RSSy MYGO.pl Opublikowano Październik 17, 2020 o 23:54 RSSy Udostępnij Opublikowano Październik 17, 2020 o 23:54 PHP Code: /* AMX Mod script * * (c) 2015 , null * Neox Freezing Gun * */ #include <amxmodx> #include <fakemeta> #include <fun> #include <hamsandwich> #include <cstrike> #include <amxmisc> #include <biohazard> #define is_valid_player(%1) (1 <= %1 <= 32) new US_V_MODEL[64] = "models/neox/v_usp.mdl" new US_P_MODEL[64] = "models/neox/p_usp.mdl" /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip, cvar_cost new bool:g_HasUs[33] //new g_hasZoom[ 33 ] new bullets[ 33 ] new g_frozen[33], frost_spr new cvar_frosttime // Sprite new m_spriteTexture const Wep_usp = ((1<<CSW_USP)) public plugin_init() { /* CVARS */ cvar_dmgmultiplier = register_cvar("amx_neox_dmg", "5") cvar_custommodel = register_cvar("blueus_custom_model", "1") cvar_bluebullets = register_cvar("blueus_blue_bullets", "1") cvar_uclip = register_cvar("amx_neox_unlimited", "0") cvar_cost = register_cvar("blueus_cost", "0") cvar_frosttime = register_cvar("amx_neox_time", "5.0") // Register The Buy Cmd register_clcmd("say /neox", "CmdBuyUs") register_clcmd("say_team /neox", "CmdBuyUs") register_concmd("amx_neox", "CmdGiveUs", ADMIN_BAN, "<name>") // Register The Plugin register_plugin("Neox", "1.0", "quiT") // Death Msg register_event("DeathMsg", "Death", "a") // Weapon Pick Up register_event("WeapPickup","checkModel","b","1=19") // Current Weapon Event register_event("CurWeapon","checkWeapon","be","1=1") register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0") // Ham TakeDamage RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") register_forward( FM_CmdStart, "fw_CmdStart" ) register_forward(FM_PlayerPreThink, "fw_PlayerPreThink") RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1) } public client_connect(id) { g_HasUs[id] = false RemoveFrost(id) } public client_disconnect(id) { g_HasUs[id] = false RemoveFrost(id) } public Death() { g_HasUs[read_data(2)] = false RemoveFrost(read_data(2)) } public fwHamPlayerSpawnPost(id) { g_HasUs[id] = false RemoveFrost(id) } public plugin_precache() { precache_model(US_V_MODEL) precache_model(US_P_MODEL) m_spriteTexture = precache_model("sprites/dot.spr") precache_sound("weapons/zoom.wav") } public checkModel(id) { if ( !g_HasUs[id] ) return PLUGIN_HANDLED new szWeapID = read_data(2) if ( szWeapID == CSW_USP && g_HasUs[id] == true && get_pcvar_num(cvar_custommodel) ) { set_pev(id, pev_viewmodel2, US_V_MODEL) set_pev(id, pev_weaponmodel2, US_P_MODEL) } return PLUGIN_HANDLED } public checkWeapon(id) { new plrClip, plrAmmo, plrWeap[32] new plrWeapId plrWeapId = get_user_weapon(id, plrClip , plrAmmo) if (plrWeapId == CSW_USP && g_HasUs[id]) { checkModel(id) } else { return PLUGIN_CONTINUE } if (plrClip == 0 && get_pcvar_num(cvar_uclip)) { // If the user is out of ammo.. get_weaponname(plrWeapId, plrWeap, 31) // Get the name of their weapon give_item(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) } return PLUGIN_HANDLED } public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_USP && g_HasUs[attacker] ) { SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) ) switch(random_num(0,100)) { case 0..30: set_user_frozen(victim) } } } public set_user_frozen(id) { if(is_user_alive(id) && is_user_zombie(id) && !g_frozen[id]) { // For Frost Effect Ring static Float:originF3[3]; pev(id, pev_origin, originF3) // Screen Fade message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, id) write_short((1<<12)*1) // duration write_short((1<<12)*1) // hold time write_short(0x0000) // fade type write_byte(0) // red write_byte(50) // green write_byte(200) // blue write_byte(100) // alpha message_end() // Largest ring engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, originF3[0]) // x engfunc(EngFunc_WriteCoord, originF3[1]) // y engfunc(EngFunc_WriteCoord, originF3[2]) // z engfunc(EngFunc_WriteCoord, originF3[0]) // x axis engfunc(EngFunc_WriteCoord, originF3[1]) // y axis engfunc(EngFunc_WriteCoord, originF3[2]+100.0) // z