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Frases filosóficas Zplague:
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[Duvida] Limitar itens Extras

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[Duvida] Limitar itens Extras

Mensagem por [D]etonado[R] em 1/1/2014, 7:49 pm

Alguem poderia limitar esses intens pra mim, ou fazer um tutorial.


Esse daqui para comprarem somente 4 vezes
Código:
/*
[ZP] Extra Item: Golden Ak 47
Team: Humans

Description: This plugin adds a new weapon for Human Teams.
Weapon Cost: 30

Features:
- This weapon do more damage
- This weapon has zoom
- Launch Lasers
- This weapon has unlimited bullets

Credits:

KaOs - For his Dual MP5 mod

Cvars:


- zp_goldenak_dmg_multiplier <4> - Damage Multiplier for Golden Ak 47
- zp_goldenak_gold_bullets <1|0> - Golden bullets effect ?
- zp_goldenak_custom_model <1|0> - Golden ak Custom Model
- zp_goldenak_unlimited_clip <1|0> - Golden ak Unlimited Clip

*/



#include <amxmodx>
#include <fakemeta>
#include <  fun >
#include <hamsandwich>
#include <cstrike>
#include <zombieplague>
#include <colorchat>


#define is_valid_player(%1) (1 <= %1 <= 32)

new AK_V_MODEL[64] = "models/zombie_plague/v_dynamicak_dp.mdl"
new AK_P_MODEL[64] = "models/zombie_plague/p_dynamicak_dp.mdl"

/* Pcvars */
new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip, cvar_limit

// Item ID
new g_itemid

new bool:g_HasAk[33]
new g_hasZoom[ 33 ]
new bullets[ 33 ]

// Sprite
new m_spriteTexture

const Wep_ak47 = ((1<<CSW_AK47))

public plugin_init()
{
   
   /* CVARS */
   cvar_dmgmultiplier = register_cvar("zp_goldenak_dmg_multiplier", "3.5")
   cvar_custommodel = register_cvar("zp_goldenak_custom_model", "1")
   cvar_goldbullets = register_cvar("zp_goldenak_gold_bullets", "1")
   cvar_uclip = register_cvar("zp_goldenak_unlimited_clip", "1")
         cvar_limit = register_cvar("zp_goldenak_limit", "4")
   
   // Register The Plugin
   register_plugin("[ZP] Extra: Golden Ak 47", "1.1", "AlejandroSk")
   // Register Zombie Plague extra item
   g_itemid = zp_register_extra_item("Dynamic AK-47", 60, ZP_TEAM_HUMAN)
   // Death Msg
   register_event("DeathMsg", "Death", "a")
   // Weapon Pick Up
   register_event("WeapPickup","checkModel","b","1=19")
   // Current Weapon Event
   register_event("CurWeapon","checkWeapon","be","1=1")
   register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
   // Ham TakeDamage
   RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
   register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
   register_forward( FM_CmdStart, "fw_CmdStart" )
   RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
   
}


public client_connect(id)
{
   g_HasAk[id] = false
}

public client_disconnect(id)
{
   g_HasAk[id] = false
}

public Death()
{
   g_HasAk[read_data(2)] = false
}

public fwHamPlayerSpawnPost(id)
{
   g_HasAk[id] = false
}

public plugin_precache()
{
   precache_model(AK_V_MODEL)
   precache_model(AK_P_MODEL)
   m_spriteTexture = precache_model("sprites/dot.spr")
   precache_sound("weapons/zoom.wav")
}

public zp_user_infected_post(id)
{
   if (zp_get_user_zombie(id))
   {
      g_HasAk[id] = false
   }
}

public checkModel(id)
{
   if ( zp_get_user_zombie(id) )
      return PLUGIN_HANDLED
   
   new szWeapID = read_data(2)
   
   if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
   {
      set_pev(id, pev_viewmodel2, AK_V_MODEL)
      set_pev(id, pev_weaponmodel2, AK_P_MODEL)
   }
   return PLUGIN_HANDLED
}

public checkWeapon(id)
{
   new plrClip, plrAmmo, plrWeap[32]
   new plrWeapId
   
   plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
   
   if (plrWeapId == CSW_AK47 && g_HasAk[id])
   {
      checkModel(id)
   }
   else
   {
      return PLUGIN_CONTINUE
   }
   
   if (plrClip == 0 && get_pcvar_num(cvar_uclip))
   {
      // If the user is out of ammo..
      get_weaponname(plrWeapId, plrWeap, 31)
      // Get the name of their weapon
      give_item(id, plrWeap)
      engclient_cmd(id, plrWeap)
      engclient_cmd(id, plrWeap)
      engclient_cmd(id, plrWeap)
   }
   return PLUGIN_HANDLED
}



public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
    if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
    {
        SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
    }
}

public fw_CmdStart( id, uc_handle, seed )
{
   if( !is_user_alive( id ) )
      return PLUGIN_HANDLED
   
   if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
   {
      new szClip, szAmmo
      new szWeapID = get_user_weapon( id, szClip, szAmmo )
      
      if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
      {
         g_hasZoom[id] = true
         cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
         emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
      }
      
      else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])
      {
         g_hasZoom[ id ] = false
         cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
         
      }
      
   }
   return PLUGIN_HANDLED
}


public make_tracer(id)
{
   if (get_pcvar_num(cvar_goldbullets))
   {
      new clip,ammo
      new wpnid = get_user_weapon(id,clip,ammo)
      new pteam[16]
      
      get_user_team(id, pteam, 15)
      
      if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
      {
         new vec1[3], vec2[3]
         get_user_origin(id, vec1, 1) // origin; your camera point.
         get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
         
         
         //BEAMENTPOINTS
         message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
         write_byte (0)     //TE_BEAMENTPOINTS 0
         write_coord(vec1[0])
         write_coord(vec1[1])
         write_coord(vec1[2])
         write_coord(vec2[0])
         write_coord(vec2[1])
         write_coord(vec2[2])
         write_short( m_spriteTexture )
         write_byte(1) // framestart
         write_byte(5) // framerate
         write_byte(2) // life
         write_byte(10) // width
         write_byte(0) // noise
         write_byte( 0 )     // r, g, b
         write_byte( 206 )       // r, g, b
         write_byte( 209 )       // r, g, b
         write_byte(200) // brightness
         write_byte(150) // speed
         message_end()
      }
   
      bullets[id] = clip
   }
   
}

public zp_extra_item_selected(player, itemid)
{
   if ( itemid == g_itemid )
   {
      if ( user_has_weapon(player, CSW_AK47) )
      {
         drop_prim(player)
      }
      
      else if (limit_count() > get_pcvar_num(cvar_limit))
      {
         client_print(player, print_chat, "!g[ZP] !yJa existem muitas !tDynamic AK-47");
         return ZP_PLUGIN_HANDLED;
      }
      
      give_item(player, "weapon_ak47")
      client_print(player, print_chat, "!g[ZP] !yVoce comprou a !tDynamic AK-47 !g[Dano x3]")
      g_HasAk[player] = true;
   }
   return PLUGIN_CONTINUE
}


