Есть такой плагин - золотой калаш.
В отличие от обычного золотого калаша этот сохраняет золотой калаш до кила игрока.
Вот его исходник
Код:
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <cstrike>
#include <engine>
#include <xs>
#define CustomItem(%0) (entity_get_int(%0, EV_INT_impulse) == WEAPON_KEY)
#define get_bit(%1,%2) ((%1 & (1 << (%2 & 31))) ? true : false)
#define set_bit(%1,%2) %1 |= (1 << (%2 & 31))
#define reset_bit(%1,%2) %1 &= ~(1 << (%2 & 31))
#define IsConnected(%0) (1<=%0<=g_MaxPlayers && get_bit(g_connect, %0))
#define m_rgpPlayerItems_CWeaponBox 34
#define m_pPlayer 41
#define m_pNext 42
#define m_flNextSecondaryAttack 47
#define m_iShell 57
#define m_flNextAttack 83
#define m_flEjectBrass 111
#define m_rpgPlayerItems 367
#define m_rpgPlayerItems0 368
#define m_pActiveItem 373
#define WEAPON_KEY 4354
#define WEAPON_OLD "weapon_ak47"
#define WEAPON_NEW "weapon_akm_gold"
#define WEAPON_EVENT "events/ak47.sc"
new const WEAPON_SOUNDS[][] = {
"weapons/akm_clipin.wav",
"weapons/akm_clipout.wav",
"weapons/akm_draw.wav"
}
new const WEAPON_SPITES[][] = {
"sprites/akm/640hud7.spr",
"sprites/akm/640hud31.spr"
}
// - - - - - - - - - - МОДЕЛИ / - - - - - - - - - -
#define WEAPON_MODEL_V "models/akmg/v_gold_ak47.mdl"
#define WEAPON_MODEL_P "models/akmg/p_gold_ak47.mdl"
#define WEAPON_MODEL_W "models/akmg/w_gold_ak47.mdl"
#define WEAPON_MODEL_S "models/rshell.mdl"
#define WEAPON_SOUND_S "weapons/akm-1.wav"
// - - - - - - - - - - НАСТРОЙКИ / - - - - - - - - - -
#define WEAPON_RATE 0.09
#define WEAPON_DAMAGE 1.3
#define WEAPON_RECOIL 0.8
#define WEAPON_CLIP 30
#define WEAPON_AMMO 120
#define WEAPON_AKGOLD_COST 6000
#define WEAPON_AMMO_COST 200
// - - - - - - - - - - НАСТРОЙКИ / - - - - - - - - - -
new g_connect, g_MaxPlayers, g_shell, g_event, g_fw_index
public plugin_init() {
register_plugin("[Z]Weapon: AKM Gold (Scar)", "0.1", "batcon");
RegisterHam(Ham_Item_Deploy, WEAPON_OLD, "fw_Item_Deploy_Post", 1);
RegisterHam(Ham_Weapon_Reload, WEAPON_OLD, "fw_Weapon_Reload_Post", 1);
RegisterHam(Ham_Weapon_PrimaryAttack, WEAPON_OLD, "fw_Weapon_PrimaryAttack");
RegisterHam(Ham_Item_AddToPlayer, WEAPON_OLD, "fw_Item_AddToPlayer_Post", 1);
RegisterHam(Ham_TraceAttack, "func_breakable", "fw_TraceAttack");
RegisterHam(Ham_TraceAttack, "hostage_entity", "fw_TraceAttack");
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack");
RegisterHam(Ham_TraceAttack, "func_breakable", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_TraceAttack, "func_wall", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_TraceAttack, "func_door", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_TraceAttack, "func_plat", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_TraceAttack, "func_rotating", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_Post", 1);
RegisterHam(Ham_Spawn, "weaponbox", "fw_Spawn_Weaponbox_Post", 1);
unregister_forward(FM_PrecacheEvent, g_fw_index, 1);
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1);
register_forward(FM_SetModel, "fw_SetModel");
register_forward(FM_PlaybackEvent, "fw_PlaybackEvent");
