#1 |
Wenas, es la misma target gun pero con un limite de compras (1 target por ronda)
por sí deciden implementarla de nuevo con un poco más de orden.
EDIT; Le removí lo de no hacerle daño a traidores a petición del público
Código PHP:
#include <amxmodx>
#include <hamsandwich>
#include <engine>
#include <cs_weapons_api>
#include <fun>
#include <amx_settings_api>
#include <ttt>
#define WEAPON_CSWID CSW_DEAGLE
#define WEAPON_NAME "weapon_deagle"
new g_TargetGun, g_Glowing[33], g_pMsgScreeFade, g_pMsgScreeShake, g_MaxPlayers, g_Attacker[33], g_iCount[33];
new g_szModels[3][TTT_FILELENGHT];
new g_szSounds[TTT_FILELENGHT];
new cvar_weapon_speed, cvar_weapon_ammo, cvar_weapon_clip, cvar_weapon_price, cvar_weapon_reload, cvar_weapon_recoil,
cvar_target_damage, cvar_target_radius, cvar_time_explode, cvar_message_mode;
public plugin_precache()
{
if(!amx_load_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "MODEL_V", g_szModels[0], charsmax(g_szModels[])))
{
g_szModels[0] = "models/ttt/v_targetgun.mdl";
amx_save_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "MODEL_V", g_szModels[0]);
}
precache_model(g_szModels[0]);
if(!amx_load_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "MODEL_P", g_szModels[1], charsmax(g_szModels[])))
{
g_szModels[1] = "models/ttt/p_targetgun.mdl";
amx_save_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "MODEL_P", g_szModels[1]);
}
precache_model(g_szModels[1]);
if(!amx_load_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "MODEL_W", g_szModels[2], charsmax(g_szModels[])))
{
g_szModels[2] = "models/ttt/w_targetgun.mdl";
amx_save_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "MODEL_W", g_szModels[2]);
}
precache_model(g_szModels[2]);
if(!amx_load_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "SOUND_BEEP", g_szSounds, charsmax(g_szSounds)))
{
g_szSounds = "ttt/targetgun_beep.wav";
amx_save_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "SOUND_BEEP", g_szSounds);
}
precache_sound(g_szSounds);
}
public plugin_init()
{
register_plugin("[TTT] Item: Target Gun", TTT_VERSION, "SthoNy'");
cvar_target_damage = my_register_cvar("ttt_target_damage", "300.0", "Target gun explosion damage. (Default: 300.0)");
cvar_target_radius = my_register_cvar("ttt_target_radius", "420.0", "Target gun radius. (Default: 420.0)");
cvar_weapon_clip = my_register_cvar("ttt_target_clip", "1", "Target gun clip ammo. (Default: 1)");
cvar_weapon_ammo = my_register_cvar("ttt_target_ammo", "0", "Target gun backpack ammo. (Default: 1)");
cvar_weapon_speed = my_register_cvar("ttt_target_speed", "10.0", "Target gun attack speed delay. (Default: 10.0)");
cvar_weapon_reload = my_register_cvar("ttt_target_reload", "0.0", "Target gun reload speed. (Default: 0.0)");
cvar_weapon_recoil = my_register_cvar("ttt_target_recoil", "0.0", "Target gun recoil. (Default: 0.0)");
cvar_weapon_price = my_register_cvar("ttt_price_target", "3", "Target gun price. (Default: 3)");
cvar_message_mode = my_register_cvar("ttt_message_mode", "1", "Message type 0 || 1. (Default: 1)");
cvar_time_explode = my_register_cvar("ttt_time_explode", "3.0", "Target gun time explode (Default: 3.0)");
g_MaxPlayers = get_maxplayers();
g_pMsgScreeFade = get_user_msgid("ScreenFade");
g_pMsgScreeShake = get_user_msgid("ScreenShake");
}
public client_disconnect(id) remove_task(id);
public ttt_plugin_cfg()
{
g_TargetGun = ttt_buymenu_add( "Target Gun", get_pcvar_num(cvar_weapon_price), PC_TRAITOR);
ttt_add_exception( g_TargetGun );
}
public ttt_gamemode(gamemode)
{
if(gamemode == GAME_ENDED || gamemode == GAME_RESTARTING || gamemode == GAME_PREPARING)
{
for( new i = 1; i <= g_MaxPlayers; i++ )
{
if(g_Glowing[i])
{
g_Glowing[i] = false;
g_iCount[i] = false;
set_user_rendering(i);
if(task_exists(i))
remove_task(i);
}
}
}
}
public ttt_item_selected(id, item, name[], price)
{
if(g_TargetGun == item )
{
if(!g_iCount[id])
{
if(user_has_weapon(id, WEAPON_CSWID))
engclient_cmd(id, "drop", WEAPON_NAME);
static data[STOREABLE_STRUCTURE];
if(!data[STRUCT_CSWA_CSW])
