Правила форума Гаранты форума
Размещение рекламы AMX-X компилятор

Здравствуйте, гость Вход | Регистрация

Наши новости:

14-дек
24-апр
10-апр
11-апр

VIP зомби класс

Статус пользователя dandys
сообщение 17.10.2015, 11:11
Сообщение #1
Стаж: 13 лет

Сообщений: 122
Благодарностей: 7
Полезность: < 0

Здравствуйте.

Нужно сделать 6 и 7 класс зомби в списке классов - для админов или випов. То есть если игрок админ или вип (или и то и то), то он может выбрать 6 и 7 классы зомби, обычные игроки не могут.
Сделал для 6го. Но только для випа.
1. Как сделать не только для випа, но и админа? (ADMIN_RESERVATION)
2. Как сделать для 7 класса так же, для админа и для випа чтобы класс был? Куда код вставлять?

Вот код:

Код
// Zombie Class Menu
public menu_zclass(id, menuid, item)
{
    // Menu was closed
    if (item == MENU_EXIT)
    {
        menu_destroy(menuid)
        return PLUGIN_HANDLED;
    }
    
    // Retrieve zombie class id
    static buffer[2], dummy, classid
    menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
    classid = buffer[0]
    
    // Store selection for the next infection
    g_zombieclassnext[id] = classid
    
    static name[32]
    ArrayGetString(g_zclass_name, g_zombieclassnext[id], name, charsmax(name))
    
    if(g_zombieclassnext[id] == 5 && !(get_user_flags(id) & ADMIN_LEVEL_H))
    {
    zp_colored_print(id, "^x04[ZP]^x01 Данный класс доступен только^x04 Админ и Вип^x01 игрокам!")
    g_zombieclassnext[id] = 0
    show_menu_zclass(id)
    }
    else
    {
    
    // Show selected zombie class info and stats
    zp_colored_print(id, "^x04[ZP]^x01 %L: %s", id, "ZOMBIE_SELECT", name)
    zp_colored_print(id, "^x04[ZP]^x01 %L: %d %L: %d %L: %d %L: %d%%", id, "ZOMBIE_ATTRIB1", ArrayGetCell(g_zclass_hp, g_zombieclassnext[id]), id, "ZOMBIE_ATTRIB2", ArrayGetCell(g_zclass_spd, g_zombieclassnext[id]),
    id, "ZOMBIE_ATTRIB3", floatround(Float:ArrayGetCell(g_zclass_grav, g_zombieclassnext[id]) * 800.0), id, "ZOMBIE_ATTRIB4", floatround(Float:ArrayGetCell(g_zclass_kb, g_zombieclassnext[id]) * 100.0))
    
    menu_destroy(menuid)
    return PLUGIN_HANDLED;
    }
}


Заранее спасибо.

Отредактировал: dandys, - 17.10.2015, 11:40
Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
   Цитировать сообщение
Vaqtincha
сообщение 17.10.2015, 13:17
Сообщение #2
Стаж: 11 лет

Сообщений: 981
Благодарностей: 352
Полезность: < 0

с классами не играйся! на форуме полно тем про "ошибки класса зомби"
Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
   + Цитировать сообщение
Статус пользователя dandys
сообщение 17.10.2015, 13:22
Сообщение #3
Стаж: 13 лет

Сообщений: 122
Благодарностей: 7
Полезность: < 0

Сделал так, когда игрок не админ и хочет выбрать 6 класс, ему пишется предупреждение, что только админы и вип могут брать, но после еще пишется,
что после заражение Ваш класс будет шестой, но все равно не убирается.
Когда 7 класс выбираю, то все нормально, пишется только, что доступен для випа и админа.
Как сделать, чтобы в 6 классе не писалось доп информация о классе при выборе?
Код
// Zombie Class Menu
public menu_zclass(id, menuid, item)
{
    // Menu was closed
    if (item == MENU_EXIT)
    {
        menu_destroy(menuid)
        return PLUGIN_HANDLED;
    }
    
    // Retrieve zombie class id
    static buffer[2], dummy, classid
    menu_item_getinfo(menuid, item, dummy, buffer, charsmax(buffer), _, _, dummy)
    classid = buffer[0]
    
    // Store selection for the next infection
    g_zombieclassnext[id] = classid
    
    static name[32]
    ArrayGetString(g_zclass_name, g_zombieclassnext[id], name, charsmax(name))
    
    if(g_zombieclassnext[id] == 5 && !(get_user_flags(id) & ADMIN_LEVEL_H) && !(get_user_flags(id) & ADMIN_RESERVATION))
    {
    zp_colored_print(id, "^x04[ZP]^x01 Данный класс доступен только^x04 Админам и Вип^x01 игрокам!")
    g_zombieclassnext[id] = 0
    show_menu_zclass(id)
    }
    if(g_zombieclassnext[id] == 6 && !(get_user_flags(id) & ADMIN_LEVEL_H) && !(get_user_flags(id) & ADMIN_RESERVATION))
    {
    zp_colored_print(id, "^x04[ZP]^x01 Данный класс доступен только^x04 Админам и Вип^x01 игрокам!")
    g_zombieclassnext[id] = 0
    show_menu_zclass(id)
    }
    else
    {
    