g_MaxPlayers = get_maxplayers();
state WeaponBox_Disabled;
register_clcmd(WEAPON_NEW, "hook_weapon");
register_clcmd("buyammo1", "clcmd_buyammo");
register_clcmd("say /buygoldak", "give_scar1");
register_clcmd("say_team /buygoldak", "give_scar1");
//register_clcmd("give_ak_test", "give_test");
}
public plugin_precache() {
static buffer[64], i;
engfunc(EngFunc_PrecacheModel, WEAPON_MODEL_V);
engfunc(EngFunc_PrecacheModel, WEAPON_MODEL_P);
engfunc(EngFunc_PrecacheModel, WEAPON_MODEL_W);
g_shell = engfunc(EngFunc_PrecacheModel, WEAPON_MODEL_S);
engfunc(EngFunc_PrecacheSound, WEAPON_SOUND_S);
for(i = 0; i < sizeof WEAPON_SOUNDS;i++) engfunc(EngFunc_PrecacheSound, WEAPON_SOUNDS[i]);
for(i = 0; i < sizeof WEAPON_SPITES;i++) engfunc(EngFunc_PrecacheGeneric, WEAPON_SPITES[i]);
format(buffer, charsmax(buffer), "sprites/%s.txt", WEAPON_NEW);
engfunc(EngFunc_PrecacheGeneric, buffer);
g_fw_index = register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1);
}
public client_putinserver(id) set_bit(g_connect, id);
public client_disconnect(id) reset_bit(g_connect, id);
public hook_weapon(id) engclient_cmd(id, WEAPON_OLD);
/*public give_test(id) {
UTIL_DropWeapon(id, 1);
if(!give_weapon(id)) return;
emit_sound(id, CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
static amount; amount = GetAmmoDifference(id, CSW_AK47, WEAPON_AMMO)
if(amount) {
AmmoPickup_Icon(id, 4, WEAPON_CLIP, amount);
cs_set_user_bpammo(id, CSW_AK47, WEAPON_AMMO);
}
}*/
public give_scar1(id) {
if(!is_user_alive(id)) return PLUGIN_HANDLED;
static money; money = cs_get_user_money(id);
if(WEAPON_AKGOLD_COST > money) {
client_print(id, print_center, "#Cstrike_TitlesTXT_Not_Enough_Money");
UTIL_BlinkAcct(id, 2);
return PLUGIN_HANDLED;
}
UTIL_DropWeapon(id, 1);
if(!give_weapon(id)) return PLUGIN_HANDLED;
emit_sound(id, CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
static amount; amount = GetAmmoDifference(id, CSW_AK47, WEAPON_AMMO)
cs_set_user_money(id, money-WEAPON_AKGOLD_COST);
if(amount) {
AmmoPickup_Icon(id, 4, WEAPON_CLIP, amount);
cs_set_user_bpammo(id, CSW_AK47, WEAPON_AMMO);
}
return PLUGIN_HANDLED;
}
public give_weapon(id) {
new ent = create_entity(WEAPON_OLD);
if(!is_valid_ent(ent)) return false;
entity_set_int(ent, EV_INT_spawnflags, SF_NORESPAWN);
entity_set_int(ent, EV_INT_impulse, WEAPON_KEY);
ExecuteHam(Ham_Spawn, ent);
if(!ExecuteHamB(Ham_AddPlayerItem, id, ent)) {
entity_set_int(ent, EV_INT_flags, FL_KILLME);
return true;
}
ExecuteHamB(Ham_Item_AttachToPlayer, ent, id);
return true;
}
public fw_Item_Deploy_Post(ent) {
if(!CustomItem(ent)) return HAM_IGNORED;
static id; id = get_pdata_cbase(ent, m_pPlayer, 4);
entity_set_string(id, EV_SZ_viewmodel, WEAPON_MODEL_V);
entity_set_string(id, EV_SZ_weaponmodel, WEAPON_MODEL_P);
UTIL_PlayWeaponAnimation(id, 2); //Fix draw anim
set_pdata_float(id, m_flNextAttack, 1.1, 5);
return HAM_IGNORED;
}
public fw_Weapon_Reload_Post(ent) {
if(!CustomItem(ent)) return HAM_IGNORED;
set_pdata_float(get_pdata_cbase(ent, m_pPlayer, 4), m_flNextAttack, 2.9, 5);
return HAM_IGNORED;
