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[1.6][其他] 求大神将sma中的独立枪械直接换成famsa枪的本身
那个好心人帮帮我 就是不用按m菜单购买 购买famas就行 整个源码在下面 谢谢了
#define CSW_WPN CSW_FAMAS //武器类型 new const weapon[] = "weapon_famas"
//道具价格 new const g_Cost = 50 new const spr_beam[] = "sprites/plasma/plasma_beam.spr" new const spr_exp[] = "sprites/plasma/plasma_exp.spr" new const spr_blood[] = "sprites/blood.spr" new const snd_fire[][] = { "zombie_plague/plasma/plasma_fire.wav" } new const snd_reload[][] = { "zombie_plague/plasma/plasma_reload.wav" } new const snd_hit[][] = { "zombie_plague/plasma/plasma_hit.wav" }
new bool:g_HasRifle[33] new g_iCurWpn[33], Float:g_flLastFireTime[33] new g_iItemId, g_sprBeam, g_sprExp, g_sprBlood, g_msgDamage, g_msgScreenFade, g_msgScreenShake
const m_pPlayer = 41 const m_fInReload = 54 const m_pActiveItem = 373 const m_flNextAttack = 83 const m_flTimeWeaponIdle = 48 const m_flNextPrimaryAttack = 46 const m_flNextSecondaryAttack = 47
const UNIT_SECOND = (1<<12) const ENG_NULLENT = -1 const WPN_MAXCLIP = 25 const ANIM_FIRE = 5 const ANIM_DRAW = 10 const ANIM_RELOAD = 9 const EV_INT_WEAPONKEY = EV_INT_impulse const WPNKEY = 2816
public plugin_init() { register_plugin("[ZP] Extra Item: Plasma Rifle", VERSION, AUTHOR) register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0"); register_event("CurWeapon", "event_CurWeapon", "b", "1=1")
register_forward(FM_CmdStart, "fw_CmdStart") register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1) RegisterHam(Ham_Killed, "player", "fw_PlayerKilled") RegisterHam(Ham_Item_Deploy, weapon, "fw_Deploy_Post", 1) RegisterHam(Ham_Item_AddToPlayer, weapon, "fw_AddToPlayer") RegisterHam(Ham_Weapon_Reload, weapon, "fw_Reload_Post", 1) RegisterHam(Ham_Item_PostFrame, weapon, "fw_PostFrame") g_iItemId = zp_register_extra_item("等离子激光炮", g_Cost, ZP_TEAM_HUMAN) g_msgDamage = get_user_msgid("Damage") g_msgScreenFade = get_user_msgid("ScreenFade") g_msgScreenShake = get_user_msgid("ScreenShake") }
public plugin_precache() { precache_model("models/zombie_plague/plasma/v_plasma.mdl") precache_model("models/zombie_plague/plasma/p_plasma.mdl")
g_sprBlood = precache_model(spr_blood) g_sprBeam = precache_model(spr_beam) g_sprExp = precache_model(spr_exp) static i for(i = 0; i < sizeof snd_fire; i++) precache_sound(snd_fire) for(i = 0; i < sizeof snd_hit; i++) precache_sound(snd_hit) for(i = 0; i < sizeof snd_reload; i++) precache_sound(snd_reload) } public event_CurWeapon(id) { if(!is_user_alive(id)) return PLUGIN_CONTINUE g_iCurWpn[id] = read_data(2) if(zp_get_user_zombie(id) || zp_get_user_survivor(id)) return PLUGIN_CONTINUE if(!g_HasRifle[id] || g_iCurWpn[id] != CSW_WPN) return PLUGIN_CONTINUE entity_set_string(id, EV_SZ_viewmodel, "models/zombie_plague/plasma/v_plasma.mdl") entity_set_string(id, EV_SZ_weaponmodel, "models/zombie_plague/plasma/p_plasma.mdl") return PLUGIN_CONTINUE } public zp_user_humanized_pre(id) { g_HasRifle[id] = false } public zp_user_infected_post(id) { g_HasRifle[id] = false } public fw_PlayerKilled(victim, attacker, shouldgib) { if(is_user_alive(victim)) { g_HasRifle[victim] = false return HAM_HANDLED } return HAM_IGNORED }
public Event_NewRound() { for (new i = 1; i <= get_maxplayers(); i++) { g_HasRifle = false } } public client_putinserver(id) { g_HasRifle[id] = false } public client_disconnect(id) { g_HasRifle[id] = false } public zp_extra_item_selected(id, itemid) { if(itemid == g_iItemId) { new bool:HasWpn = bool:user_has_weapon(id, CSW_WPN) if(!g_HasRifle[id] && !HasWpn) { g_HasRifle[id] = true fm_give_item(id, weapon) cs_set_user_bpammo(id, CSW_WPN, 100) engclient_cmd(id, weapon) } else { zp_set_user_ammo_packs(id, zp_get_user_ammo_packs(id) + g_Cost) return PLUGIN_CONTINUE } } return PLUGIN_CONTINUE } public fw_CmdStart(id, handle, seed) { if(!is_user_alive(id)) return