RSSy MYGO.pl Opublikowano Grudzień 7, 2020 o 06:21 RSSy Udostępnij Opublikowano Grudzień 7, 2020 o 06:21 Hello guys I need help! I want to change this plugin to use knife slot instead of using primary weapon slot. I did change but weapon animations didn't play correctly. Code: #include <zombie_escape> #include <engine> #include <fakemeta_util> #include <cstrike> #include <fun> #define PLUGIN "Blood-Dripper" #define VERSION "1.0" #define AUTHOR "m4m3ts" #define CSW_BDRIPPER CSW_KNIFE #define weapon_guillotine "weapon_mac10" #define old_event "events/mac10.sc" #define old_w_model "models/w_mac10.mdl" #define WEAPON_SECRETCODE 1329419 #define DEFAULT_AMMO 10 #define DAMAGE 200 #define BDRIP_CLASSNAME "Blood Dripper" #define WEAPON_ANIMEXT "knife" #define Get_Ent_Data(%1,%2) get_pdata_int(%1,%2,4) #define Set_Ent_Data(%1,%2,%3) set_pdata_int(%1,%2,%3,4) const PDATA_SAFE = 2 const OFFSET_LINUX_WEAPONS = 4 const OFFSET_WEAPONOWNER = 41 new const v_model[] = "models/zombie_escape/v_guillotine.mdl" new const p_model[] = "models/zombie_escape/p_guillotine.mdl" new const w_model[] = "models/zombie_escape/w_guillotine.mdl" new const KNIFE_MODEL[] = "models/zombie_escape/guillotine_projectile.mdl" new const PECAH_MODEL[] = "models/zombie_escape/gibs_guilotine.mdl" new const hit_wall[] = "weapons/janus9_stone1.wav" new const hit_wall2[] = "weapons/janus9_stone2.wav" new const weapon_sound[6][] = { "weapons/guillotine_catch2.wav", "weapons/guillotine_draw.wav", "weapons/guillotine_draw_empty.wav", "weapons/guillotine_explode.wav", "weapons/guillotine_red.wav", "weapons/guillotine-1.wav" } new const WeaponResource[3][] = { "sprites/weapon_guillotine.txt", "sprites/640hud120.spr", "sprites/guillotine_lost.spr" } enum { ANIM_IDLE = 0, ANIM_IDLE_EMPTY, ANIM_SHOOT, ANIM_DRAW, ANIM_DRAW_EMPTY, ANIM_IDLE_SHOOT, ANIM_IDLE_SHOOT2, ANIM_CATCH, ANIM_LOST } new g_MsgDeathMsg new g_had_guillotine[33], g_guillotine_ammo[33], shoot_mode[33], shoot_ent_mode[33], g_pecah, headshot_mode[33], ent_sentuh[33], ent_sentuh_balik[33] new g_old_weapon[33], g_smokepuff_id, m_iBlood[2], guillotine_korban[33], headshot_korban[33], gmsgScoreInfo new g_iItemID const SECONDARY_WEAPONS = (1 << CSW_DEAGLE)|(1 << CSW_USP)|(1 << CSW_GLOCK18)|(1 << CSW_ELITE)|(1 << CSW_FIVESEVEN)|(1 << CSW_P228) public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_cvar("guillotine_version", "m4m3ts", FCVAR_SERVER|FCVAR_SPONLY) register_forward(FM_CmdStart, "fw_CmdStart") register_forward(FM_SetModel, "fw_SetModel") register_think(BDRIP_CLASSNAME, "fw_Think") register_touch(BDRIP_CLASSNAME, "*", "fw_touch") register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1) register_forward(FM_TraceLine, "fw_traceline", 1) register_forward(FM_AddToFullPack, "fm_addtofullpack_post", 1) RegisterHam(Ham_Weapon_WeaponIdle, weapon_guillotine, "fw_guillotineidleanim", 1) RegisterHam(Ham_Killed, "player", "fw_PlayerKilled") RegisterHam(Ham_Item_AddToPlayer, weapon_guillotine, "fw_AddToPlayer_Post", 1) register_event("CurWeapon", "Event_CurWeapon", "be", "1=1") g_iItemID = ze_register_item("Blood Dripper", 20, 0) register_clcmd("weapon_guillotine", "hook_weapon") g_MsgDeathMsg = get_user_msgid("DeathMsg") gmsgScoreInfo = get_user_msgid("ScoreInfo") } public plugin_precache() { precache_model(v_model) precache_model(p_model) precache_model(w_model) precache_model(KNIFE_MODEL) g_pecah = precache_model(PECAH_MODEL) precache_sound(hit_wall) precache_sound(hit_wall2) for(new i = 0; i < sizeof(weapon_sound); i++) precache_sound(weapon_sound[i]) for(new i = 1; i < sizeof(WeaponResource); i++) precache_model(WeaponResource[i]) g_smokepuff_id = engfunc(EngFunc_PrecacheModel, WeaponResource[2]) m_iBlood[0] = precache_model("sprites/blood.spr") m_iBlood[1] = precache_model("sprites/bloodspray.spr") } public ze_user_infected(id) { remove_guillotine(id) } public fw_PlayerKilled(id) { remove_guillotine(id) } public hook_weapon(id) { engclient_cmd(id, weapon_guillotine) return } public ze_select_item_pre(id, itemid) { // This not our item? if (itemid != g_iItemID) return ZE_ITEM_AVAILABLE // Available for Humans only, So don't show it for zombies if (ze_is_user_zombie(id)) return ZE_ITEM_DONT_SHOW // Finally return that it's available return ZE_ITEM_AVAILABLE } public ze_select_item_post(id, itemid) { // This is not our item, Block it here and don't execute the blew code if (itemid != g_iItemID) return get_guillotine(id) } public get_guillotine(id) { if(!is_user_alive(id)) return drop_weapons(id, 1) g_had_guillotine[id] = 1 g_guillotine_ammo[id] = DEFAULT_AMMO give_item(id, weapon_guillotine) update_ammo(id) static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_guillotine, id) if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1) } public remove_guillotine(id) { g_had_guillotine[id] = 0 } public refill_guillotine(id) { if(g_had_guillotine[id]) g_guillotine_ammo[id] = 15 if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id]) update_ammo(id) } public fw_UpdateClientData_Post(id, sendweapons, cd_handle) { if(!is_user_alive(id) || !is_user_connected(id)) return FMRES_IGNORED if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id]) set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001) return FMRES_HANDLED } public Event_CurWeapon(id) { if(!is_user_alive(id)) return if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id]) { set_pev(id, pev_viewmodel2, v_model) set_pev(id, pev_weaponmodel2, p_model) set_pdata_string(id, 492 * 4, WEAPON_ANIMEXT, -1 , 20) if(g_old_weapon[id] != CSW_BDRIPPER && g_guillotine_ammo[id] >= 1) set_weapon_anim(id, ANIM_DRAW) if(g_old_weapon[id] != CSW_BDRIPPER && g_guillotine_ammo[id] == 0) set_weapon_anim(id, ANIM_DRAW_EMPTY) update_ammo(id) } g_old_weapon[id] = get_user_weapon(id) } public fw_guillotineidleanim(Weapon) { new id = get_pdata_cbase(Weapon, 41, 4) if(!is_user_alive(id) || ze_is_user_zombie(id) || !g_had_guillotine[id] || get_user_weapon(id) != CSW_BDRIPPER) return HAM_IGNORED; if(shoot_mode[id] == 0 && g_guillotine_ammo[id] >= 1) return HAM_SUPERCEDE; if(headshot_mode[id] == 0 && shoot_mode[id] == 1 && get_pdata_float(Weapon, 48, 4) <= 0.25) { set_weapon_anim(id, ANIM_IDLE_SHOOT) set_pdata_float(Weapon, 48, 20.0, 4) return HAM_SUPERCEDE; } if(headshot_mode[id] == 1 && shoot_mode[id] == 1 && get_pdata_float(Weapon, 48, 4) <= 0.25) { set_weapon_anim(id, ANIM_IDLE_SHOOT2) set_pdata_float(Weapon, 48, 20.0, 4) return HAM_SUPERCEDE; } if(g_guillotine_ammo[id] == 0 && get_pdata_float(Weapon, 48, 4) <= 0.25) { set_weapon_anim(id, ANIM_IDLE_EMPTY) set_pdata_float(Weapon, 48, 20.0, 4) return HAM_SUPERCEDE; } return HAM_IGNORED; } public fw_CmdStart(id, uc_handle, seed) { if(!is_user_alive(id) || !is_user_connected(id)) return if(get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id]) return static ent; ent = fm_get_user_weapon_entity(id, CSW_BDRIPPER) if(!pev_valid(ent)) return if(get_pdata_float(ent, 46, OFFSET_LINUX_WEAPONS) > 0.0 || get_pdata_float(ent, 47, OFFSET_LINUX_WEAPONS) > 0.0) return static CurButton CurButton = get_uc(uc_handle, UC_Buttons) if(CurButton & IN_ATTACK) { CurButton &= ~IN_ATTACK set_uc(uc_handle, UC_Buttons, CurButton) if(g_guillotine_ammo[id] == 0) return if(shoot_mode[id] == 0 && get_pdata_float(id, 83, 5) <= 0.0) { g_guillotine_ammo[id]-- update_ammo(id) shoot_mode[id] = 1 FireKnife(id) set_weapon_anim(id, ANIM_SHOOT) emit_sound(id, CHAN_WEAPON, weapon_sound[5], 1.0, ATTN_NORM, 0, PITCH_NORM) set_weapons_timeidle(id, CSW_BDRIPPER, 0.7) set_player_nextattackx(id, 0.7) } } } public FireKnife(id) { static Float:StartOrigin[3], Float:velocity[3], Float:angles[3], Float:anglestrue[3], Float:jarak_max[3] get_position(id, 2.0, 0.0, 0.0, StartOrigin) get_position(id, 700.0, 0.0, 0.0, jarak_max) pev(id,pev_v_angle,angles) static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")) if(!pev_valid(Ent)) return anglestrue[0] = 360.0 - angles[0] anglestrue[1] = angles[1] anglestrue[2] = angles[2] // Set info for ent set_pev(Ent, pev_movetype, MOVETYPE_FLY) set_pev(Ent, pev_owner, id) set_pev(Ent, pev_iuser1, id) set_pev(Ent, pev_fuser1, get_gametime() + 4.0) set_pev(Ent, pev_nextthink, halflife_time() + 0.01) entity_set_string(Ent, EV_SZ_classname, BDRIP_CLASSNAME) engfunc(EngFunc_SetModel, Ent, KNIFE_MODEL) set_pev(Ent, pev_mins, Float:{-1.0, -1.0, -1.0}) set_pev(Ent, pev_maxs, Float:{1.0, 1.0, 1.0}) set_pev(Ent, pev_origin, StartOrigin) set_pev(Ent, pev_angles, anglestrue) set_pev(Ent, pev_gravity, 0.01) set_pev(Ent, pev_solid, SOLID_BBOX) set_pev(Ent, pev_frame, 1.0) set_pev(Ent, pev_framerate, 30.0) set_pev(Ent, pev_sequence, 0) velocity_by_aim( id, 1100, velocity ) set_pev( Ent, pev_velocity, velocity ) set_pev(Ent, pev_vuser1, velocity) set_pev(Ent, pev_vuser2, jarak_max) shoot_ent_mode[id] = 0 ent_sentuh[id] = 1 ent_sentuh_balik[id] = 0 } public fm_addtofullpack_post(es, e, user, host, host_flags, player, p_set) { if(!player) return FMRES_IGNORED if(!is_user_connected(host) || !is_user_alive(user)) return FMRES_IGNORED if(!ze_is_user_zombie(user) || headshot_korban[user] != 1) return FMRES_IGNORED if(host == user) return FMRES_IGNORED new Float:PlayerOrigin[3], Float:anglesss[3] pev(user, pev_origin, PlayerOrigin) engfunc(EngFunc_GetBonePosition, user, 8, PlayerOrigin, anglesss) engfunc(EngFunc_SetOrigin, guillotine_korban[user], PlayerOrigin) engfunc(EngFunc_SetOrigin, guillotine_korban[user], PlayerOrigin) return FMRES_HANDLED } public fw_Think(Ent) { if(!pev_valid(Ent)) return static Float:pulang[3], Float:StartOriginz[3], pemilix, Float:brangkat[3], Float:jarak_max[3], Float:origin_asli[3], korban pemilix = pev(Ent, pev_iuser1) pev(Ent, pev_origin, StartOriginz) korban = pev(Ent, pev_iuser2) if(headshot_korban[korban] == 1) { if(get_gametime() - 0.2 > pev(Ent, pev_fuser3)) { Damage_guillotine(Ent, korban) set_pev(Ent, pev_fuser3, get_gametime()) } } if(ent_sentuh_balik[pemilix] == 0 && shoot_ent_mode[pemilix] == 1) { ent_sentuh_balik[pemilix] = 1 pev(pemilix, pev_origin, origin_asli) origin_asli[2] += 7.5 } if(ent_sentuh[pemilix] == 1) { ent_sentuh[pemilix] = 0 pev(Ent, pev_vuser2, jarak_max) pev(Ent, pev_vuser1, brangkat) get_speed_vector(StartOriginz, origin_asli, 1100.0, pulang) if(shoot_ent_mode[pemilix] == 1) { set_pev(Ent, pev_velocity, pulang) } else set_pev(Ent, pev_velocity, brangkat) } if(shoot_ent_mode[pemilix] == 0 && get_distance_f(StartOriginz, jarak_max) <= 10.0) { shoot_ent_mode[pemilix] = 1 ent_sentuh[pemilix] = 1 set_pev(Ent, pev_owner, 0) } if(shoot_ent_mode[pemilix] == 1 && get_distance_f(StartOriginz, origin_asli) <= 10.0) { if(is_user_alive(pemilix) && is_user_connected(pemilix) && get_user_weapon(pemilix) == CSW_BDRIPPER && g_had_guillotine[pemilix]) balik(Ent) else ancur(Ent) } else if(headshot_korban[korban] == 1) set_pev(Ent, pev_nextthink, get_gametime() + 0.2) else set_pev(Ent, pev_nextthink, halflife_time() + 