    // Show selected zombie class info and stats
    zp_colored_print(id, "^x04[ZP]^x01 %L: %s", id, "ZOMBIE_SELECT", name)
    zp_colored_print(id, "^x04[ZP]^x01 %L: %d %L: %d %L: %d %L: %d%%", id, "ZOMBIE_ATTRIB1", ArrayGetCell(g_zclass_hp, g_zombieclassnext[id]), id, "ZOMBIE_ATTRIB2", ArrayGetCell(g_zclass_spd, g_zombieclassnext[id]),
    id, "ZOMBIE_ATTRIB3", floatround(Float:ArrayGetCell(g_zclass_grav, g_zombieclassnext[id]) * 800.0), id, "ZOMBIE_ATTRIB4", floatround(Float:ArrayGetCell(g_zclass_kb, g_zombieclassnext[id]) * 100.0))
    
    menu_destroy(menuid)
    return PLUGIN_HANDLED;
    }
    return 1
}


Отредактировал: dandys, - 17.10.2015, 13:22
Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
   + Цитировать сообщение
Статус пользователя JIuXeP
сообщение 17.10.2015, 14:26
Сообщение #4


Стаж: 12 лет

Сообщений: 338
Благодарностей: 205
Полезность: 792

По теме, исправляй:
Cкрытый текст
Код:
if(g_zombieclassnext[id] == 5 && !(get_user_flags(id) & ADMIN_LEVEL_H) && !(get_user_flags(id) & ADMIN_RESERVATION))
{
//...
}
else if(g_zombieclassnext[id] == 6 && !(get_user_flags(id) & ADMIN_LEVEL_H) && !(get_user_flags(id) & ADMIN_RESERVATION))
{
//...
}
else
{
//...
}


А если флаги не будешь менять (они будут одинаковые на оба класса), то можно и совместить:
Cкрытый текст
Код:
if((g_zombieclassnext[id] == 5 || if(g_zombieclassnext[id] == 6) && !(get_user_flags(id) & ADMIN_LEVEL_H) && !(get_user_flags(id) & ADMIN_RESERVATION))
{
//...
}
else
{
//...
}


Метод вообще костыльный, я бы правил натив рега класса зомби на проверку флага...
Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
Поблагодарили 1 раз
   + Цитировать сообщение
Статус пользователя dandys
сообщение 17.10.2015, 14:49
Сообщение #5
Стаж: 13 лет

Сообщений: 122
Благодарностей: 7
Полезность: < 0

Цитата(JIuXeP @ 17.10.2015, 15:22) *
По теме, исправляй:
Cкрытый текст
Код:
if(g_zombieclassnext[id] == 5 && !(get_user_flags(id) & ADMIN_LEVEL_H) && !(get_user_flags(id) & ADMIN_RESERVATION))
{
//...
}
else if(g_zombieclassnext[id] == 6 && !(get_user_flags(id) & ADMIN_LEVEL_H) && !(get_user_flags(id) & ADMIN_RESERVATION))
{
//...
}
else
{
//...
}


А если флаги не будешь менять (они будут одинаковые на оба класса), то можно и совместить:
Cкрытый текст
Код:
if((g_zombieclassnext[id] == 5 || if(g_zombieclassnext[id] == 6) && !(get_user_flags(id) & ADMIN_LEVEL_H) && !(get_user_flags(id) & ADMIN_RESERVATION))
{
//...
}
else
{
//...
}


Метод вообще костыльный, я бы правил натив рега класса зомби на проверку флага...


Спасибо! Работает!

Еще, по той же теме, можно вопрос?

плагин выбора ножей есть, нужно чтобы не только для ADMIN_LEVEL_H было, но и для ADMIN_RESERVATION, тоже самое...
Прошу сказать, где что поменять..
Cкрытый текст
Код
#include <amxmodx>
#include <fun>
#include <fakemeta>
#include <hamsandwich>
#include <zombieplague>

#define PLUGIN  "Addon: Knifes 2.2"
#define VERSION "1.0"
#define AUTHOR  "Mr.TheFold"

#define VIP ADMIN_LEVEL_H
#define is_player(%1) (0 < %1 < 33)

new KNIFE1_V_MODEL[] = "models/knife_temaker/v_axe.mdl"
new KNIFE1_P_MODEL[] = "models/knife_temaker/p_axe.mdl"

new KNIFE2_V_MODEL[] = "models/knife_temaker/v_strong.mdl"
new KNIFE2_P_MODEL[] = "models/knife_temaker/p_strong.mdl"

new KNIFE3_V_MODEL[] = "models/knife_temaker/v_combat.mdl"
new KNIFE3_P_MODEL[] = "models/knife_temaker/p_combat.mdl"

new KNIFE4_V_MODEL[] = "models/knife_temaker/v_hammer.mdl"
new KNIFE4_P_MODEL[] = "models/knife_temaker/p_hammer.mdl"

new bool:g_has_axe[33]
new bool:g_has_strong[33]
new bool:g_has_combat[33]
new bool:g_has_hammer[33]

new g_knife_menu, g_vip_knife_menu
new cvar_knock_axe, cvar_jump_axe, cvar_speed_axe, cvar_damage_axe
new cvar_knock_strong, cvar_jump_strong, cvar_speed_strong, cvar_damage_strong
new cvar_knock_combat, cvar_jump_combat, cvar_speed_combat, cvar_damage_combat
new cvar_knock_hammer, cvar_jump_hammer, cvar_speed_hammer, cvar_damage_hammer

new const g_sound_knife[] = { "items/gunpickup2.wav" }
new g_use[33]