axis write_short(frost_spr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(41) // red write_byte(138) // green write_byte(255) // blue write_byte(200) // brightness write_byte(0) // speed message_end() // Aura Effect set_aura_effect(id, 0, 100, 255, 50) // Light blue glow while frozen fm_set_rendering(id, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25) g_frozen[id] = true set_task(get_pcvar_float(cvar_frosttime), "RemoveFrost", id) // Time to Remove Frost Effect } } // Remove Frost Effect public RemoveFrost(id) { // Not alive or not frozen anymore if (!is_user_alive(id) || !g_frozen[id]) return; g_frozen[id] = false; // Unfreeze fm_set_rendering(id) // Remove glow } public fw_CmdStart( id, uc_handle, seed ) { if( !is_user_alive( id ) ) return PLUGIN_HANDLED /*if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) ) { new szClip, szAmmo new szWeapID = get_user_weapon( id, szClip, szAmmo ) if( szWeapID == CSW_USP && g_HasUs[id] == true && !g_hasZoom[id] == true) { g_hasZoom[id] = true cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 ) emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 ) } else if ( szWeapID == CSW_USP && g_HasUs[id] == true && g_hasZoom[id]) { g_hasZoom[ id ] = false cs_set_user_zoom( id, CS_RESET_ZOOM, 0 ) } }*/ return PLUGIN_HANDLED } public fw_PlayerPreThink(id) { // Not alive if (!is_user_alive(id) || !is_user_zombie(id) && !g_frozen[id]) return; // Set Player MaxSpeed if (g_frozen[id]) { //set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion set_pev(id, pev_maxspeed, 1.0) // prevent from moving } } public make_tracer(id) { if (get_pcvar_num(cvar_bluebullets)) { new clip,ammo new wpnid = get_user_weapon(id,clip,ammo) new pteam[16] get_user_team(id, pteam, 15) if ((bullets[id] > clip) && (wpnid == CSW_USP) && g_HasUs[id]) { new vec1[3], vec2[3] get_user_origin(id, vec1, 1) // origin; your camera point. get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only) //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte( 0 ) // r, g, b write_byte( 42 ) // r, g, b write_byte( 255 ) // r, g, b write_byte(200) // brightness write_byte(150) // speed message_end() } bullets[id] = clip } } public CmdBuyUs(id) { if ( !is_user_alive(id) ) { client_print(id,print_chat, "You are die or you are not vip member.") return PLUGIN_HANDLED } new money = cs_get_user_money(id) if (money >= get_pcvar_num(cvar_cost)) { cs_set_user_money(id, money - get_pcvar_num(cvar_cost)) give_item(id, "weapon_usp") g_HasUs[id] = true } else { client_print(id, print_chat, "Not vip.", get_pcvar_num(cvar_cost)) } return PLUGIN_HANDLED } public CmdGiveUs(id,level,cid) { if (!cmd_access(id,level,cid,2)) return PLUGIN_HANDLED; new arg[32]; read_argv(1,arg,31); new player = cmd_target(id,arg,7); if (!player) return PLUGIN_HANDLED; new name[32]; get_user_name(player,name,31); give_item(player, "weapon_usp") g_HasAk[player] = true return PLUGIN_HANDLED } stock drop_prim(id) { new weapons[32], num get_user_weapons(id, weapons, num) for (new i = 0; i < num; i++) { if (Wep_usp & (1<<weapons[i])) { static wname[32] get_weaponname(weapons[i], wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } } } stock set_aura_effect(id, r, g, b, size) { static Float:originF3[3]; pev(id, pev_origin, originF3) // Efeito da Aura engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0) write_byte(TE_DLIGHT) // TE id engfunc(EngFunc_WriteCoord, originF3[0]) // x engfunc(EngFunc_WriteCoord, originF3[1]) // y engfunc(EngFunc_WriteCoord, originF3[2]) // z write_byte(size) // radio write_byte(r) // r write_byte(g) // g write_byte(b) // b write_byte(30) // vida en 0.1, 30 = 3 segundos write_byte(30) // velocidad de decaimiento message_end() } stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) { static Float:color[3] color[0] = float(r) color[1] = float(g) color[2] = float(b) set_pev(entity, pev_renderfx, fx) set_pev(entity, pev_rendercolor, color) set_pev(entity, pev_rendermode, render) set_pev(entity, pev_renderamt, float(amount)) } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par } */ Quote: /* AMX Mod génerated by Amx Studio */ #include <amxmodx> #include <fakemeta> #include <fun> #include <hamsandwich> #include <cstrike> #include <amxmisc> #include <biohazard> #define is_valid_player(%1) (1 <= %1 <= 32) new US_V_MODEL[64] = "models/neox/v_usp.mdl" new US_P_MODEL[64] = "models/neox/p_usp.mdl" /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip, cvar_cost new bool:g_HasUs[33] //new g_hasZoom[ 33 ] new bullets[ 33 ] new g_frozen[33], frost_spr new cvar_frosttime // Sprite new m_spriteTexture const Wep_usp = ((1<<CSW_USP)) public plugin_init() { /* CVARS */ cvar_dmgmultiplier = register_cvar("amx_neox_dmg", "5") cvar_custommodel = register_cvar("blueus_custom_model", "1") cvar_bluebullets = register_cvar("blueus_blue_bullets", "1") cvar_uclip = register_cvar("amx_neox_unlimited", "0") cvar_cost = register_cvar("blueus_cost", "0") cvar_frosttime = register_cvar("amx_neox_time", "5.0") // Register The Buy Cmd register_clcmd("say /neox", "CmdBuyUs") register_clcmd("say_team /neox", "CmdBuyUs") register_concmd("amx_neox", "CmdGiveUs", ADMIN_BAN, "<name>") // Register The Plugin register_plugin("Neox", "1.0", "quiT") // Death Msg register_event("DeathMsg", "Death", "a") // Weapon Pick Up register_event("WeapPickup","checkModel","b", "1=19") // Current Weapon Event register_event("CurWeapon","checkWeapon","be" ,"1=1") register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0") // Ham TakeDamage RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") register_forward( FM_CmdStart, "fw_CmdStart" ) register_forward(FM_PlayerPreThink, "fw_PlayerPreThink") RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1) } public client_connect(id) { g_HasUs[id] = false RemoveFrost(id) } public client_disconnect(id) { g_HasUs[id] = false RemoveFrost(id) } public Death() { g_HasUs[read_data(2)] = false RemoveFrost(read_data(2)) } public fwHamPlayerSpawnPost(id) { g_HasUs[id] = false RemoveFrost(id) } public plugin_precache() { precache_model(US_V_MODEL) precache_model(US_P_MODEL) m_spriteTexture = precache_model("sprites/dot.spr") precache_sound("weapons/zoom.wav") } public checkModel(id) { if ( !g_HasUs[id] ) return PLUGIN_HANDLED new szWeapID = read_data(2) if ( szWeapID == CSW_USP && g_HasUs[id] == true && get_pcvar_num(cvar_custommodel) ) { set_pev(id, pev_viewmodel2, US_V_MODEL) set_pev(id, pev_weaponmodel2, US_P_MODEL) } return PLUGIN_HANDLED } public checkWeapon(id) { new plrClip, plrAmmo, plrWeap[32] new plrWeapId plrWeapId = get_user_weapon(id, plrClip , plrAmmo) if (plrWeapId == CSW_USP && g_HasUs[id]) { checkModel(id) } else { return PLUGIN_CONTINUE } if (plrClip == 0 && get_pcvar_num(cvar_uclip)) { // If the user is out of ammo.. get_weaponname(plrWeapId, plrWeap, 31) // Get the name of their weapon give_item(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) } return PLUGIN_HANDLED } public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_USP && g_HasUs[attacker] ) { SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) ) switch(random_num(0,100)) { case 0..30: set_user_frozen(victim) } } } public set_user_frozen(id) { if(is_user_alive(id) && is_user_zombie(id) && !g_frozen[id]) { // For Frost Effect Ring static Float:originF3[3]; pev(id, pev_origin, originF3) // Screen Fade message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, id) write_short((1<<12)*1) // duration write_short((1<<12)*1) // hold time write_short(0x0000) // fade type write_byte(0) // red write_byte(50) // green write_byte(200) // blue write_byte(100) // alpha message_end() // Largest ring engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, originF3[0]) // x engfunc(EngFunc_WriteCoord, originF3[1]) // y engfunc(EngFunc_WriteCoord, originF3[2]) // z engfunc(EngFunc_WriteCoord, originF3[0]) // x axis engfunc(EngFunc_WriteCoord, originF3[1]) // y axis engfunc(EngFunc_WriteCoord, originF3[2]+100.0) // z axis write_short(frost_spr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(41) // red write_byte(138) // green