Скажите как называется функция изменения скорострельности и есть ли она в этом плагине ? Ниже прикладываю код.
Код
#include <amxmodx>
#include <engine>
#include <amxmisc>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <xs>
#include <cstrike>
#include <war3ft_natives>
#include <biohazard>
const Float: MAX_MAP_RANGE = 8192.0;
#define get_origin(%0,%1) entity_get_vector (%0, EV_VEC_origin, %1)
#define get_view_ofs(%0,%1) entity_get_vector (%0, EV_VEC_view_ofs, %1)
#define get_v_angle(%0,%1) entity_get_vector (%0, EV_VEC_v_angle, %1)
#define set_velocity(%0,%1) entity_set_vector (%0, EV_VEC_velocity, %1)
forward event_antidot(id)
forward event_infect(victim, attacker)
#define ENG_NULLENT -1
#define EV_INT_WEAPONKEY EV_INT_impulse
#define crossbow_WEAPONKEY 974
#define MAX_PLAYERS 32
#define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)
const USE_STOPPED = 0
const OFFSET_ACTIVE_ITEM = 373
const OFFSET_WEAPONOWNER = 41
const OFFSET_LINUX = 4
const OFFSET_LINUX_WEAPONS = 4
#define WEAP_LINUX_XTRA_OFF 4
#define m_fKnown 44
#define m_flNextPrimaryAttack 46
#define m_flTimeWeaponIdle 48
#define m_iClip 51
#define m_fInReload 54
#define PLAYER_LINUX_XTRA_OFF 4
#define m_flNextAttack 83
#define CROSSBOW_RELOAD_TIME 3.5
#define write_coord_f(%1) engfunc(EngFunc_WriteCoord,%1)
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)
new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
"weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_m4a1",
"weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
"weapon_m3", "weapon_sg550", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
"weapon_ak47", "weapon_knife", "weapon_p90" }
new const Fire_Sounds[][] = { "weapons/crossbow_shoot1.wav" }
new const Sound_Zoom[] = { "weapons/zoom.wav" }
new CROSSBOW_V_MODEL[64] = "models/v_crossbow_new.mdl"
new CROSSBOW_P_MODEL[64] = "models/p_crossbow_new.mdl"
new CROSSBOW_W_MODEL[64] = "models/w_crossbow_new.mdl"
new CROSSBOW_STRELA_MODEL[64] = "models/arrow_new.mdl"
new CROSSBOW_STRELA_NAME[32] = "crossbow_bow"
new cvar_dmg_crossbow, cvar_recoil_crossbow, g_itemid_crossbow, cvar_clip_crossbow, cvar_crossbow_life, cvar_crossbow_speed
new bool:g_has_crossbow[33]
new bool:g_has_cross[33]
new g_MaxPlayers, g_orig_event_crossbow, g_clip_ammo[33]
new Float:cl_pushangle[MAX_PLAYERS + 1][3], m_iBlood[2]
new g_crossbow_TmpClip[33] , g_dmg[33]
new const g_item_name[] = {"Арбалет"}
new iCvarItemCost,iCvarOnOffItem
public plugin_init()
{
register_plugin("[ZP] Weapon: Crossbow", "1.0", "Crock / =)")
register_message(get_user_msgid("DeathMsg"), "message_DeathMsg")
register_event("CurWeapon","CurrentWeapon","be","1=1", "2=13")
RegisterHam(Ham_Item_AddToPlayer, "weapon_sg550", "fw_crossbow_AddToPlayer")
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)
for (new i = 1; i < sizeof WEAPONENTNAMES; i++)
if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_sg550", "fw_crossbow_PrimaryAttack")
RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_sg550", "fw_crossbow_PrimaryAttack_Post", 1)
RegisterHam(Ham_Item_PostFrame, "weapon_sg550", "crossbow__ItemPostFrame");
RegisterHam(Ham_Weapon_Reload, "weapon_sg550", "crossbow__Reload");
RegisterHam(Ham_Weapon_Reload, "weapon_sg550", "crossbow__Reload_Post", 1);
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_breakable", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_wall", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_door", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_door_rotating", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_plat", "fw_TraceAttack", 1)
RegisterHam(Ham_TraceAttack, "func_rotating", "fw_TraceAttack", 1)
register_forward(FM_SetModel, "fw_SetModel")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_PlaybackEvent, "fwPlaybackEvent")
register_concmd("amx_givecross", "give_cross", ADMIN_RCON, "<name/id>");
cvar_dmg_crossbow = register_cvar("zp_crossbow_dmg", "80.0") // Урон
cvar_recoil_crossbow = register_cvar("zp_crossbow_recoil", "4.0") // Разброс
cvar_clip_crossbow = register_cvar("zp_crossbow_clip", "25") // Патроны в обойме
cvar_crossbow_life = register_cvar("zp_crossbow_bowlife", "2.5") // Время показа стрелы
cvar_crossbow_speed = register_cvar("zp_crossbow_speed", "2000") // Скорость полета стрелы не более 2000!
