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код что бы плагин включился после 3его раунда.

, Кусочек кода нужен)
Статус пользователя Sonic2790
сообщение 20.12.2011, 16:27
Сообщение #1


Стаж: 18 лет

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Ребят, подскажите код что бы плагин включался после 3его раунда. Просто есть плагин presents.amxx (или как то так, подарки на карте в общем) - и я хочу что бы он работал с 3его райнда.

Если что - выложил код плагина.

код
Код
/* AMX Mod X
*   Pick up present
*
*  /   \   /   \       ___________________________
* /   / \_/ \   \     /                           \
* \__/\     /\__/    /  GIVE ME A CARROT OR I WILL \
*      \O O/         \      BLOW UP YOUR HOUSE     /
*   ___/ ^ \___      / ___________________________/
*      \___/        /_/
*      _/ \_
*   __//   \\__
*  /___\/_\/___\
*
* © Copyright 2008 by FakeNick
*
* This file is provided as is (no warranties)
*
*     DESCRIPTION
*    This plugin allows admin add/remove/rotate/save presents on map ( ADMIN_KICK flag required).
*    When player touches present, it will dissapear and player will (or no) receive some weapons
*    or stuff (soon more than now), then present respawns with nice blast :]. Models for
*    presents are randomly chosen, so user can add as many, as he want.
*
*     VERY IMPORTANT!
*    Create an folder called "presents" in addons/amxmodx/config/ directory, otherwise
*    plugin won't be able to save presents origins!
*
*     COMMANDS
*    !add - adds a present at admin aim origin
*    !remove - removes a present (admin must aim at present)
*    !removeall - removes all presents from map
*    !save - saves all present created on map
*    !rotate - rotates a present (admin must aim at present)
*
*     MODULES
*    fakemeta
*
*     CVARS
*    present_on - turn plugin on/off
*    present_respawn_time - time between present disapear and respawn (must be float!)
*    present_blast - turns blast on/off
*    present_blast_color - color of the blast (default 255 255 255)
*    present_money - amount of received money
*
*    Changelog
*    Version 2.0
*     - Actuall version is 2.0, because i've totally cleaned up the code
*     - New weapon randomizing system
*
*    Version 2.01
*     - Fixed small bug with backpack ammo    
*     - Added large and medium blast ring (nice effect;])
*     - Added CVAR for version recognize
*/

#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <fakemeta_util>

/*===============================================================================
=
[Plugin Customization]
================================================================================
=*/

//Models and sounds are randomly chosen, add as many, as you want

new const model_present[][] = { "models/present/w_present.mdl","models/present/w_present2.mdl" }

new const sound_respawn[][] = { "present/respawn.wav", "present/respawn2.wav" }
new const sound_pick[][] = { "present/pick.wav" }

//Customization end here!

//Some offsets
#if cellbits == 32
const OFFSET_CSMONEY = 115
const OFFSET_AWM_AMMO  = 377
const OFFSET_SCOUT_AMMO = 378
const OFFSET_PARA_AMMO = 379
const OFFSET_FAMAS_AMMO = 380
const OFFSET_M3_AMMO = 381
const OFFSET_USP_AMMO = 382
const OFFSET_FIVESEVEN_AMMO = 383
const OFFSET_DEAGLE_AMMO = 384
const OFFSET_P228_AMMO = 385
const OFFSET_GLOCK_AMMO = 386
const OFFSET_FLASH_AMMO = 387
const OFFSET_HE_AMMO = 388
const OFFSET_SMOKE_AMMO = 389
#else
const OFFSET_CSMONEY = 140
const OFFSET_AWM_AMMO  = 426
const OFFSET_SCOUT_AMMO = 427
const OFFSET_PARA_AMMO = 428
const OFFSET_FAMAS_AMMO = 429
const OFFSET_M3_AMMO = 430
const OFFSET_USP_AMMO = 431
const OFFSET_FIVESEVEN_AMMO = 432
const OFFSET_DEAGLE_AMMO = 433
const OFFSET_P228_AMMO = 434
const OFFSET_GLOCK_AMMO = 435
const OFFSET_FLASH_AMMO = 46
const OFFSET_HE_AMMO = 437
const OFFSET_SMOKE_AMMO = 438
#endif
const OFFSET_LINUX  = 5