write_byte(255) // blue write_byte(200) // brightness write_byte(0) // speed message_end() // Aura Effect set_aura_effect(id, 0, 100, 255, 50) // Light blue glow while frozen fm_set_rendering(id, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25) g_frozen[id] = true set_task(get_pcvar_float(cvar_frosttime), "RemoveFrost", id) // Time to Remove Frost Effect } } // Remove Frost Effect public RemoveFrost(id) { // Not alive or not frozen anymore if (!is_user_alive(id) || !g_frozen[id]) return; g_frozen[id] = false; // Unfreeze fm_set_rendering(id) // Remove glow } public fw_CmdStart( id, uc_handle, seed ) { if( !is_user_alive( id ) ) return PLUGIN_HANDLED /*if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) ) { new szClip, szAmmo new szWeapID = get_user_weapon( id, szClip, szAmmo ) if( szWeapID == CSW_USP && g_HasUs[id] == true && !g_hasZoom[id] == true) { g_hasZoom[id] = true cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 ) emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 ) } else if ( szWeapID == CSW_USP && g_HasUs[id] == true && g_hasZoom[id]) { g_hasZoom[ id ] = false cs_set_user_zoom( id, CS_RESET_ZOOM, 0 ) } }*/ return PLUGIN_HANDLED } public fw_PlayerPreThink(id) { // Not alive if (!is_user_alive(id) || !is_user_zombie(id) && !g_frozen[id]) return; // Set Player MaxSpeed if (g_frozen[id]) { //set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion set_pev(id, pev_maxspeed, 1.0) // prevent from moving } } public make_tracer(id) { if (get_pcvar_num(cvar_bluebullets)) { new clip,ammo new wpnid = get_user_weapon(id,clip,ammo) new pteam[16] get_user_team(id, pteam, 15) if ((bullets[id] > clip) && (wpnid == CSW_USP) && g_HasUs[id]) { new vec1[3], vec2[3] get_user_origin(id, vec1, 1) // origin; your camera point. get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only) //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte( 0 ) // r, g, b write_byte( 42 ) // r, g, b write_byte( 255 ) // r, g, b write_byte(200) // brightness write_byte(150) // speed message_end() } bullets[id] = clip } } public CmdBuyUs(id) { if ( !is_user_alive(id) ) { client_print(id,print_chat, "You are die or you are not vip member.") return PLUGIN_HANDLED } new money = cs_get_user_money(id) if (money >= get_pcvar_num(cvar_cost)) { cs_set_user_money(id, money - get_pcvar_num(cvar_cost)) give_item(id, "weapon_usp") g_HasUs[id] = true } else { client_print(id, print_chat, "Not vip.", get_pcvar_num(cvar_cost)) } return PLUGIN_HANDLED } public CmdGiveUs(id,level,cid) { if (!cmd_access(id,level,cid,2)) return PLUGIN_HANDLED; new arg[32]; read_argv(1,arg,31); new player = cmd_target(id,arg,7); if (!player) return PLUGIN_HANDLED; new name[32]; get_user_name(player,name,31); give_item(player, "weapon_usp") g_HasAk[player] = true return PLUGIN_HANDLED } stock drop_prim(id) { new weapons[32], num get_user_weapons(id, weapons, num) for (new i = 0; i < num; i++) { if (Wep_usp & (1<<weapons[i])) { static wname[32] get_weaponname(weapons[i], wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } } } stock set_aura_effect(id, r, g, b, size) { static Float:originF3[3]; pev(id, pev_origin, originF3) // Efeito da Aura engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0) write_byte(TE_DLIGHT) // TE id engfunc(EngFunc_WriteCoord, originF3[0]) // x engfunc(EngFunc_WriteCoord, originF3[1]) // y engfunc(EngFunc_WriteCoord, originF3[2]) // z write_byte(size) // radio write_byte(r) // r write_byte(g) // g write_byte(b) // b write_byte(30) // vida en 0.1, 30 = 3 segundos write_byte(30) // velocidad de decaimiento message_end() } stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) { static Float:color[3] color[0] = float(r) color[1] = float(g) color[2] = float(b) set_pev(entity, pev_renderfx, fx) set_pev(entity, pev_rendercolor, color) set_pev(entity, pev_rendermode, render) set_pev(entity, pev_renderamt, float(amount)) } Przeczytaj cały wpis Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
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