stock drop_prim(id)
{
   new weapons[32], num
   get_user_weapons(id, weapons, num)
   for (new i = 0; i < num; i++) {
      if (Wep_ak47 & (1<<weapons[i]))
      {
         static wname[32]
         get_weaponname(weapons[i], wname, sizeof wname - 1)
         engclient_cmd(id, "drop", wname)
}
}
}

limit_count()
{
new i, count = 0;

for(i = 1; i < 33; i++)
{
   if(g_HasAk[i])
      count++;
   }
  return count;
 }


stock ChatColor(const id, const input[], any:...)
{
   new count = 1, players[32]
   static msg[191]
   vformat(msg, 190, input, 3)
  
   replace_all(msg, 190, "!g", "^4")  // Chat Verde
   replace_all(msg, 190, "!y", "^1")  // Chat Normal
   replace_all(msg, 190, "!t", "^3")  // Chat Do Time Tr=Vermelho Ct=Azul Spec=Branco
   replace_all(msg, 190, "!t2", "^0") // Chat Do Time Tr=Vermelho Ct=Azul Spec=Branco
  
   if (id) players[0] = id; else get_players(players, count, "ch")

   for (new i = 0; i < count; i++)
   {
      if (is_user_connected(players[i]))
      {
         message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i])
         write_byte(players[i]);
         write_string(msg);
         message_end();
      }
   }
   /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par }
*/
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1046\\ f0\\ fs16 \n\\ par }
*/


2- nao achei é um plugin de vida com limite.


3- Limitar para comprarem somente 8 vezes

Código:
#include <amxmodx>
#include <fakemeta>
#include <zombieplague>

new const g_item_name[] = { "Municao Infinita" }
const g_item_cost = 30

#if cellbits == 32
const OFFSET_CLIPAMMO = 51
#else
const OFFSET_CLIPAMMO = 65
#endif
const OFFSET_LINUX_WEAPONS = 4


new const MAXCLIP[] = { -1, 13, -1, 10, 1, 7, -1, 30, 30, 1, 30, 20, 25, 30, 35, 25, 12, 20,
         10, 30, 100, 8, 30, 30, 20, 2, 7, 30, 30, -1, 50 }

new g_itemid_infammo, g_has_unlimited_clip[33]
 

public plugin_init()
{
   register_plugin("[ZP] Extra: Municao infinita", "1.0", "MeRcyLeZZ")
   
   g_itemid_infammo = zp_register_extra_item(g_item_name, g_item_cost, ZP_TEAM_HUMAN)   
   
   register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
   register_message(get_user_msgid("CurWeapon"), "message_cur_weapon")
}

// Player buys our upgrade, set the unlimited ammo flag
public zp_extra_item_selected(player, itemid)
{
   if (itemid == g_itemid_infammo)
      g_has_unlimited_clip[player] = true
}

// Reset flags for all players on newround
public event_round_start()
{
   for (new id; id <= 32; id++) g_has_unlimited_clip[id] = false;
}

// Unlimited clip code
public message_cur_weapon(msg_id, msg_dest, msg_entity)
{
   // Player doesn't have the unlimited clip upgrade
   if (!g_has_unlimited_clip[msg_entity])
      return;
   
   // Player not alive or not an active weapon
   if (!is_user_alive(msg_entity) || get_msg_arg_int(1) != 1)
      return;
   
   static weapon, clip
   weapon = get_msg_arg_int(2) // get weapon ID
   clip = get_msg_arg_int(3) // get weapon clip
   
   // Unlimited Clip Ammo
   if (MAXCLIP[weapon] > 2) // skip grenades
   {
      set_msg_arg_int(3, get_msg_argtype(3), MAXCLIP[weapon]) // HUD should show full clip all the time
      
      if (clip < 2) // refill when clip is nearly empty
      {
         // Get the weapon entity
         static wname[32], weapon_ent
         get_weaponname(weapon, wname, sizeof wname - 1)
         weapon_ent = fm_find_ent_by_owner(-1, wname, msg_entity)
         
         // Set max clip on weapon
         fm_set_weapon_ammo(weapon_ent, MAXCLIP[weapon])
      }
   }
}

// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
   while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) {}
   
   return entity;
}

// Set Weapon Clip Ammo
stock fm_set_weapon_ammo(entity, amount)
{
   set_pdata_int(entity, OFFSET_CLIPAMMO, amount, OFFSET_LINUX_WEAPONS);
}

4- Knife blink, Limitar para comprarem somente 7 vezes

Código:
#include <amxmodx>
#include <fakemeta>
#include <zombieplague>
#include <chr_engine>
#include <colorchat>

#define MIN_DISTANCE 50

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

new const g_item_name[] = { "Knife Blink" }
const g_item_cost = 15
const g_iMaxDistance = 300;

/*============================================================================*/

new Float:g_fSpeed = 1000.0;
new Float:g_fDelay = 1.0;

new g_iMaxPlayers;
new g_iEnemy[33];
new g_iInBlink[33];
new Float:g_fLastSlash[33];
new g_iCanceled[33];
new g_iSlash[33];
new g_iBlinks[33];
new g_itemid_blink;
new bought_limit[33], cvar_limit_bought

public plugin_init(){
   
   register_plugin("[ZP] Extra Item: Knife Blink", "1.2", "pharse");
        cvar_limit_bought = register_cvar("zp_knife_limit", "6")
   
   g_iMaxPlayers = get_maxplayers();
   
   g_itemid_blink = zp_register_extra_item(g_item_name, g_item_cost, ZP_TEAM_ZOMBIE);
   
   register_forward(FM_TraceLine, "FW_TraceLine_Post", 1);
   register_forward(FM_PlayerPreThink, "FW_PlayerPreThink");
   
   register_event("HLTV", "EVENT_round_start", "a", "1=0", "2=0")
}

// ================================================== //
//          FORWARDS / EVENTS
// ================================================== //

public FW_TraceLine_Post(Float:start[3], Float:end[3], conditions, id, trace){
   
   if (!CHECK_ValidPlayer(id))
      return FMRES_IGNORED;
   
   new iWeaponID = get_user_weapon(id);
   
   if ( iWeaponID != CSW_KNIFE ){
      
      OP_Cancel(id);
      return FMRES_IGNORED;
   }
   
   new enemy = g_iEnemy[id];
   
   if (!enemy){
      
      enemy = get_tr2(trace, TR_pHit);
      
      if ( !CHECK_ValidPlayer(enemy) || zp_get_user_zombie(enemy) ){
         
         OP_Cancel(id);
         return FMRES_IGNORED;
      }
      
      g_iEnemy[id] = enemy;
   }
   
   return FMRES_IGNORED;
}

public FW_PlayerPreThink(id){
   
   if (!CHECK_ValidPlayer(id))
      return FMRES_IGNORED;
   
   new iWeaponID = get_user_weapon(id);
   
   if ( iWeaponID != CSW_KNIFE || !zp_get_user_zombie(id) ){
      
      OP_Cancel(id);
      return FMRES_IGNORED;
   }
   
   if ( g_iBlinks[id] == 0 )
      return FMRES_IGNORED;
   
   new button = pev(id,pev_button);
   
   if ( !(button & IN_ATTACK) && !(button & IN_ATTACK2) ){
      
      OP_Cancel(id)
      return FMRES_IGNORED;
   }
   
   if (g_iSlash[id])
      g_iSlash[id] = 0;
   
