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Изменение скорострельности у арбалета. [ZM]

, Изменение скорострельности у Арбалета..
Статус пользователя Artem0111
сообщение 28.8.2017, 1:24
Сообщение #1
Стаж: 8 лет 11 месяцев

Сообщений: 10
Благодарностей: 1
Полезность: 0

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;
    }
}
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Статус пользователя ChesterField
сообщение 28.8.2017, 12:18
Сообщение #2


Стаж: 11 лет

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Блэт, правила не читали? Большие коды под спойлер убирать нужно, ало.
А по твоему вопросу вот что скажу:
Так вот, в функции "public fw_crossbow_PrimaryAttack_Post(Weapon)" есть строка
set_pdata_float(Player , m_flNextAttack, 0.2 , PLAYER_LINUX_XTRA_OFF)
В которой 0.2 и отвечает за время между выстрелами. И чем меньше оно, тем скорее твоей арбалет будет стрелять.


Почему бы и нет?
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Статус пользователя OnlySteam
сообщение 28.8.2017, 13:10
Сообщение #3


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ChesterField, мне говорили что нельзя изменять эти параметры. Т.е можно сделать оружие только из доступных вариантов в самой игре. А отдачу можно у оружия менять? Пример как в батле первый выстрел +3 единицы выше первоначального прицела.
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Статус пользователя Artem0111
сообщение 28.8.2017, 13:56
Сообщение #4
Стаж: 8 лет 11 месяцев

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ChesterField,
Извиняюсь, проверю, спасибо.
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Статус пользователя Artem0111
сообщение 28.8.2017, 14:08
Сообщение #5
Стаж: 8 лет 11 месяцев

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ChesterField,
Слушай не помогло, такая же скорость и осталась : (
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csuser
сообщение 28.8.2017, 15:31
Сообщение #6
Стаж: 9 лет 10 месяцев

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Только у арбалета есть глюк, когда есть арбалет и выбираешь обычный пистолет, то пистолет начинает стрелять быстро.
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