new const axe_sounds[][] =
{
        "sound_temaker/axe_draw.wav",
        "sound_temaker/axe_hit_01.wav",
        "sound_temaker/axe_hit_02.wav",
        "sound_temaker/axe_hit_wall.wav",
        "sound_temaker/axe_miss.wav",
        "sound_temaker/axe_stab.wav"
}

new const strong_sounds[][] =
{
        "sound_temaker/strong_draw.wav",
        "sound_temaker/strong_hit_01.wav",
        "sound_temaker/strong_hit_02.wav",
        "sound_temaker/strong_hit_wall.wav",
        "sound_temaker/strong_miss.wav",
        "sound_temaker/strong_stab.wav"
}

new const combat_sounds[][] =
{
        "sound_temaker/combat_draw.wav",
        "sound_temaker/combat_hit_01.wav",
        "sound_temaker/combat_hit_02.wav",
        "sound_temaker/combat_hit_wall.wav",
        "sound_temaker/combat_miss.wav",
        "sound_temaker/combat_stab.wav"
}

new const hammer_sounds[][] =
{
        "sound_temaker/hammer_draw.wav",
        "sound_temaker/hammer_hit_01.wav",
        "sound_temaker/hammer_hit_02.wav",
        "sound_temaker/hammer_hit_wall.wav",
        "sound_temaker/hammer_miss.wav",
        "sound_temaker/hammer_stab.wav"
}

public plugin_init()
{
        register_plugin(PLUGIN , VERSION , AUTHOR);
        register_cvar("zp_addon_knife", VERSION, FCVAR_SERVER);
      
        g_knife_menu = menu_create("Выбор ножа","menu_handle")
        g_vip_knife_menu = menu_create("Выбор ножа","menu_handle_vip")
      
        register_clcmd("say /knife","knifemenu",ADMIN_ALL,"knife_menu")
      
        build_menu()
        build_menu_vip()
      
        register_event("CurWeapon","checkWeapon","be","1=1");
      
    register_event("HLTV", "event_RoundStart", "a", "1=0", "2=0")
      
        //register_forward(FM_EmitSound, "CEntity__EmitSound");
        register_forward(FM_PlayerPreThink, "fw_PlayerPreThink");
      
        RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage");
        RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1)
        RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1)
        RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1)
        RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1)
      
        register_message(get_user_msgid("DeathMsg"), "message_DeathMsg");
    
        register_clcmd("zm_knife_strong", "clcmd_knife")
        register_clcmd("zm_knife_hammer", "clcmd_knife")
        register_clcmd("zm_knife_combat", "clcmd_knife")
        register_clcmd("zm_knife_axe", "clcmd_knife")
      
        cvar_jump_axe = register_cvar("zp_axe_jump", "320.0")
        cvar_speed_axe = register_cvar("zp_axe_speed", "290.0")
        cvar_damage_axe = register_cvar("zp_axe_damage", "1.3")
        cvar_knock_axe = register_cvar("zp_axe_knockback", "1.4")
      
        cvar_jump_strong = register_cvar("zp_strong_jump", "290.0")
        cvar_speed_strong = register_cvar("zp_strong_speed", "265.0")
        cvar_damage_strong = register_cvar("zp_strong_damage", "1.5")
        cvar_knock_strong = register_cvar("zp_strong_knockback", "1.5")
      
        cvar_jump_combat = register_cvar("zp_combat_jump", "340.0")
        cvar_speed_combat = register_cvar("zp_combat_speed", "300.0")
        cvar_damage_combat = register_cvar("zp_combat_damage", "1.3")
        cvar_knock_combat = register_cvar("zp_combat_knockback", "1.4")
      
        cvar_jump_hammer = register_cvar("zp_hammer_jump", "340.0")
        cvar_speed_hammer = register_cvar("zp_hammer_speed", "320.0")
        cvar_damage_hammer = register_cvar("zp_hammer_damage", "1.7")
        cvar_knock_hammer = register_cvar("zp_hammer_knockback", "1.8")
}

public event_RoundStart()
{
    for(new id = 0; id < get_maxplayers(); id++)
        g_use[id] = false
}

public client_putinserver(id)
{    
    set_task(5.0, "knifemenu", id)
}

public client_connect(id)
{
        g_has_axe[id] = true
        g_has_strong[id] = false
        g_has_combat[id] = false
        g_has_hammer[id] = false
    g_use[id] = false
}

public client_disconnect(id)
{
        g_has_axe[id] = false
        g_has_strong[id] = false
        g_has_combat[id] = false
        g_has_hammer[id] = false
}

public plugin_precache()
{
        precache_model(KNIFE1_V_MODEL)
        precache_model(KNIFE1_P_MODEL)
        precache_model(KNIFE2_V_MODEL)
        precache_model(KNIFE2_P_MODEL)
        precache_model(KNIFE3_V_MODEL)
        precache_model(KNIFE3_P_MODEL)
        precache_model(KNIFE4_V_MODEL)
        precache_model(KNIFE4_P_MODEL)
      
        precache_generic("sprites/zm_knife_strong.txt")
        precache_generic("sprites/zm_knife_hammer.txt")
        precache_generic("sprites/zm_knife_combat.txt")
        precache_generic("sprites/zm_knife_axe.txt")
      
        precache_generic("sprites/zm_cso/640hud7.spr")
        precache_generic("sprites/zm_cso/640hud641.spr")
        precache_generic("sprites/zm_cso/640hud53.spr")
        precache_generic("sprites/zm_cso/640hud38.spr")
        precache_generic("sprites/zm_cso/640hud40.spr")
      
        precache_sound(g_sound_knife)
      