FMRES_IGNORED if(!g_HasRifle[id]) return FMRES_IGNORED if(zp_get_user_zombie(id) || zp_get_user_survivor(id)) return FMRES_IGNORED if(g_iCurWpn[id] != CSW_WPN) return FMRES_IGNORED static iButton iButton = get_uc(handle, UC_Buttons) if(iButton & IN_ATTACK) { set_uc(handle, UC_Buttons, iButton & ~IN_ATTACK) static Float:flCurTime flCurTime = halflife_time() if(flCurTime - g_flLastFireTime[id] < FIRERATE) return FMRES_IGNORED static iWpnID, iClip iWpnID = get_pdata_cbase(id, m_pActiveItem, 5) iClip = cs_get_weapon_ammo(iWpnID) if(get_pdata_int(iWpnID, m_fInReload, 4)) return FMRES_IGNORED set_pdata_float(iWpnID, m_flNextPrimaryAttack, FIRERATE, 4) set_pdata_float(iWpnID, m_flNextSecondaryAttack, FIRERATE, 4) set_pdata_float(iWpnID, m_flTimeWeaponIdle, FIRERATE, 4) g_flLastFireTime[id] = flCurTime if(iClip <= 0) { ExecuteHamB(Ham_Weapon_PlayEmptySound, iWpnID) return FMRES_IGNORED } primary_attack(id) make_punch(id, 50) cs_set_weapon_ammo(iWpnID, --iClip) return FMRES_IGNORED } return FMRES_IGNORED } public fw_UpdateClientData_Post(id, sendweapons, handle) { if(!is_user_alive(id)) return FMRES_IGNORED if(!g_HasRifle[id]) return FMRES_IGNORED if(zp_get_user_zombie(id) || zp_get_user_survivor(id)) return FMRES_IGNORED if(g_iCurWpn[id] != CSW_WPN) return FMRES_IGNORED set_cd(handle, CD_flNextAttack, halflife_time() + 0.001) return FMRES_HANDLED } public fw_Deploy_Post(wpn) { static id id = get_pdata_cbase(wpn, m_pPlayer, 4) if(is_user_connected(id) && g_HasRifle[id]) { set_wpnanim(id, ANIM_DRAW) } return HAM_IGNORED } public fw_AddToPlayer(wpn, id) { if(is_valid_ent(wpn) && is_user_connected(id) && entity_get_int(wpn, EV_INT_WEAPONKEY) == WPNKEY) { g_HasRifle[id] = true entity_set_int(wpn, EV_INT_WEAPONKEY, 0) return HAM_HANDLED } return HAM_IGNORED } public fw_PostFrame(wpn) { static id id = get_pdata_cbase(wpn, m_pPlayer, 4)
if(is_user_alive(id) && g_HasRifle[id]) { static Float:flNextAttack, iBpAmmo, iClip, iInReload iInReload = get_pdata_int(wpn, m_fInReload, 4) flNextAttack = get_pdata_float(id, m_flNextAttack, 5) iBpAmmo = cs_get_user_bpammo(id, CSW_WPN) iClip = cs_get_weapon_ammo(wpn) if(iInReload && flNextAttack <= 0.0) { new iRemClip = min(WPN_MAXCLIP - iClip, iBpAmmo) cs_set_weapon_ammo(wpn, iClip + iRemClip) cs_set_user_bpammo(id, CSW_WPN, iBpAmmo-iRemClip) iInReload = 0 set_pdata_int(wpn, m_fInReload, 0, 4) } static iButton iButton = get_user_button(id)
if((iButton & IN_ATTACK2 && get_pdata_float(wpn, m_flNextSecondaryAttack, 4) <= 0.0) || (iButton & IN_ATTACK && get_pdata_float(wpn, m_flNextPrimaryAttack, 4) <= 0.0)) return if(iButton & IN_RELOAD && !iInReload) { if(iClip >= WPN_MAXCLIP) { entity_set_int(id, EV_INT_button, iButton & ~IN_RELOAD) set_wpnanim(id, 0) } else if(iClip == WPN_MAXCLIP) { if(iBpAmmo) { reload(id, wpn, 1) } } } } } public fw_Reload_Post(wpn) { static id id = get_pdata_cbase(wpn, m_pPlayer, 4) if(is_user_alive(id) && g_HasRifle[id] && get_pdata_int(wpn, m_fInReload, 4)) { reload(id, wpn) } } public primary_attack(id) { set_wpnanim(id, ANIM_FIRE) entity_set_vector(id, EV_VEC_punchangle, Float:{ -1.5, 0.0, 0.0 }) emit_sound(id, CHAN_WEAPON, snd_fire[random_num(0, sizeof snd_fire - 1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