//Primary weapons array (thanks Mercyllez)
new const g_primary_items[][] = { "weapon_galil", "weapon_famas", "weapon_m4a1", "weapon_ak47", "weapon_sg552", "weapon_aug", "weapon_scout",
                "weapon_m3", "weapon_xm1014", "weapon_tmp", "weapon_mac10", "weapon_ump45", "weapon_mp5navy", "weapon_p90",
                "weapon_m249", "weapon_sg550", "weapon_g3sg1"}

//Secondary weapons array (thanks Mercyllez)                
new const g_secondary_items[][] = { "weapon_glock18", "weapon_usp", "weapon_p228", "weapon_deagle", "weapon_fiveseven", "weapon_elite" }

//Max BackPack ammo array (thanks Mercyllez)
new const MAXBPAMMO[] = { -1, 52, -1, 90, 1, 32, 1, 100, 90, 1, 120, 100, 100, 90, 90, 90, 100, 120,
            30, 120, 200, 32, 90, 120, 90, 2, 35, 90, 90, -1, 100 }
//Amount of gived ammo (thanks Mercyllez)
new const GIVEAMMO[] = { -1, 52, -1, 90, -1, 32, -1, 100, 90, -1, 120, 100, 100, 90, 90, 90, 100, 120,
            30, 120, 200, 32, 90, 120, 90, -1, 35, 90, 90, -1,100 }
//Ammo ID array (thanks Mercyllez)
new const AMMOID[] = { -1, 9, -1, 2, 12, 5, 14, 6, 4, 13, 10, 7, 6, 4, 4, 4, 6, 10,
            1, 10, 3, 5, 4, 10, 2, 11, 8, 4, 2, -1, 7 }

//Weapon BitSum (thanks Mercyllez)            
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)


//Pcvar variables        
new pcvar_on,pcvar_respawn_time,pcvar_blast,pcvar_blast_color,pcvar_money

//Rest of variables
new g_explo,g_money,g_ammo

//Task ID enum
enum (+= 100)
{
    TASK_PRIMARY = 100,
    TASK_SECONDARY
}


//Version information
new const VERSION[] = "2.01"

public plugin_init()
{
    register_plugin("Pick up present", VERSION, "FakeNick")
    pcvar_on = register_cvar("present_on","1")
    
    //Make sure that the plugin is on
    if(!get_pcvar_num(pcvar_on))
        return
    
    //Register dictionary
    register_dictionary("present.txt")
    
    //Register admin commands
    register_clcmd("say !add","func_add_present")
    register_clcmd("say !remove","func_remove_present")
    register_clcmd("say !removeall","func_remove_present_all")
    register_clcmd("say !save","func_save_origins")
    register_clcmd("say !rotate","func_rotate_present")
        
    //Some forwards
    register_forward(FM_Touch,"forward_touch")
    register_forward(FM_Think,"forward_think")
        
    //Cvars register
    pcvar_respawn_time = register_cvar("present_respawn_time","60.0")
    pcvar_blast = register_cvar("present_blast","1")
    pcvar_blast_color = register_cvar("present_blast_color","255 255 255")
    pcvar_money = register_cvar("present_money","300")
    
    //Only for version recognize
    register_cvar("present_version", VERSION, FCVAR_SERVER|FCVAR_SPONLY)
    