}
public fw_Weapon_PrimaryAttack(ent) {
if(!CustomItem(ent) || !cs_get_weapon_ammo(ent)) return HAM_IGNORED;
ExecuteHam(Ham_Weapon_PrimaryAttack, ent);
static id; id = get_pdata_cbase(ent, m_pPlayer, 4);
emit_sound(id, CHAN_WEAPON, WEAPON_SOUND_S, VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
UTIL_PlayWeaponAnimation(id, 3);
set_pdata_float(ent, m_flNextSecondaryAttack, WEAPON_RATE, 4);
static Float:Punchangle[3]; entity_get_vector(id, EV_VEC_punchangle, Punchangle);
xs_vec_mul_scalar(Punchangle, WEAPON_RECOIL, Punchangle);
entity_set_vector(id, EV_VEC_punchangle, Punchangle);
set_pdata_int(ent, m_iShell, g_shell, 4);
set_pdata_float(id, m_flEjectBrass, get_gametime(), 5);
return HAM_SUPERCEDE;
}
public fw_Item_AddToPlayer_Post(ent, id) {
switch(entity_get_int(ent, EV_INT_impulse)) {
case 0: UTIL_Weaponlist(id, WEAPON_OLD, 2, 90, 0, 1, CSW_AK47, 0);
case WEAPON_KEY: UTIL_Weaponlist(id, WEAPON_NEW, 2, WEAPON_AMMO, 0, 1, CSW_AK47, 0);
}
}
public fw_TraceAttack(entity, attacker, Float:damage) {
if(!IsConnected(attacker) || !CustomItem(get_pdata_cbase(attacker, m_pActiveItem, 5))) return HAM_IGNORED;
SetHamParamFloat(3, damage * WEAPON_DAMAGE);
return HAM_IGNORED;
}
public fw_TraceAttack_Post(entity, attacker, Float:damage, Float:fDir[3], ptr, damagetype) {
if(!CustomItem(get_pdata_cbase(attacker, m_pActiveItem, 5))) return HAM_IGNORED;
static Float:vecEnd[3]; get_tr2(ptr, TR_vecEndPos, vecEnd);
engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEnd, 0);
write_byte(TE_GUNSHOTDECAL);
engfunc(EngFunc_WriteCoord, vecEnd[0]);
engfunc(EngFunc_WriteCoord, vecEnd[1]);
engfunc(EngFunc_WriteCoord, vecEnd[2]);
write_short(entity);
write_byte(random_num(41, 45));
message_end();
return HAM_IGNORED;
}
public fw_Spawn_Weaponbox_Post(ent) {
if(is_valid_ent(ent))
state (is_valid_ent(entity_get_edict(ent, EV_ENT_owner))) WeaponBox_Enabled;
}
public fw_UpdateClientData_Post(id, SendWeapons, CD_Handle) {
if(!is_user_alive(id) || !CustomItem(get_pdata_cbase(id, m_pActiveItem, 5))) return FMRES_IGNORED;
set_cd(CD_Handle, CD_flNextAttack, 999999.0);
return FMRES_HANDLED;
}
public fw_SetModel(entity) <WeaponBox_Enabled>
{
state WeaponBox_Disabled;
if(!is_valid_ent(entity)) return FMRES_IGNORED;
static i;
for(i = 0; i < 6; i++) {
static item; item = get_pdata_cbase(entity, m_rgpPlayerItems_CWeaponBox + i, 4);
if(is_valid_ent(item) && CustomItem(item)) {
entity_set_model(entity, WEAPON_MODEL_W);
return FMRES_SUPERCEDE;
}
}
return FMRES_IGNORED;
}
public fw_SetModel() <WeaponBox_Disabled>
{
return FMRES_IGNORED;
}
public clcmd_buyammo(id) {
if(!is_user_alive(id) || !cs_get_user_buyzone(id)) return PLUGIN_CONTINUE;
static weapon; weapon = get_pdata_cbase(id, m_rpgPlayerItems0, 5);
if(!is_valid_ent(weapon) || !CustomItem(weapon)) return PLUGIN_CONTINUE;
static ammo; ammo = cs_get_user_bpammo(id, CSW_AK47);
if(ammo >= WEAPON_AMMO) return PLUGIN_HANDLED;
static money; money = cs_get_user_money(id);
if(WEAPON_AMMO_COST > money) {
client_print(id, print_center, "#Cstrike_TitlesTXT_Not_Enough_Money");
UTIL_BlinkAcct(id, 2);
