Код
#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <fun>
// Раскометируйте, чтобы при выдаче оружия происходил дроп (выброс)
#define WEAPONS_DROP
#define MAX_PLAYERS 32
#define MAX_WEAPONS 24
#define MAX_AMMO 10
#define MAX_ITEMS 8
#define MAX_DISPLAY 8
#define MT_PISTOL 0
#define MT_SHOTGUN 1
#define MT_SMG 2
#define MT_RIFLE 3
#define MT_MACHINE 4
#define MT_PAMMO 5
#define MT_SAMMO 6
#define MT_EQUIP 7
#define MT_EXTRA 8
#define OFFSET_SHOTGUN 6
#define OFFSET_SMG 17
#define OFFSET_RIFLE 20
#define OFFSET_MACHINE 21
#define MO_MAX_MAIN 9
#define MO_MAX_PISTOL 6
#define MO_MAX_SHOTGUN 2
#define MO_MAX_SMG 9
#define MO_MAX_RIFLE 3
#define MO_MAX_EQUIP 8
#define MO_MAX_EXTRA 11
new gRounds = 1
new g_szMainMenuTxt[MO_MAX_MAIN][] = {
"Пистолеты",
"Дробовики",
"Автоматы",
"Винтовки",
"Пулемёты",
"Патроны к основному оружию",
"Патроны к запасному оружию",
"Снаряжение",
"Дополнительно"
}
new g_szPistolMenuTxt[MO_MAX_PISTOL][] = {
"USP",
"Glock",
"Deagle",
"228 Compact",
"Dual Elites",
"Five-Seven"
}
new g_szShotgunMenuTxt[MO_MAX_SHOTGUN][] = {
"Pump Shotgun",
"Auto Shotgun"
}
new g_szSmgMenuTxt[MO_MAX_SMG][] = {
"MP5",
"TMP",
"C90",
"Mac10",
"UMP",
"AK47",
"M4A1",
"Clarion",
"Galil"
}
new g_szRifleMenuTxt[MO_MAX_RIFLE][] = {
"Krieg SG552",
"Bullpup",
"Scout"
}
new g_szMachineMenuTxt[] = "M249 (Para)"
new g_szEquipMenuTxt[MO_MAX_EQUIP][] = {
"Kevlar",
"Kevlar + Helmet",
"Flashbang Grenade",
"HE Grenade",
"Smoke Grenade",
"Defusal Kit",
"Nighvision Goggles",
"Shield"
}
new g_szExtraMenuTxt[MO_MAX_EXTRA][] = {
"M3 Set",
"MP5 Navy Set",
"Clarion Set",
"Galil Set",
"M4A1 Set",
"AK47 Set",
"Krieg SG552 Set",
"Bullpup Set",
"M249 Set",
"Scout Set",
"Nades Set"
}
new g_szWeaponList[MAX_WEAPONS][] = {
"weapon_usp", "weapon_glock18", "weapon_deagle", "weapon_p228", "weapon_elite",
"weapon_fiveseven", "weapon_m3", "weapon_xm1014", "weapon_mp5navy", "weapon_tmp",
"weapon_p90", "weapon_mac10", "weapon_ump45", "weapon_famas", "weapon_sg552",
"weapon_ak47", "weapon_m4a1", "weapon_aug", "weapon_scout", "weapon_awp",
"weapon_sg550", "weapon_g3sg1", "weapon_galil", "weapon_m249"
}
new g_szItemsList[MAX_ITEMS][] = {
"item_kevlar", "item_assaultsuit", "weapon_flashbang", "weapon_hegrenade",
"weapon_smokegrenade", "item_thighpack", "item_nvgs", "weapon_shield"
}
new g_szAmmoList[MAX_AMMO][] = {
"ammo_45acp", "ammo_9mm", "ammo_50ae", "ammo_357sig",
"ammo_57mm", "ammo_buckshot", "ammo_556nato", "ammo_762nato",
"ammo_338magnum", "ammo_556natobox"
}
new g_nWeaponData[MAX_WEAPONS][2] = {
{ 0, 8 }, { 1, 8 }, { 2, 5 }, { 3, 6 }, { 1, 4 },
{ 4, 4 }, { 5, 4 }, { 5, 4 }, { 1, 4 }, { 1, 4 },
{ 4, 4 }, { 0, 6 }, { 0, 6 }, { 6, 3 }, { 6, 3 },
{ 7, 3 }, { 6, 3 }, { 6, 3 }, { 7, 3 }, { 8, 3 },
{ 6, 3 }, { 7, 3 }, { 6, 3 }, { 9, 7 }
}
new g_nMenuPosition[MAX_PLAYERS]