iCvarItemCost = register_cvar("zp_crossbow_cost", "2000") // Стоимость арбалета
iCvarOnOffItem = register_cvar("zp_crossbow_onoff", "1") // Вкл/выкл плагин
register_touch(CROSSBOW_STRELA_NAME, "*" ,"strela_touch" )
register_think(CROSSBOW_STRELA_NAME,"remove_strela")
g_itemid_crossbow = wc3_register_extra_item(g_item_name,get_pcvar_num(iCvarItemCost),iCvarOnOffItem,1);
g_MaxPlayers = get_maxplayers()
}
public plugin_precache()
{
precache_model(CROSSBOW_V_MODEL)
precache_model(CROSSBOW_P_MODEL)
precache_model(CROSSBOW_W_MODEL)
precache_model(CROSSBOW_STRELA_MODEL)
precache_sound(Sound_Zoom)
precache_sound("weapons/crossbow_draw.wav")
precache_sound("weapons/crossbow_foley1.wav")
precache_sound("weapons/crossbow_foley2.wav")
precache_sound("weapons/crossbow_foley3.wav")
precache_sound("weapons/crossbow_foley4.wav")
precache_sound(Fire_Sounds[0])
m_iBlood[0] = precache_model("sprites/blood.spr")
m_iBlood[1] = precache_model("sprites/bloodspray.spr")
precache_model("sprites/640hud5.spr")
register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1)
}
public wc3_extra_item_selected(id, itemid)
if (itemid == g_itemid_crossbow && is_user_alive(id))
give_crossbow(id)
public fwPrecacheEvent_Post(type, const name[])
{
if (equal("events/sg550.sc", name))
{
g_orig_event_crossbow = get_orig_retval()
return FMRES_HANDLED
}
return FMRES_IGNORED
}
public fw_SetModel(entity, model[])
{
if(!is_valid_ent(entity))
return FMRES_IGNORED;
static szClassName[33]
entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName))
if(!equal(szClassName, "weaponbox"))
return FMRES_IGNORED;
static iOwner
iOwner = entity_get_edict(entity, EV_ENT_owner)
if(equal(model, "models/w_sg550.mdl"))
{
static iStoredSVDID
iStoredSVDID = find_ent_by_owner(ENG_NULLENT, "weapon_sg550", entity)
if(!is_valid_ent(iStoredSVDID))
return FMRES_IGNORED;
if(g_has_crossbow[iOwner])
{
entity_set_int(iStoredSVDID, EV_INT_WEAPONKEY, crossbow_WEAPONKEY)
g_has_crossbow[iOwner] = false
entity_set_model(entity, CROSSBOW_W_MODEL)
return FMRES_SUPERCEDE;
}
}
return FMRES_IGNORED;
}
public give_crossbow(id)
{
drop_weapons(id, 1);
new iWep2 = give_item(id,"weapon_sg550")
if( iWep2 > 0 )
{
cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_crossbow))
}
g_has_crossbow[id] = true;
}
public strela_touch(ptr, ptd)
{
if(!is_valid_ent(ptr))
return;
new attacker = entity_get_edict(ptr, EV_ENT_owner)
static Float:plrViewAngles[3], Float:VecEnd[3], Float:VecDir[3], Float:PlrOrigin[3];
pev(ptr, pev_v_angle, plrViewAngles);
static Float:VecSrc[3], Float:VecDst[3];
//VecSrc = pev->origin + pev->view_ofs;
pev(ptr, pev_origin, PlrOrigin)
pev(ptr, pev_view_ofs, VecSrc)
xs_vec_add(VecSrc, PlrOrigin, VecSrc)
//VecDst = VecDir * 8192.0;
angle_vector(plrViewAngles, ANGLEVECTOR_FORWARD, VecDir);
xs_vec_mul_scalar(VecDir, 8192.0, VecDst);
xs_vec_add(VecDst, VecSrc, VecDst);
new hTrace = create_tr2()
engfunc(EngFunc_TraceLine, VecSrc, VecDst, 0, ptr, hTrace)
get_tr2(hTrace, TR_vecEndPos, VecEnd);
