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BackWeapons & Human Race

Статус пользователя $@NyA
сообщение 27.7.2019, 18:17
Сообщение #1


Иконка группы

Стаж: 18 лет

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Облазил кругом на Оленях - нашел только пример.
Пробовал и в Мод и в сам плагин "пихать" - не заработало.

Суть простая:

При выборе Расы Человека - модель игрока из любым оружием становиться невидимой
Но как только оружие появляеться за спиной - оно приобретает полностью видимый вид.

"Примеры с Оленей"
Код:
==========================================================================
=========
If this were in FakeMeta I could tell you.

But I don't know what the constant for alpha is in Engine.

Ask how to change/get Alpha in Engine in scripting help.

Then replace:
Code:
            set_entity_visibility(g_bwEnt[id], 1)
            entity_set_model(g_bwEnt[id], modelName)
(Near the end of Event_CurWeapon)

With:
Code:
            set_entity_visibility(g_bwEnt[id], 1)
            entity_set_model(g_bwEnt[id], modelName)
            entity_set_int(g_bwEnt[id],EV_INT_Alpha,entity_get_int(entity_set_in
t(id,EV_INT_Alpha))

================================================================================
===

#include < amxmodx > 
#include < engine > 
#include < fakemeta > 

#pragma semicolon 1 

#define PLUGIN "Attachments Visibility" 
#define VERSION "0.0.1" 

new g_iMaxPlayers; 
#define IsPlayer(%0)    ( 1 <= (%0) <= g_iMaxPlayers ) 

public plugin_init() 

    register_plugin( PLUGIN, VERSION, "ConnorMcLeod" ); 
    register_forward(FM_AddToFullPack, "OnAddToFullPack_Post", true); 
    g_iMaxPlayers = get_maxplayers(); 


public OnAddToFullPack_Post(es, e, ent, host, hostflags, player, pSet) 

    if( !player && get_orig_retval() && get_es(es, ES_MoveType) == MOVETYPE_FOLLOW ) 
    { 
        static aiment, Float:rendercolor[3], RenderColor[3]; 
        aiment = entity_get_edict(ent, EV_ENT_aiment); 
        if( IsPlayer(aiment) && aiment != host ) 
        { 
            set_es(es, ES_RenderMode, entity_get_int(aiment, EV_INT_rendermode))

            set_es(es, ES_RenderAmt, clamp( floatround(entity_get_float(aiment, 
EV_FL_renderamt)), 0, 255 )); 
            entity_get_vector(aiment, EV_VEC_rendercolor, rendercolor); 
            FVecIVec(rendercolor, RenderColor); 
            set_es(es, ES_RenderColor, RenderColor); 
            set_es(es, ES_RenderFx, entity_get_int(aiment, EV_INT_renderfx)); 
        } 
    } 


================================================================================
=

set_user_rendering( id, kRenderFxNone, 0, 0, 0, kRenderTransTexture, invlevel );
  

================================================================================
=


Раса Людей
Код:
#include <colorchat>

#define BLINK_COOLDOWN 2.0
#define BASH_GLOW_INTENSITY 200
#define BASH_HOLD_TIME 0.7


HU_ULT_Blink( id )
{

// User can't Blink when he/she's stunned
if ( p_data_b[id][PB_STUNNED] )
{
WC3_StatusText( id, 0, "%L", id, "CLIENT_PRINT_HU_ULT_BLINK_1" );

return;
}

new vOldLocation[3], vNewLocation[3]

// Get the player's current location
get_user_origin( id, vOldLocation );

// Get where the player is looking (where the player will teleport)
get_user_origin( id, vNewLocation, 3 );

// Play the blink sound!
emit_sound( id, CHAN_STATIC, g_szSounds[SOUND_BLINK], 1.0, ATTN_NORM, 0, PITCH_NORM );

// Make sure a nearby enemy doesn't have immunity
if ( WC3_IsImmunePlayerNear( id, vOldLocation ) || WC3_IsImmunePlayerNear( id, vNewLocation ) )
{
//set_hudmessage( 255, 255, 10, -1.0, -0.4, 1, 0.5, BLINK_COOLDOWN, 0.2, 0.2 ,-1 );
WC3_StatusText( id, 0, "%L", id, "TELEPORT_FAILED_ENEMY_IMMUNITY" );