new g_nMenuType[MAX_PLAYERS]
new g_nMenuOption[MAX_PLAYERS]
new g_nMenuPlayers[MAX_PLAYERS][MAX_PLAYERS]
new g_nMenuPlayersNum[MAX_PLAYERS]
public plugin_init()
{
register_plugin( "Weapon Menu", "1.1", "Adidasman" )
register_clcmd( "amx_weaponmenu", "ShowWeaponMenu", ADMIN_MENU, "Shows The Weapon Menu" )
register_clcmd( "weaponmenu", "ShowWeaponMenu", ADMIN_MENU, "Shows The Weapon Menu" )
register_cvar( "sv_weaponmenu_smoke", "1" ) // Выдавать дымовые гранаты? (1 = да, 0 = нет)
register_cvar( "sv_weaponmenu_state", "1" ) // Действие после выдачи оружия
// 0 = Закрытие меню
// 1 = Возврат к выбору игрока
// 2 = Возврат к выбору оружия
register_menucmd( register_menuid("Выберите экипировку:"), 1023, "MainMenuCmd" )
register_menucmd( register_menuid("Пистолеты:"), 1023, "RegularMenuCmd" )
register_menucmd( register_menuid("Дробовики:"), 1023, "RegularMenuCmd" )
register_menucmd( register_menuid("Автоматы:"), 1023, "RegularMenuCmd" )
register_menucmd( register_menuid("Винтовки:"), 1023, "RifleMenuCmd" )
register_menucmd( register_menuid("Пулемёты:"), 1023, "RegularMenuCmd" )
register_menucmd( register_menuid("Снаряжение:"), 1023, "RegularMenuCmd" )
register_menucmd( register_menuid("Дополнительно:"), 1023, "ExtraMenuCmd" )
register_menucmd( register_menuid("Кому выдать:"), 1023, "PlayerMenuCmd" )
register_event("TextMsg", "eRestart", "a", "2=#Game_will_restart_in","2=#Game_Commencing")
register_event("HLTV", "eRoundStart", "a", "1=0", "2=0")
return PLUGIN_CONTINUE
}
public eRestart()
gRounds = 1
public eRoundStart()
gRounds++
public ShowWeaponMenu( id, lvl, cid )
{
if( cmd_access( id, lvl, cid, 0 ) )
{
g_nMenuPosition[id-1] = 0
ShowMainMenu( id )
}
return PLUGIN_HANDLED
}
public MainMenuCmd( id, key )
{
g_nMenuType[id-1] = key
switch( key )
{
case 0: ShowPistolMenu( id )
case 1: ShowShotgunMenu( id )
case 2: ShowSmgMenu( id )
case 3: ShowRifleMenu( id, g_nMenuPosition[id-1] = 0 )
case 4: ShowMachineMenu( id )
case 5: ShowPlayerMenu( id, g_nMenuPosition[id-1] = 0 )
case 6: ShowPlayerMenu( id, g_nMenuPosition[id-1] = 0 )
case 7: ShowEquipMenu( id )
case 8: ShowExtraMenu( id, g_nMenuPosition[id-1] = 0 )
default: { /* Do Nothing Here (Exit Option) */ }
}
return PLUGIN_HANDLED
}
public RegularMenuCmd( id, key )
{
g_nMenuOption[id-1] = key
switch( key )
{
case 9:
{
ShowMainMenu( id )
}
default: ShowPlayerMenu( id, g_nMenuPosition[id-1] = 0 )
}
return PLUGIN_HANDLED
}
public RifleMenuCmd( id, key )
{
g_nMenuOption[id-1] = g_nMenuPosition[id-1] * MAX_DISPLAY + key
switch( key )
{
case 8:
{
ShowRifleMenu( id, ++g_nMenuPosition[id-1] )
}
case 9:
{
if( g_nMenuPosition[id-1] )
{
ShowRifleMenu( id, --g_nMenuPosition[id-1] )
}else
{
ShowMainMenu( id )
}
}
default: ShowPlayerMenu( id, g_nMenuPosition[id-1] = 0 )
}
return PLUGIN_HANDLED