        /*for(new i = 0; i < sizeof axe_sounds; i++)
        precache_sound(axe_sounds[i])
      
        for(new i = 0; i < sizeof strong_sounds; i++)
        precache_sound(strong_sounds[i])
      
        for(new i = 0; i < sizeof combat_sounds; i++)
        precache_sound(combat_sounds[i])
      
        for(new i = 0; i < sizeof hammer_sounds; i++)
        precache_sound(hammer_sounds[i])*/
}

public clcmd_knife(id)
{
        if(!is_user_alive(id))
        return;
      
        engclient_cmd(id, "weapon_knife")
}

build_menu()
{
        menu_additem(g_knife_menu, "\y[Katana] - \r[Прыжок]", "2")
        menu_additem(g_knife_menu, "\y[Combat] - \r[Скорость]", "3")        
    menu_additem(g_knife_menu, "\y[Strong] - \r[Урон]", "1")
        menu_additem(g_knife_menu, "\y[Hammer] - \r[VIP]", "4")
        menu_setprop(g_knife_menu, MPROP_PERPAGE, 0)
}

build_menu_vip()
{
        menu_additem(g_vip_knife_menu, "\y[Katana] - \r[Прыжок]", "2")
        menu_additem(g_vip_knife_menu, "\y[Combat] - \r[Скорость]", "3")
        menu_additem(g_vip_knife_menu, "\y[Strong] - \r[Урон]", "1")
        menu_additem(g_vip_knife_menu, "\y[Hammer] - \r[VIP]", "4")
        menu_setprop(g_vip_knife_menu, MPROP_PERPAGE, 0)
}

public knifemenu(id)
{
    if (!is_user_connected(id))
    {
              return
    }
    if(g_use[id])
    {
        client_print(id, print_chat, "Только 1 раз за раунд")
        return
    }
    menu_display(id, !(get_user_flags(id) & VIP) ? g_knife_menu : g_vip_knife_menu, 0)
}

public menu_handle_vip(id, menu, item)
{
        if(item < 0)
        return PLUGIN_CONTINUE
        if (!is_user_connected(id))
        {
              return PLUGIN_CONTINUE
        }
        new cmd[2], access, callback, choice
        menu_item_getinfo(menu, item, access, cmd,2,_,_, callback);
        choice = str_to_num(cmd)
        switch (choice)
        {
                case 1: buy_knife1(id)
                case 2: buy_knife2(id)
                case 3: buy_knife3(id)
                case 4: buy_knife4(id)
        }
        return PLUGIN_HANDLED;
}

public menu_handle(id, menu, item)
{
        if(item < 0)
        return PLUGIN_CONTINUE
        if (!is_user_connected(id))
        {
              return PLUGIN_CONTINUE
        }
        new cmd[2], access, callback, choice;
        menu_item_getinfo(menu, item, access, cmd,2,_,_, callback);
        choice = str_to_num(cmd)
      
        switch (choice)
        {
                case 1: buy_knife1(id)
                case 2: buy_knife2(id)
                case 3: buy_knife3(id)
                case 4: buy_knife4(id)
        }
        return PLUGIN_HANDLED;
}

public buy_knife1(id)
{
        if (!is_user_connected(id))
        {
              return;
        }
        g_has_axe[id] = true
        g_has_strong[id] = false
        g_has_combat[id] = false
        g_has_hammer[id] = false
    g_use[id] = true
      
        set_sprite(id)
      
        message_begin(MSG_ONE, get_user_msgid("WeapPickup"), {0,0,0}, id)
        write_byte(29)
        message_end()
      
        checkWeapon(id)
      
        engfunc(EngFunc_EmitSound, id, CHAN_BODY, g_sound_knife, 1.0, ATTN_NORM, 0, PITCH_NORM)
}

public buy_knife2(id)
{
        if (!is_user_connected(id))
        {
              return;
        }
        g_has_axe[id] = false
        g_has_strong[id] = true
        g_has_combat[id] = false
        g_has_hammer[id] = false
        g_use[id] = true
        set_sprite(id)
      
        message_begin(MSG_ONE, get_user_msgid("WeapPickup"), {0,0,0}, id)
        write_byte(29)
        message_end()
      
        checkWeapon(id)
      
        engfunc(EngFunc_EmitSound, id, CHAN_BODY, g_sound_knife, 1.0, ATTN_NORM, 0, PITCH_NORM)
}

public buy_knife3(id)
{
        if (!is_user_connected(id))
        {
              return;
        }
        g_has_axe[id] = false
        g_has_strong[id] = false
        g_has_combat[id] = true
        g_has_hammer[id] = false
        g_use[id] = true
        set_sprite(id)
      
        message_begin(MSG_ONE, get_user_msgid("WeapPickup"), {0,0,0}, id)
        write_byte(29)
        message_end()
      
        checkWeapon(id)
      
        engfunc(EngFunc_EmitSound, id, CHAN_BODY, g_sound_knife, 1.0, ATTN_NORM, 0, PITCH_NORM)
}

public buy_knife4(id)
{
        if (!is_user_connected(id))
        {
              return;
        }
        if (get_user_flags(id) & VIP)
        {
                g_has_axe[id] = false
                g_has_strong[id] = false
                g_has_combat[id] = false
                g_has_hammer[id] = true
                g_use[id] = true
                set_sprite(id)
              
                message_begin(MSG_ONE, get_user_msgid("WeapPickup"), {0,0,0}, id)
                write_byte(29)
                message_end()
              
                checkWeapon(id)
              
                engfunc(EngFunc_EmitSound, id, CHAN_BODY, g_sound_knife, 1.0, ATTN_NORM, 0, PITCH_NORM)
        }
        else
        {
                knifemenu(id)
                ChatColor(id, "!g[Knife] !yНож !teamHammer !yдоступен только для !gVIP!")
        }
      