static iTarget, iBody, iEndOrigin[3], iStartOrigin[3] get_user_origin(id, iStartOrigin, 1) get_user_origin(id, iEndOrigin, 3) fire_effects(iStartOrigin, iEndOrigin) get_user_aiming(id, iTarget, iBody) new iEnt = create_entity("info_target") static Float:flOrigin[3] IVecFVec(iEndOrigin, flOrigin) entity_set_origin(iEnt, flOrigin) remove_entity(iEnt) if(is_user_alive(iTarget)) { if(HITSD > 0.0) { static Float:flVelocity[3] get_user_velocity(iTarget, flVelocity) xs_vec_mul_scalar(flVelocity, HITSD, flVelocity) set_user_velocity(iTarget, flVelocity) } if(zp_get_user_zombie(iTarget) || zp_get_user_nemesis(iTarget)) { new iHp = pev(iTarget, pev_health) new Float:iDamage, iBloodScale if(iBody == HIT_HEAD) { iDamage = DAMAGE iBloodScale = 10 } else { iDamage = DAMAGE*DAMAGE_MULTI iBloodScale = 25 } if(iHp > iDamage) { make_blood(iTarget, iBloodScale) set_pev(iTarget, pev_health, iHp-iDamage) damage_effects(iTarget) } else if(iHp <= iDamage) { ExecuteHamB(Ham_Killed, iTarget, id, 2) } } } else { emit_sound(id, CHAN_WEAPON, snd_hit[random_num(0, sizeof snd_hit - 1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM) } } stock fire_effects(iStartOrigin[3], iEndOrigin[3]) { message_begin(MSG_BROADCAST,SVC_TEMPENTITY) write_byte(0) write_coord(iStartOrigin[0]) write_coord(iStartOrigin[1]) write_coord(iStartOrigin[2]) write_coord(iEndOrigin[0]) write_coord(iEndOrigin[1]) write_coord(iEndOrigin[2]) write_short(g_sprBeam) write_byte(1) write_byte(5) write_byte(0) // life write_byte(25) write_byte(0) //振幅 write_byte(0) //R 红 write_byte(255) //G 绿 write_byte(0) //B 蓝 write_byte(100) // write_byte(0) message_end() message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(3) write_coord(iEndOrigin[0]) write_coord(iEndOrigin[1]) write_coord(iEndOrigin[2]) write_short(g_sprExp) write_byte(10) write_byte(15) write_byte(4) message_end() } stock reload(id, wpn, force_reload = 0) { set_pdata_float(id, m_flNextAttack, RELOADSPEED, 5) set_wpnanim(id, ANIM_RELOAD) emit_sound(id, CHAN_WEAPON, snd_reload[random_num(0, sizeof snd_reload - 1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM) if(force_reload) set_pdata_int(wpn, m_fInReload, 1, 4) } stock damage_effects(id) { message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, id) write_byte(0) write_byte(0) write_long(DMG_NERVEGAS) write_coord(0) write_coord(0) write_coord(0) message_end() message_begin(MSG_ONE_UNRELIABLE, g_msgScreenFade, {0,0,0}, id) write_short(1<<13) write_short(1<<14) write_short(0x0000) write_byte(0) write_byte(255) write_byte(0) write_byte(100) message_end() message_begin(MSG_ONE, g_msgScreenShake, {0,0,0}, id) write_short(0xFFFF) write_short(1<<13) write_short(0xFFFF) message_end() } stock make_blood(id, scale) { new Float:iVictimOrigin[3] pev(id, pev_origin, iVictimOrigin) message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(115) write_coord(floatround(iVictimOrigin[0]+random_num(-20,20))) write_coord(floatround(iVictimOrigin[1]+random_num(-20,20))) write_coord(floatround(iVictimOrigin[2]+random_num(-20,20))) write_short(g_sprBlood) write_short(g_sprBlood) write_byte(248) write_byte(scale) message_end() } stock set_wpnanim(id, anim) { entity_set_int(id, EV_INT_weaponanim, anim) message_begin(MSG_ONE, SVC_WEAPONANIM, {0, 0, 0}, id) write_byte(anim) write_byte(entity_get_int(id, EV_INT_body)) message_end() } stock make_punch(id, velamount) { static Float:flNewVelocity[3], Float:flCurrentVelocity[3] velocity_by_aim(id, -velamount, flNewVelocity) get_user_velocity(id, flCurrentVelocity) xs_vec_add(flNewVelocity, flCurrentVelocity, flNewVelocity) set_user_velocity(id, flNewVelocity) } stock fm_give_item(index, const item[]) { if (!equal(item, "weapon_", 7) && !equal(item, "ammo_", 5) && !equal(item, "item_", 5) && !equal(item, "tf_weapon_", 10)) return 0;
new ent = fm_create_entity(item); if (!pev_valid(ent)) return 0; new Float:origin[3]; pev(index, pev_origin, origin); set_pev(ent, pev_origin, origin); set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN); dllfunc(DLLFunc_Spawn, ent); new save = pev(ent, pev_solid); dllfunc(DLLFunc_Touch, ent, index); if (pev(ent, pev_solid) != save) return ent; engfunc(EngFunc_RemoveEntity, ent); return -1; }
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1049\\ f0\\ fs16 \n\\ par } */
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