   OP_NearEnemy(id);
   
   if( g_iInBlink[id] ){
      
      OP_SetBlink(id);
      OP_Blink(id);
      g_iCanceled[id] = 0;
   }

   return FMRES_IGNORED;
}

// Player buys our upgrade, add one blink
public zp_extra_item_selected(player, itemid)
{
   if (itemid == g_itemid_blink)
   {
      
      g_iBlinks[player] += 1;
      bought_limit[player]++
      client_print(player, print_chat, "[!gZP!y] !yVoce tem agora !g%d !yKnife Blinks", g_iBlinks[player]);
   }
           if(bought_limit[player] >= get_pcvar_num(cvar_limit_bought))
        {
      
         client_print(player, print_chat, "[ZP] Ja compraram muitas knife blinks")
         zp_set_user_ammo_packs(player, zp_get_user_ammo_packs(player) + item_cost)
         return;
   }
}


// Reset blinks for all players on newround
public EVENT_round_start()
{
   for (new id; id <= 32; id++) g_iBlinks[id] = 0;
}

for(new id = 1; id <= get_maxplayers(); id++)
{
g_has[id] = false
bought_limit[id] = 0
}

// ================================================== //
//          OPERATIONS
// ================================================== //

public OP_NearEnemy(id){
   
   new enemy = g_iEnemy[id];
   new Float:time = get_gametime();
   
   if (!enemy || g_fLastSlash[id]+g_fDelay>time){
      
      g_iInBlink[id] = 0;
      return;
   }
   
   new origin[3], origin_enemy[3];
   
   get_user_origin(id, origin, 0);
   get_user_origin(enemy, origin_enemy, 0);
   
   new distance = get_distance(origin, origin_enemy);
   
   if ( MIN_DISTANCE<=distance<=g_iMaxDistance){
      
      g_iInBlink[id] = 1;
      return;
      
   }else if (MIN_DISTANCE>distance && g_iInBlink[id])
   {
      OP_Slash(id);
   }
   OP_Cancel(id);
}

public OP_Blink(id){
   
   new Float:new_velocity[3];
   new enemy = g_iEnemy[id];
   new Float:origin_enemy[3];
   
   pev(enemy, pev_origin, origin_enemy);
   entity_set_aim(id, origin_enemy);
   
   get_speed_vector2(id, enemy, g_fSpeed, new_velocity)
   set_pev(id, pev_velocity, new_velocity);
}

public OP_Cancel(id){
   
   g_iInBlink[id] = 0;
   g_iEnemy[id] = 0;
   if (!g_iCanceled[id]){
      
      OP_SetBlink(id);
      g_iCanceled[id] = 1;
   }
}

public OP_Slash(id){
   
   set_pev(id, pev_velocity, {0.0,0.0,0.0});      // stop player's blink
   
   new weaponID = get_user_weapon(id, _, _);
   
   if(weaponID == CSW_KNIFE){
      
      new weapon[32]
      
      get_weaponname(weaponID,weapon,31)
      
      new ent = fm_find_ent_by_owner(-1,weapon,id)
      
      if(ent){
         
         set_pdata_float(ent,46, 0.0);
         set_pdata_float(ent,47, 0.0);
         g_iSlash[id] = 1;
         g_fLastSlash[id] = get_gametime();
         g_iBlinks[id] -= 1;
         new name[32];
         get_user_name(id,name,31)
         client_print(0, print_chat, "[!gZP!y] !g%s !yUsou Knife Blink!", name);
         client_print(id, print_chat, "[!gZP!y] !g%d Knife Blinks restante.", g_iBlinks[id]);
      }
   }  
}

public OP_SetBlink(id){
   
   new blink = g_iInBlink[id];
   
   if (blink>1)
      return;
   
   if (blink)
      g_iInBlink[id] += 1;
}

// ================================================== //
//          CHECKS
// ================================================== //

public CHECK_ValidPlayer(id){
   
   if (1<=id<=g_iMaxPlayers && is_user_alive(id))
      return 1;
   
   return 0;
}

// from fakemeta_util.inc
stock fm_find_ent_by_owner(index, const classname[], owner, jghgtype = 0) {
   new strtype[11] = "classname", ent = index;
   switch (jghgtype) {
      case 1: strtype = "target";
      case 2: strtype = "targetname";
   }

   while ((ent = engfunc(EngFunc_FindEntityByString, ent, strtype, classname)) && pev(ent, pev_owner) != owner) {}

   return ent;
}


stock ChatColor(const id, const input[], any:...)
{
   new count = 1, players[32]
   static msg[191]
   vformat(msg, 190, input, 3)
  
   replace_all(msg, 190, "!g", "^4")  // Chat Verde
   replace_all(msg, 190, "!y", "^1")  // Chat Normal
   replace_all(msg, 190, "!t", "^3")  // Chat Do Time Tr=Vermelho Ct=Azul Spec=Branco
   replace_all(msg, 190, "!t2", "^0") // Chat Do Time Tr=Vermelho Ct=Azul Spec=Branco
  
   if (id) players[0] = id; else get_players(players, count, "ch")

   for (new i = 0; i < count; i++)
   {
      if (is_user_connected(players[i]))
      {
         message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i])
         write_byte(players[i]);
         write_string(msg);
         message_end();
      }
   }
   /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par }
*/
}



5- Granada de alucinação, limitar para comprarem somente 7 vezes

Código:
#include <amxmodx>
#include <fakemeta>
#include <    fun >
#include <hamsandwich>
#include <cstrike>
#include <zombieplague>

#define is_valid_player(%1) (1 <= %1 <= 32)
#define ITEM_COST 50

new AK_V_MODEL[64] = "models/zombie_plague/v_golden_ak47.mdl"
new AK_P_MODEL[64] = "models/zombie_plague/p_golden_ak47.mdl"

/* Pcvars */
new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip, cvar_limit

// Item ID
new g_itemid

new bool:g_HasAk[33]

new g_hasZoom[ 33 ]
new bullets[ 33 ]

// Sprite
new m_spriteTexture

const Wep_ak47 = ((1<<CSW_AK47))

public plugin_init()
{
  
   /* CVARS */
   cvar_dmgmultiplier = register_cvar("zp_goldenak_dmg_multiplier", "12")
   cvar_custommodel = register_cvar("zp_goldenak_custom_model", "1")
   cvar_goldbullets = register_cvar("zp_goldenak_gold_bullets", "1")
   cvar_uclip = register_cvar("zp_goldenak_unlimited_clip", "1")
   cvar_limit = register_cvar("zp_goldenak_limit", "4")
  