// Reset the user's ultimate
ULT_ResetCooldown( id, get_pcvar_num( CVAR_wc3_ult_cooldown ) );

return;
}

// Check to see if the user is teleporting where they shouldn't
if ( SHARED_NearObjective( vNewLocation ) == OBJENT_VIP_ESCAPE )
{
WC3_StatusText( id, 0, "%L", id, "CLIENT_PRINT_HU_ULT_BLINK_2" );

// Reset the user's ultimate
ULT_ResetCooldown( id, get_pcvar_num( CVAR_wc3_ult_cooldown ) );

return;
}

// If we teleport them back, make sure they don't get teleported into the ground
vOldLocation[ZPOS] += 15;

// Change coordinates to make sure player won't get stuck in the ground/wall
vNewLocation[XPOS] += ( ( vNewLocation[XPOS] - vOldLocation[XPOS] > 0 ) ? -50 : 50 );
vNewLocation[YPOS] += ( ( vNewLocation[YPOS] - vOldLocation[YPOS] > 0 ) ? -50 : 50 );
vNewLocation[ZPOS] += 40;


// Set up some origins for some special effects!!!
new vCenterOrigin[3], vAxisOrigin[3];
vCenterOrigin[0] = vOldLocation[0];
vCenterOrigin[1] = vOldLocation[1];
vCenterOrigin[2] = vOldLocation[2] + 10;
vAxisOrigin[0] = vOldLocation[0];
vAxisOrigin[1] = vOldLocation[1];
vAxisOrigin[2] = vOldLocation[2] + 10 + TELEPORT_RADIUS;

// Lets create some beam cylinders!
Create_TE_BEAMCYLINDER( vOldLocation, vCenterOrigin, vAxisOrigin, g_iSprites[SPR_SHOCKWAVE], 0, 0, 3, 60, 0, 0, 255, 0, 255, 0 );

// Modify our effects a bit for another cylinder
vCenterOrigin[2] += 80;
vAxisOrigin[2] += 80;

// And draw another cylinder!!!
Create_TE_BEAMCYLINDER( vOldLocation, vCenterOrigin, vAxisOrigin, g_iSprites[SPR_SHOCKWAVE], 0, 0, 3, 60, 0, 0, 255, 0, 255, 0 );

// Planting the bomb then teleporting = bad, lets stop this...
client_cmd( id, "-use" );

// Then lets try to slay some bitches...
if ( get_pcvar_num( CVAR_wc3_blink_protection ) )
{

// Lets go ahead and make this check before they teleport...
if ( HU_ULT_BlinkProtection( id, vNewLocation ) )
{

ULT_ResetCooldown( id, get_pcvar_num( CVAR_wc3_ult_cooldown ) );

return;
}
}

// Teleport the player!!!
set_user_origin( id, vNewLocation );

// Check if Blink landed you in a wall, if so, abort
new parm[5];
parm[0] = id;
parm[1] = vOldLocation[0];
parm[2] = vOldLocation[1];
parm[3] = vOldLocation[2];
parm[4] = vNewLocation[2];

set_task( 0.1, "_HU_ULT_BlinkStuck", TASK_BLINKSTUCK + id, parm, 5 );

ULT_ResetCooldown( id, get_pcvar_num( CVAR_wc3_ult_cooldown ) );

ULT_Icon( id, ICON_HIDE );

emit_sound( id, CHAN_STATIC, g_szSounds[SOUND_BLINK], 1.0, ATTN_NORM, 0, PITCH_NORM );

return;
}

// Function will check to see if a user is stuck in a wall
public _HU_ULT_BlinkStuck( parm[] )
{

new id = parm[0]

if ( !p_data_b[id][PB_ISCONNECTED] )
{
return;
}

new vOldLocation[3], vOrigin[3];

vOldLocation[0] = parm[1];
vOldLocation[1] = parm[2];
vOldLocation[2] = parm[3];

get_user_origin( id, vOrigin );