if(is_user_alive(ptd) && entity_get_edict(ptr, EV_ENT_owner) != ptd)
{
new Float:dmg = get_pcvar_float(cvar_dmg_crossbow)
new hitGroup = get_tr2(hTrace, TR_iHitgroup);
switch (hitGroup) {
case HIT_HEAD: { dmg *= 3.0; }
case HIT_LEFTARM: { dmg *= 0.9; }
case HIT_RIGHTARM: { dmg *= 0.9; }
case HIT_LEFTLEG: { dmg *= 0.9; }
case HIT_RIGHTLEG: { dmg *= 0.9; }
}
g_dmg[ptd] = 1
ExecuteHamB(Ham_TakeDamage, ptd, attacker, attacker, dmg, DMG_NEVERGIB);
ExecuteHamB(Ham_TraceBleed, ptd, dmg, VecDir, hTrace, DMG_NEVERGIB);
make_blood(PlrOrigin, dmg, ptd);
remove_entity(ptr)
}
if(!is_user_alive(ptd))
{
if(is_valid_ent(ptr))
{
entity_set_int(ptr, EV_INT_movetype, 0)
entity_set_int(ptr, EV_INT_solid, SOLID_NOT)
}
}
}
public fw_crossbow_AddToPlayer(crossbow, id)
{
if(!is_valid_ent(crossbow) || !is_user_connected(id))
return HAM_IGNORED;
if(entity_get_int(crossbow, EV_INT_WEAPONKEY) == crossbow_WEAPONKEY)
{
g_has_crossbow[id] = true
entity_set_int(crossbow, EV_INT_WEAPONKEY, 0)
return HAM_HANDLED;
}
return HAM_IGNORED;
}
public fw_UseStationary_Post(entity, caller, activator, use_type)
{
if (use_type == USE_STOPPED && is_user_connected(caller))
replace_weapon_models(caller, get_user_weapon(caller))
}
public fw_Item_Deploy_Post(weapon_ent)
{
static owner
owner = fm_cs_get_weapon_ent_owner(weapon_ent)
static weaponid
weaponid = cs_get_weapon_id(weapon_ent)
replace_weapon_models(owner, weaponid)
}
public CurrentWeapon(id)
{
replace_weapon_models(id, read_data(2))
static weapon[32],Ent
get_weaponname(read_data(2),weapon,31)
if(g_has_crossbow[id])
{
Ent = find_ent_by_owner(-1,weapon,id)
if(Ent)
{
static Float:Delay, Float:M_Delay
Delay = get_pdata_float( Ent, 46, 4) * 0.3
M_Delay = get_pdata_float( Ent, 47, 4) * 0.3
if (Delay > 0.0)
{
set_pdata_float(Ent, 46, Delay, 4)
set_pdata_float(Ent, 47, M_Delay, 4)
}
}
}
}
replace_weapon_models(id, weaponid)
{
switch (weaponid)
{
case CSW_SG550:
{
if (is_user_zombie(id))
return;
if(g_has_crossbow[id])
{
set_pev(id, pev_viewmodel2, CROSSBOW_V_MODEL)
set_pev(id, pev_weaponmodel2, CROSSBOW_P_MODEL)
}
}
}
}
public fw_UpdateClientData_Post(Player, SendWeapons, CD_Handle)
{
if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_SG550) || !g_has_crossbow[Player])
return FMRES_IGNORED
set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)
return FMRES_HANDLED
}
public fw_TraceAttack(victim, attacker, Float:flDamage, Float:direction[3], ptr, damage_type)
{
if(!is_user_connected(attacker) || !is_user_alive(attacker))
return HAM_IGNORED
if(get_user_weapon(attacker) != CSW_SG550 || !g_has_crossbow[attacker])
return HAM_IGNORED
if(!(damage_type & DMG_BULLET))
return HAM_IGNORED
return HAM_IGNORED;
}
public fw_crossbow_PrimaryAttack(Weapon)
{
new Player = get_pdata_cbase(Weapon, 41, 4)
if (!g_has_crossbow[Player])
return;
pev(Player,pev_punchangle,cl_pushangle[Player])
g_clip_ammo[Player] = cs_get_weapon_ammo(Weapon)
if(g_has_crossbow[Player])
{
new Float:push[3]
pev(Player,pev_punchangle,push)
xs_vec_sub(push,cl_pushangle[Player],push)
