/* Plugin generated by AMXX-Studio */ #include <amxmodx> #include <codmod> #include <engine> #include <fakemeta> new const nazwa[] = "Rambo [VIP]"; new const opis[] = "Dostje miniguna i 2 rakietki"; new const bronie = 1<<CSW_M249; new const zdrowie = 400; new const kondycja = 250; new const inteligencja = 100; new const wytrzymalosc = 300; new ilosc_rakiet_gracza[33]; new sprite_blast; new poprzednia_rakieta_gracza[33]; new bool:ma_klase[33]; public plugin_init() { register_plugin(nazwa, "1.0", "QTM_Peyote"); cod_register_class(nazwa, opis, bronie, zdrowie, kondycja, inteligencja, wytrzymalosc); register_event("CurWeapon", "CurWeapon", "be", "1=1") register_forward(FM_SetModel, "fw_SetModel"); register_plugin(nazwa, "1.0", "autor"); register_touch("rocket", "*" , "DotykRakiety"); register_event("ResetHUD", "ResetHUD", "abe"); } public cod_class_enabled(id) { if(!(get_user_flags(id) & ADMIN_LEVEL_H)) { client_print(id, print_chat, "[Rambo [VIP]] Nie masz uprawnien, aby uzywac tej klasy.") return COD_STOP; } ma_klase[id] = true; ilosc_rakiet_gracza[id] = 2; return COD_CONTINUE; } public cod_class_disabled(id) { ma_klase[id] = false; } public plugin_precache() { sprite_blast = precache_model("sprites/dexplo.spr"); precache_model("models/rpgrocket.mdl"); precache_model("models/wpnmod/m134/w_minigun.mdl"); precache_model("models/wpnmod/m134/p_minigun.mdl"); precache_model("models/wpnmod/m134/v_minigun.mdl"); } public CurWeapon(id) { new weapon = read_data(2); if(ma_klase[id]) { if(weapon == CSW_M249) { set_pev(id, pev_viewmodel2, "models/wpnmod/m134/v_minigun.mdl") set_pev(id, pev_weaponmodel2, "models/wpnmod/m134/p_minigun.mdl") } } } public fw_SetModel(entity, model[]) { if(!pev_valid(entity)) return FMRES_IGNORED if(!equali(model, "models/w.m249.mdl")) return FMRES_IGNORED; new entityowner = pev(entity, pev_owner); if(!ma_klase[entityowner]) return FMRES_IGNORED; engfunc(EngFunc_SetModel, entity, "models/wpnmod/m134/w_minigun.mdl") return FMRES_SUPERCEDE } public cod_class_skill_used(id) { if (!ilosc_rakiet_gracza[id]) { client_print(id, print_center, "Wykorzystales juz wszystkie rakiety!"); return PLUGIN_CONTINUE; } if(poprzednia_rakieta_gracza[id] + 2.0 > get_gametime()) { client_print(id, print_center, "Rakiet mozesz uzywac co 2 sekundy!"); return PLUGIN_CONTINUE; } if (is_user_alive(id)) { poprzednia_rakieta_gracza[id] = floatround(get_gametime()); ilosc_rakiet_gracza[id]--; new Float: Origin[3], Float: vAngle[3], Float: Velocity[3]; entity_get_vector(id, EV_VEC_v_angle, vAngle); entity_get_vector(id, EV_VEC_origin , Origin); new Ent = create_entity("info_target"); entity_set_string(Ent, EV_SZ_classname, "rocket"); entity_set_model(Ent, "models/rpgrocket.mdl"); vAngle[0] *= -1.0; entity_set_origin(Ent, Origin); entity_set_vector(Ent, EV_VEC_angles, vAngle); entity_set_int(Ent, EV_INT_effects, 2); entity_set_int(Ent, EV_INT_solid, SOLID_BBOX); entity_set_int(Ent, EV_INT_movetype, MOVETYPE_FLY); entity_set_edict(Ent, EV_ENT_owner, id); VelocityByAim(id, 1000 , Velocity); entity_set_vector(Ent, EV_VEC_velocity ,Velocity); } return PLUGIN_CONTINUE; } public DotykRakiety(ent) { if (!is_valid_ent(ent)) return; new attacker = entity_get_edict(ent, EV_ENT_owner); new Float:fOrigin[3]; entity_get_vector(ent, EV_VEC_origin, fOrigin); new iOrigin[3]; for(new i=0;i<3;i++) iOrigin[i] = floatround(fOrigin[i]); message_begin(MSG_BROADCAST,SVC_TEMPENTITY, iOrigin); write_byte(TE_EXPLOSION); write_coord(iOrigin[0]); write_coord(iOrigin[1]); write_coord(iOrigin[2]); write_short(sprite_blast); write_byte(32); write_byte(20); write_byte(0); message_end(); new entlist[33]; new numfound = find_sphere_class(ent, "player", 190.0, entlist, 32); for (new i=0; i < numfound; i++) { new pid = entlist[i]; if (!is_user_alive(pid) || get_user_team(attacker) == get_user_team(pid)) continue; cod_inflict_damage(attacker, pid, 20.0, 0.9, ent, (1<<24)); } remove_entity(ent); } public ResetHUD(id) ilosc_rakiet_gracza[id] = 2; public client_disconnect(id) { new ent = find_ent_by_class(0, "rocket"); while(ent > 0) { if(entity_get_edict(id, EV_ENT_owner) == id) remove_entity(ent); ent = find_ent_by_class(ent, "rocket"); } }
Animacje (przeladowanie itp)
anim_idle,
anim_idle2,
anim_gentleidle,
anim_stillidle,
anim_draw,
anim_holster,
anim_spinup,
anim_spindown,
anim_spinidle,
anim_spinfire,
anim_spinidledown
Sciezki do dzwiekow
wpnmod/minigun/hw_shoot1.wav wpnmod/minigun/hw_spin.wav wpnmod/minigun/hw_spinup.wav wpnmod/minigun/hw_spindown.wav weapons/dryfire_rifle.wav
Z gory dziekuje,
Pierr Dzacy.