// Then the user is stuck :/
if ( parm[4] == vOrigin[2] )
{

//set_hudmessage( 255, 255, 10, -1.0, -0.4, 1, 0.5, BLINK_COOLDOWN, 0.2, 0.2, 5 );
WC3_StatusText( id, 0, "%L", id, "TELEPORT_FAILED_BAD_DESTINATION" );

set_user_origin( id, vOldLocation ) ;

ULT_ResetCooldown( id, floatround(BLINK_COOLDOWN) );
}

// Otherwise they teleported correctly!
else
{

// Sprays white bubbles everywhere
new vStartOrigin[3];
vStartOrigin[0] = vOrigin[0];
vStartOrigin[1] = vOrigin[1];
vStartOrigin[2] = vOrigin[2] + 40;

Create_TE_SPRITETRAIL( vStartOrigin, vOrigin, g_iSprites[SPR_FLARE], 30, 10, 1, 50, 10 );

}

return;
}


// Function will make sure the user isn't in an invalid location in a map
HU_ULT_BlinkProtection( id, vOrigin[3] )
{

new bool:bSlay = false;
new Float:fOrigin[3];

// Convert origin to float
IVecFVec( vOrigin, fOrigin );

// User shouldn't be teleporting into the sky!
if ( point_contents( fOrigin ) == CONTENTS_SKY )
{
bSlay = true;
}

// Get the current map name
new szMapName[32];
get_mapname( szMapName, 32 );


// Only do these checks if we're in CS/CZ
if ( g_MOD == GAME_CSTRIKE || g_MOD == GAME_CZERO )
{

if ( !bSlay )
{
new x = vOrigin[0];
new y = vOrigin[1];
new z = vOrigin[2];

// Don't teleport too high
if ( equali( szMapName, "de_dust" ) )
{
if ( z > 220 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "awp_assault" ) )
{
if( z > 520 && y > 2400 && y < 2600 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "de_dust_cz" ) )
{
if ( z > 220 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "de_aztec_cz" ) )
{
if ( z > 300 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "cs_assault_upc" ) )
{
if( z > 650 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "de_aztec" ) )
{
if( z > 300 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "de_cbble" ) || equali( szMapName, "de_cbble_cz" ) )
{
if ( z > 315 )
{
if ( ! ( ( x > -1320 && x < -1150 ) && ( y > 2600 && y < 2900 ) ) )
{
bSlay = true;
}
}
}

else if ( equali( szMapName, "cs_assault" ) )
{
if ( z > 700 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "cs_militia" ) || equali( szMapName, "cs_militia_cz" ) )
{
if ( z > 500 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "cs_italy" ) )
{
if ( z > -220 && y < -2128 )
{
bSlay = true;
}
else if( z > 250 )
{
if ( ( x < -1000 && x > -1648 ) && ( y > 1900 && y < 2050 ) )
{
bSlay = true;
}
else if ( ( x < -1552 && x > -1648 ) && ( y > 1520 && y < 2050 ) )
{
bSlay = true;
}
}
}

else if ( equali( szMapName, "cs_italy_cz" ) )
{
if ( y > 2608 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "de_dust2" ) )
{
if ( z > 270 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "de_dust2_cz" ) )
{
if ( z > 270 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "fy_dustworld" ) )
{
if ( z > 82 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "fy_pool_day" ) )
{
if ( z > 190 )
{
bSlay = true;
}
}

else if ( equali( szMapName, "as_oilrig" ) )
{
if ( x > 1700 )
{
bSlay = true;
}
}
}
}


// For some reason bSlay is always true on this map, but you should be able to teleport anywhere
if ( equali( szMapName, "cs_mice_final" ) )
{
bSlay = false;
}


// Slay the user!!!
if ( bSlay )
{
#if AMXX_VERSION_NUM < 183
ColorChat(id, RED, "%L", LANG_PLAYER, "SLAIN_FOR_TELEPORTING" );
#else
client_print_color(id, print_team_red, "%L", LANG_PLAYER, "SLAIN_FOR_TELEPORTING" );
#endif
//client_print( id, print_chat, "%s %L", id, "SLAIN_FOR_TELEPORTING" );
user_kill( id );
}

return bSlay;
}

HU_DevotionAura( id )
{

if ( !is_user_alive( id ) )
{
return;
}

static iSkillLevel;
iSkillLevel = SM_GetSkillLevel( id, SKILL_DEVOTION );

