Witam mam problem ponieważ nie wiem jak zrobić żeby ciche chodzenie było tylko na nożu gdy ktoś ma experta z gadżetów agenta
używam : https://amxx.pl/topi...k-mod-pl-v151a/
Z góry dziękuje za pomoc ![]()
Wycinek z medalem gadżetów agenta
new agentlevel = g_PlayerBadges[id][BADGE_AGENT];
if( agentlevel>LEVEL_NONE )
{
cs_set_user_nvg(id,1)
}
if( agentlevel>LEVEL_VETERAN )
{
set_user_footsteps(id, 1);
}
całe badgepowers:
//Bf2 Rank Mod badge powers File
//Contains all the power giving etc checking functions.
#if defined bf2_powers_included
#endinput
#endif
#define bf2_powers_included
public set_speed(id)
{
if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return;
if ( !is_user_alive(id) || freezetime ) return;
new Float:speed;
if ( g_imobile[id] )
{
speed = 100.0;
}
else
{
if ( cs_get_user_vip(id) )
{
//VIPs only have 1 speed no matter the weapon
speed = 227.0;
}
else
{
new weapon = get_user_weapon(id);
speed = gCSWeaponSpeed[weapon];
if ( gCurrentFOV[id] <= 45 )
{
switch(weapon)
{
case CSW_SCOUT: speed = 220.0;
case CSW_SG550, CSW_AWP, CSW_G3SG1: speed = 150.0;
}
}
}
new smglevel = g_PlayerBadges[id][BADGE_SMG];
new szybkosc = get_pcvar_num(gPcvarSpeed);
if ( smglevel )
{
speed += (smglevel * szybkosc);
}
}
if ( speed != get_user_maxspeed(id) )
{
set_user_maxspeed(id, speed);
}
}
public set_invis(id)
{
if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return;
if ( !is_user_alive(id) ) return;
new shotgunlevel = g_PlayerBadges[id][BADGE_SHOTGUN];
if ( shotgunlevel && get_user_weapon(id) == CSW_KNIFE )
{
fm_set_rendering(id, kRenderFxNone, 0, 0, 0, kRenderTransTexture, gInvisAlphaValue[shotgunlevel-1]);
g_invis[id] = true;
}
else
{
fm_set_rendering(id);
g_invis[id] = false;
}
}
public set_grav(id)
{
if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return;
if ( !is_user_alive(id) ) return;
new gravlevel = g_PlayerBadges[id][BADGE_GRAVITY];
if ( gravlevel && get_user_weapon(id) == CSW_KNIFE )
{
new Float:grav
switch(gravlevel)
{
case 1: grav = get_pcvar_float(gPcvarGrav1);
case 2: grav = get_pcvar_float(gPcvarGrav2);
case 3: grav = get_pcvar_float(gPcvarGrav3);
case 4: grav = get_pcvar_float(gPcvarGrav4);
case 5: grav = get_pcvar_float(gPcvarGrav5);
case 6: grav = get_pcvar_float(gPcvarGrav6);
}
fm_set_user_gravity(id, grav)
g_grav[id] = true;
}
else
{
fm_set_user_gravity(id, 1.0)
g_grav[id] = false;
}
}
public remove_imobile(id)
{
g_imobile[id] = false;
set_speed(id);
}
public give_userweapon(id)
{
if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return;
if ( !is_user_alive(id) ) return;
new bool:givenitem = false;
new assaultlevel = g_PlayerBadges[id][BADGE_ASSAULT];
new assaulthp = get_pcvar_num(gPcvarHP);
if ( assaultlevel )
{
new hp;
hp = 100 + (assaultlevel * assaulthp);
if ( get_user_health(id) < hp )
{
set_user_health(id, hp);
if ( pev(id, pev_max_health) < float(hp) )
{
set_pev(id, pev_max_health, float(hp));
}
givenitem = true;
}
}
new kasalevel = g_PlayerBadges[id][BADGE_KASA];
new kasaile = get_pcvar_num(gPcvarKasa);
new kasa = cs_get_user_money(id);
if ( kasalevel )
{
new kasadodaj = kasa + (kasalevel * kasaile);
if( cs_get_user_money(id) < 16000 )
{
cs_set_user_money(id, kasadodaj);
}
givenitem = true;
}
new sniperlevel = g_PlayerBadges[id][BADGE_SNIPER];
if ( sniperlevel )
{
if ( random_num(1, (7-sniperlevel)) == 1 )
{
new weaponName[32];
new weaponID = get_user_weapon(id);
if ( !get_pcvar_num(gPcvarFreeAwp) )
{
fm_give_item(id, "weapon_scout");
}
else
{
#if defined VIP_BF2
if(get_user_flags(id) & ADMIN_LEVEL_H)
{
fm_give_item(id, "weapon_awp");
}
else
{
fm_give_item(id, "weapon_scout");
}
#else
fm_give_item(id, "weapon_awp");
#endif
}
if ( weaponID )
{
get_weaponname(weaponID, weaponName, charsmax(weaponName));
engclient_cmd(id, weaponName);
}
givenitem = true;
}
}
new explosionlevel = g_PlayerBadges[id][BADGE_EXPLOSIVES];
if ( explosionlevel )
{
if ( random_num(1, (7-explosionlevel)) == 1 )
{
fm_give_item(id, "weapon_hegrenade");
givenitem = true;
}
}
new agentlevel = g_PlayerBadges[id][BADGE_AGENT];
if( agentlevel>LEVEL_NONE )
{
cs_set_user_nvg(id,1)
}
if( agentlevel>LEVEL_VETERAN )
{
set_user_footsteps(id, 1);
}
new CsArmorType:ArmorType;
new UserArmor = cs_get_user_armor(id, ArmorType);
new armor1 = get_pcvar_num(gPcvarArmor1);
new armor2 = get_pcvar_num(gPcvarArmor2);
new armor3 = get_pcvar_num(gPcvarArmor3);
new armor4 = get_pcvar_num(gPcvarArmor4);
new armor5 = get_pcvar_num(gPcvarArmor5);
new armor6 = get_pcvar_num(gPcvarArmor6);
switch (numofbadges[id])
{
case 6 .. 15:
{
if ( UserArmor < armor1 )
{
cs_set_user_armor(id, armor1, CS_ARMOR_VESTHELM);
givenitem = true;
}
}
case 16 .. 27:
{
if ( UserArmor < armor2 )
{
cs_set_user_armor(id, armor2, CS_ARMOR_VESTHELM);
givenitem = true;
}
}
case 28 .. 38:
{
if ( UserArmor < armor3 )
{
cs_set_user_armor(id, armor3, CS_ARMOR_VESTHELM);
givenitem = true;
}
}
case 39 .. 49:
{
if ( UserArmor < armor4 )
{
cs_set_user_armor(id, armor4, CS_ARMOR_VESTHELM);
givenitem = true;
}
}
case 50 .. 60:
{
if ( UserArmor < armor5 )
{
cs_set_user_armor(id, armor5, CS_ARMOR_VESTHELM);
givenitem = true;
}
}
case 61 .. 72:
{
if ( UserArmor < armor6 )
{
cs_set_user_armor(id, armor6, CS_ARMOR_VESTHELM);
givenitem = true;
}
}
}
if ( givenitem )
{
screen_flash(id, 0, 255, 0, 100);
}
}


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