{
data[STRUCT_CSWA_ITEMID] = g_TargetGun;
data[STRUCT_CSWA_CSW] = WEAPON_CSWID;
data[STRUCT_CSWA_CLIP] = get_pcvar_num(cvar_weapon_clip);
data[STRUCT_CSWA_MAXCLIP] = get_pcvar_num(cvar_weapon_clip);
data[STRUCT_CSWA_AMMO] = get_pcvar_num(cvar_weapon_ammo);
data[STRUCT_CSWA_STACKABLE] = true;
data[STRUCT_CSWA_SILENCED] = -1;
data[STRUCT_CSWA_SPEEDDELAY] = _:get_pcvar_float(cvar_weapon_speed);
data[STRUCT_CSWA_DAMAGE] = _:0;
data[STRUCT_CSWA_RELOADTIME] = _:get_pcvar_float(cvar_weapon_reload);
data[STRUCT_CSWA_RECOIL] = _:get_pcvar_float(cvar_weapon_recoil);
data[STRUCT_CSWA_MODEL_V] = g_szModels[0];
data[STRUCT_CSWA_MODEL_P] = g_szModels[1];
data[STRUCT_CSWA_MODEL_W] = g_szModels[2];
}
cswa_give_specific(id, data);
client_print_color(id, print_team_default, "%s Compraste una !gTarget Gun!", TTT_TAG);
g_iCount[id] = true;
return PLUGIN_HANDLED;
}
else
{
client_print_color(id, print_team_default, "%s Ya alcanzaste tu limite de !gTarget's Gun!", TTT_TAG);
}
}
return PLUGIN_CONTINUE;
}
public cswa_damage(weapon_id, victim, attacker, Float:damage)
{
new NameA[32];
get_user_name(attacker, NameA, charsmax(NameA));
if(get_weapon_edict(weapon_id, REPL_CSWA_ITEMID) == g_TargetGun)
{
if(get_pcvar_num(cvar_message_mode) >=1)
{
client_print_color( victim, print_team_default, "%s Han introducido un !tProyectil Explosivo !nen ti, !gEXPLOTARAS!", TTT_TAG);
}
else
{
client_print_color( victim, print_team_default, "%s !t%s !nintrodujo un !tProyectil Explosivo !nen ti, !gEXPLOTARAS", TTT_TAG, NameA);
}
g_Glowing[victim] = true;
g_Attacker[victim] = attacker;
set_user_rendering(victim, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 30);
emit_sound(victim, CHAN_AUTO, g_szSounds, 1.0, ATTN_NORM, 0, PITCH_NORM);
set_task( get_pcvar_float(cvar_time_explode), "targetgun_Explode", victim);
Set_user_screenfade(victim, 255, 0, 0, 2, 100);
shake_user_screen(victim);
}
}
public targetgun_Explode(id)
{
if( !is_user_alive(id) || ttt_get_gamemode() == GAME_ENDED || ttt_get_gamemode() == GAME_PREPARING || !is_user_connected(g_Attacker[id]) )
return PLUGIN_HANDLED;
strip_user_weapons(id);
Explode(id);
CreateExplosion(id);
remove_task(id);
return PLUGIN_HANDLED;
}
CreateExplosion(id)
{
static Float:origin[3];
entity_get_vector(id, EV_VEC_origin, origin);
new victim = -1, Float:damage;
new Float:radius = get_pcvar_float(cvar_target_radius);
new Float:dmg = get_pcvar_float(cvar_target_damage);
while((victim = find_ent_in_sphere(victim, origin, radius)) != 0)
{
if(is_valid_ent(victim) && entity_get_float(victim, EV_FL_takedamage) != DAMAGE_NO)
{
damage = (dmg/radius)*(radius - entity_range(id, victim));
if(damage > 0.0 )
{
if(is_user_connected(victim))
ttt_set_playerdata(victim, PD_KILLEDBYITEM, g_TargetGun);
ExecuteHam(Ham_TakeDamage, victim, g_Attacker[id], g_Attacker[id], damage, DMG_BLAST);
entity_set_vector(victim, EV_VEC_velocity, Float:{0.0, 0.0, 0.0});
if(is_user_alive(victim))
ttt_set_playerdata(victim, PD_KILLEDBYITEM, g_TargetGun);
}
}
}
ttt_set_playerdata(id, PD_KILLEDBYITEM, g_TargetGun);
ExecuteHam(Ham_TakeDamage, id, g_Attacker[id], g_Attacker[id], dmg, DMG_BLAST);
}
Explode(id)
{
static origin[3];
get_user_origin(id, origin, 0);
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_TAREXPLOSION);
write_coord(origin[0]);
write_coord(origin[1]);
write_coord(origin[2]);
message_end();
}
public Set_user_screenfade(index, rrr, ggg, bbb, duracion, alpha)
{
message_begin( index ? MSG_ONE_UNRELIABLE : MSG_BROADCAST, g_pMsgScreeFade, _, index );
write_short( duracion * 4096 );
write_short( duracion * 4096 );
write_short( 0x0000 );
write_byte( rrr );
write_byte( ggg );
write_byte( bbb );
write_byte( alpha );
message_end( );
}
stock shake_user_screen(index)
{
message_begin(MSG_ONE, g_pMsgScreeShake, {0,0,0}, index); // Shake Screen
write_short(1<<14);
write_short(1<<14);
write_short(1<<14);
message_end();
}
por sí deciden implementarla de nuevo con un poco más de orden.
EDIT; Le removí lo de no hacerle daño a traidores a petición del público