return PLUGIN_HANDLED;
}
static amount; amount = min(WEAPON_CLIP, WEAPON_AMMO-ammo);
UTIL_AmmoPickup(id, 4, amount);
cs_set_user_bpammo(id, CSW_AK47, ammo+amount);
cs_set_user_money(id, money-WEAPON_AMMO_COST);
emit_sound(id, CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
return PLUGIN_HANDLED;
}
public fw_PrecacheEvent_Post(type, name[]) {
if(equal(WEAPON_EVENT, name)) {
g_event = get_orig_retval();
return FMRES_HANDLED;
}
return FMRES_IGNORED;
}
public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:iangles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2) {
if(eventid != g_event || !IsConnected(invoker)) return FMRES_IGNORED;
playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, iangles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2);
return FMRES_SUPERCEDE;
}
stock UTIL_PlayWeaponAnimation(id, Sequence) {
entity_set_int(id, EV_INT_weaponanim, Sequence);
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, _, id);
write_byte(Sequence);
write_byte(0);
message_end();
}
stock UTIL_DropWeapon(id, slot) {
if(!(1 <= slot <= 2)) return 0;
static iCount; iCount = 0;
static iEntity; iEntity = get_pdata_cbase(id, (m_rpgPlayerItems + slot), 5);
if(iEntity > 0) {
static iNext;
static szWeaponName[32];
do{
iNext = get_pdata_cbase(iEntity, m_pNext, 4);
if(get_weaponname(cs_get_weapon_id(iEntity), szWeaponName, charsmax(szWeaponName))) {
engclient_cmd(id, "drop", szWeaponName);
iCount++;
}
} while(( iEntity = iNext) > 0);
}
return iCount;
}
stock UTIL_Weaponlist(id, weaponlist[], int, int2, int3, int4, int5, int6) {
static msg_WeaponList; if(!msg_WeaponList) msg_WeaponList = get_user_msgid("WeaponList");
message_begin(MSG_ONE, msg_WeaponList, _, id);
write_string(weaponlist);
write_byte(int);
write_byte(int2);
write_byte(-1);
write_byte(-1);
write_byte(int3);
write_byte(int4);
write_byte(int5);
write_byte(int6);
message_end();
}
stock UTIL_AmmoPickup(id, AmmoID, Amount) {
static msg_AmmoPickup; if(!msg_AmmoPickup) msg_AmmoPickup = get_user_msgid("AmmoPickup");
message_begin(MSG_ONE_UNRELIABLE, msg_AmmoPickup, _, id);
write_byte(AmmoID);
write_byte(Amount);
message_end();
}
stock UTIL_BlinkAcct(id, BlinkAmt) {
static msg_BlinkAcct; if(!msg_BlinkAcct) msg_BlinkAcct = get_user_msgid("BlinkAcct");
message_begin(MSG_ONE_UNRELIABLE, msg_BlinkAcct, _, id);
write_byte(BlinkAmt);
message_end();
}
stock AmmoPickup_Icon(id, AmmoID, Clip, Amount) {
static i, count; count = floatround(Amount*1.0/Clip, floatround_floor);
static AmountAmmo; AmountAmmo = 0;
for(i=0;i<count;i++) {
UTIL_AmmoPickup(id, AmmoID, Clip);
AmountAmmo+=Clip;
}
static RestAmmo; RestAmmo = Amount-AmountAmmo;
if(RestAmmo) UTIL_AmmoPickup(id, AmmoID, RestAmmo);
}
stock GetAmmoDifference(id, csw, amount) {
static ammo; ammo = cs_get_user_bpammo(id, csw);
if(ammo >= amount) return 0;
return amount-ammo;
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ ansicpg1251\\ deff0\\ deflang1049{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ f0\\ fs16 \n\\ par }
*/
Нужно взять с другого плагина и приделать функцию зума.