xs_vec_mul_scalar(push,get_pcvar_float(cvar_recoil_crossbow),push)
xs_vec_add(push,cl_pushangle[Player],push)
set_pev(Player,pev_punchangle,push)
if (!g_clip_ammo[Player])
return
emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
UTIL_PlayWeaponAnimation(Player, 1)
}
}
public fwPlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
if ((eventid != g_orig_event_crossbow))
return FMRES_IGNORED
if (!(1 <= invoker <= g_MaxPlayers))
return FMRES_IGNORED
playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
return FMRES_SUPERCEDE
}
public fw_crossbow_PrimaryAttack_Post(Weapon)
{
new Player = get_pdata_cbase(Weapon, 41, 4)
new szClip, szAmmo
get_user_weapon(Player, szClip, szAmmo)
if(!is_user_alive(Player) || is_user_zombie(Player)) return;
if(!g_has_crossbow[Player])
{
if(szClip > 0) emit_sound(Player, CHAN_WEAPON, "weapons/sg550-1.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
}
if(g_has_crossbow[Player])
{
if (!g_clip_ammo[Player])
return
new Float:push[3]
pev(Player,pev_punchangle,push)
xs_vec_sub(push,cl_pushangle[Player],push)
xs_vec_mul_scalar(push,get_pcvar_float(cvar_recoil_crossbow),push)
xs_vec_add(push,cl_pushangle[Player],push)
set_pev(Player,pev_punchangle, push)
emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
UTIL_PlayWeaponAnimation(Player, 1)
make_strela(Player)
set_pdata_float(Player , m_flNextAttack, 0.2 , PLAYER_LINUX_XTRA_OFF)
}
}
public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
if (victim != attacker && is_user_connected(attacker))
{
if(inflictor == attacker) {
if(get_user_weapon(attacker) == CSW_SG550)
{
if(g_has_crossbow[attacker] && !g_dmg[victim])
{
g_dmg[victim] = 0
return HAM_SUPERCEDE;
}
}
}
}
g_dmg[victim] = 0
return HAM_IGNORED;
}
public message_DeathMsg(msg_id, msg_dest, id)
{
static szTruncatedWeapon[33], iAttacker, iVictim
get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon))
iAttacker = get_msg_arg_int(1)
iVictim = get_msg_arg_int(2)
if(!is_user_connected(iAttacker) || iAttacker == iVictim)
return PLUGIN_CONTINUE
if(equal(szTruncatedWeapon, "sg550") && get_user_weapon(iAttacker) == CSW_SG550)
{
if(g_has_crossbow[iAttacker])
set_msg_arg_string(4, "sg550")
}
return PLUGIN_CONTINUE
}
const Float: PLACE_RANGE = 36.0;
make_strela(id)
{
static arrow_entity, Float: player_origin[3], Float: view_ofs[3], Float: gun_position[3], Float: v_angle[3], Float:angles[3],
Float: start_arrow_origin[3], Float: end_arrow_origin[3], Float: direction[3];
get_origin (id, player_origin);
get_view_ofs (id, view_ofs);
gun_position[0] = player_origin[0] + view_ofs[0];
gun_position[1] = player_origin[1] + view_ofs[1];
gun_position[2] = player_origin[2] + view_ofs[2];
get_v_angle (id, v_angle);
engfunc(EngFunc_AngleVectors, v_angle, v_angle, 0, 0);
start_arrow_origin[0] = v_angle[0] * PLACE_RANGE + gun_position[0];
start_arrow_origin[1] = v_angle[1] * PLACE_RANGE + gun_position[1];
start_arrow_origin[2] = v_angle[2] * PLACE_RANGE + gun_position[2];