0.01) } public fw_touch(Ent, Id) { // If ent is valid if(!pev_valid(Ent)) return if(pev(Ent, pev_movetype) == MOVETYPE_NONE) return static classnameptd[32] pev(Id, pev_classname, classnameptd, 31) if (equali(classnameptd, "func_breakable")) ExecuteHamB( Ham_TakeDamage, Id, 0, 0, 80.0, DMG_GENERIC ) // Get it's origin new Float:originF[3], pemilix pemilix = pev(Ent, pev_iuser1) pev(Ent, pev_origin, originF) // Alive... if(is_user_alive(Id) && ze_is_user_zombie(Id)) { Damage_guillotine(Ent, Id) set_pev(Ent, pev_owner, Id) ent_sentuh[pemilix] = 1 create_blood(originF) create_blood(originF) } else if(shoot_ent_mode[pemilix] == 1 && Id == pemilix) { if(is_user_alive(pemilix) && is_user_connected(pemilix) && get_user_weapon(pemilix) == CSW_BDRIPPER && g_had_guillotine[pemilix]) balik(Ent) else ancur(Ent) } else if(is_user_alive(Id) && !ze_is_user_zombie(Id)) { set_pev(Ent, pev_owner, Id) ent_sentuh[pemilix] = 1 } else { set_pev(Ent, pev_owner, 0) if(shoot_ent_mode[pemilix] == 0) { shoot_ent_mode[pemilix] = 1 engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, hit_wall, 1.0, ATTN_STATIC, 0, PITCH_NORM) ent_sentuh[pemilix] = 1 } else ancur(Ent) } } public ancur(Ent) { if(!pev_valid(Ent)) return static Float:origin2[3], pemilix, Float:origin3[3] pemilix = pev(Ent, pev_iuser1) entity_get_vector(Ent, EV_VEC_origin, origin2) pev(Ent, pev_origin, origin3) engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin2, 0) write_byte(TE_BREAKMODEL) engfunc(EngFunc_WriteCoord, origin2[0]) engfunc(EngFunc_WriteCoord, origin2[1]) engfunc(EngFunc_WriteCoord, origin2[2]) engfunc(EngFunc_WriteCoord, 25) engfunc(EngFunc_WriteCoord, 25) engfunc(EngFunc_WriteCoord, 25) engfunc(EngFunc_WriteCoord, random_num(-25, 25)) engfunc(EngFunc_WriteCoord, random_num(-25, 25)) engfunc(EngFunc_WriteCoord, 5) write_byte(5) write_short(g_pecah) write_byte(10) write_byte(17) write_byte(0x00) message_end() fake_smokes(origin3) engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, hit_wall2, 1.0, ATTN_STATIC, 0, PITCH_NORM) shoot_mode[pemilix] = 0 remove_entity(Ent) if(!is_user_alive(pemilix) || !is_user_connected(pemilix) || get_user_weapon(pemilix) != CSW_BDRIPPER || !g_had_guillotine[pemilix]) return set_weapon_anim(pemilix, ANIM_LOST) set_weapons_timeidle(pemilix, CSW_BDRIPPER, 2.5) set_player_nextattackx(pemilix, 2.5) set_task(1.3, "reload2", pemilix) set_task(1.4, "reload", pemilix) } public reload(id) { if(!is_user_alive(id) || !is_user_connected(id) || get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id] || g_guillotine_ammo[id] == 0) return set_weapon_anim(id, ANIM_DRAW) } public reload2(id) { if(!is_user_alive(id) || !is_user_connected(id) || get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id] || g_guillotine_ammo[id] == 0) return set_weapon_anim(id, ANIM_IDLE_SHOOT2) } public balik(Ent) { if(!pev_valid(Ent)) return static id id = pev(Ent, pev_iuser1) set_weapon_anim(id, ANIM_CATCH) emit_sound(id, CHAN_WEAPON, weapon_sound[0], 1.0, ATTN_NORM, 0, PITCH_NORM) set_weapons_timeidle(id, CSW_BDRIPPER, 1.0) set_player_nextattackx(id, 1.0) shoot_mode[id] = 0 g_guillotine_ammo[id]++ update_ammo(id) remove_entity(Ent) } public Damage_guillotine(Ent, Id) { static Owner; Owner = pev(Ent, pev_iuser1) static Attacker; if(!is_user_alive(Owner)) { Attacker = 0 return } else Attacker = Owner new bool:bIsHeadShot; // never make that one static new Float:flAdjustedDamage, bool:death switch( Get_MissileWeaponHitGroup(Ent) ) { Przeczytaj cały wpis Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
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