Код:
/* AMX Mod script
*
* © 2009, AlejandroSk
* This file is provided as is (no warranties).
*
*/
#include <amxmodx>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <cstrike>
#include <amxmisc>
#define is_valid_player(%1) (1 <= %1 <= 32)
new AK_V_MODEL[64] = "models/v_golden_ak47.mdl"
new AK_P_MODEL[64] = "models/p_golden_ak47.mdl"
/* Pcvars */
new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip, cvar_cost
new bool:g_HasAk[33]
new g_hasZoom[ 33 ]
new bullets[ 33 ]
// Sprite
new m_spriteTexture
const Wep_ak47 = ((1<<CSW_AK47))
public plugin_init()
{
/* CVARS */
cvar_dmgmultiplier = register_cvar("goldenak_dmg_multiplier", "2")
cvar_custommodel = register_cvar("goldenak_custom_model", "1")
cvar_goldbullets = register_cvar("goldenak_gold_bullets", "0")
cvar_uclip = register_cvar("goldenak_unlimited_clip", "1")
cvar_cost = register_cvar("goldenak_cost", "6000")
// Register The Buy Cmd
register_clcmd("say /goldenak", "CmdBuyAk")
register_clcmd("say_team /goldenak", "CmdBuyAk")
register_concmd("amx_goldenak", "CmdGiveAk", ADMIN_BAN, "<name>")
// Register The Plugin
register_plugin("Golden Ak 47", "1.0", "AlejandroSk")
// Death Msg
register_event("DeathMsg", "Death", "a")
// Weapon Pick Up
register_event("WeapPickup","checkModel","b","1=19")
// Current Weapon Event
register_event("CurWeapon","checkWeapon","be","1=1")
register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
// Ham TakeDamage
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
register_forward( FM_CmdStart, "fw_CmdStart" )
RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
}
public client_connect(id)
{
g_HasAk[id] = false
}
public client_disconnect(id)
{
g_HasAk[id] = false
}
public Death()
{
g_HasAk[read_data(2)] = false
}
public fwHamPlayerSpawnPost(id)
{
g_HasAk[id] = false
}
public plugin_precache()
{
precache_model(AK_V_MODEL)
precache_model(AK_P_MODEL)
m_spriteTexture = precache_model("sprites/dot.spr")
precache_sound("weapons/zoom.wav")
}
public checkModel(id)
{
if ( !g_HasAk[id] )
return PLUGIN_HANDLED
new szWeapID = read_data(2)
if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
{
set_pev(id, pev_viewmodel2, AK_V_MODEL)
set_pev(id, pev_weaponmodel2, AK_P_MODEL)
}
return PLUGIN_HANDLED
}
public checkWeapon(id)
{
new plrClip, plrAmmo, plrWeap[32]
new plrWeapId
plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
if (plrWeapId == CSW_AK47 && g_HasAk[id])
{
checkModel(id)
}
else
{
return PLUGIN_CONTINUE
}
if (plrClip == 0 && get_pcvar_num(cvar_uclip))
{
// If the user is out of ammo..