}

public fw_UseStationary_Post(entity, caller, activator, use_type)
{
        if (use_type == 0 && is_user_connected(caller))
        checkWeapon(caller)
}

public zp_user_infected_post(id)
{
        set_sprite(id)
}

public checkWeapon(id)
{
        if(get_user_weapon(id) != CSW_KNIFE)
        return;
      
        if (g_has_axe[id] || g_has_strong[id] || g_has_combat[id] || g_has_hammer[id])
        {
                checkModel(id)
        }
        return;
}

public checkModel(id)
{
        if (zp_get_user_zombie(id))
        {
                set_sprite(id)
                return;
        }
      
        if(get_user_weapon(id) != CSW_KNIFE)
        return;
      
        if (g_has_axe[id])
        {
                set_pev(id, pev_viewmodel2, KNIFE1_V_MODEL)
                set_pev(id, pev_weaponmodel2, KNIFE1_P_MODEL)
        }
        else if (g_has_strong[id])
        {
                set_pev(id, pev_viewmodel2, KNIFE2_V_MODEL)
                set_pev(id, pev_weaponmodel2, KNIFE2_P_MODEL)
        }
        else if (g_has_combat[id])
        {
                set_pev(id, pev_viewmodel2, KNIFE3_V_MODEL)
                set_pev(id, pev_weaponmodel2, KNIFE3_P_MODEL)
        }
        else if (g_has_hammer[id])
        {
                set_pev(id, pev_viewmodel2, KNIFE4_V_MODEL)
                set_pev(id, pev_weaponmodel2, KNIFE4_P_MODEL)
        }
        set_sprite(id)
}

public CEntity__EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
{
        if (sample[8] == 'k' && sample[9] == 'n' && sample[10] == 'i')
        {
                if (!is_user_connected(id))
                return HAM_IGNORED
      
                if (zp_get_user_zombie(id))
                return HAM_IGNORED

                if (sample[14] == 'd')
                {
                        if(g_has_axe[id])
                        emit_sound(id, channel, axe_sounds[0], volume, attn, flags, pitch)
                        if(g_has_strong[id])
                        emit_sound(id, channel, strong_sounds[0], volume, attn, flags, pitch)
                        if(g_has_combat[id])
                        emit_sound(id, channel, combat_sounds[0], volume, attn, flags, pitch)
                        if(g_has_hammer[id])
                        emit_sound(id, channel, hammer_sounds[0], volume, attn, flags, pitch)
                }
                else if (sample[14] == 'h')
                {
                        if (sample[17] == 'w')
                        {
                                if(g_has_axe[id])
                                emit_sound(id, channel, axe_sounds[3], volume, attn, flags, pitch)
                                if(g_has_strong[id])
                                emit_sound(id, channel, strong_sounds[3], volume, attn, flags, pitch)
                                if(g_has_combat[id])
                                emit_sound(id, channel, combat_sounds[3], volume, attn, flags, pitch)
                                if(g_has_hammer[id] )
                                emit_sound(id, channel, hammer_sounds[3], volume, attn, flags, pitch)
                        }
                        else
                        {
                                if(g_has_axe[id])
                                emit_sound(id, channel, axe_sounds[random_num(1,2)], volume, attn, flags, pitch)
                                if(g_has_strong[id])
                                emit_sound(id, channel, strong_sounds[random_num(1,2)], volume, attn, flags, pitch)
                                if(g_has_combat[id])
                                emit_sound(id, channel, combat_sounds[random_num(1,2)], volume, attn, flags, pitch)
                                if(g_has_hammer[id])
                                emit_sound(id, channel, hammer_sounds[random_num(1,2)], volume, attn, flags, pitch)
                        }
                }
                else
                {
                        if (sample[15] == 'l')
                        {
                                if(g_has_axe[id])
                                emit_sound(id, channel, axe_sounds[4], volume, attn, flags, pitch)
                                if(g_has_strong[id])
                                emit_sound(id, channel, strong_sounds[4], volume, attn, flags, pitch)
                                if(g_has_combat[id])
                                emit_sound(id, channel, combat_sounds[4], volume, attn, flags, pitch)
                                if(g_has_hammer[id])
                                emit_sound(id, channel, hammer_sounds[4], volume, attn, flags, pitch)
                        }
                        else
                        {
                                if(g_has_axe[id])
                                emit_sound(id, channel, axe_sounds[5], volume, attn, flags, pitch)
                                if(g_has_strong[id] )
                                emit_sound(id, channel, strong_sounds[5], volume, attn, flags, pitch)
                                if(g_has_combat[id] )
                                emit_sound(id, channel, combat_sounds[5], volume, attn, flags, pitch)
                                if(g_has_hammer[id])
                                emit_sound(id, channel, hammer_sounds[5], volume, attn, flags, pitch)
                        }
                }
                return HAM_SUPERCEDE
        }
        return HAM_IGNORED
}