    //Other stuff
    g_money = get_user_msgid("Money")
    g_ammo = get_user_msgid("AmmoPickup")
}
public plugin_precache()
{
    new i
    
    for(i = 0; i < sizeof model_present; i++)
        engfunc(EngFunc_PrecacheModel,model_present[i])
    
    for (i = 0; i < sizeof sound_respawn; i++)
        engfunc(EngFunc_PrecacheSound, sound_respawn[i])
    for (i = 0; i < sizeof sound_pick; i++)
        engfunc(EngFunc_PrecacheSound, sound_pick[i])
    
    g_explo = engfunc(EngFunc_PrecacheModel,"sprites/shockwave.spr")
}
public plugin_cfg()
{
    //Create some variables
    static sConfigsDir[64], sFile[128]
    
    //Get config folder directory
    get_configsdir(sConfigsDir, sizeof sConfigsDir - 1)
    
    //Get mapname
    static sMapName[32]
    get_mapname(sMapName, sizeof sMapName - 1)
    
    //Format .cfg file directory
    formatex(sFile, sizeof sFile - 1, "%s/presents/%s_presents_origins.cfg", sConfigsDir, sMapName)
    
    //If file doesn't exist return
    if(!file_exists(sFile))
        return
    
    //Some variables
    static sFileOrigin[3][32], sFileAngles[3][32], iLine, iLength, sBuffer[256]
    static sTemp1[128], sTemp2[128]
    static Float:fOrigin[3], Float:fAngles[3]
    
    //Read file
    while(read_file(sFile, iLine++, sBuffer, sizeof sBuffer - 1, iLength))
    {
        if((sBuffer[0]==';') || !iLength)
            continue
        
        strtok(sBuffer, sTemp1, sizeof sTemp1 - 1, sTemp2, sizeof sTemp2 - 1, '|', 0)
        
        parse(sTemp1, sFileOrigin[0], sizeof sFileOrigin[] - 1, sFileOrigin[1], sizeof sFileOrigin[] - 1, sFileOrigin[2], sizeof sFileOrigin[] - 1)
        
        fOrigin[0] = str_to_float(sFileOrigin[0])
        fOrigin[1] = str_to_float(sFileOrigin[1])
        fOrigin[2] = str_to_float(sFileOrigin[2])
        
        parse(sTemp2, sFileAngles[0], sizeof sFileAngles[] - 1, sFileAngles[1], sizeof sFileAngles[] - 1, sFileAngles[2], sizeof sFileAngles[] - 1)
        
        fAngles[0] = str_to_float(sFileAngles[0])
        fAngles[1] = str_to_float(sFileAngles[1])
        fAngles[2] = str_to_float(sFileAngles[2])
        
        //Spawn presents on origins saved in .cfg file
        func_spawn(fOrigin)
    }
}

/*===============================================================================
=
[Tasks]
================================================================================
=*/

public task_primary(id)
{
    //Check player id
    id -= TASK_PRIMARY
    
    //Make usre that player is alive
    if(!is_user_alive(id))
        return
    
    //Give him primary weapon
    func_give_item_primary(id, random_num(0, sizeof g_primary_items - 1))
}
public task_secondary(id)
{
    //Check player id
    id -= TASK_SECONDARY
    
    //Make usre that player is alive
    if(!is_user_alive(id))
        return
        
    //Give him secondary weapon    
    func_give_item_secondary(id, random_num(0, sizeof g_secondary_items - 1))
}

/*===============================================================================
=
[Main functions]
================================================================================
=*/
public func_add_present(id)
{    
    //Check command access
    if(!access(id,ADMIN_KICK))
        return
    
    //Create some variables
    new Float:fOrigin[3],origin[3],name[32],map[32]
    
    //Get player origins
    get_user_origin(id,origin,3)
    
    //Make float origins from integer origins
    IVecFVec(origin,fOrigin)
    
    //Check the player aiming
    if((engfunc(EngFunc_PointContents, fOrigin) != CONTENTS_SKY) && (engfunc(EngFunc_PointContents, fOrigin) != CONTENTS_SOLID))
    {
        //Get his name and map name for log creating
        get_user_name(id,name,sizeof name - 1)
        
        get_mapname(map,sizeof map - 1)
        
        //Create log file or log admin command
        log_to_file("presents.log","[%s] has created present on map %s",name,map)
        