}
public PlayerMenuCmd( id, key )
{
switch( key )
{
case 8:
{
ShowPlayerMenu( id, ++g_nMenuPosition[id-1] )
}
case 9:
{
if( g_nMenuPosition[id-1] )
{
ShowPlayerMenu( id, --g_nMenuPosition[id-1] )
}else
{
ShowMainMenu( id )
}
}
default:
{
new nPlayerID = g_nMenuPlayers[id-1][g_nMenuPosition[id-1] * MAX_DISPLAY + key]
GiveMenuItem( id, nPlayerID )
switch( clamp(get_cvar_num("sv_weaponmenu_state"), 0, 2) )
{
case 1: ShowPlayerMenu( id, g_nMenuPosition[id-1] )
case 2: ShowMainMenu( id )
}
}
}
return PLUGIN_HANDLED
}
public ExtraMenuCmd( id, key )
{
g_nMenuOption[id-1] = g_nMenuPosition[id-1] * MAX_DISPLAY + key
switch( key )
{
case 8:
{
ShowExtraMenu( id, ++g_nMenuPosition[id-1] )
}
case 9:
{
if( g_nMenuPosition[id-1] )
{
ShowExtraMenu( id, --g_nMenuPosition[id-1] )
}else
{
ShowMainMenu( id )
}
}
default: ShowPlayerMenu( id, g_nMenuPosition[id-1] = 0 )
}
return PLUGIN_HANDLED
}
public ShowMainMenu( id )
{
if(get_user_flags(id) & ADMIN_IMMUNITY && gRounds > 3)
{
new i, nLen, nKeys = (1<<9)
new szMenuBody[512]
nLen = format( szMenuBody, 511, "rВыберите экипировку:w^n" )
for( i = 0; i < MO_MAX_MAIN; i++ )
{
nKeys |= (1<<i)
nLen += format( szMenuBody[nLen], (511-nLen), "%d. %s^n", (i+1), g_szMainMenuTxt[i] )
}
format( szMenuBody[nLen], (511-nLen), "^n0. Выход" )
show_menu( id, nKeys, szMenuBody, -1 )
}else if( get_user_flags(id) & ADMIN_LEVEL_H && gRounds <= 3){
client_print(id, print_chat, " * Взять оружие можно только с 3 раунда!")
}else if( gRounds <= 3){
client_print(id, print_chat, "Нет прав. купите админку!")
}
return
}
public ShowPistolMenu( id )
{
new i, nLen, nKeys = (1<<9)
new szMenuBody[256]
nLen = format( szMenuBody, 255, "rПистолеты:w^n" )
for( i = 0; i < MO_MAX_PISTOL; i++ )
{
nKeys |= (1<<i)
nLen += format( szMenuBody[nLen], (255-nLen), "%d. %s^n", (i+1), g_szPistolMenuTxt[i] )
}
format( szMenuBody[nLen], (255-nLen), "^n0. Назад" )
show_menu( id, nKeys, szMenuBody, -1 )
return
}
public ShowShotgunMenu( id )
{
new i, nLen, nKeys = (1<<9)
new szMenuBody[256]
nLen = format( szMenuBody, 255, "rДробовики:w^n" )
for( i = 0; i < MO_MAX_SHOTGUN; i++ )
{
nKeys |= (1<<i)
nLen += format( szMenuBody[nLen], (255-nLen), "%d. %s^n", (i+1), g_szShotgunMenuTxt[i] )
}
format( szMenuBody[nLen], (255-nLen), "^n0. Назад" )
show_menu( id, nKeys, szMenuBody, -1 )
return
}
public ShowSmgMenu( id )
{
new i, nLen, nKeys = (1<<9)
new szMenuBody[2256]
nLen = format( szMenuBody, 255, "rАвтоматы:w^n" )
for( i = 0; i < MO_MAX_SMG; i++ )
{
nKeys |= (1<<i)
nLen += format( szMenuBody[nLen], (255-nLen), "%d. %s^n", (i+1), g_szSmgMenuTxt[i] )
}
format( szMenuBody[nLen], (255-nLen), "^n0. Назад" )
show_menu( id, nKeys, szMenuBody, -1 )
return
}
public ShowRifleMenu( id, pos )
{
if( pos < 0 ) return
new i, j = 0, nStart, nEnd, nLen, nKeys = (1<<9)