end_arrow_origin[0] = v_angle[0] * MAX_MAP_RANGE + gun_position[0];
end_arrow_origin[1] = v_angle[1] * MAX_MAP_RANGE + gun_position[1];
end_arrow_origin[2] = v_angle[2] * MAX_MAP_RANGE + gun_position[2];
engfunc(EngFunc_TraceLine, start_arrow_origin, end_arrow_origin, DONT_IGNORE_MONSTERS, id, 0);
get_tr2(0, TR_vecEndPos, end_arrow_origin);
arrow_entity = create_entity("info_target");
if (is_valid_ent(arrow_entity)) {
entity_set_string (arrow_entity, EV_SZ_classname, CROSSBOW_STRELA_NAME)
entity_set_model (arrow_entity, CROSSBOW_STRELA_MODEL)
entity_set_origin (arrow_entity, start_arrow_origin);
direction[0] = end_arrow_origin[0] - start_arrow_origin[0];
direction[1] = end_arrow_origin[1] - start_arrow_origin[1];
direction[2] = end_arrow_origin[2] - start_arrow_origin[2];
vector_to_angle(direction, angles);
entity_set_vector (arrow_entity, EV_VEC_angles, angles);
entity_set_vector(arrow_entity, EV_VEC_mins, Float: {-1.0, -1.0, -1.0})
entity_set_vector(arrow_entity, EV_VEC_maxs, Float: { 1.0, 1.0, 1.0})
entity_set_int(arrow_entity, EV_INT_solid, 2)
entity_set_int(arrow_entity, EV_INT_movetype, 5)
entity_set_edict(arrow_entity, EV_ENT_owner , id)
static Float: velocity[3], Float: speed;
speed = get_pcvar_float(cvar_crossbow_speed);
vec_normalize(direction);
velocity[0] = speed * direction[0];
velocity[1] = speed * direction[1];
velocity[2] = speed * direction[2];
set_velocity(arrow_entity, velocity);
entity_set_float(arrow_entity, EV_FL_nextthink, get_gametime() + get_pcvar_float(cvar_crossbow_life));
}
}
stock fm_cs_get_current_weapon_ent(id)
{
return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX);
}
stock fm_cs_get_weapon_ent_owner(ent)
{
return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS);
}
stock UTIL_PlayWeaponAnimation(const Player, const Sequence)
{
set_pev(Player, pev_weaponanim, Sequence)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
write_byte(Sequence)
write_byte(pev(Player, pev_body))
message_end()
}
public crossbow__ItemPostFrame(weapon_entity) {
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED;
if (!g_has_crossbow[id])
return HAM_IGNORED;
new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF)
new iBpAmmo = cs_get_user_bpammo(id, CSW_SG550);
new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
new fInReload = get_pdata_int(weapon_entity, m_fInReload, WEAP_LINUX_XTRA_OFF)
if( fInReload && flNextAttack <= 0.0 )
{
new j = min(get_pcvar_num(cvar_clip_crossbow) - iClip, iBpAmmo)
set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF)
cs_set_user_bpammo(id, CSW_SG550, iBpAmmo-j);
set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF)
fInReload = 0
}
return HAM_IGNORED;
}
public crossbow__Reload(weapon_entity) {
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED;
if (!g_has_crossbow[id])
return HAM_IGNORED;
g_crossbow_TmpClip[id] = -1;
new iBpAmmo = cs_get_user_bpammo(id, CSW_SG550);
new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
if (iBpAmmo <= 0)
return HAM_SUPERCEDE;