        //Finally spawn present
        func_spawn(fOrigin)
        
        //Print success and save info information
        client_print(id,print_chat,"%L",LANG_PLAYER,"SUCC_ADD",origin[0],origin[1],origin[2])
        client_print(id,print_chat,"%L",LANG_PLAYER,"SAVE_INFO")
    }else{
        //That location is unavaiables, so print information
        client_print(id,print_chat,"%L",LANG_PLAYER,"LOCATION_UN")
    }
    
    
}
public func_remove_present(id)
{
    //Check command access
    if(!access(id,ADMIN_KICK))
        return
    
    //Create some variables
    static ent, body,name[32],map[32]
    
    //Check player aiming
    get_user_aiming(id, ent, body)
    
    //Check ent validity
    if(pev_valid(ent))
    {
        //Check entity classname
        static classname[32]
        pev(ent, pev_classname, classname, sizeof classname - 1)
        
        //Player is aiming at present
        if(!strcmp(classname, "present", 1))
        {
            //Get user name and map name for log creating
            get_user_name(id,name,sizeof name - 1)
            get_mapname(map,sizeof map - 1)
            
            //Create log file or log admin command
            log_to_file("presents.log","[%s] has removed present from map %s",name,map)
            
            //Finalyl remove the entity
            engfunc(EngFunc_RemoveEntity, ent)
            
            //Print success inforamtion
            client_print(id, print_chat, "%L",LANG_PLAYER,"SUCC_REMOVE")
        }else
        {
            //Player must aim at present
            client_print(id, print_chat, "%L",LANG_PLAYER,"PRESENT_AIM")
        }
    }
}
public func_remove_present_all(id)
{
    //Check command access
    if(!access(id, ADMIN_KICK))
        return
    
    //Create some variables
    new ent = -1,count,name[32],map[32]
    count = 0
    
    //Find presents
    while((ent = fm_find_ent_by_class(ent,"present")))
    {
        //Increase count
        count++
        //Remove presents
        engfunc(EngFunc_RemoveEntity,ent)
    }
    //Print information
    client_print(id,print_chat,"%L",LANG_PLAYER,"REMOVE_ALL",count)
    
    //Get player name and map name
    get_user_name(id,name,sizeof name - 1)
    get_mapname(map,sizeof map - 1)
    
    //Log command to file
    log_to_file("presents.log","[%s] has removed all presents from map %s",name,map)
    
    //Print save information
    client_print(id,print_chat,"%L",LANG_PLAYER,"SAVE_INFO")
}
public func_save_origins(id)
{
    //Check command access
    if(!access(id, ADMIN_KICK))
        return
    
    //Create some variables
    static sConfigsDir[64], sFile[128],name[32],map[32]
    
    //Get config folder directory
    get_configsdir(sConfigsDir, sizeof sConfigsDir - 1)
    
    //Get map name
    static sMapName[32]
    get_mapname(sMapName, sizeof sMapName - 1)
    
    //Format .cfg file directory
    formatex(sFile, sizeof sFile - 1, "%s/presents/%s_presents_origins.cfg", sConfigsDir, sMapName)
    
    //If file already exist, delete file
    if(file_exists(sFile))
        delete_file(sFile)
    
    //Some variables
    new iEnt = -1, Float:fEntOrigin[3], Float:fEntAngles[3], iCount
    static sBuffer[256]
    
    //Find presents on this map
    while((iEnt = engfunc(EngFunc_FindEntityByString, iEnt, "classname", "present")))
    {
        //Get origins and angles
        pev(iEnt, pev_origin, fEntOrigin)
        pev(iEnt, pev_angles, fEntAngles)
        
        formatex(sBuffer, sizeof sBuffer - 1, "%f %f %f | %f %f %f", fEntOrigin[0], fEntOrigin[1], fEntOrigin[2], fEntAngles[0], fEntAngles[1], fEntAngles[2])
    