new szMenuBody[512]
nStart = pos * MAX_DISPLAY
if( nStart >= MO_MAX_RIFLE )
nStart = pos = g_nMenuPosition[id-1] = 0
nLen = format( szMenuBody, 511, "rВинтовки:R%d/2^nw^n", pos + 1 )
nEnd = nStart + MAX_DISPLAY
if( nEnd > MO_MAX_RIFLE ) nEnd = MO_MAX_RIFLE
for( i = nStart; i < nEnd; i++ )
{
nKeys |= (1<<j++)
nLen += format( szMenuBody[nLen], (511-nLen), "%d. %s^n", j, g_szRifleMenuTxt[i] )
}
if( nEnd != MO_MAX_RIFLE )
{
format( szMenuBody[nLen], (511-nLen), "^n9. Далее^n0. Назад" )
nKeys |= (1<<8)
}
else format( szMenuBody[nLen], (511-nLen), "^n0. Назад" )
show_menu( id, nKeys, szMenuBody, -1 )
return
}
public ShowMachineMenu( id )
{
new nLen, nKeys = (1<<0|1<<9)
new szMenuBody[256]
nLen = format( szMenuBody, 255, "rПулемёты:w^n" )
nLen += format( szMenuBody[nLen], (255-nLen), "%d. %s^n", 1, g_szMachineMenuTxt )
format( szMenuBody[nLen], (255-nLen), "^n0. Назад" )
show_menu( id, nKeys, szMenuBody, -1 )
return
}
public ShowEquipMenu( id )
{
new i, nLen, nKeys = (1<<9)
new szMenuBody[256]
nLen = format( szMenuBody, 255, "rСнаряжение:w^n" )
for( i = 0; i < MO_MAX_EQUIP; i++ )
{
nKeys |= (1<<i)
nLen += format( szMenuBody[nLen], (255-nLen), "%d. %s^n", (i+1), g_szEquipMenuTxt[i] )
}
format( szMenuBody[nLen], (255-nLen), "^n0. Назад" )
show_menu( id, nKeys, szMenuBody, -1 )
return
}
public ShowExtraMenu( id, pos )
{
if( pos < 0 ) return
new i, j = 0, nStart, nEnd, nLen, nKeys = (1<<9)
new szMenuBody[512]
nStart = pos * MAX_DISPLAY
if( nStart >= MO_MAX_EXTRA )
nStart = pos = g_nMenuPosition[id-1] = 0
nLen = format( szMenuBody, 511, "rДополнительно:R%d/2^nw^n", pos + 1 )
nEnd = nStart + MAX_DISPLAY
if( nEnd > MO_MAX_EXTRA ) nEnd = MO_MAX_EXTRA
for( i = nStart; i < nEnd; i++ )
{
nKeys |= (1<<j++)
nLen += format( szMenuBody[nLen], (511-nLen), "%d. %s^n", j, g_szExtraMenuTxt[i] )
}
if( nEnd != MO_MAX_EXTRA )
{
format( szMenuBody[nLen], (511-nLen), "^n9. Далее^n0. Назад" )
nKeys |= (1<<8)
}
else format( szMenuBody[nLen], (511-nLen), "^n0. Назад" )
show_menu( id, nKeys, szMenuBody, -1 )
return
}
public ShowPlayerMenu( id, pos )
{
if( pos < 0 ) return
get_players( g_nMenuPlayers[id-1], g_nMenuPlayersNum[id-1] )
new i, j = 0, idx
new szUserName[32], szMenuBody[512]
new nStart = pos * MAX_DISPLAY
if( nStart >= g_nMenuPlayersNum[id-1] )
nStart = pos = g_nMenuPosition[id-1] = 0
new nLen = format( szMenuBody, 511, "rКому выдать:R%d/%d^nw^n", (pos+1), (g_nMenuPlayersNum[id-1] / MAX_DISPLAY + ((g_nMenuPlayersNum[id-1] % MAX_DISPLAY) ? 1 : 0 )) )
new nEnd = nStart + MAX_DISPLAY
new nKeys = (1<<9)
if( nEnd > g_nMenuPlayersNum[id-1] )
nEnd = g_nMenuPlayersNum[id-1]
for( i = nStart; i < nEnd; i++ )
{
idx = g_nMenuPlayers[id-1][i]
get_user_name( idx, szUserName, 31 )
nKeys |= (1<<j++)
nLen += format( szMenuBody[nLen], (511-nLen), "%d. %s^n", j, szUserName )
