RSSy MYGO.pl Opublikowano Kwiecień 8, 2021 o 20:34 RSSy Udostępnij Opublikowano Kwiecień 8, 2021 o 20:34 Help guys i want this Frozen M4A1 For VIPS Online ADMIN_LEVEL_H PHP Code: #include <zombie_escape> new const V_M4A1_MODEL[] = "models/zombie_escape/v_frost_m4a1.mdl" new const P_M4A1_MODEL[] = "models/zombie_escape/p_frost_m4a1.mdl" new const W_M4A1_MODEL[] = "models/zombie_escape/w_frost_m4a1.mdl" new const W_OLD_M4A1_MODEL[] = "models/w_m4a1.mdl" new g_iItemID, g_iHudSync, g_iSpriteLaser, g_iFreezeDmg, g_iDmgMultiplier new bool:g_bHasFrostM4A1[33] new g_iDmg[33] public plugin_init() { register_plugin("[ZE] Frozen M4A1", "1.0", "Null") // Cvars g_iFreezeDmg = register_cvar("ze_freezing_m4a1_damage", "300") // Damage Requried So Zombie got Frozen g_iDmgMultiplier = register_cvar("ze_multiplier_m4a1_damage", "2") // Multiplie Weapon Damage // Message IDS g_iHudSync = CreateHudSyncObj() // ITEM NAME & COST g_iItemID = ze_register_item("Frost M4A1", 30, 0) // It's cost 30 Ammo Pack // Events register_event("WeapPickup", "CheckModel", "b", "1=19") register_event("CurWeapon", "CurrentWeapon", "be", "1=1") // Forwards register_forward(FM_SetModel, "Fw_SetModel") // HookChains RegisterHookChain(RG_CBasePlayer_TakeDamage, "Fw_TakeDamage_Post", 1) // Hams RegisterHam(Ham_TraceAttack, "player", "Fw_TraceAttack_Post", 1) RegisterHam(Ham_TraceAttack, "worldspawn", "Fw_TraceAttack_Post", 1) RegisterHam(Ham_Item_AddToPlayer, "weapon_m4a1", "Fw_AddFrostM4A1ToPlayer") } public plugin_precache() { // Models precache_model(V_M4A1_MODEL) precache_model(P_M4A1_MODEL) precache_model(W_M4A1_MODEL) // Sprites g_iSpriteLaser = precache_model( "sprites/Newlightning.spr") } public client_disconnected(id) { g_bHasFrostM4A1[id] = false } public ze_select_item_pre(id, itemid) { // Return Available and we will block it in Post, So it dosen't affect other plugins 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 return ZE_ITEM_AVAILABLE } public ze_select_item_post(player, itemid) { if (itemid != g_iItemID) return g_bHasFrostM4A1[player] = true rg_remove_item(player, "weapon_m4a1") rg_give_item(player, "weapon_m4a1", GT_APPEND) rg_set_user_bpammo(player, WeaponIdType:get_weaponid("weapon_m4a1"), 90) new szName[32] get_user_name(player, szName, charsmax(szName)) set_hudmessage(random(255), random(255), random(255), -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1) show_hudmessage(0, "%s Has bought Frost M4A1!", szName) ze_colored_print(player, "!gYou !gHave !gbought !tFrost !tM4A1!y!") } public Fw_TraceAttack_Post(iEnt, iAttacker, Float:flDamage, Float:fDir[3], ptr, iDamageType) { if(!is_user_alive(iAttacker)) return if(get_user_weapon(iAttacker) != CSW_M4A1 || !g_bHasFrostM4A1[iAttacker]) return set_hudmessage(34, 138, 255, -1.0, 0.17, 1, 0.0, 2.0, 1.0, 1.0, -1) ShowSyncHudMsg(iAttacker, g_iHudSync, "Freeze Damage^n%d/%d", g_iDmg[iAttacker], get_pcvar_num(g_iFreezeDmg)) new vec1[3], vec2[3] get_user_origin(iAttacker, vec1, 1) get_user_origin(iAttacker, vec2, 4) make_beam(vec1, vec2, g_iSpriteLaser, 0, 50, 200, 200) } public ze_user_infected(infected) { if (g_bHasFrostM4A1[infected]) { g_bHasFrostM4A1[infected] = false } } public ze_user_humanized(id) { g_bHasFrostM4A1[id] = false g_iDmg[id] = 0 } public Fw_TakeDamage_Post(iVictim, iInflictor, iAttacker, Float:fDamage, bitsDamageType) { // Not Vaild Victim or Attacker if (!is_user_connected(iVictim) || !is_user_connected(iAttacker)) return HC_CONTINUE if (g_bHasFrostM4A1[iAttacker] && (get_user_weapon(iAttacker) == CSW_M4A1)) { SetHookChainArg(4 , ATYPE_FLOAT, fDamage * get_pcvar_num(g_iDmgMultiplier)) } if((get_user_weapon(iAttacker) == CSW_M4A1) && g_bHasFrostM4A1[iAttacker]) { g_iDmg[iAttacker] += (floatround(fDamage) * get_pcvar_num(g_iDmgMultiplier)) } if((g_iDmg[iAttacker] >= get_pcvar_num(g_iFreezeDmg)) && (get_user_weapon(iAttacker) == CSW_M4A1) && g_bHasFrostM4A1[iAttacker]) { new szName[32] get_user_name(iVictim, szName, charsmax(szName)) ze_set_frost_grenade(iVictim, true) g_iDmg[iAttacker] = 0 set_dhudmessage(34, 138, 255, -1.0, 0.25, 2, 6.0, 3.0, 0.1, 1.5) show_dhudmessage(iAttacker, "!g%s !tHas !tbeen !tFreezed!", szName) } return HC_CONTINUE } public CheckModel(id) { if (is_user_alive(id)) { set_pev(id, pev_viewmodel2, V_M4A1_MODEL) set_pev(id, pev_weaponmodel2, P_M4A1_MODEL) } return PLUGIN_CONTINUE } public CurrentWeapon(id) { if ((get_user_weapon(id) == CSW_M4A1) && g_bHasFrostM4A1[id] == true) { CheckModel(id) } else { ClearSyncHud(id, g_iHudSync) } return PLUGIN_CONTINUE } make_beam(const origin2[3], const origin[3], sprite, red, green, blue, alpha) { //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(origin2[0]) write_coord(origin2[1]) write_coord(origin2[2]) write_coord(origin[0]) write_coord(origin[1]) write_coord(origin[2]) write_short(sprite) // sprite write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(20) // width write_byte(0) // noise write_byte(red) // r, g, b write_byte(green) // r, g, b write_byte(blue) // r, g, b write_byte(alpha) // brightness write_byte(150) // speed message_end() } public Fw_SetModel(entity, model[]) { if(!is_valid_ent(entity)) return FMRES_IGNORED if(!equali(model, W_OLD_M4A1_MODEL)) return FMRES_IGNORED new className[33] entity_get_string(entity, EV_SZ_classname, className, 32) static iOwner, iStoredM4A1ID // Frost M4A1 Owner iOwner = entity_get_edict(entity, EV_ENT_owner) // Get drop weapon index (Frost M4A1) to use in fw_FrostM4A1AddToPlayer forward iStoredM4A1ID = find_ent_by_owner(-1, "weapon_m4a1", entity) // If Player Has Frost M4A1 and It's weapon_m4a1 if(g_bHasFrostM4A1[iOwner] && is_valid_ent(iStoredM4A1ID)) { // Setting weapon options entity_set_int(iStoredM4A1ID, EV_INT_impulse, 1997) // Rest Var g_bHasFrostM4A1[iOwner] = false // Set weaponbox new model entity_set_model(entity, W_M4A1_MODEL) return FMRES_SUPERCEDE } return FMRES_IGNORED } public Fw_AddFrostM4A1ToPlayer(FrostM4A1, id) { // Make sure that this is M4A1 if(is_valid_ent(FrostM4A1) && is_user_connected(id) && entity_get_int(FrostM4A1, EV_INT_impulse) == 1997) { // Update Var g_bHasFrostM4A1[id] = true // Reset weapon options entity_set_int(FrostM4A1, EV_INT_impulse, 0) return HAM_HANDLED } return HAM_IGNORED } Przeczytaj cały wpis Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
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