public fw_PlayerPreThink(id)
{
        if(!is_user_alive(id) || zp_get_user_zombie(id))
        return FMRES_IGNORED
      
        static temp[2], weapon, flags, waterlvl, Float:fVelocity[3]
        weapon = get_user_weapon(id, temp[0], temp[1])
      
        if (weapon == CSW_KNIFE && g_has_axe[id])
        {
                set_user_maxspeed(id,get_pcvar_float(cvar_speed_axe))
              
                if ((pev(id, pev_button) & IN_JUMP) && !(pev(id, pev_oldbuttons) & IN_JUMP))
                {
                        flags = pev(id, pev_flags)

                        if (!(flags & FL_ONGROUND))
                        return FMRES_IGNORED
                      
                        if (flags & FL_WATERJUMP)
                        return FMRES_IGNORED
                      
                        waterlvl = pev(id, pev_waterlevel)

                        if (waterlvl > 1)
                        return FMRES_IGNORED
                      
                        pev(id, pev_velocity, fVelocity)

                        fVelocity[2] += get_pcvar_num(cvar_jump_axe)
                      
                        set_pev(id, pev_velocity, fVelocity)
                        set_pev(id, pev_gaitsequence, 6)
                }
        }
      
        if(weapon == CSW_KNIFE && g_has_strong[id])
        {
                set_user_maxspeed(id,get_pcvar_float(cvar_speed_strong))
              
                if ((pev(id, pev_button) & IN_JUMP) && !(pev(id, pev_oldbuttons) & IN_JUMP))
                {
                        flags = pev(id, pev_flags)
                      
                        if (!(flags & FL_ONGROUND))
                        return FMRES_IGNORED
                      
                        if (flags & FL_WATERJUMP)
                        return FMRES_IGNORED

                        waterlvl = pev(id, pev_waterlevel)

                        if (waterlvl > 1)
                        return FMRES_IGNORED

                        pev(id, pev_velocity, fVelocity)
                      
                        fVelocity[2] += get_pcvar_num(cvar_jump_strong)
                      
                        set_pev(id, pev_velocity, fVelocity)
                        set_pev(id, pev_gaitsequence, 6)
                }
        }
      
        if(weapon == CSW_KNIFE && g_has_combat[id])
        {
                if ((pev(id, pev_button) & IN_JUMP) && !(pev(id, pev_oldbuttons) & IN_JUMP))
                {
                        flags = pev(id, pev_flags)

                        if (!(flags & FL_ONGROUND))
                        return FMRES_IGNORED
                      
                        if (flags & FL_WATERJUMP)
                        return FMRES_IGNORED

                        waterlvl = pev(id, pev_waterlevel)

                        if (waterlvl > 1)
                        return FMRES_IGNORED
                    
                        pev(id, pev_velocity, fVelocity)
                      
                        fVelocity[2] += get_pcvar_num(cvar_jump_combat)
                      
                        set_pev(id, pev_velocity, fVelocity)
                        set_pev(id, pev_gaitsequence, 6)
                }
              
                set_user_maxspeed(id,get_pcvar_float(cvar_speed_combat))
        }
        if (weapon == CSW_KNIFE && g_has_hammer[id])
        {
                if ((pev(id, pev_button) & IN_JUMP) && !(pev(id, pev_oldbuttons) & IN_JUMP))
                {
                        flags = pev(id, pev_flags)
                        
                        if (!(flags & FL_ONGROUND))
                        return FMRES_IGNORED
                      
                        if (flags & FL_WATERJUMP)
                        return FMRES_IGNORED

                        waterlvl = pev(id, pev_waterlevel)

                        if (waterlvl > 1)
                        return FMRES_IGNORED
                      
                        pev(id, pev_velocity, fVelocity)
                      
                        fVelocity[2] += get_pcvar_num(cvar_jump_hammer)
                      
                        set_pev(id, pev_velocity, fVelocity)
                        set_pev(id, pev_gaitsequence, 6)
                }
              
                set_user_maxspeed(id, get_pcvar_float(cvar_speed_hammer))
        }
        return FMRES_IGNORED
}

public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type)
{
        if(!is_player(attacker))
        {
                return HAM_IGNORED
        }
        if(get_user_weapon(attacker) == CSW_KNIFE)
        {
                if(!is_user_connected(attacker))
                return HAM_IGNORED
      
                if(zp_get_user_zombie(attacker))
                return HAM_IGNORED

                static Float:vec[3], Float:oldvelo[3];