}
if( nEnd != g_nMenuPlayersNum[id-1] )
{
nKeys |= (1<<8)
format( szMenuBody[nLen], (511-nLen), "^n9. Далее^n0. Назад" )
}
else format( szMenuBody[nLen], (511-nLen), "^n0. Назад" )
show_menu( id, nKeys, szMenuBody )
return
}
stock GiveMenuItem( id, p_nPlayerID )
{
new szUserName[32]
get_user_name( p_nPlayerID, szUserName, 31 )
switch( g_nMenuType[id-1] )
{
case MT_PISTOL: GiveSecondaryPlayerWeapon( p_nPlayerID, g_nMenuOption[id-1] )
case MT_SHOTGUN: GivePlayerWeapon( p_nPlayerID, (OFFSET_SHOTGUN + g_nMenuOption[id-1]) )
case MT_SMG: GivePlayerWeapon( p_nPlayerID, (OFFSET_SMG + g_nMenuOption[id-1]) )
case MT_RIFLE: GivePlayerWeapon( p_nPlayerID, (OFFSET_RIFLE + g_nMenuOption[id-1]) )
case MT_MACHINE: GivePlayerWeapon( p_nPlayerID, (OFFSET_MACHINE + g_nMenuOption[id-1]) )
case MT_PAMMO: GivePrimaryAmmo( p_nPlayerID )
case MT_SAMMO: GiveSecondaryAmmo( p_nPlayerID )
case MT_EQUIP: GivePlayerItem( p_nPlayerID, g_nMenuOption[id-1] )
case MT_EXTRA: GivePlayerExtra( p_nPlayerID, g_nMenuOption[id-1] )
}
return
}
stock GiveSecondaryPlayerWeapon( id, nWeaponIdx )
{
if( !is_user_alive(id) || (nWeaponIdx < 0) || (nWeaponIdx >= 6) )
return
#if defined WEAPONS_DROP
drop_s_weapons(id)
#endif
give_item( id, g_szWeaponList[nWeaponIdx] )
for( new i = 0; i < g_nWeaponData[nWeaponIdx][1]; i++ )
give_item( id, g_szAmmoList[g_nWeaponData[nWeaponIdx][0]] )
return
}
stock GivePlayerWeapon( id, nWeaponIdx )
{
if( !is_user_alive(id) || (nWeaponIdx < 6) || (nWeaponIdx >= MAX_WEAPONS) )
return
#if defined WEAPONS_DROP
drop_p_weapons(id)
#endif
give_item( id, g_szWeaponList[nWeaponIdx] )
for( new i = 0; i < g_nWeaponData[nWeaponIdx][1]; i++ )
give_item( id, g_szAmmoList[g_nWeaponData[nWeaponIdx][0]] )
return
}
stock GivePlayerExtra( id, nExtraIdx )
{
if( !is_user_alive(id) || (nExtraIdx < 0) || (nExtraIdx >= MO_MAX_EXTRA) )
return
new i, j
switch( nExtraIdx )
{
case 0:
{
for( i = 0; i < MAX_WEAPONS; i++ )
{
give_item( id, g_szWeaponList[i] )
for( j = 0; j < g_nWeaponData[i][1]; j++ )
give_item( id, g_szAmmoList[g_nWeaponData[i][0]] )
}
}
case 1:
{
GivePlayerWeapon( id, 6 )
GiveSecondaryPlayerWeapon( id, 2 )
for( i = 1; i < 6; i++ )
GivePlayerItem( id, i )
}
case 2:
{
GivePlayerWeapon( id, 8 )
GiveSecondaryPlayerWeapon( id, 2 )
for( i = 1; i < 6; i++ )
GivePlayerItem( id, i )
}
case 3:
{
GivePlayerWeapon( id, 13 )
GiveSecondaryPlayerWeapon( id, 2 )
for( i = 1; i < 6; i++ )
GivePlayerItem( id, i )
}
case 4:
{
GivePlayerWeapon( id, 22 )
GiveSecondaryPlayerWeapon( id, 2 )
for( i = 1; i < 6; i++ )
GivePlayerItem( id, i )
}
case 5:
{
GivePlayerWeapon( id, 16 )
GiveSecondaryPlayerWeapon( id, 2 )
for( i = 1; i < 6; i++ )
GivePlayerItem( id, i )
}
case 6:
{
GivePlayerWeapon( id, 15 )
GiveSecondaryPlayerWeapon( id, 2 )
for( i = 1; i < 6; i++ )
