 381, iBpAmmo-j, XTRA_OFS_PLAYER)
set_pdata_int(iEnt, m_fInReload, 0, XTRA_OFS_WEAPON)
return
}
static iButton ; iButton = pev(id, pev_button)
if( iButton & IN_ATTACK && get_pdata_float(iEnt, m_flNextPrimaryAttack, XTRA_OFS_WEAPON) <= 0.0 )
{
return
}
if( iButton & IN_RELOAD )
{
if( iClip >= iMaxClip )
{
set_pev(id, pev_button, iButton & ~IN_RELOAD) // still this ****ing animation
set_pdata_float(iEnt, m_flNextPrimaryAttack, 0.5, XTRA_OFS_WEAPON) // Tip ?
}
else if( iClip == g_iDftMaxClip[iId] )
{
if( iBpAmmo )
{
Shotgun_Reload(iEnt, iId, iMaxClip, iClip, iBpAmmo, id)
}
}
}
}
Shotgun_Reload(iEnt, iId, iMaxClip, iClip, iBpAmmo, id)
{
if(iBpAmmo <= 0 || iClip == iMaxClip)
return
if(get_pdata_int(iEnt, m_flNextPrimaryAttack, XTRA_OFS_WEAPON) > 0.0)
return
switch( get_pdata_int(iEnt, m_fInSpecialReload, XTRA_OFS_WEAPON) )
{
case 0:
{
SendWeaponAnim( id , start_reload )
set_pdata_int(iEnt, m_fInSpecialReload, 1, XTRA_OFS_WEAPON)
set_pdata_float(id, m_flNextAttack, 0.55, 5)
set_pdata_float(iEnt, m_flTimeWeaponIdle, 0.55, XTRA_OFS_WEAPON)
set_pdata_float(iEnt, m_flNextPrimaryAttack, 0.55, XTRA_OFS_WEAPON)
set_pdata_float(iEnt, m_flNextSecondaryAttack, 0.55, XTRA_OFS_WEAPON)
return
}
case 1:
{
if( get_pdata_float(iEnt, m_flTimeWeaponIdle, XTRA_OFS_WEAPON) > 0.0 )
{
return
}
set_pdata_int(iEnt, m_fInSpecialReload, 2, XTRA_OFS_WEAPON)
emit_sound(id, CHAN_ITEM, random_num(0,1) ? "weapons/reload1.wav" : "weapons/reload3.wav", 1.0, ATTN_NORM, 0, 85 + random_num(0,0x1f))
SendWeaponAnim( id, insert )
set_pdata_float(iEnt, m_flTimeWeaponIdle, iId == CSW_XM1014 ? 0.30 : 0.45, XTRA_OFS_WEAPON)
}
default:
{
set_pdata_int(iEnt, m_iClip, iClip + 1, XTRA_OFS_WEAPON)
set_pdata_int(id, 381, iBpAmmo-1, XTRA_OFS_PLAYER)
set_pdata_int(iEnt, m_fInSpecialReload, 1, XTRA_OFS_WEAPON)
}
}
}
Średnio go rozumiem. Wiecie może jak zrobić, żeby całość działała dla danej flagi admina?