                if (g_has_axe[attacker])
                {
                        SetHamParamFloat(4, damage * get_pcvar_float(cvar_damage_axe))
                        pev(victim, pev_velocity, oldvelo);
                        create_velocity_vector(victim , attacker , vec);
                        vec[0] += oldvelo[0] + get_pcvar_float(cvar_knock_axe);
                        vec[1] += oldvelo[1] + 0;
                        set_pev(victim, pev_velocity, vec);
                }
                else if (g_has_strong[attacker])
                {
                        SetHamParamFloat(4, damage * get_pcvar_float(cvar_damage_strong))
                        pev(victim, pev_velocity, oldvelo);
                        create_velocity_vector(victim , attacker , vec);
                        vec[0] += oldvelo[0] + get_pcvar_float(cvar_knock_strong);
                        vec[1] += oldvelo[1] + 0;
                        set_pev(victim, pev_velocity, vec);
                }
                else if (g_has_combat[attacker])
                {
                        SetHamParamFloat(4, damage * get_pcvar_float(cvar_damage_combat))
                        pev(victim, pev_velocity, oldvelo);
                        create_velocity_vector(victim , attacker , vec);
                        vec[0] += oldvelo[0] + get_pcvar_float(cvar_knock_combat);
                        vec[1] += oldvelo[1] + 0;
                        set_pev(victim, pev_velocity, vec);
                }
                else if (g_has_hammer[attacker])
                {
                        SetHamParamFloat(4, damage * get_pcvar_float(cvar_damage_hammer))
                        pev(victim, pev_velocity, oldvelo);
                        create_velocity_vector(victim , attacker , vec);
                        vec[0] += oldvelo[0] + get_pcvar_float(cvar_knock_hammer);
                        vec[1] += oldvelo[1] + 0;
                        set_pev(victim, pev_velocity, vec);
                }
                more_blood(victim)
        }
        return HAM_IGNORED
}

public message_DeathMsg(msg_id, msg_dest, id)
{
        static szTruncatedWeapon[33], iattacker, ivictim

        iattacker = get_msg_arg_int(1)
        ivictim = get_msg_arg_int(2)

        if(!is_user_connected(iattacker) || iattacker == ivictim)
        return PLUGIN_CONTINUE
      
        get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon))

        if (!zp_get_user_zombie(iattacker))
        {
                if(equal(szTruncatedWeapon, "knife") && get_user_weapon(iattacker) == CSW_KNIFE)
                {
                        if(g_has_axe[iattacker])
                        set_msg_arg_string(4, "axe")
                }
              
                if(equal(szTruncatedWeapon, "knife") && get_user_weapon(iattacker) == CSW_KNIFE)
                {
                        if(g_has_strong[iattacker])
                        set_msg_arg_string(4, "hatchet")
                }
              
                if(equal(szTruncatedWeapon, "knife") && get_user_weapon(iattacker) == CSW_KNIFE)
                {
                        if(g_has_combat[iattacker])
                        set_msg_arg_string(4, "mastercombat")
                }
              
                if(equal(szTruncatedWeapon, "knife") && get_user_weapon(iattacker) == CSW_KNIFE)
                {
                        if(g_has_hammer[iattacker])
                        set_msg_arg_string(4, "hammer")
                }
              
                if(equal(szTruncatedWeapon, "knife") && get_user_weapon(iattacker) == CSW_KNIFE)
                {
                        if(!g_has_axe[iattacker] && !g_has_strong[iattacker] && !g_has_combat[iattacker] && !g_has_hammer[iattacker] && !zp_get_user_zombie(iattacker))
                        set_msg_arg_string(4, "knife")
                }
        }
        if (zp_get_user_zombie(iattacker))
        {
                if(equal(szTruncatedWeapon, "knife") && get_user_weapon(iattacker) == CSW_KNIFE)
                {
                        if(g_has_axe[iattacker] || g_has_strong[iattacker] || g_has_combat[iattacker] || g_has_hammer[iattacker])
                        set_msg_arg_string(4, "Claws")
                }
        }
        return PLUGIN_CONTINUE
}

stock create_velocity_vector(victim,attacker,Float:velocity[3])
{
        if(!zp_get_user_zombie(victim) || !is_user_alive(attacker))
        return 0;
      
        static Float:vicorigin[3], Float:attorigin[3], Float:origin2[3], Float:largestnum;

        pev(victim, pev_origin , vicorigin);
        pev(attacker, pev_origin , attorigin);
      
        origin2[0] = vicorigin[0] - attorigin[0];
        origin2[1] = vicorigin[1] - attorigin[1];
      
        largestnum = 0.0;
      
        if(floatabs(origin2[0])>largestnum) largestnum = floatabs(origin2[0]);
        if(floatabs(origin2[1])>largestnum) largestnum = floatabs(origin2[1]);
      
        origin2[0] /= largestnum;
        origin2[1] /= largestnum;
      
        if (g_has_axe[attacker])
        {
                velocity[0] = ( origin2[0] * get_pcvar_float(cvar_knock_axe) * 10000 ) / floatround(get_distance_f(vicorigin, attorigin));
                velocity[1] = ( origin2[1] * get_pcvar_float(cvar_knock_axe) * 10000 ) / floatround(get_distance_f(vicorigin, attorigin));
        }
        else if (g_has_strong[attacker])
        {
                velocity[0] = ( origin2[0] * get_pcvar_float(cvar_knock_strong) * 10000 ) / floatround(get_distance_f(vicorigin, attorigin));
                velocity[1] = ( origin2[1] * get_pcvar_float(cvar_knock_strong) * 10000 ) / floatround(get_distance_f(vicorigin, attorigin));
        }
        else if (g_has_combat[attacker])
        {
                velocity[0] = ( origin2[0] * get_pcvar_float(cvar_knock_combat) * 10000 ) / floatround(get_distance_f(vicorigin, attorigin));
                velocity[1] = ( origin2[1] * get_pcvar_float(cvar_knock_combat) * 10000 ) / floatround(get_distance_f(vicorigin, attorigin));
        }
        else if (g_has_hammer[attacker])
        {
                velocity[0] = ( origin2[0] * get_pcvar_float(cvar_knock_hammer) * 10000 ) / floatround(get_distance_f(vicorigin, attorigin));
                velocity[1] = ( origin2[1] * get_pcvar_float(cvar_knock_hammer) * 10000 ) / floatround(get_distance_f(vicorigin, attorigin));
        }
      