        //Create file
        write_file(sFile, sBuffer, -1)
        
        //Increase count variable
        iCount++
    }
    //Get user name and map name
    get_user_name(id,name,sizeof name - 1)
    get_mapname(map,sizeof map - 1)
    
    //Log admin command
    log_to_file("presents.log","[%s] has saved presents on map %s",name,map)
    
    //Print success information
    client_print(id, print_chat, "%L",LANG_PLAYER,"SUCC_SAVE", iCount,sMapName)
}
public func_rotate_present(id)
{
    //Check command access
    if(!access(id, ADMIN_KICK))
        return
        
    //Some variables
    static ent, body,name[32],map[32]
    
    //Get user aiming
    get_user_aiming(id, ent, body)
    
    //Check entity validity
    if(pev_valid(ent))
    {
        //Check classname
        static sClassname[32]
        pev(ent, pev_classname, sClassname, sizeof sClassname - 1)
        
        //Player is aiming at present
        if(!strcmp(sClassname, "present", 1))
        {
            //Get angles
            static Float:fAngles[3]
            pev(ent, pev_angles, fAngles)
            
            //Rotate present
            fAngles[1] += 90.0
            set_pev(ent, pev_angles, fAngles)
            
            //Get user name and map name
            get_user_name(id,name,sizeof name - 1)
            get_mapname(map,sizeof map - 1)
            
            //Log admin command
            log_to_file("presents.log","[%s] has rotated present on map %s",name,map)
            
            //Print success information
            client_print(id, print_chat, "%L",LANG_PLAYER,"SUCC_ROTATE")
        }else{
            //Print failure information
            client_print(id, print_chat, "%L",LANG_PLAYER,"PRESENT_AIM")
        }
    }
}
public func_spawn(Float:origin[3])
{
    //Create new entity    
    new ent = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"))
    
    //Set classname to "present"
    set_pev(ent,pev_classname,"present")
    
    //Set entity origins
    engfunc(EngFunc_SetOrigin,ent,origin)
    
    //Create blast effect
    func_make_blast(origin)
    
    //Emit spawn sound
    engfunc(EngFunc_EmitSound,ent,CHAN_AUTO,sound_respawn[random_num(0, sizeof sound_respawn - 1)],1.0,ATTN_NORM,0,PITCH_NORM)
    
    //size variables
    static Float:fMaxs[3] = { 2.0, 2.0, 4.0 }
    static Float:fMins[3] = { -2.0, -2.0, -4.0 }
        
    //Set random player model
    engfunc(EngFunc_SetModel,ent,model_present[random_num(0,sizeof model_present - 1)])
    
    //Spawn entity
    dllfunc(DLLFunc_Spawn,ent)
    //Make it solid
    set_pev(ent,pev_solid,SOLID_BBOX)
    //Set entity size
    engfunc(EngFunc_SetSize,ent,fMins,fMaxs)
}
//From forstnades by Avalanche
public func_make_blast(Float:fOrigin[3])
{
    if(!get_pcvar_num(pcvar_blast))
        return
    
    //Create origin variable
    new origin[3]
    
    //Make float origins from integer origins
    FVecIVec(fOrigin,origin)
    
    //Get blast color
    new Float:rgbF[3], rgb[3]
    func_get_rgb(rgbF)
    FVecIVec(rgbF,rgb)
    
    //Finally create blast
    
    //smallest ring
    message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    write_byte(TE_BEAMCYLINDER)
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2])
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2] + 385)
    write_short(g_explo)
    write_byte(0)
    write_byte(0)
    write_byte(4)
    write_byte(60)
    write_byte(0)
    write_byte(rgb[0])
    write_byte(rgb[1])
    write_byte(rgb[2])
    write_byte(100)
    write_byte(0)
    message_end()
    
    // medium ring
    message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    write_byte(TE_BEAMCYLINDER)
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2])
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2] + 470)
    write_short(g_explo)
    write_byte(0)
    write_byte(0)
    write_byte(4)
    write_byte(60)
    write_byte(0)
    write_byte(rgb[0])
    write_byte(rgb[1])
    write_byte(rgb[2])
    write_byte(100)
    write_byte(0)
    message_end()