// Then the user has devotion aura + hasn't lost some skill levels!
if ( iSkillLevel > 0 )
{

// Increase the user's health
set_user_health( id, get_user_health( id ) + ( p_devotion * iSkillLevel ) );
}
}

HU_SkillsOffensive( iAttacker, iVictim )
{
static iSkillLevel;

// Bash
iSkillLevel = SM_GetSkillLevel( iAttacker, SKILL_BASH );
if ( iSkillLevel > 0 )
{

// Cannot bash if already bashed or user is slowed
if ( random_float( 0.0, 1.0 ) <= p_bash[iSkillLevel-1] && !SHARED_IsPlayerSlowed( iVictim ) )
{

p_data_b[iVictim][PB_STUNNED] = true;
SHARED_SetSpeed( iVictim );

set_task( BASH_HOLD_TIME, "SHARED_ResetMaxSpeed", TASK_RESETSPEED + iVictim );

// Make the user glow!
SHARED_Glow( iVictim, 0, 0, 0, BASH_GLOW_INTENSITY );

// Create a screen fade
Create_ScreenFade( iVictim, (1<<10), (1<<10), (1<<12), 255, 255, 255, g_GlowLevel[iVictim][3] )
}
}
}


"Здесь уже горячее.."
Код:
public SHARED_INVIS_Set( id )
{
    // Do not want to set them as invisible if the player is currently rendering
    if ( !p_data_b[id][PB_CAN_RENDER] || !p_data_b[id][PB_ISCONNECTED] )
    {
        return;
    }

    new iInvisLevel = 0;

    static iSkillLevel;
    iSkillLevel = SM_GetSkillLevel( id, SKILL_INVISIBILITY );

    // If they are Human Alliance with Invisibility lets set the level
    if ( iSkillLevel > 0 )
    {
        iInvisLevel = p_invisibility[iSkillLevel-1];
    }

    // User has a Cloak of Invisibility
    if ( ITEM_Has( id, ITEM_CLOAK ) > ITEM_NONE )
    {
        // Then we are already a little invis, lets give them a little bonus for purchasin
g the item
        if ( iInvisLevel > 0 )
        {
            iInvisLevel = floatround( float( iInvisLevel ) / INVIS_CLOAK_DIVISOR );
        }
        else
        {
            iInvisLevel = get_pcvar_num( CVAR_wc3_cloak );
        }
    }
    
    // If the player is holding a knife they should be more invisible
    if ( SHARED_IsHoldingKnife( id ) )
    {
        iInvisLevel /= 2;
    }

    if ( iInvisLevel )
    {
        set_user_rendering( id, kRenderFxNone, 0, 0, 0, kRenderTransTexture, iIn
visLevel );
        
        p_data_b[id][PB_INVIS] = true;
    }

    // User should not be invisible
    else
    {
        set_user_rendering( id );

        p_data_b[id][PB_INVIS] = false;
    }

    return;
}

// Function will return true if their active weapon is a knife
public SHARED_IsHoldingKnife( id )
{
    new iClip, iAmmo, iWeapon;
    iWeapon = get_user_weapon( id, iClip, iAmmo );

    // Check for Counter-Strike or Condition Zero
    if ( g_MOD == GAME_CSTRIKE || g_MOD == GAME_CZERO )
    {
        if ( iWeapon == CSW_KNIFE )
        {
            return true;
        }
    }

    // Check for Day of Defeat
    else if ( g_MOD == GAME_DOD )
    {
        if ( iWeapon == DODW_AMERKNIFE || iWeapon == DODW_GERKNIFE || iWeapon ==
 DODW_SPADE )
        {
            return true;
        }
    }

    return false;
}


"BackWeapons"
Код:
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>

#define MAX_PLAYERS         32
#define OFFSET_PRIMARYWEAPON     116
#define OFFSET_WEAPONTYPE     43
#define EXTRAOFFSET_WEAPONS     4
#define OFFSET_AUTOSWITCH     509
#define OFFSET_SHIELD         510
#define HAS_SHIELD         (1<<24)

#define PRIMARY_WEAPONS (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)

#define is_weapon_primary(%1)      (PRIMARY_WEAPONS & (1<<%1))
#define cs_get_weapon_type(%1)     get_pdata_int(%1, OFFSET_WEAPONTYPE, EXTRAOFFSET_WEAPONS)
#define cs_get_user_hasprim(%1)    get_pdata_int(%1, OFFSET_PRIMARYWEAPON)
#define cs_get_user_autoswitch(%1) get_pdata_int(%1, OFFSET_AUTOSWITCH)
#define cs_get_user_shield(%1)       (get_pdata_int(%1, OFFSET_SHIELD) & HAS_SHIELD) ? 1 : 0

enum
{
    MODEL_NULL    = 0,
    MODEL_AUG     = 1,
    MODEL_AK47    = 2,
    MODEL_AWP     = 3,
    MODEL_MP5NAVY = 4,
    MODEL_P90     = 5,
    MODEL_GALIL   = 6,
    MODEL_M4A1    = 7,
    MODEL_SG550   = 8,
    MODEL_SG552   = 9,
    MODEL_SCOUT   = 10,
    MODEL_XM1014  = 11,
    MODEL_G3SG1   = 13,
    MODEL_M249    = 14,
    MODEL_FAMAS   = 15,
    MODEL_UMP45   = 16,
    MODEL_TMP     = 17,
    MODEL_MAC10   = 18
}

new g_weapons[][] =
{
    "weapon_p228",
    "weapon_scout",
    "weapon_hegrenade",
    "weapon_xm1014",
    "weapon_c4",
    "weapon_mac10",
    "weapon_aug",
    "weapon_smokegrenade",
    "weapon_elite",
    "weapon_fiveseven",
    "weapon_ump45",
    "weapon_sg550",
    "weapon_galil",
    "weapon_famas",
    "weapon_usp",
    "weapon_glock18",
    "weapon_awp",
    "weapon_mp5navy",
    "weapon_m249",
    "weapon_m3",
    "weapon_m4a1",
    "weapon_tmp",
    "weapon_g3sg1",
    "weapon_flashbang",
    "weapon_deagle",
    "weapon_sg552",
    "weapon_ak47",
    "weapon_knife",
    "weapon_p90"
}

new g_weaponclass[] = "backweapon"
new g_weaponmodel[] = "models/backweapons_wc/backweapons_wc.mdl"
new g_weaponent[MAX_PLAYERS+1]
new bot_limit,bool:bot_ham

public plugin_init()
{
    register_plugin("Back Weapons", "1.87", "hoboman313; cheap_suit")

    RegisterHam(Ham_Killed,           "player", "bacon_killed")
    RegisterHam(Ham_Spawn,            "player", "bacon_spawn_post", 1)
    RegisterHam(Ham_AddPlayerItem,    "player", "bacon_addplayeritem")
    RegisterHam(Ham_RemovePlayerItem, "player", "bacon_removeplayeritem")
    bot_limit=get_cvar_pointer("bot_quota")
    for(new i = 0; i < sizeof g_weapons; i++)
    {
        RegisterHam(Ham_Item_AttachToPlayer, g_weapons[i], "bacon_item_attachtoplayer_post", 1)
        RegisterHam(Ham_Item_Deploy,         g_weapons[i], "bacon_item_deploy_post",         1)
    }
}

public plugin_precache()
    precache_model(g_weaponmodel)

public client_putinserver(id)
{
    static infotarget
    if(!infotarget) infotarget = engfunc(EngFunc_AllocString, "info_target")

    g_weaponent[id] = engfunc(EngFunc_CreateNamedEntity, infotarget)
    if(pev_valid(g_weaponent[id]))
    {
        engfunc(EngFunc_SetModel, g_weaponent[id], g_weaponmodel)
        set_pev(g_weaponent[id], pev_classname, g_weaponclass)
        set_pev(g_weaponent[id], pev_movetype, MOVETYPE_FOLLOW)
        set_pev(g_weaponent[id], pev_effects, EF_NODRAW)
        set_pev(g_weaponent[id], pev_aiment, id)
    }
    if(is_user_bot(id)&&!bot_ham&&bot_limit)set_task(0.1,"reg_ham_bot",id)
}

public client_disconnect(id)
{
    if(g_weaponent[id] > 0 && pev_valid(g_weaponent[id]))
        engfunc(EngFunc_RemoveEntity, g_weaponent[id])

    g_weaponent[id] = 0
}

public reg_ham_bot(id)
{
    if(bot_ham||!is_user_connected(id)||!get_pcvar_num(bot_limit))return
    RegisterHamFromEntity(Ham_Killed,id,"bacon_killed")
    RegisterHamFromEntity(Ham_Spawn,id,"bacon_spawn_post",1)
    RegisterHamFromEntity(Ham_AddPlayerItem,id,"bacon_addplayeritem")
    RegisterHamFromEntity(Ham_RemovePlayerItem,id,"bacon_removeplayeritem")
    bot_ham=true;if(is_user_alive(id))bacon_spawn_post(id)
}

public bacon_killed(id, idattacker, shouldgib)
    fm_set_entity_visibility(g_weaponent[id], 0)

public bacon_addplayeritem(id, ent)
{
    static weaponid; weaponid = cs_get_weapon_type(ent)
    if(is_weapon_primary(weaponid) && pev_valid(g_weaponent[id]))
    {
        fm_set_entity_visibility(g_weaponent[id], 0)
        set_pev(g_weaponent[id], pev_body, get_weapon_model(weaponid))
    }
}

public bacon_removeplayeritem(id, ent)
{
    if(is_weapon_primary(cs_get_weapon_type(ent)) && pev_valid(g_weaponent[id]))
        fm_set_entity_visibility(g_weaponent[id], 0)
}

public bacon_spawn_post(id) if(is_user_alive(id))
{
    if(!cs_get_user_hasprim(id))
        fm_set_entity_visibility(g_weaponent[id], 0)
}

public bacon_item_attachtoplayer_post(ent, id) if(is_user_alive(id) && !cs_get_user_autoswitch(id))
{
    if(is_weapon_primary(cs_get_weapon_type(ent)) && pev_valid(g_weaponent[id]))
        fm_set_entity_visibility(g_weaponent[id], 1)
}

public bacon_item_deploy_post(ent)
{
    static id; id = pev(ent, pev_owner)
    if(is_user_alive(id))
    {
        static weapon; weapon = cs_get_weapon_type(ent)
        if(is_weapon_primary(weapon) || cs_get_user_shield(id))
            fm_set_entity_visibility(g_weaponent[id], 0)

        else if(cs_get_user_hasprim(id))
            fm_set_entity_visibility(g_weaponent[id], 1)
    }
}

stock get_weapon_model(weapon)
{
    switch(weapon)
    {
        case CSW_SCOUT:   return MODEL_SCOUT
        case CSW_XM1014:  return MODEL_XM1014
        case CSW_AUG:      return MODEL_AUG
        case CSW_UMP45:   return MODEL_UMP45
        case CSW_SG550:   return MODEL_SG550
        case CSW_GALIL:   return MODEL_GALIL
        case CSW_FAMAS:   return MODEL_FAMAS
        case CSW_AWP:     return MODEL_AWP
        case CSW_MP5NAVY: return MODEL_MP5NAVY
        case CSW_M249:    return MODEL_M249
        case CSW_M4A1:    return MODEL_M4A1
        case CSW_G3SG1:   return MODEL_G3SG1
        case CSW_SG552:   return MODEL_SG552
        case CSW_AK47:    return MODEL_AK47
        case CSW_P90:     return MODEL_P90
        case CSW_MAC10:   return MODEL_MAC10    
        case CSW_TMP:     return MODEL_TMP
    }
    return 0
}

stock fm_set_entity_visibility(index, visible = 1)
    set_pev(index, pev_effects, visible == 1 ? pev(index, pev_effects) & ~EF_NODRAW : pev(index, pev_effects) | EF_NODRAW)


МультиМод CS
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