        if(velocity[0] <= 20.0 || velocity[1] <= 20.0)
        velocity[2] = random_float(200.0 , 275.0);
      
        return 1;
}

more_blood(id)
{
        static iOrigin[3], j;
        get_user_origin(id, iOrigin)
      
        message_begin(MSG_PVS, SVC_TEMPENTITY, iOrigin)
        write_byte(TE_BLOODSTREAM)
        write_coord(iOrigin[0])
        write_coord(iOrigin[1])
        write_coord(iOrigin[2]+10)
        write_coord(random_num(-360, 360))
        write_coord(random_num(-360, 360))
        write_coord(-10)
        write_byte(70)
        write_byte(random_num(50, 100))
        message_end()
      
        for (j = 0; j < 4; j++)
        {
                message_begin(MSG_PVS, SVC_TEMPENTITY, iOrigin)
                write_byte(TE_WORLDDECAL)
                write_coord(iOrigin[0]+random_num(-100, 100))
                write_coord(iOrigin[1]+random_num(-100, 100))
                write_coord(iOrigin[2]-36)
                write_byte(random_num(190, 197))
                message_end()
        }
}

public sprite(const player, const string_msg[], byte_1, byte_2, byte_3, byte_4, byte_5, byte_6, byte_7, byte_8)
{
        message_begin( MSG_ONE, get_user_msgid("WeaponList"), .player = player );
        {
                write_string(string_msg);
                write_byte(byte_1);
                write_byte(byte_2);
                write_byte(byte_3);
                write_byte(byte_4);
                write_byte(byte_5);
                write_byte(byte_6);
                write_byte(byte_7);
                write_byte(byte_8);
        }
        message_end();
}

public set_sprite(id)
{
        if(!is_user_alive(id))
        {
                return;
        }
      
        if(zp_get_user_zombie(id))
        {
                sprite(id, "weapon_knife", -1, -1, -1, -1, 2, 1, 29, 0)
                return;
        }
      
        if(g_has_axe[id])
        {
                sprite(id, "zm_knife_axe", -1, -1, -1, -1, 2, 1, 29, 0)
                return;
        }
      
        if(g_has_strong[id])
        {
                sprite(id, "zm_knife_strong", -1, -1, -1, -1, 2, 1, 29, 0)
                return;
        }
      
        if(g_has_combat[id])
        {
                sprite(id, "zm_knife_combat", -1, -1, -1, -1, 2, 1, 29, 0)
                return;
        }
      
        if(g_has_hammer[id])
        {
                sprite(id, "zm_knife_hammer", -1, -1, -1, -1, 2, 1, 29, 0)
                return;
        }
}

stock ChatColor(const id, const input[], any:...)
{
        new count = 1, players[32], msg[191], i;
        vformat(msg, 190, input, 3)
        replace_all(msg, 190, "!g", "^4")
        replace_all(msg, 190, "!y", "^1")
        replace_all(msg, 190, "!team", "^3")
        if (id) players[0] = id; else get_players(players, count, "ch")
        {
                for (i = 0; i < count; i++)
                {
                        if (is_user_connected(players[i]))
                        {
                                message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i]);
                                write_byte(players[i]);
                                write_string(msg);
                                message_end();
                        }
                }
        }
}
Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
   + Цитировать сообщение
Статус пользователя JIuXeP
сообщение 17.10.2015, 15:08
Сообщение #6


Стаж: 12 лет

Сообщений: 338
Благодарностей: 205
Полезность: 792

Кстати, я не заметил...
В Твоем коде идет проверка:
Код:
if(!(get_user_flags(id) & ADMIN_LEVEL_H) && !(get_user_flags(id) & ADMIN_RESERVATION))

Выражение: Если игрок не имеет флага ADMIN_LEVEL_H И (!) не иметет флага ADMIN_RESERVATION, то...

чтобы было
Цитата
(или и то и то)

Замени:
Код:
!(get_user_flags(id) & ADMIN_LEVEL_H) && !(get_user_flags(id) & ADMIN_RESERVATION)

На:
Код:
!(get_user_flags(id) & ADMIN_LEVEL_H) || !(get_user_flags(id) & ADMIN_RESERVATION)


Knifes
Код:
#define VIP ADMIN_LEVEL_H

-->
Код:
#define FLAG_1 ADMIN_LEVEL_H
#define FLAG_2 ADMIN_RESERVATION


Код:
menu_display(id, !(get_user_flags(id) & VIP) ? g_knife_menu : g_vip_knife_menu, 0)

-->
Код:
menu_display(id, (!(get_user_flags(id) & FLAG_1) || !(get_user_flags(id) & FLAG_2)) ? g_knife_menu : g_vip_knife_menu, 0)


Код:
if (get_user_flags(id) & VIP)

-->
Код:
if ((get_user_flags(id) & FLAG_1) || (get_user_flags(id) & FLAG_2))
Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
Поблагодарили 1 раз
   + Цитировать сообщение
  Ответить в данную темуНачать новую тему
 
0 пользователей и 1 гостей читают эту тему: