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Плагин. Подарки для игроков.

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Модераторы: Subb98, liFe iS GoOD

Правила форума
1. Запрещено материться и оскорблять других участников форума.
2. Запрещен флуд, оффтоп, дабл постинг во всех разделах форума, кроме раздела "Болтовня".
3. Запрещено взламывать сайт/форум или наносить любой вред проекту.
4. Запрещено рекламировать другие ресурсы.
5. Запрещено создавать темы без информативного названия. Название темы должно отображать ее смысл.

В данном разделе форума разрешено создавать темы, касающие только скриптинга для AMX Mod X.

Правила при создании новой темы:
1. При вставке кода плагина необходимо использовать тег [code=php].
2. Любые изображения должны быть загружены, как вложения к вашему сообщению.
3. При описании проблемы или запросе на помощь в редактировании плагина обязательно выкладывайте исходник sma плагина.

Плагин. Подарки для игроков.

Сообщение Datex-m » 23 янв 2012, 13:58

Вот плагин:
Код: Выделить всё
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <fakemeta_util>

/*================================================================================
 [Plugin Customization]
=================================================================================*/

//Models and sounds are randomly chosen, add as many, as you want

new const model_present[][] = { "models/present/w_present.mdl","models/present/w_present2.mdl" }

new const sound_respawn[][] = { "present/respawn.wav", "present/respawn2.wav" }
new const sound_pick[][] = { "present/pick.wav" }

//Customization end here!

//Some offsets
#if cellbits == 32
const OFFSET_CSMONEY = 115
const OFFSET_AWM_AMMO  = 377
const OFFSET_SCOUT_AMMO = 378
const OFFSET_PARA_AMMO = 379
const OFFSET_FAMAS_AMMO = 380
const OFFSET_M3_AMMO = 381
const OFFSET_USP_AMMO = 382
const OFFSET_FIVESEVEN_AMMO = 383
const OFFSET_DEAGLE_AMMO = 384
const OFFSET_P228_AMMO = 385
const OFFSET_GLOCK_AMMO = 386
const OFFSET_FLASH_AMMO = 387
const OFFSET_HE_AMMO = 388
const OFFSET_SMOKE_AMMO = 389
#else
const OFFSET_CSMONEY = 140
const OFFSET_AWM_AMMO  = 426
const OFFSET_SCOUT_AMMO = 427
const OFFSET_PARA_AMMO = 428
const OFFSET_FAMAS_AMMO = 429
const OFFSET_M3_AMMO = 430
const OFFSET_USP_AMMO = 431
const OFFSET_FIVESEVEN_AMMO = 432
const OFFSET_DEAGLE_AMMO = 433
const OFFSET_P228_AMMO = 434
const OFFSET_GLOCK_AMMO = 435
const OFFSET_FLASH_AMMO = 46
const OFFSET_HE_AMMO = 437
const OFFSET_SMOKE_AMMO = 438
#endif
const OFFSET_LINUX  = 5

//Primary weapons array (thanks Mercyllez)
new const g_primary_items[][] = { "weapon_galil", "weapon_famas", "weapon_m4a1", "weapon_ak47", "weapon_sg552", "weapon_aug", "weapon_scout",
            "weapon_m3", "weapon_xm1014", "weapon_tmp", "weapon_mac10", "weapon_ump45", "weapon_mp5navy", "weapon_p90",
            "weapon_m249", "weapon_sg550", "weapon_g3sg1"}

//Secondary weapons array (thanks Mercyllez)            
new const g_secondary_items[][] = { "weapon_glock18", "weapon_usp", "weapon_p228", "weapon_deagle", "weapon_fiveseven", "weapon_elite" }

//Max BackPack ammo array (thanks Mercyllez)
new const MAXBPAMMO[] = { -1, 52, -1, 90, 1, 32, 1, 100, 90, 1, 120, 100, 100, 90, 90, 90, 100, 120,
         30, 120, 200, 32, 90, 120, 90, 2, 35, 90, 90, -1, 100 }
//Amount of gived ammo (thanks Mercyllez)
new const GIVEAMMO[] = { -1, 52, -1, 90, -1, 32, -1, 100, 90, -1, 120, 100, 100, 90, 90, 90, 100, 120,
         30, 120, 200, 32, 90, 120, 90, -1, 35, 90, 90, -1,100 }
//Ammo ID array (thanks Mercyllez)
new const AMMOID[] = { -1, 9, -1, 2, 12, 5, 14, 6, 4, 13, 10, 7, 6, 4, 4, 4, 6, 10,
         1, 10, 3, 5, 4, 10, 2, 11, 8, 4, 2, -1, 7 }

//Weapon BitSum (thanks Mercyllez)         
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)
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)


//Pcvar variables      
new pcvar_on,pcvar_respawn_time,pcvar_blast,pcvar_blast_color,pcvar_money

//Rest of variables
new g_explo,g_money,g_ammo

//Task ID enum
enum (+= 100)
{
   TASK_PRIMARY = 100,
   TASK_SECONDARY
}


//Version information
new const VERSION[] = "2.01"

public plugin_init()
{
   register_plugin("Pick up present", VERSION, "FakeNick")
   pcvar_on = register_cvar("present_on","1")
   
   //Make sure that the plugin is on
   if(!get_pcvar_num(pcvar_on))
      return
   
   //Register dictionary
   register_dictionary("present.txt")
   
   //Register admin commands
   register_clcmd("say !add","func_add_present")
   register_clcmd("say !remove","func_remove_present")
   register_clcmd("say !removeall","func_remove_present_all")
   register_clcmd("say !save","func_save_origins")
   register_clcmd("say !rotate","func_rotate_present")
      
   //Some forwards
   register_forward(FM_Touch,"forward_touch")
   register_forward(FM_Think,"forward_think")
      
   //Cvars register
   pcvar_respawn_time = register_cvar("present_respawn_time","60.0")
   pcvar_blast = register_cvar("present_blast","1")
   pcvar_blast_color = register_cvar("present_blast_color","255 255 255")
   pcvar_money = register_cvar("present_money","300")
   
   //Only for version recognize
   register_cvar("present_version", VERSION, FCVAR_SERVER|FCVAR_SPONLY)
   
   //Other stuff
   g_money = get_user_msgid("Money")
   g_ammo = get_user_msgid("AmmoPickup")
}
public plugin_precache()
{
   new i
   
   for(i = 0; i < sizeof model_present; i++)
      engfunc(EngFunc_PrecacheModel,model_present[i])
   
   for (i = 0; i < sizeof sound_respawn; i++)
      engfunc(EngFunc_PrecacheSound, sound_respawn[i])
   for (i = 0; i < sizeof sound_pick; i++)
      engfunc(EngFunc_PrecacheSound, sound_pick[i])
   
   g_explo = engfunc(EngFunc_PrecacheModel,"sprites/shockwave.spr")
}
public plugin_cfg()
{
   //Create some variables
   static sConfigsDir[64], sFile[128]
   
   //Get config folder directory
   get_configsdir(sConfigsDir, sizeof sConfigsDir - 1)
   
   //Get mapname
   static sMapName[32]
   get_mapname(sMapName, sizeof sMapName - 1)
   
   //Format .cfg file directory
   formatex(sFile, sizeof sFile - 1, "%s/presents/%s_presents_origins.cfg", sConfigsDir, sMapName)
   
   //If file doesn't exist return
   if(!file_exists(sFile))
      return
   
   //Some variables
   static sFileOrigin[3][32], sFileAngles[3][32], iLine, iLength, sBuffer[256]
   static sTemp1[128], sTemp2[128]
   static Float:fOrigin[3], Float:fAngles[3]
   
   //Read file
   while(read_file(sFile, iLine++, sBuffer, sizeof sBuffer - 1, iLength))
   {
      if((sBuffer[0]==';') || !iLength)
         continue
      
      strtok(sBuffer, sTemp1, sizeof sTemp1 - 1, sTemp2, sizeof sTemp2 - 1, '|', 0)
      
      parse(sTemp1, sFileOrigin[0], sizeof sFileOrigin[] - 1, sFileOrigin[1], sizeof sFileOrigin[] - 1, sFileOrigin[2], sizeof sFileOrigin[] - 1)
      
      fOrigin[0] = str_to_float(sFileOrigin[0])
      fOrigin[1] = str_to_float(sFileOrigin[1])
      fOrigin[2] = str_to_float(sFileOrigin[2])
      
      parse(sTemp2, sFileAngles[0], sizeof sFileAngles[] - 1, sFileAngles[1], sizeof sFileAngles[] - 1, sFileAngles[2], sizeof sFileAngles[] - 1)
      
      fAngles[0] = str_to_float(sFileAngles[0])
      fAngles[1] = str_to_float(sFileAngles[1])
      fAngles[2] = str_to_float(sFileAngles[2])
      
      //Spawn presents on origins saved in .cfg file
      func_spawn(fOrigin)
   }
}

/*================================================================================
 [Tasks]
=================================================================================*/

public task_primary(id)
{
   //Check player id
   id -= TASK_PRIMARY
   
   //Make usre that player is alive
   if(!is_user_alive(id))
      return
   
   //Give him primary weapon
   func_give_item_primary(id, random_num(0, sizeof g_primary_items - 1))
}
public task_secondary(id)
{
   //Check player id
   id -= TASK_SECONDARY
   
   //Make usre that player is alive
   if(!is_user_alive(id))
      return
      
   //Give him secondary weapon   
   func_give_item_secondary(id, random_num(0, sizeof g_secondary_items - 1))
}

/*================================================================================
 [Main functions]
=================================================================================*/
public func_add_present(id)
{   
   //Check command access
   if(!access(id,ADMIN_KICK))
      return
   
   //Create some variables
   new Float:fOrigin[3],origin[3],name[32],map[32]
   
   //Get player origins
   get_user_origin(id,origin,3)
   
   //Make float origins from integer origins
   IVecFVec(origin,fOrigin)
   
   //Check the player aiming
   if((engfunc(EngFunc_PointContents, fOrigin) != CONTENTS_SKY) && (engfunc(EngFunc_PointContents, fOrigin) != CONTENTS_SOLID))
   {
      //Get his name and map name for log creating
      get_user_name(id,name,sizeof name - 1)
      
      get_mapname(map,sizeof map - 1)
      
      //Create log file or log admin command
      log_to_file("presents.log","[%s] has created present on map %s",name,map)
      
      //Finally spawn present
      func_spawn(fOrigin)
      
      //Print success and save info information
      client_print(id,print_chat,"%L",LANG_PLAYER,"SUCC_ADD",origin[0],origin[1],origin[2])
      client_print(id,print_chat,"%L",LANG_PLAYER,"SAVE_INFO")
   }else{
      //That location is unavaiables, so print information
      client_print(id,print_chat,"%L",LANG_PLAYER,"LOCATION_UN")
   }
   
   
}
public func_remove_present(id)
{
   //Check command access
   if(!access(id,ADMIN_KICK))
      return
   
   //Create some variables
   static ent, body,name[32],map[32]
   
   //Check player aiming
   get_user_aiming(id, ent, body)
   
   //Check ent validity
   if(pev_valid(ent))
   {
      //Check entity classname
      static classname[32]
      pev(ent, pev_classname, classname, sizeof classname - 1)
      
      //Player is aiming at present
      if(!strcmp(classname, "present", 1))
      {
         //Get user name and map name for log creating
         get_user_name(id,name,sizeof name - 1)
         get_mapname(map,sizeof map - 1)
         
         //Create log file or log admin command
         log_to_file("presents.log","[%s] has removed present from map %s",name,map)
         
         //Finalyl remove the entity
         engfunc(EngFunc_RemoveEntity, ent)
         
         //Print success inforamtion
         client_print(id, print_chat, "%L",LANG_PLAYER,"SUCC_REMOVE")
      }else
      {
         //Player must aim at present
         client_print(id, print_chat, "%L",LANG_PLAYER,"PRESENT_AIM")
      }
   }
}
public func_remove_present_all(id)
{
   //Check command access
   if(!access(id, ADMIN_KICK))
      return
   
   //Create some variables
   new ent = -1,count,name[32],map[32]
   count = 0
   
   //Find presents
   while((ent = fm_find_ent_by_class(ent,"present")))
   {
      //Increase count
      count++
      //Remove presents
      engfunc(EngFunc_RemoveEntity,ent)
   }
   //Print information
   client_print(id,print_chat,"%L",LANG_PLAYER,"REMOVE_ALL",count)
   
   //Get player name and map name
   get_user_name(id,name,sizeof name - 1)
   get_mapname(map,sizeof map - 1)
   
   //Log command to file
   log_to_file("presents.log","[%s] has removed all presents from map %s",name,map)
   
   //Print save information
   client_print(id,print_chat,"%L",LANG_PLAYER,"SAVE_INFO")
}
public func_save_origins(id)
{
   //Check command access
   if(!access(id, ADMIN_KICK))
      return
   