    // largest ring
    message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    write_byte(TE_BEAMCYLINDER)
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2])
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2] + 555)
    write_short(g_explo)
    write_byte(0)
    write_byte(0)
    write_byte(4)
    write_byte(60)
    write_byte(0)
    write_byte(rgb[0])
    write_byte(rgb[1])
    write_byte(rgb[2])
    write_byte(100)
    write_byte(0)
    message_end()
    
    //Create nice light effect
    message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    write_byte(TE_DLIGHT)
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2])
    write_byte(floatround(240.0/5.0))
    write_byte(rgb[0])
    write_byte(rgb[1])
    write_byte(rgb[2])
    write_byte(8)
    write_byte(60)
    message_end()
}
//From frostnades by Avalanche
public func_get_rgb(Float:rgb[3])
{
    static color[12], parts[3][4]
    get_pcvar_string(pcvar_blast_color,color,11)
    
    parse(color,parts[0],3,parts[1],3,parts[2],3)
    rgb[0] = floatstr(parts[0])
    rgb[1] = floatstr(parts[1])
    rgb[2] = floatstr(parts[2])
}
//Check player BackPack ammo (from ZP by Mercyllez)
public func_check_ammo(id)
{
    //Create some variables
    static weapons[32],num,weaponid
    num = 0
    
    get_user_weapons(id,weapons,num)
    
    for (new i = 0; i < num; i++)
    {
        weaponid = weapons[i]
        
        if ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM) // primary
        {
            if (fm_get_user_bpammo(id, weaponid) < MAXBPAMMO[weaponid]-GIVEAMMO[weaponid])
            {
                // Flash ammo in hud
                message_begin(MSG_ONE_UNRELIABLE, g_ammo, _, id)
                write_byte(AMMOID[weaponid]) // ammo id
                write_byte(GIVEAMMO[weaponid]) // ammo amount
                message_end()
                
                // Increase BP ammo
                fm_set_user_bpammo(id, weaponid, fm_get_user_bpammo(id, weaponid) + GIVEAMMO[weaponid])
                
            }else if (fm_get_user_bpammo(id, weaponid) < MAXBPAMMO[weaponid])
            {
                // Flash ammo in hud
                message_begin(MSG_ONE_UNRELIABLE, g_ammo, _, id)
                write_byte(AMMOID[weaponid]) // ammo id
                write_byte(MAXBPAMMO[weaponid] - fm_get_user_bpammo(id, weaponid)) // ammo amount
                message_end()
                
                // Reached the limit
                fm_set_user_bpammo(id, weaponid, MAXBPAMMO[weaponid])
            }
        }else if ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM) // secondary
        {    
            // Check if we are close to the BP ammo limit
            if (fm_get_user_bpammo(id, weaponid) < MAXBPAMMO[weaponid]-GIVEAMMO[weaponid])
            {
                // Flash ammo in hud
                message_begin(MSG_ONE_UNRELIABLE, g_ammo, _, id)
                write_byte(AMMOID[weaponid]) // ammo id
                write_byte(GIVEAMMO[weaponid]) // ammo amount
                message_end()
                
                // Increase BP ammo
                fm_set_user_bpammo(id, weaponid, fm_get_user_bpammo(id, weaponid) + GIVEAMMO[weaponid])
                
            }
            else if (fm_get_user_bpammo(id, weaponid) < MAXBPAMMO[weaponid])
            {
                // Flash ammo in hud
                message_begin(MSG_ONE_UNRELIABLE, g_ammo, _, id)
                write_byte(AMMOID[weaponid]) // ammo id
                write_byte(MAXBPAMMO[weaponid] - fm_get_user_bpammo(id, weaponid)) // ammo amount
                message_end()
                
                // Reached the limit
                fm_set_user_bpammo(id, weaponid, MAXBPAMMO[weaponid])
            }
        }
    }
}
public func_give_item_primary(id,weapon)
{
    //Give player primary weapon
    fm_give_item(id,g_primary_items[weapon])
    
    //Check his back pack ammo
    func_check_ammo(id)
}
public func_give_item_secondary(id,weapon)
{
    //Give player secondary weapon
    fm_give_item(id,g_secondary_items[weapon])
    
    //Check his back pack ammo
    func_check_ammo(id)
}
/*===============================================================================
=
[Forwards]
================================================================================
=*/
public forward_touch(ent,id)
{
    //Check entity validity
    if(!pev_valid(ent))
        return FMRES_IGNORED
    
    //Create classname variable
    static class[20]
    
    //Get class
    pev(ent,pev_classname,class,sizeof class - 1)
    
    //Check classname
    if(!equali(class,"present"))
        return FMRES_IGNORED
    
    //Make sure that toucher is alive
    if(!is_user_alive(id))
        return FMRES_IGNORED
    
    //Make present not solid
    set_pev(ent,pev_solid,SOLID_NOT)
    //Don't draw that present anymore (thanks connor)
    set_pev(ent,pev_effects,EF_NODRAW)
    //Set respawn time
    set_pev(ent,pev_nextthink,get_gametime() + get_pcvar_float(pcvar_respawn_time))
    
    //Emit pick sound
    engfunc(EngFunc_EmitSound,ent,CHAN_ITEM,sound_pick[random_num(0, sizeof sound_pick - 1)],1.0,ATTN_NORM,0,PITCH_NORM)
    
    //Randomize player reward
    fm_set_user_money(id,fm_get_user_money(id) + get_pcvar_num(pcvar_money))

    return FMRES_IGNORED
}
public forward_think(ent)
{
    //Create class variable
    new class[20]
    
    //Get entity class
    pev(ent,pev_classname,class,sizeof class - 1)
    
    //Check entity class
    if(!equali(class,"present"))
        return FMRES_IGNORED
    
    //If that present isn't drawed, time to respawn it
    if(pev(ent,pev_effects) & EF_NODRAW)
    {
        //Create origin variable
        new Float:origin[3]
        
        //Get origins
        pev(ent,pev_origin,origin)
        
        //Emit random respawn sound
        engfunc(EngFunc_EmitSound,ent,CHAN_AUTO,sound_respawn[random_num(0, sizeof sound_respawn - 1)],1.0,ATTN_NORM,0,PITCH_NORM)
        
        //Make nice blast (from frostnades by Avalanche)
        func_make_blast(origin)
        
        //Make present solid
        set_pev(ent,pev_solid,SOLID_BBOX)
        
        //Draw present
        set_pev(ent,pev_effects, pev(ent,pev_effects)  & ~EF_NODRAW)
    }
    
    return FMRES_IGNORED
}
/*===============================================================================
=
[Stocks]
================================================================================
=*/
//Thanks Avalanche for this stock
stock fm_set_user_money(id,money,flash=1)
{
    set_pdata_int(id,OFFSET_CSMONEY,money,OFFSET_LINUX)

    message_begin(MSG_ONE,g_money,{0,0,0},id)
    write_long(money)
    write_byte(flash)
    message_end()
}
//Thanks Avalanche for this stock
stock fm_get_user_money(id)
{
    return get_pdata_int(id,OFFSET_CSMONEY,OFFSET_LINUX)
}
//From Zombie Plague by Mercyllez
stock fm_set_user_bpammo(id, weapon, amount)
{
    static offset
    
