Цитата(hitmany @ 1.12.2014, 14:37)

Отредактировал ответ выше, если найдете в своем коде, отпишитесь.
Если не найдете, нужна функция вызова FM_EmitSound
Нет здесь такого.
CODE
#include <amxmodx>
#include <engine>
#define FIRST_THINK 39546
#define FIRST_TOUCH 23921
new const g_szClassname[] = "colored_smokenade";
new g_szSmokeSprites[ 6 ];
new g_Cvar_Enabled;
public plugin_init( ) {
register_plugin( "Colored Smoke", "1.0", "xPaw" );
g_Cvar_Enabled = register_cvar( "sv_colored_smoke", "1" );
register_touch( "grenade", "worldspawn", "FwdTouch_Grenade" );
register_touch( g_szClassname, "worldspawn", "FwdTouch_FakeSmoke" );
register_think( g_szClassname, "FwdThink_FakeSmoke" );
}
public plugin_precache( ) {
g_szSmokeSprites[ 0 ] = precache_model( "sprites/gas_puff_01r.spr" );
g_szSmokeSprites[ 1 ] = precache_model( "sprites/gas_puff_01r.spr" );
g_szSmokeSprites[ 2 ] = precache_model( "sprites/gas_puff_01r.spr" );
g_szSmokeSprites[ 3 ] = precache_model( "sprites/gas_puff_01r.spr" );
g_szSmokeSprites[ 4 ] = precache_model( "sprites/gas_puff_01r.spr" );
g_szSmokeSprites[ 5 ] = precache_model( "sprites/gas_puff_01r.spr" );
precache_sound( "weapons/grenade_hit1.wav" );
}
public FwdTouch_Grenade( iEntity, iWorld ) {
if( !get_pcvar_num( g_Cvar_Enabled ) )
return PLUGIN_CONTINUE;
static const szSmoke[] = "models/w_smokegrenade.mdl";
static szModel[ 26 ];
entity_get_string( iEntity, EV_SZ_model, szModel, charsmax( szModel ) );
if( equali( szModel, szSmoke ) ) {
static Float:vVelocity[ 3 ];
entity_get_vector( iEntity, EV_VEC_velocity, vVelocity );
if( vector_length( vVelocity ) <= 200.0 ) {
new iFake = create_entity( "info_target" );
// If created smoke is not valid, let cs explode standart 1 then...
if( !is_valid_ent( iFake ) )
return PLUGIN_CONTINUE;
entity_set_string( iFake, EV_SZ_classname, g_szClassname );
entity_set_edict( iFake, EV_ENT_owner, entity_get_edict( iEntity, EV_ENT_owner ) );
entity_set_int( iFake, EV_INT_movetype, MOVETYPE_BOUNCE );
entity_set_int( iFake, EV_INT_solid, SOLID_NOT );
new Float:vOrigin[ 3 ], Float:vAngles[ 3 ];
entity_get_vector( iEntity, EV_VEC_origin, vOrigin );
entity_get_vector( iEntity, EV_VEC_angles, vAngles );
entity_set_vector( iFake, EV_VEC_origin, vOrigin );
vVelocity[ 2 ] += 150.0;
entity_set_vector( iFake, EV_VEC_velocity, vVelocity );
entity_set_vector( iFake, EV_VEC_angles, vAngles );
entity_set_int( iFake, EV_INT_fixangle, 1 );
entity_set_model( iFake, szModel );
entity_set_int( iFake, EV_INT_iuser3, FIRST_TOUCH );
entity_set_int( iFake, EV_INT_iuser4, FIRST_THINK );
entity_set_float( iFake, EV_FL_nextthink, get_gametime( ) + 0.6 );
// Delete Original Smoke
entity_set_int( iEntity, EV_INT_flags, FL_KILLME );
// Detonate Smoke
emit_sound( iFake, CHAN_WEAPON, "weapons/sg_explode.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
new iOrigin[ 3 ], iRandomSmoke;
FVecIVec( vOrigin, iOrigin );
iRandomSmoke = random_num( 0, 5 );
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( TE_FIREFIELD );
write_coord( iOrigin[ 0 ] );
write_coord( iOrigin[ 1 ] );
write_coord( iOrigin[ 2 ] + 50 );
write_short( 100 );
write_short( g_szSmokeSprites[ iRandomSmoke ] );
write_byte( 100 );
write_byte( TEFIRE_FLAG_ALPHA );
write_byte( 1000 );
message_end();
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( TE_FIREFIELD );
write_coord( iOrigin[ 0 ] );
write_coord( iOrigin[ 1 ] );
write_coord( iOrigin[ 2 ] + 50 );
write_short( 150 );
write_short( g_szSmokeSprites[ iRandomSmoke ] );
write_byte( 10 );
write_byte( TEFIRE_FLAG_ALLFLOAT | TEFIRE_FLAG_ALPHA );
write_byte( 1000 );
message_end( );
}
}
return PLUGIN_CONTINUE;
}
public FwdTouch_FakeSmoke( iEntity, iWorld ) {
if( !is_valid_ent( iEntity ) )
return PLUGIN_CONTINUE;
if( entity_get_int( iEntity, EV_INT_iuser3 ) == FIRST_TOUCH ) {
// Touch sound
emit_sound( iEntity, CHAN_WEAPON, "weapons/grenade_hit1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
entity_set_int( iEntity, EV_INT_iuser3, 0 );
}
return PLUGIN_CONTINUE;
}
public FwdThink_FakeSmoke( iEntity ) {
if( !is_valid_ent( iEntity ) )
return PLUGIN_CONTINUE;
if( entity_get_int( iEntity, EV_INT_iuser4 ) == FIRST_THINK ) {
entity_set_int( iEntity, EV_INT_iuser4, 0 );
entity_set_int( iEntity, EV_INT_movetype, MOVETYPE_TOSS );
entity_set_float( iEntity, EV_FL_nextthink, get_gametime( ) + 21.0 );
} else
remove_entity( iEntity );
return PLUGIN_CONTINUE;
}