if (iClip >= get_pcvar_num(cvar_clip_crossbow))
return HAM_SUPERCEDE;
g_crossbow_TmpClip[id] = iClip;
return HAM_IGNORED;
}
public crossbow__Reload_Post(weapon_entity) {
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED;
if (!g_has_crossbow[id])
return HAM_IGNORED;
if (g_crossbow_TmpClip[id] == -1)
return HAM_IGNORED;
set_pdata_int(weapon_entity, m_iClip, g_crossbow_TmpClip[id], WEAP_LINUX_XTRA_OFF)
set_pdata_float(weapon_entity, m_flTimeWeaponIdle, CROSSBOW_RELOAD_TIME, WEAP_LINUX_XTRA_OFF)
set_pdata_float(id, m_flNextAttack, CROSSBOW_RELOAD_TIME, PLAYER_LINUX_XTRA_OFF)
set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)
// relaod animation
UTIL_PlayWeaponAnimation(id, 3)
return HAM_IGNORED;
}
public client_connect(id) reset_vars(id)
public client_disconnect(id) reset_vars(id)
public plugin_natives () register_native("give_weapon_crossbow", "native_give_weapon_add", 1)
public native_give_weapon_add(id) give_crossbow(id)
public remove_strela(ent) remove_entity(ent)
public reset_vars(id)
{
g_has_crossbow[id] = false
g_has_cross[id] = false
g_dmg[id] = 0
}
public give_cross(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)
{
console_print(id, "[Minigun] Give Minigun Failed")
return PLUGIN_HANDLED
}
give_crossbow(player)
return PLUGIN_CONTINUE
}
public event_antidot(id)
{
if(g_has_crossbow[id])
{
g_has_crossbow[id] = false
give_crossbow(id)
}
}
public event_infect(victim, attacker)
{
if(g_has_cross[victim])
{
g_has_crossbow[victim] = true
g_has_cross[victim] = false
}
}
stock drop_weapons(id, dropwhat)
{
static weapons[32], num, i, weaponid
num = 0
get_user_weapons(id, weapons, num)
for (i = 0; i < num; i++)
{
weaponid = weapons[i]
if (dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
{
static wname[32]
get_weaponname(weaponid, wname, sizeof wname - 1)
engclient_cmd(id, "drop", wname)
}
}
}
stock make_blood(const Float:vTraceEnd[3], Float:Damage, hitEnt) {
new bloodColor = ExecuteHam(Ham_BloodColor, hitEnt);
if (bloodColor == -1 || !is_user_alive(hitEnt) || !is_user_zombie(hitEnt))
return;
new amount = floatround(Damage);
amount *= 2; //according to HLSDK
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_BLOODSPRITE);
write_coord(floatround(vTraceEnd[0]));
write_coord(floatround(vTraceEnd[1]));
write_coord(floatround(vTraceEnd[2]));
write_short(m_iBlood[1]);
write_short(m_iBlood[0]);
write_byte(bloodColor);
write_byte(min(max(3, amount/10), 16));
message_end();
}
stock aim_at_origin(id, Float:target[3], Float:angles[3])
{
static Float:vec[3]
pev(id,pev_origin,vec)
vec[0] = target[0] - vec[0]
vec[1] = target[1] - vec[1]
vec[2] = target[2] - vec[2]
engfunc(EngFunc_VecToAngles,vec,angles)
angles[0] *= -1.0, angles[2] = 0.0
}
stock vec_normalize(Float: vec[3])
{
new Float: vec_len = floatsqroot((vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]));
if (vec_len == 0) {
vec[0] = 0.0;
vec[1] = 0.0;
vec[2] = 1.0;
}
else {
vec_len = 1.0 / vec_len;
vec[0] *= vec_len;
vec[1] *= vec_len;
vec[2] *= vec_len;
}
}