   //Create some variables
   static sConfigsDir[64], sFile[128],name[32],map[32]
   
   //Get config folder directory
   get_configsdir(sConfigsDir, sizeof sConfigsDir - 1)
   
   //Get map name
   static sMapName[32]
   get_mapname(sMapName, sizeof sMapName - 1)
   
   //Format .cfg file directory
   formatex(sFile, sizeof sFile - 1, "%s/presents/%s_presents_origins.cfg", sConfigsDir, sMapName)
   
   //If file already exist, delete file
   if(file_exists(sFile))
      delete_file(sFile)
   
   //Some variables
   new iEnt = -1, Float:fEntOrigin[3], Float:fEntAngles[3], iCount
   static sBuffer[256]
   
   //Find presents on this map
   while((iEnt = engfunc(EngFunc_FindEntityByString, iEnt, "classname", "present")))
   {
      //Get origins and angles
      pev(iEnt, pev_origin, fEntOrigin)
      pev(iEnt, pev_angles, fEntAngles)
      
      formatex(sBuffer, sizeof sBuffer - 1, "%f %f %f | %f %f %f", fEntOrigin[0], fEntOrigin[1], fEntOrigin[2], fEntAngles[0], fEntAngles[1], fEntAngles[2])
   
      //Create file
      write_file(sFile, sBuffer, -1)
      
      //Increase count variable
      iCount++
   }
   //Get user name and map name
   get_user_name(id,name,sizeof name - 1)
   get_mapname(map,sizeof map - 1)
   
   //Log admin command
   log_to_file("presents.log","[%s] has saved presents on map %s",name,map)
   
   //Print success information
   client_print(id, print_chat, "%L",LANG_PLAYER,"SUCC_SAVE", iCount,sMapName)
}
public func_rotate_present(id)
{
   //Check command access
   if(!access(id, ADMIN_KICK))
      return
      
   //Some variables
   static ent, body,name[32],map[32]
   
   //Get user aiming
   get_user_aiming(id, ent, body)
   
   //Check entity validity
   if(pev_valid(ent))
   {
      //Check classname
      static sClassname[32]
      pev(ent, pev_classname, sClassname, sizeof sClassname - 1)
      
      //Player is aiming at present
      if(!strcmp(sClassname, "present", 1))
      {
         //Get angles
         static Float:fAngles[3]
         pev(ent, pev_angles, fAngles)
         
         //Rotate present
         fAngles[1] += 90.0
         set_pev(ent, pev_angles, fAngles)
         
         //Get user name and map name
         get_user_name(id,name,sizeof name - 1)
         get_mapname(map,sizeof map - 1)
         
         //Log admin command
         log_to_file("presents.log","[%s] has rotated present on map %s",name,map)
         
         //Print success information
         client_print(id, print_chat, "%L",LANG_PLAYER,"SUCC_ROTATE")
      }else{
         //Print failure information
         client_print(id, print_chat, "%L",LANG_PLAYER,"PRESENT_AIM")
      }
   }
}
public func_spawn(Float:origin[3])
{
   //Create new entity   
   new ent = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"))
   
   //Set classname to "present"
   set_pev(ent,pev_classname,"present")
   
   //Set entity origins
   engfunc(EngFunc_SetOrigin,ent,origin)
   
   //Create blast effect
   func_make_blast(origin)
   
   //Emit spawn sound
   engfunc(EngFunc_EmitSound,ent,CHAN_AUTO,sound_respawn[random_num(0, sizeof sound_respawn - 1)],1.0,ATTN_NORM,0,PITCH_NORM)
   
   //size variables
   static Float:fMaxs[3] = { 2.0, 2.0, 4.0 }
   static Float:fMins[3] = { -2.0, -2.0, -4.0 }
      
   //Set random player model
   engfunc(EngFunc_SetModel,ent,model_present[random_num(0,sizeof model_present - 1)])
   
   //Spawn entity
   dllfunc(DLLFunc_Spawn,ent)
   //Make it solid
   set_pev(ent,pev_solid,SOLID_BBOX)
   //Set entity size
   engfunc(EngFunc_SetSize,ent,fMins,fMaxs)
}
//From forstnades by Avalanche
public func_make_blast(Float:fOrigin[3])
{
   if(!get_pcvar_num(pcvar_blast))
      return
   
   //Create origin variable
   new origin[3]
   
   //Make float origins from integer origins
   FVecIVec(fOrigin,origin)
   
   //Get blast color
   new Float:rgbF[3], rgb[3]
   func_get_rgb(rgbF)
   FVecIVec(rgbF,rgb)
   
   //Finally create blast
   
   //smallest ring
   message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
   write_byte(TE_BEAMCYLINDER)
   write_coord(origin[0])
   write_coord(origin[1])
   write_coord(origin[2])
   write_coord(origin[0])
   write_coord(origin[1])
   write_coord(origin[2] + 385)
   write_short(g_explo)
   write_byte(0)
   write_byte(0)
   write_byte(4)
   write_byte(60)
   write_byte(0)
   write_byte(rgb[0])
   write_byte(rgb[1])
   write_byte(rgb[2])
   write_byte(100)
   write_byte(0)
   message_end()
   
   // medium ring
   message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
   write_byte(TE_BEAMCYLINDER)
   write_coord(origin[0])
   write_coord(origin[1])
   write_coord(origin[2])
   write_coord(origin[0])
   write_coord(origin[1])
   write_coord(origin[2] + 470)
   write_short(g_explo)
   write_byte(0)
   write_byte(0)
   write_byte(4)
   write_byte(60)
   write_byte(0)
   write_byte(rgb[0])
   write_byte(rgb[1])
   write_byte(rgb[2])
   write_byte(100)
   write_byte(0)
   message_end()

   // largest ring
   message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
   write_byte(TE_BEAMCYLINDER)
   write_coord(origin[0])
   write_coord(origin[1])
   write_coord(origin[2])
   write_coord(origin[0])
   write_coord(origin[1])
   write_coord(origin[2] + 555)
   write_short(g_explo)
   write_byte(0)
   write_byte(0)
   write_byte(4)
   write_byte(60)
   write_byte(0)
   write_byte(rgb[0])
   write_byte(rgb[1])
   write_byte(rgb[2])
   write_byte(100)
   write_byte(0)
   message_end()
   
   //Create nice light effect
   message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
   write_byte(TE_DLIGHT)
   write_coord(origin[0])
   write_coord(origin[1])
   write_coord(origin[2])
   write_byte(floatround(240.0/5.0))
   write_byte(rgb[0])
   write_byte(rgb[1])
   write_byte(rgb[2])
   write_byte(8)
   write_byte(60)
   message_end()
}
//From frostnades by Avalanche
public func_get_rgb(Float:rgb[3])
{
   static color[12], parts[3][4]
   get_pcvar_string(pcvar_blast_color,color,11)
   
   parse(color,parts[0],3,parts[1],3,parts[2],3)
   rgb[0] = floatstr(parts[0])
   rgb[1] = floatstr(parts[1])
   rgb[2] = floatstr(parts[2])
}
//Check player BackPack ammo (from ZP by Mercyllez)
public func_check_ammo(id)
{
   //Create some variables
   static weapons[32],num,weaponid
   num = 0
   
   get_user_weapons(id,weapons,num)
   
   for (new i = 0; i < num; i++)
   {
      weaponid = weapons[i]
      
      if ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM) // primary
      {
         if (fm_get_user_bpammo(id, weaponid) < MAXBPAMMO[weaponid]-GIVEAMMO[weaponid])
         {
            // Flash ammo in hud
            message_begin(MSG_ONE_UNRELIABLE, g_ammo, _, id)
            write_byte(AMMOID[weaponid]) // ammo id
            write_byte(GIVEAMMO[weaponid]) // ammo amount
            message_end()
            
            // Increase BP ammo
            fm_set_user_bpammo(id, weaponid, fm_get_user_bpammo(id, weaponid) + GIVEAMMO[weaponid])
            
         }else if (fm_get_user_bpammo(id, weaponid) < MAXBPAMMO[weaponid])
         {
            // Flash ammo in hud
            message_begin(MSG_ONE_UNRELIABLE, g_ammo, _, id)
            write_byte(AMMOID[weaponid]) // ammo id
            write_byte(MAXBPAMMO[weaponid] - fm_get_user_bpammo(id, weaponid)) // ammo amount
            message_end()
            