    switch(weapon)
    {
        case CSW_AWP: offset = OFFSET_AWM_AMMO
        case CSW_SCOUT,CSW_AK47,CSW_G3SG1: offset = OFFSET_SCOUT_AMMO
        case CSW_M249: offset = OFFSET_PARA_AMMO
        case CSW_M4A1,CSW_FAMAS,CSW_AUG,CSW_SG550,CSW_GALI,CSW_SG552: offset = OFFSET_FAMAS_AMMO
        case CSW_M3,CSW_XM1014: offset = OFFSET_M3_AMMO
        case CSW_USP,CSW_UMP45,CSW_MAC10: offset = OFFSET_USP_AMMO
        case CSW_FIVESEVEN,CSW_P90: offset = OFFSET_FIVESEVEN_AMMO
        case CSW_DEAGLE: offset = OFFSET_DEAGLE_AMMO
        case CSW_P228: offset = OFFSET_P228_AMMO
        case CSW_GLOCK18,CSW_MP5NAVY,CSW_TMP,CSW_ELITE: offset = OFFSET_GLOCK_AMMO
        case CSW_FLASHBANG: offset = OFFSET_FLASH_AMMO
        case CSW_HEGRENADE: offset = OFFSET_HE_AMMO
        case CSW_SMOKEGRENADE: offset = OFFSET_SMOKE_AMMO
        default: return
    }
    
    set_pdata_int(id, offset, amount, OFFSET_LINUX)
}
//From Zombie Plague by Mercyllez
stock fm_get_user_bpammo(id, weapon)
{
    static offset
    
    switch(weapon)
    {
        case CSW_AWP: offset = OFFSET_AWM_AMMO
        case CSW_SCOUT,CSW_AK47,CSW_G3SG1: offset = OFFSET_SCOUT_AMMO
        case CSW_M249: offset = OFFSET_PARA_AMMO
        case CSW_M4A1,CSW_FAMAS,CSW_AUG,CSW_SG550,CSW_GALI,CSW_SG552: offset = OFFSET_FAMAS_AMMO
        case CSW_M3,CSW_XM1014: offset = OFFSET_M3_AMMO
        case CSW_USP,CSW_UMP45,CSW_MAC10: offset = OFFSET_USP_AMMO
        case CSW_FIVESEVEN,CSW_P90: offset = OFFSET_FIVESEVEN_AMMO
        case CSW_DEAGLE: offset = OFFSET_DEAGLE_AMMO
        case CSW_P228: offset = OFFSET_P228_AMMO
        case CSW_GLOCK18,CSW_MP5NAVY,CSW_TMP,CSW_ELITE: offset = OFFSET_GLOCK_AMMO
        case CSW_FLASHBANG: offset = OFFSET_FLASH_AMMO
        case CSW_HEGRENADE: offset = OFFSET_HE_AMMO
        case CSW_SMOKEGRENADE: offset = OFFSET_SMOKE_AMMO
        default: return -1
    }
    
    return get_pdata_int(id, offset, OFFSET_LINUX)
}

Заранее спасибо.
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cs-portal
сообщение 20.12.2011, 18:23
Сообщение #2
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отлови logevent round start
сделай подсчет раундов++
на 4м включай плагин
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Статус пользователя Sonic2790
сообщение 20.12.2011, 21:51
Сообщение #3


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Я нашел описание примеров, которые ты указал, но не могу в это все въехать.
Пока я только нашел как пользоваться командой logevent
register_logevent

register_logevent("round_start",2,"1=Round_Start")


так же нашел как сделать подсчет раундов, но в нем немного запутался. расскажи, если не трудно, в этом коде что к чему? Я некоторые пометки сделал - если не так что то то поправь плиз

Код

new bool:use=false
new count

public startround(){ <----регистрируем начало раунда????
count++
if(count >= 3) <---- Тут я так понял надо поставить значение раунда?
use = true
}

public you_function(id){

if(!use)
return PLUGIN_HANDLED

//Сюда как я понял надо втыкать код, который как раз должен работать после 3его раунда. А можно сюда сразу весь плагин засунуть?
}


Если в коде уже есть регистратор начала раунда, то зачем тогда нужна logevent?
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Статус пользователя Sonic2790
сообщение 22.12.2011, 1:30
Сообщение #4


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uP =) Помогите кто нить разжевать вышеизложенный код =)
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