GivePlayerItem( id, i )
}
case 7:
{
GivePlayerWeapon( id, 14 )
GiveSecondaryPlayerWeapon( id, 2 )
for( i = 1; i < 6; i++ )
GivePlayerItem( id, i )
}
case 8:
{
GivePlayerWeapon( id, 17 )
GiveSecondaryPlayerWeapon( id, 2 )
for( i = 1; i < 6; i++ )
GivePlayerItem( id, i )
}
case 9:
{
GivePlayerWeapon( id, 23 )
GiveSecondaryPlayerWeapon( id, 2 )
for( i = 1; i < 6; i++ )
GivePlayerItem( id, i )
}
case 10:
{
GivePlayerWeapon( id, 18 )
GiveSecondaryPlayerWeapon( id, 2 )
for( i = 1; i < 6; i++ )
GivePlayerItem( id, i )
}
case 11:
{
GivePlayerWeapon( id, 20 )
//GivePlayerWeapon( id, 21 )
GiveSecondaryPlayerWeapon( id, 2 )
for( i = 1; i < 6; i++ )
GivePlayerItem( id, i )
}
case 12:
{
GivePlayerWeapon( id, 19 )
GiveSecondaryPlayerWeapon( id, 2 )
for( i = 1; i < 6; i++ )
GivePlayerItem( id, i )
}
case 13:
{
for( i = 2; i < 5; i++ )
GivePlayerItem( id, i )
}
}
return
}
stock GivePlayerItem( id, nItemIdx )
{
if( !is_user_alive(id) || (nItemIdx < 0) || (nItemIdx >= MAX_ITEMS) )
return
if(nItemIdx == 6)
cs_set_user_nvg(id, true)
if( (nItemIdx == 4) && (get_cvar_num("sv_weaponmenu_smoke") < 1) )
return
if( nItemIdx == 2 )
give_item( id, g_szItemsList[nItemIdx] )
if( nItemIdx != 6 )
give_item( id, g_szItemsList[nItemIdx] )
return
}
stock GivePrimaryAmmo( id )
{
new nWeapons[32], nNum, i, j, k
new szWeaponName[32]
get_user_weapons( id, nWeapons, nNum )
for( i = 0; i < nNum; i++ )
{
get_weaponname( nWeapons[i], szWeaponName, 31 )
for( j = OFFSET_SHOTGUN; j < MAX_WEAPONS; j++ )
{
if( equali( szWeaponName, g_szWeaponList[j] ) )
{
for( k = 0; k < g_nWeaponData[j][1]; k++ )
give_item( id, g_szAmmoList[g_nWeaponData[j][0]] )
}
}
}
return
}
stock GiveSecondaryAmmo( id )
{
new nWeapons[32], nNum, i, j, k
new szWeaponName[32]
get_user_weapons( id, nWeapons, nNum )
for( i = 0; i < nNum; i++ )
{
get_weaponname( nWeapons[i], szWeaponName, 31 )
for( j = 0; j < OFFSET_SHOTGUN; j++ )
{
if( equali( szWeaponName, g_szWeaponList[j] ) )
{
for( k = 0; k < g_nWeaponData[j][1]; k++ )
give_item( id, g_szAmmoList[g_nWeaponData[j][0]] )
}
}
}
return
}
#if defined WEAPONS_DROP
stock drop_p_weapons(id)
{
static weapons[32], num
get_user_weapons( id, weapons, num )
for ( new i = 0; i < num; i++ )
{
if( ( 1<<weapons[i] ) & ( (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) ) )
{
static wname[32]
get_weaponname( weapons[i], wname, sizeof wname - 1 )
engclient_cmd( id, "drop", wname )
}
}
}
stock drop_s_weapons(id)
{
static weapons[32], num
get_user_weapons( id, weapons, num )
for ( new i = 0; i < num; i++ )
{
if( ( 1<<weapons[i] ) & ( (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|
(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE) ) )
{
static wname[32]
get_weaponname( weapons[i], wname, sizeof wname - 1 )
engclient_cmd( id, "drop", wname )
}
}
}
#endif