            // Reached the limit
            fm_set_user_bpammo(id, weaponid, MAXBPAMMO[weaponid])
         }
      }else if ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM) // secondary
      {   
         // Check if we are close to the BP ammo limit
         if (fm_get_user_bpammo(id, weaponid) < MAXBPAMMO[weaponid]-GIVEAMMO[weaponid])
         {
            // Flash ammo in hud
            message_begin(MSG_ONE_UNRELIABLE, g_ammo, _, id)
            write_byte(AMMOID[weaponid]) // ammo id
            write_byte(GIVEAMMO[weaponid]) // ammo amount
            message_end()
            
            // Increase BP ammo
            fm_set_user_bpammo(id, weaponid, fm_get_user_bpammo(id, weaponid) + GIVEAMMO[weaponid])
            
         }
         else if (fm_get_user_bpammo(id, weaponid) < MAXBPAMMO[weaponid])
         {
            // Flash ammo in hud
            message_begin(MSG_ONE_UNRELIABLE, g_ammo, _, id)
            write_byte(AMMOID[weaponid]) // ammo id
            write_byte(MAXBPAMMO[weaponid] - fm_get_user_bpammo(id, weaponid)) // ammo amount
            message_end()
            
            // Reached the limit
            fm_set_user_bpammo(id, weaponid, MAXBPAMMO[weaponid])
         }
      }
   }
}
public func_give_item_primary(id,weapon)
{
   //Give player primary weapon
   fm_give_item(id,g_primary_items[weapon])
   
   //Check his back pack ammo
   func_check_ammo(id)
}
public func_give_item_secondary(id,weapon)
{
   //Give player secondary weapon
   fm_give_item(id,g_secondary_items[weapon])
   
   //Check his back pack ammo
   func_check_ammo(id)
}
/*================================================================================
 [Forwards]
=================================================================================*/
public forward_touch(ent,id)
{
   //Check entity validity
   if(!pev_valid(ent))
      return FMRES_IGNORED
   
   //Create classname variable
   static class[20]
   
   //Get class
   pev(ent,pev_classname,class,sizeof class - 1)
   
   //Check classname
   if(!equali(class,"present"))
      return FMRES_IGNORED
   
   //Make sure that toucher is alive
   if(!is_user_alive(id))
      return FMRES_IGNORED
   
   //Make present not solid
   set_pev(ent,pev_solid,SOLID_NOT)
   //Don't draw that present anymore (thanks connor)
   set_pev(ent,pev_effects,EF_NODRAW)
   //Set respawn time
   set_pev(ent,pev_nextthink,get_gametime() + get_pcvar_float(pcvar_respawn_time))
   
   //Emit pick sound
   engfunc(EngFunc_EmitSound,ent,CHAN_ITEM,sound_pick[random_num(0, sizeof sound_pick - 1)],1.0,ATTN_NORM,0,PITCH_NORM)
   
   //Randomize player reward
   switch(random_num(0,2))
   {
      //Give him primary weapon
      case 0 :
      {
         client_cmd(id,"slot1;drop")
         remove_task(id + TASK_PRIMARY)
         set_task(0.2,"task_primary",id + TASK_PRIMARY)
      }
      //Give him secondary weapon
      case 1 :
      {
         client_cmd(id,"slot2;drop")
         remove_task(id + TASK_SECONDARY)
         set_task(0.2,"task_secondary",id + TASK_SECONDARY)
      }
      //Give him cash
      case 2 :
      {
         fm_set_user_money(id,fm_get_user_money(id) + get_pcvar_num(pcvar_money))
      }
      
   }
   
   return FMRES_IGNORED
}
public forward_think(ent)
{
   //Create class variable
   new class[20]
   
   //Get entity class
   pev(ent,pev_classname,class,sizeof class - 1)
   
   //Check entity class
   if(!equali(class,"present"))
      return FMRES_IGNORED
   
   //If that present isn't drawed, time to respawn it
   if(pev(ent,pev_effects) & EF_NODRAW)
   {
      //Create origin variable
      new Float:origin[3]
      
      //Get origins
      pev(ent,pev_origin,origin)
      
      //Emit random respawn sound
      engfunc(EngFunc_EmitSound,ent,CHAN_AUTO,sound_respawn[random_num(0, sizeof sound_respawn - 1)],1.0,ATTN_NORM,0,PITCH_NORM)
      
      //Make nice blast (from frostnades by Avalanche)
      func_make_blast(origin)
      
      //Make present solid
      set_pev(ent,pev_solid,SOLID_BBOX)
      
      //Draw present
      set_pev(ent,pev_effects, pev(ent,pev_effects)  & ~EF_NODRAW)
   }
   
   return FMRES_IGNORED
}
/*================================================================================
 [Stocks]
=================================================================================*/
//Thanks Avalanche for this stock
stock fm_set_user_money(id,money,flash=1)
{
   set_pdata_int(id,OFFSET_CSMONEY,money,OFFSET_LINUX)

   message_begin(MSG_ONE,g_money,{0,0,0},id)
   write_long(money)
   write_byte(flash)
   message_end()
}
//Thanks Avalanche for this stock
stock fm_get_user_money(id)
{
   return get_pdata_int(id,OFFSET_CSMONEY,OFFSET_LINUX)
}
//From Zombie Plague by Mercyllez
stock fm_set_user_bpammo(id, weapon, amount)
{
   static offset
   
   switch(weapon)
   {
      case CSW_AWP: offset = OFFSET_AWM_AMMO
      case CSW_SCOUT,CSW_AK47,CSW_G3SG1: offset = OFFSET_SCOUT_AMMO
      case CSW_M249: offset = OFFSET_PARA_AMMO
      case CSW_M4A1,CSW_FAMAS,CSW_AUG,CSW_SG550,CSW_GALI,CSW_SG552: offset = OFFSET_FAMAS_AMMO
      case CSW_M3,CSW_XM1014: offset = OFFSET_M3_AMMO
      case CSW_USP,CSW_UMP45,CSW_MAC10: offset = OFFSET_USP_AMMO
      case CSW_FIVESEVEN,CSW_P90: offset = OFFSET_FIVESEVEN_AMMO
      case CSW_DEAGLE: offset = OFFSET_DEAGLE_AMMO
      case CSW_P228: offset = OFFSET_P228_AMMO
      case CSW_GLOCK18,CSW_MP5NAVY,CSW_TMP,CSW_ELITE: offset = OFFSET_GLOCK_AMMO
      case CSW_FLASHBANG: offset = OFFSET_FLASH_AMMO
      case CSW_HEGRENADE: offset = OFFSET_HE_AMMO
      case CSW_SMOKEGRENADE: offset = OFFSET_SMOKE_AMMO
      default: return
   }
   
   set_pdata_int(id, offset, amount, OFFSET_LINUX)
}
//From Zombie Plague by Mercyllez
stock fm_get_user_bpammo(id, weapon)
{
   static offset
   
   switch(weapon)
   {
      case CSW_AWP: offset = OFFSET_AWM_AMMO
      case CSW_SCOUT,CSW_AK47,CSW_G3SG1: offset = OFFSET_SCOUT_AMMO
      case CSW_M249: offset = OFFSET_PARA_AMMO
      case CSW_M4A1,CSW_FAMAS,CSW_AUG,CSW_SG550,CSW_GALI,CSW_SG552: offset = OFFSET_FAMAS_AMMO
      case CSW_M3,CSW_XM1014: offset = OFFSET_M3_AMMO
      case CSW_USP,CSW_UMP45,CSW_MAC10: offset = OFFSET_USP_AMMO
      case CSW_FIVESEVEN,CSW_P90: offset = OFFSET_FIVESEVEN_AMMO
      case CSW_DEAGLE: offset = OFFSET_DEAGLE_AMMO
      case CSW_P228: offset = OFFSET_P228_AMMO
      case CSW_GLOCK18,CSW_MP5NAVY,CSW_TMP,CSW_ELITE: offset = OFFSET_GLOCK_AMMO
      case CSW_FLASHBANG: offset = OFFSET_FLASH_AMMO
      case CSW_HEGRENADE: offset = OFFSET_HE_AMMO
      case CSW_SMOKEGRENADE: offset = OFFSET_SMOKE_AMMO
      default: return -1
   }
   
   return get_pdata_int(id, offset, OFFSET_LINUX)
}


Как убрать подарок: Оружие. Ну тоесть чтобы только давалось например 10к денег 5к денег и т.д и еще разный вид гранат в разном количестве, гравитация скорость и т.д для Deathrun сервера :) Срочно нужно! Я :dntknw: как так сделать :)
Предупреждение. Читай Вы должны зарегистрироваться, чтобы видеть ссылки.. Закрыто // EvilCoder
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