get_weaponname(plrWeapId, plrWeap, 31)
// Get the name of their weapon
give_item(id, plrWeap)
engclient_cmd(id, plrWeap)
engclient_cmd(id, plrWeap)
engclient_cmd(id, plrWeap)
}
return PLUGIN_HANDLED
}
public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
{
SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
}
}
public fw_CmdStart( id, uc_handle, seed )
{
if( !is_user_alive( id ) )
return PLUGIN_HANDLED
if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
{
new szClip, szAmmo
new szWeapID = get_user_weapon( id, szClip, szAmmo )
if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
{
g_hasZoom[id] = true
cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
}
else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])
{
g_hasZoom[ id ] = false
cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
}
}
return PLUGIN_HANDLED
}
public make_tracer(id)
{
if (get_pcvar_num(cvar_goldbullets))
{
new clip,ammo
new wpnid = get_user_weapon(id,clip,ammo)
new pteam[16]
get_user_team(id, pteam, 15)
if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
{
new vec1[3], vec2[3]
get_user_origin(id, vec1, 1) // origin; your camera point.
get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
//BEAMENTPOINTS
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte (0) //TE_BEAMENTPOINTS 0
write_coord(vec1[0])
write_coord(vec1[1])
write_coord(vec1[2])
write_coord(vec2[0])
write_coord(vec2[1])
write_coord(vec2[2])
write_short( m_spriteTexture )
write_byte(1) // framestart
write_byte(5) // framerate
write_byte(2) // life
write_byte(10) // width
write_byte(0) // noise
write_byte( 255 ) // r, g, b
write_byte( 215 ) // r, g, b
write_byte( 0 ) // r, g, b
write_byte(200) // brightness
write_byte(150) // speed
message_end()
}
bullets[id] = clip
}
}
public CmdBuyAk(id)
{
if ( !is_user_alive(id) )
{
client_print(id,print_chat, "Для покупки вы должны быть живы!")
return PLUGIN_HANDLED
}
new money = cs_get_user_money(id)
if (money >= get_pcvar_num(cvar_cost))
{
cs_set_user_money(id, money - get_pcvar_num(cvar_cost))
give_item(id, "weapon_ak47")
g_HasAk[id] = true
}
else
{
client_print(id, print_chat, "Не хватает денег. Стоимость $%d ", get_pcvar_num(cvar_cost))
}
return PLUGIN_HANDLED
}
public CmdGiveAk(id,level,cid)
{
if (!cmd_access(id,level,cid,2))
return PLUGIN_HANDLED;
new arg[32];
read_argv(1,arg,31);
new player = cmd_target(id,arg,7);
if (!player)
return PLUGIN_HANDLED;
new name[32];
get_user_name(player,name,31);
give_item(player, "weapon_ak47")
g_HasAk[player] = true
return PLUGIN_HANDLED
}
stock drop_prim(id)
{
new weapons[32], num
get_user_weapons(id, weapons, num)
for (new i = 0; i < num; i++) {
if (Wep_ak47 & (1<<weapons[i]))
{
static wname[32]
get_weaponname(weapons[i], wname, sizeof wname - 1)
engclient_cmd(id, "drop", wname)
}
}
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par }
*/
Как я понял функция зума реализована здесь,
как её добавить в первый плагин
Код:
public fw_CmdStart( id, uc_handle, seed )
{
if( !is_user_alive( id ) )
return PLUGIN_HANDLED
if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
{
new szClip, szAmmo
new szWeapID = get_user_weapon( id, szClip, szAmmo )
if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
{
g_hasZoom[id] = true
cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
}
else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])
{
g_hasZoom[ id ] = false
cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
}
}
return PLUGIN_HANDLED
}