   // Register The Plugin
   register_plugin("[ZP] Extra: Golden Ak 47 ", "1.1", "AlejandroSk")
   // Register Zombie Plague extra item
   g_itemid = zp_register_extra_item("Dynamic AK-47", ITEM_COST, ZP_TEAM_HUMAN)
   // Death Msg
   register_event("DeathMsg", "Death", "a")
   // Weapon Pick Up
   register_event("WeapPickup","checkModel","b","1=19")
   // Current Weapon Event
   register_event("CurWeapon","checkWeapon","be","1=1")
   register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
   // Ham TakeDamage
   RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
   register_forward( FM_CmdStart, "fw_CmdStart" )
   RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
  
}

public client_connect(id)
{
   g_HasAk[id] = false
}

public client_disconnect(id)
{
   g_HasAk[id] = false
}

public Death()
{
   g_HasAk[read_data(2)] = false
}

public fwHamPlayerSpawnPost(id)
{
   g_HasAk[id] = false
}

public plugin_precache()
{
   precache_model(AK_V_MODEL)
   precache_model(AK_P_MODEL)
   m_spriteTexture = precache_model("sprites/dot.spr")
   precache_sound("weapons/zoom.wav")
}

public zp_user_infected_post(id)
{
   if (zp_get_user_zombie(id))
   {
      g_HasAk[id] = false
   }
}

public checkModel(id)
{
   if ( zp_get_user_zombie(id) )
      return PLUGIN_HANDLED
  
   new szWeapID = read_data(2)
  
   if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
   {
      set_pev(id, pev_viewmodel2, AK_V_MODEL)
      set_pev(id, pev_weaponmodel2, AK_P_MODEL)
   }
   return PLUGIN_HANDLED
}

public checkWeapon(id)
{
   new plrClip, plrAmmo, plrWeap[32]
   new plrWeapId
  
   plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
  
   if (plrWeapId == CSW_AK47 && g_HasAk[id])
   {
      checkModel(id)
   }
   else
   {
      return PLUGIN_CONTINUE
   }
  
   if (plrClip == 0 && get_pcvar_num(cvar_uclip))
   {
      // If the user is out of ammo..
      get_weaponname(plrWeapId, plrWeap, 31)
      // Get the name of their weapon
      give_item(id, plrWeap)
      engclient_cmd(id, plrWeap)
      engclient_cmd(id, plrWeap)
      engclient_cmd(id, plrWeap)
   }
   return PLUGIN_HANDLED
}



public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
    if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
    {
        SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
    }
}

public fw_CmdStart( id, uc_handle, seed )
{
   if( !is_user_alive( id ) )
      return PLUGIN_HANDLED
  
   if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
   {
      new szClip, szAmmo
      new szWeapID = get_user_weapon( id, szClip, szAmmo )
      
      if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
      {
         g_hasZoom[id] = true
         cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
         emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
      }
      
      else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])
      {
         g_hasZoom[ id ] = false
         cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
        
      }
      
   }
   return PLUGIN_HANDLED
}


public make_tracer(id)
{
   if (get_pcvar_num(cvar_goldbullets))
   {
      new clip,ammo
      new wpnid = get_user_weapon(id,clip,ammo)
      new pteam[16]
      
      get_user_team(id, pteam, 15)
      
      if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
      {
         new vec1[3], vec2[3]
         get_user_origin(id, vec1, 1) // origin; your camera point.
         get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
        
        
         //BEAMENTPOINTS
         message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
         write_byte (0)    
         write_coord(vec1[0])
         write_coord(vec1[1])
         write_coord(vec1[2])
         write_coord(vec2[0])
         write_coord(vec2[1])
         write_coord(vec2[2])
         write_short( m_spriteTexture )
         write_byte(1) // framestart
         write_byte(5) // framerate
         write_byte(2) // life
         write_byte(10) // width
         write_byte(0) // noise
         write_byte( 0 )     // r, g, b
         write_byte( 206 )       // r, g, b
         write_byte( 209 )       // r, g, b
         write_byte(200) // brightness
         write_byte(150) // speed
         message_end()
      }
  
      bullets[id] = clip
   }
  
}

public zp_extra_item_selected(player, itemid)
{
   if ( itemid == g_itemid )
   {
      if ( user_has_weapon(player, CSW_AK47) )
      {
         drop_prim(player)
      }
      else if (limit_count() > get_pcvar_num(cvar_limit))
      {
         client_print(player, print_chat, "!g[ZP] !yJa existem muitas !tDynamic-AK47");
         return ZP_PLUGIN_HANDLED;
      }
      give_item(player, "weapon_ak47")
      client_print(player, print_chat, "!g[ZP] !yVoce comprou uma !tDynamic AK 47 New !g[Dano x3]")
      g_HasAk[player] = true;
   }
   return PLUGIN_CONTINUE
}

stock drop_prim(id)
{
   new weapons[32], num
   get_user_weapons(id, weapons, num)
   for (new i = 0; i < num; i++) {
      if (Wep_ak47 & (1<<weapons[i]))
      {
         static wname[32]
         get_weaponname(weapons[i], wname, sizeof wname - 1)
         engclient_cmd(id, "drop", wname)
      }
   }
}

limit_count()
{
new i, count = 0;

for(i = 1; i < 33; i++)
{
   if(g_HasAk[i])
      count++;
     }
    
     }
  

____________________________________________


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Re: [Duvida] Limitar itens Extras

Mensagem por Leozinho em 1/1/2014, 9:33 pm


____________________________________________


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Re: [Duvida] Limitar itens Extras

Mensagem por [D]etonado[R] em 2/1/2014, 1:53 am

Tem alguns plugins que não se acha o has.
Ate agora nenhum foi ...

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Re: [Duvida] Limitar itens Extras

Mensagem por waLLzyk em 2/1/2014, 7:57 am

Knife blink que editei, ta com limite de compra de 8 vezes por player link: 
[url=Blog Bloqueado.com.br/2013/10/zp-knife-blink_3.html]http://goo.gl/k65LkP[/url]


Vida Extra tenho achei uma que o perfect edito: 
Código:
#include <amxmodx>
#include <    fun >
#include <zombieplague>
#include <cstrike>

#define ITEM_COST 20

new const item_name[] = "Vida extra"
new g_itemid_buyhp
new hpamount_z, hpamount_h, cvar_maxhp_h, cvar_maxhp_z

new g_fire
new const heal_effect[] = "cso/zm_heal.wav"
new const human_buy[] = "cso/hm_heal.wav"

public plugin_precache()
{
   g_fire = precache_model("sprites/vida_sprits.spr")
   precache_sound(heal_effect)
   precache_sound(human_buy)
}

public plugin_init()
{
   register_plugin("[ZP] Extra Item: Vida extra", "1.0", "[P]erfec[T] [S]cr[@]s[H] | Extra Vida")
   hpamount_z = register_cvar("zp_buyhp_zombie", "5000")
   hpamount_h = register_cvar("zp_buyhp_human", "700")
   cvar_maxhp_h = register_cvar("zp_hp_human_limit", "1400")
   cvar_maxhp_z = register_cvar("zp_hp_zombie_limit", "10000")
   g_itemid_buyhp = zp_register_extra_item(item_name, ITEM_COST, ZP_TEAM_HUMAN & ZP_TEAM_ZOMBIE)
}

public onHealth()
{
   new victim=read_data(2)
  
  new CsTeams:team=cs_get_user_team(victim)
   if(team==CS_TEAM_T)
   {
      set_task(3.0,"fire",victim)
  }
}

fire_zombie(origin[3])
{
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_SPRITE)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+=30)
write_short(g_fire)
write_byte(8)
write_byte(255)
message_end()
}

public fire(victim)
{
new origin[3]
get_user_origin(victim,origin)

fire_zombie(origin)
}

public zp_extra_item_selected(id,itemid)
{
   //if (!is_user_alive(id))
   //return PLUGIN_HANDLED;
  
  if (itemid==g_itemid_buyhp)
   {
      if (zp_get_user_zombie(id))
      {
         if(get_user_health(id) >= get_pcvar_num(cvar_maxhp_z))
         {
            client_printcolor(id, "!g[ZP]!t Voce nao pode ter mais de !g%d!t de HP", get_pcvar_num(cvar_maxhp_z))
            zp_set_user_ammo_packs(id, zp_get_user_ammo_packs(id) + ITEM_COST)
            return;
         }
         else
         {
            set_user_health(id, get_user_health(id) + get_pcvar_num(hpamount_z));
            client_printcolor(id,"!g[ZP]!t Voce comprou !g%d!t de HP!", get_pcvar_num(hpamount_z) );
            emit_sound(id, CHAN_ITEM, heal_effect, 0.6, ATTN_NORM, 0, PITCH_NORM)
            fire(id);
         }
      }
      if (!zp_get_user_zombie(id))
      {
         if(get_user_health(id) >= get_pcvar_num(cvar_maxhp_h))
         {
            client_printcolor(id, "!g[ZP]!t Voce nao pode ter mais de !g%d!t de HP", get_pcvar_num(cvar_maxhp_h))
            zp_set_user_ammo_packs(id, zp_get_user_ammo_packs(id) + ITEM_COST)
            return;
         }
         else
         {
            set_user_health(id, get_user_health(id) + get_pcvar_num(hpamount_h));
            client_printcolor(id,"!g[ZP]!t Voce comprou !g%d!t de HP!", get_pcvar_num(hpamount_h))
            emit_sound(id, CHAN_ITEM, human_buy, 0.6, ATTN_NORM, 0, PITCH_NORM)
         }
      }
   }
}

stock client_printcolor(const id, const input[], any:...)
{
   new count = 1, players[32]
   static msg[191]
   vformat(msg, 190, input, 3)
  
  replace_all(msg, 190, "!g", "^4") // Green Color
   replace_all(msg, 190, "!y", "^1") // Default Color
   replace_all(msg, 190, "!t", "^3") // Team Color
   replace_all(msg, 190, "!t2", "^0") // Team2 Color
  
  if (id) players[0] = id; else get_players(players, count, "ch")
   {
      for (new i = 0; i < count; i++)
      {
         if (is_user_connected(players[i]))
         {
            message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i])
            write_byte(players[i]);
            write_string(msg);
            message_end();
         }
      }
   }
}

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Re: [Duvida] Limitar itens Extras

Mensagem por [D]etonado[R] em 2/1/2014, 9:11 am

Esse blog ai ta bloqueado.

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Re: [Duvida] Limitar itens Extras

Mensagem por waLLzyk em 2/1/2014, 11:49 am

[D]etonado[R] escreveu:Esse blog ai ta bloqueado.

Aqui: mediafire.com download/dqcs17bslybqd54/Knife_blink.rar

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Re: [Duvida] Limitar itens Extras

Mensagem por Leozinho em 2/1/2014, 12:03 pm

Aqui a munição infinita. A granada de alucinação posta ela ai, ali esta a ak47 golden

Código:
#include <amxmodx>
#include <fakemeta>
#include <zombieplague>

new const g_item_name[] = { "Municao Infinita" }
const g_item_cost = 30

#if cellbits == 32
const OFFSET_CLIPAMMO = 51
#else
const OFFSET_CLIPAMMO = 65
#endif
const OFFSET_LINUX_WEAPONS = 4


new const MAXCLIP[] = { -1, 13, -1, 10, 1, 7, -1, 30, 30, 1, 30, 20, 25, 30, 35, 25, 12, 20,
         10, 30, 100, 8, 30, 30, 20, 2, 7, 30, 30, -1, 50 }

new g_itemid_infammo, g_has_unlimited_clip[33]
new g_compras = 0
 

public plugin_init()
{
   register_plugin("[ZP] Extra: Municao infinita", "1.0", "MeRcyLeZZ")
  
  g_itemid_infammo = zp_register_extra_item(g_item_name, g_item_cost, ZP_TEAM_HUMAN)  
 
  register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
   register_message(get_user_msgid("CurWeapon"), "message_cur_weapon")
}

// Player buys our upgrade, set the unlimited ammo flag
public zp_extra_item_selected(player, itemid)
{
 if(g_compras >= 8)
 {
 client_print(player, print_chat, "Ja compraram muitas vezes nesse round.")
 
return PLUGIN_HANDLED
 }
 else if (itemid == g_itemid_infammo)
 {
 g_has_unlimited_clip[player] = true
 g_compras++
 }
 return PLUGIN_CONTINUE
}

// Reset flags for all players on newround
public event_round_start()
{
 for (new id; id <= 32; id++)
 {
 g_has_unlimited_clip[id] = false;
 g_compras = 0
 }
}

// Unlimited clip code
public message_cur_weapon(msg_id, msg_dest, msg_entity)
{
   // Player doesn't have the unlimited clip upgrade
   if (!g_has_unlimited_clip[msg_entity])
      return;
  
  // Player not alive or not an active weapon
   if (!is_user_alive(msg_entity) || get_msg_arg_int(1) != 1)
      return;
  
  static weapon, clip
   weapon = get_msg_arg_int(2) // get weapon ID
   clip = get_msg_arg_int(3) // get weapon clip
  
  // Unlimited Clip Ammo
   if (MAXCLIP[weapon] > 2) // skip grenades
   {
      set_msg_arg_int(3, get_msg_argtype(3), MAXCLIP[weapon]) // HUD should show full clip all the time
      
      if (clip < 2) // refill when clip is nearly empty
      {
         // Get the weapon entity
         static wname[32], weapon_ent
         get_weaponname(weapon, wname, sizeof wname - 1)
         weapon_ent = fm_find_ent_by_owner(-1, wname, msg_entity)
        
        // Set max clip on weapon
         fm_set_weapon_ammo(weapon_ent, MAXCLIP[weapon])
      }
   }
}

// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
   while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) {}
  
  return entity;
}

// Set Weapon Clip Ammo
stock fm_set_weapon_ammo(entity, amount)
{
   set_pdata_int(entity, OFFSET_CLIPAMMO, amount, OFFSET_LINUX_WEAPONS);
}

Knife Blink
Código:
#include <amxmodx>
#include <fakemeta>
#include <zombieplague>
#include <chr_engine>
#include <colorchat>

#define MIN_DISTANCE 50

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

new const g_item_name[] = { "Knife Blink" }
const g_item_cost = 15
const g_iMaxDistance = 300;

/*============================================================================*/

new Float:g_fSpeed = 1000.0;
new Float:g_fDelay = 1.0;

new g_iMaxPlayers;
new g_iEnemy[33];
new g_iInBlink[33];
new Float:g_fLastSlash[33];
new g_iCanceled[33];
new g_iSlash[33];
new g_iBlinks[33];
new g_itemid_blink;
new bought_limit, cvar_limit_bought

public plugin_init()
{  
register_plugin("[ZP] Extra Item: Knife Blink", "1.2", "pharse");
 
cvar_limit_bought = register_cvar("zp_knife_limit", "6")
  
g_iMaxPlayers = get_maxplayers();
  
g_itemid_blink = zp_register_extra_item(g_item_name, g_item_cost, ZP_TEAM_ZOMBIE);
  
register_forward(FM_TraceLine, "FW_TraceLine_Post", 1);
 register_forward(FM_PlayerPreThink, "FW_PlayerPreThink");
  
register_event("HLTV", "EVENT_round_start", "a", "1=0", "2=0")
}

// ================================================== //
//          FORWARDS / EVENTS
// ================================================== //

public FW_TraceLine_Post(Float:start[3], Float:end[3], conditions, id, trace){
  
  if (!CHECK_ValidPlayer(id))
      return FMRES_IGNORED;
  
  new iWeaponID = get_user_weapon(id);
  
  if ( iWeaponID != CSW_KNIFE ){
      
      OP_Cancel(id);
      return FMRES_IGNORED;
   }
  
  new enemy = g_iEnemy[id];
  
  if (!enemy){
      
      enemy = get_tr2(trace, TR_pHit);
      
      if ( !CHECK_ValidPlayer(enemy) || zp_get_user_zombie(enemy) ){
        
        OP_Cancel(id);
         return FMRES_IGNORED;
      }
      
      g_iEnemy[id] = enemy;
   }
  
  return FMRES_IGNORED;
}

public FW_PlayerPreThink(id){
  
  if (!CHECK_ValidPlayer(id))
      return FMRES_IGNORED;
  
  new iWeaponID = get_user_weapon(id);
  
  if ( iWeaponID != CSW_KNIFE || !zp_get_user_zombie(id) ){
      
      OP_Cancel(id);
      return FMRES_IGNORED;
   }
  
  if ( g_iBlinks[id] == 0 )
      return FMRES_IGNORED;
  
  new button = pev(id,pev_button);
  
  if ( !(button & IN_ATTACK) && !(button & IN_ATTACK2) ){
      
      OP_Cancel(id)
      return FMRES_IGNORED;
   }
  
  if (g_iSlash[id])
      g_iSlash[id] = 0;
  
  OP_NearEnemy(id);
  
  if( g_iInBlink[id] ){
      
      OP_SetBlink(id);
      OP_Blink(id);
      g_iCanceled[id] = 0;
   }

   return FMRES_IGNORED;
}

// Player buys our upgrade, add one blink
public zp_extra_item_selected(player, itemid)
{
 if (itemid == g_itemid_blink)
 {
 g_iBlinks[player] += 1;
 bought_limit++
 client_print(player, print_chat, "[!gZP!y] !yVoce tem agora !g%d !yKnife Blinks", g_iBlinks[player]);
 }
         else if(bought_limit >= get_pcvar_num(cvar_limit_bought))
 {
 client_print(player, print_chat, "[ZP] Ja compraram muitas knife blinks")
 //zp_set_user_ammo_packs(player, zp_get_user_ammo_packs(player) + g_item_cost)
 return PLUGIN_HANDLED
 }
 return PLUGIN_CONTINUE
}


// Reset blinks for all players on newround
public EVENT_round_start()
{
 for (new id; id <= get_maxplayers(); id++)
{
 g_iBlinks[id] = 0;
 bought_limit = 0
 }
}
// ================================================== //
//          OPERATIONS
// ================================================== //

public OP_NearEnemy(id){
  
  new enemy = g_iEnemy[id];
   new Float:time = get_gametime();
  
  if (!enemy || g_fLastSlash[id]+g_fDelay>time){
      
      g_iInBlink[id] = 0;
      return;
   }
  
  new origin[3], origin_enemy[3];
  
  get_user_origin(id, origin, 0);
   get_user_origin(enemy, origin_enemy, 0);
  
  new distance = get_distance(origin, origin_enemy);
  
  if ( MIN_DISTANCE<=distance<=g_iMaxDistance){
      
      g_iInBlink[id] = 1;
      return;
      
   }else if (MIN_DISTANCE>distance && g_iInBlink[id])
   {
      OP_Slash(id);
   }
   OP_Cancel(id);
}

public OP_Blink(id){
  
  new Float:new_velocity[3];
   new enemy = g_iEnemy[id];
   new Float:origin_enemy[3];
  
  pev(enemy, pev_origin, origin_enemy);
   entity_set_aim(id, origin_enemy);
  
  get_speed_vector2(id, enemy, g_fSpeed, new_velocity)
   set_pev(id, pev_velocity, new_velocity);
}

public OP_Cancel(id){
  
  g_iInBlink[id] = 0;
   g_iEnemy[id] = 0;
   if (!g_iCanceled[id]){
      
      OP_SetBlink(id);
      g_iCanceled[id] = 1;
   }
}

public OP_Slash(id){
  
  set_pev(id, pev_velocity, {0.0,0.0,0.0});      // stop player's blink
  
  new weaponID = get_user_weapon(id, _, _);
  
  if(weaponID == CSW_KNIFE){
      
      new weapon[32]
      
      get_weaponname(weaponID,weapon,31)
      
      new ent = fm_find_ent_by_owner(-1,weapon,id)
      
      if(ent){
        
        set_pdata_float(ent,46, 0.0);
         set_pdata_float(ent,47, 0.0);
         g_iSlash[id] = 1;
         g_fLastSlash[id] = get_gametime();
         g_iBlinks[id] -= 1;
         new name[32];
         get_user_name(id,name,31)
         client_print(0, print_chat, "[!gZP!y] !g%s !yUsou Knife Blink!", name);
         client_print(id, print_chat, "[!gZP!y] !g%d Knife Blinks restante.", g_iBlinks[id]);
      }
   }  
}

public OP_SetBlink(id){
  
  new blink = g_iInBlink[id];
  
  if (blink>1)
      return;
  
  if (blink)
      g_iInBlink[id] += 1;
}

// ================================================== //
//          CHECKS
// ================================================== //

public CHECK_ValidPlayer(id){
  
  if (1<=id<=g_iMaxPlayers && is_user_alive(id))
      return 1;
  
  return 0;
}

// from fakemeta_util.inc
stock fm_find_ent_by_owner(index, const classname[], owner, jghgtype = 0) {
   new strtype[11] = "classname", ent = index;
   switch (jghgtype) {
      case 1: strtype = "target";
      case 2: strtype = "targetname";
   }

   while ((ent = engfunc(EngFunc_FindEntityByString, ent, strtype, classname)) && pev(ent, pev_owner) != owner) {}

   return ent;
}


stock ChatColor(const id, const input[], any:...)
{
   new count = 1, players[32]
   static msg[191]
   vformat(msg, 190, input, 3)
  
  replace_all(msg, 190, "!g", "^4")  // Chat Verde
   replace_all(msg, 190, "!y", "^1")  // Chat Normal
   replace_all(msg, 190, "!t", "^3")  // Chat Do Time Tr=Vermelho Ct=Azul Spec=Branco
   replace_all(msg, 190, "!t2", "^0") // Chat Do Time Tr=Vermelho Ct=Azul Spec=Branco
  
  if (id) players[0] = id; else get_players(players, count, "ch")

   for (new i = 0; i < count; i++)
   {
      if (is_user_connected(players[i]))
      {
         message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i])
         write_byte(players[i]);
         write_string(msg);
         message_end();
      }
   }
   /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par }
*/
}

____________________________________________


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Re: [Duvida] Limitar itens Extras

Mensagem por Lucasx2020 em 2/1/2014, 1:05 pm

Tá ai a granada de alucinaçao com limite

Código:
#include <   amxmodx >
#include <   fakemeta >
#include <   hamsandwich >
#include <   fun >
#include <   zombieplague >

// Plugin version
#define VERSION "1.4"

// Defines
#define MAXPLAYERS 32
#define FCVAR_FLAGS ( FCVAR_SERVER | FCVAR_SPONLY | FCVAR_UNLOGGED )
#define OFFSET_PLAYER 41
#define OFFSET_ACTIVE 373
#define LINUX_DIFF 5
#define NADE_TYPE_CONC 7000
#define FFADE_IN 0x0000
#define REPEAT 0.2 // Time when next screen fade/shake message is being sent
#define TASK_AFFECT 666
#define ID_AFFECT ( taskid - TASK_AFFECT )
#define OFFSET_FLAMMO 387

// Grenade cost
#define GRENADE_COST 70

// Grenade models
new const grenade_model_p [ ] = "models/p_grenade_conc.mdl"
new const grenade_model [ ] = "models/v_grenade_conc.mdl"
new const grenade_model_w [ ] = "models/w_grenade_conc.mdl"

new bought_limit[33], cvar_limit_bought

// Sounds
new const explosion_sound [ ] = "zombie_plague/concgren_blast1.wav"
new const purchase_sound [ ] = "items/gunpickup2.wav"
new const purchase_sound2 [ ] = "items/9mmclip1.wav"

// Cached sprite indexes
new m_iTrail, m_iRing

// Item ID
new g_conc

// Player variables
new g_NadeCount [ MAXPLAYERS+1 ]

// Message ID's
new g_msgScreenFade, g_msgScreenShake, g_msgAmmoPickup

// CVAR pointers
new cvar_nade_radius, cvar_duration

// Precache
public plugin_precache ( )
{
 // Precache grenade models
 precache_model ( grenade_model_p )
 precache_model ( grenade_model )
 precache_model ( grenade_model_w )
 
// Precache sounds
 precache_sound ( explosion_sound )
 precache_sound ( purchase_sound )
 precache_sound ( purchase_sound2 )
 
// Precache sprites
 m_iRing = precache_model ( "sprites/shockwave.spr" )
 m_iTrail = precache_model ( "sprites/laserbeam.spr" )
}

// Plugin initialization
public plugin_init ( )
{
 // New plugin
 register_plugin ( "[ZP] Extra Item: Concussion Grenade", VERSION, "NiHiLaNTh" )
 
// Add cvar to detect servers with this plugin
 register_cvar ( "zp_concgren_version", VERSION, FCVAR_FLAGS )
 
// New extra item
 g_conc = zp_register_extra_item ( "Granada de Alucinacao", GRENADE_COST, ZP_TEAM_ZOMBIE )
 
// Events
 register_event ( "HLTV", "Event_NewRound", "a", "1=0", "2=0" )
 register_event ( "DeathMsg", "Event_DeathMsg", "a" )
 register_event ( "CurWeapon", "Event_CurrentWeapon", "be", "1=1", "2=25" )
 
// Forwards
 register_forward ( FM_SetModel, "fw_SetModel" )
 RegisterHam ( Ham_Think, "grenade", "fw_ThinkGrenade" )
 register_forward ( FM_CmdStart, "fw_CmdStart" )
 

// CVARs
 cvar_nade_radius = register_cvar ( "zp_conc_nade_radius", "500" )
 cvar_duration = register_cvar ( "zp_conc_nade_duration", "7" )
 cvar_limit_bought = register_cvar("zp_alucinacao_bomb_limit", "6")
 
// Messages
 g_msgScreenShake = get_user_msgid ( "ScreenShake" )
 g_msgScreenFade = get_user_msgid ( "ScreenFade" )
 g_msgAmmoPickup = get_user_msgid ( "AmmoPickup" )
}

// Someone decided to buy our an extra item
public zp_extra_item_selected ( Player, Item )
{
 if(bought_limit[ Player ] >= get_pcvar_num(cvar_limit_bought))
 {
 client_print( Player, print_chat, "[ZP] Ja tacaram muitas bombas antidotos e nao podera atacar mais")                                   
 zp_set_user_ammo_packs( Player, zp_get_user_ammo_packs( Player) + GRENADE_COST)
 
}
 // This is our grenade
 if ( Item == g_conc )
 {
 // Player already have it
 if ( g_NadeCount [ Player ] >= 1 )
 {
 // Increase nade count
 g_NadeCount [ Player ]++
 
// Increase bp ammo
 set_pdata_int ( Player, OFFSET_FLAMMO, get_pdata_int ( Player, OFFSET_FLAMMO, LINUX_DIFF )+1, LINUX_DIFF )
 
// Ammo pickup
 message_begin ( MSG_ONE, g_msgAmmoPickup, _, Player )
 write_byte ( 11 ) // Ammo ID
 write_byte ( 1 ) // Ammo amount
 message_end ( )
 
// Emit sound
 emit_sound ( Player, CHAN_WEAPON, purchase_sound2, VOL_NORM, ATTN_NORM, 0, PITCH_NORM )
 }
 else // 0 grenades
 {
 // Increase nade count
 g_NadeCount [ Player ] = 1
 bought_limit[ Player ]++
 // Give him flashbang
 give_item ( Player, "weapon_flashbang" )
 
// Play purchase sound
 client_cmd ( Player, "spk %s", purchase_sound )
}
 }
 return PLUGIN_CONTINUE
}
 
// Someone was infected
public zp_user_infected_post ( Player, Infector )
{
 // We were affected by concussion grenade
 if ( task_exists ( Player+TASK_AFFECT ) )
 remove_task ( Player+TASK_AFFECT )
}

// Someone were turned back to human
public zp_user_humanized_post ( Player, Survivor )
{
 // We dont' have nade anymore
 if ( g_NadeCount [ Player ] )
 {
 g_NadeCount [ Player ] = 0
 }
}

// New round started
public Event_NewRound ( )
{
 // Reset nade count
 arrayset ( g_NadeCount, false, 33 )
 
// And they aren't affected by conc.grenade
 remove_task ( TASK_AFFECT )
}

// Someone died
public Event_DeathMsg ( )
{
 // Get victim
 new victim = read_data ( 2 )
 
// Some people had error without this check
 if ( !is_user_connected ( victim ) )
 return 
 
// Remove hallucinations
 remove_task ( victim+TASK_AFFECT )
 
// Reset nade count
g_NadeCount [ victim ] = 0
}

// Current weapon player is holding
public Event_CurrentWeapon ( Player )
{
 // Dead or not zombie or don't have conc. grenade
 if ( !is_user_alive ( Player ) || !zp_get_user_zombie ( Player ) || g_NadeCount [ Player ] <= 0 )
 return PLUGIN_CONTINUE
 
// Replace flashbang model with our ones
 set_pev ( Player, pev_viewmodel2, grenade_model )
 set_pev ( Player, pev_weaponmodel2, grenade_model_p )
 
return PLUGIN_CONTINUE
}

// Set model
public fw_SetModel ( Entity, const Model [ ] )
{
 // Prevent invalid ent messages
 if ( !pev_valid ( Entity ) )
 return FMRES_IGNORED
 
// Grenade not thrown yet
if ( pev ( Entity, pev_dmgtime ) == 0.0 )
 return FMRES_IGNORED
 
// We are throwing concussion grenade
if ( g_NadeCount [ pev ( Entity, pev_owner ) ] >= 1 && equal ( Model [7 ], "w_fl", 4 ) )
 {
 //Draw trail
 message_begin ( MSG_BROADCAST, SVC_TEMPENTITY )
 write_byte ( TE_BEAMFOLLOW ) // Temp entity ID
 write_short ( Entity ) // Entity to follow
 write_short ( m_iTrail ) // Sprite index
 write_byte ( 10 ) // Life
 write_byte ( 10 ) // Line width
 write_byte ( 255 ) // Red amount
 write_byte ( 255 ) // Blue amount
 write_byte ( 0 ) // Blue amount
 write_byte ( 255 ) // Alpha
 message_end ( )
 
// Set grenade entity
 set_pev ( Entity, pev_flTimeStepSound, NADE_TYPE_CONC )
 
// Decrease nade count
 g_NadeCount [ pev ( Entity, pev_owner ) ]--
 
// Set world model
 engfunc ( EngFunc_SetModel, Entity, grenade_model_w )
 return FMRES_SUPERCEDE
 }
 return FMRES_IGNORED
}

// Grenade is getting to explode
public fw_ThinkGrenade ( Entity )
{
 // Prevent invalid ent messages
 if ( !pev_valid ( Entity ) )
 return HAM_IGNORED
 
// Get damage time
 static Float:dmg_time
 pev ( Entity, pev_dmgtime, dmg_time )
 
// maybe it is time to go off
 if ( dmg_time > get_gametime ( ) )
 return HAM_IGNORED
 
// Our grenade
if ( pev ( Entity, pev_flTimeStepSound ) == NADE_TYPE_CONC )
 {
 // Force to explode
 concussion_explode ( Entity )
 return HAM_SUPERCEDE
 }
 return HAM_IGNORED
}

// Command start
public fw_CmdStart ( Player, UC_Handle, Seed )
{
 // Dead, zombie or not affected
 if ( !is_user_alive ( Player ) || zp_get_user_zombie ( Player ) || !task_exists ( Player+TASK_AFFECT ) )
 return FMRES_IGNORED
 
// Get buttons
 new buttons = get_uc ( UC_Handle, UC_Buttons )
 
// We are firing
 if ( buttons & IN_ATTACK )
 {
 // We are holding an active weapon
 if ( get_pdata_cbase ( Player, OFFSET_ACTIVE, LINUX_DIFF ) )
 {
 // New recoil
 set_pev ( Player, pev_punchangle, Float:{3.0, 3.0, 4.0} )
 }
 }
 return FMRES_HANDLED
}
 

// Grenade explode
public concussion_explode ( Entity )
{
 // Invalid entity ?
 if ( !pev_valid ( Entity  ) )
 return
 
// Get entities origin
 static Float:origin [ 3 ]
 pev ( Entity, pev_origin, origin )
 
// Draw ring
 UTIL_DrawRing (origin )
 
// Explosion sound
 emit_sound ( Entity, CHAN_WEAPON, explosion_sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM )
 
// Collisions
 static victim 
 victim = -1
 
// Find radius
 static Float:radius
 radius = get_pcvar_float ( cvar_nade_radius )
 
// Find all players in a radius
 while ( ( victim = engfunc ( EngFunc_FindEntityInSphere, victim, origin, radius ) ) != 0 )
 {
 // Dead or zombie
 if ( !is_user_alive ( victim ) || zp_get_user_zombie ( victim ) )
 continue
 
// Victim isn't affected yet
if ( !task_exists ( victim+TASK_AFFECT ) ) 
 {
 // Get duration
 new duration = get_pcvar_num ( cvar_duration )
 
// Calculate affect times
 new affect_count = floatround ( duration / REPEAT )
 
// Continiously affect them
 set_task ( REPEAT, "affect_victim", victim+TASK_AFFECT, _, _, "a", affect_count )
 }
 }
 
// Remove entity from ground
 engfunc ( EngFunc_RemoveEntity, Entity )
}

// We are going to affect you
public affect_victim ( taskid )
{
 // Dead
 if ( !is_user_alive ( ID_AFFECT ) )
 return
 
// Make a screen fade
 message_begin ( MSG_ONE_UNRELIABLE, g_msgScreenFade, {0,0,0}, ID_AFFECT )
 write_short ( 1<<13 ) // Duration
 write_short ( 1<<14 ) // Hold Time
 write_short ( FFADE_IN ) // Fade type
 write_byte ( random_num ( 50, 200 ) ) // Red amount
 write_byte ( random_num ( 50, 200 ) ) // Green amount
 write_byte ( random_num ( 50, 200 ) ) // Blue amount
 write_byte ( random_num ( 50, 200 ) ) // Alpha
 message_end ( )
 
// Make a screen shake
 message_begin ( MSG_ONE_UNRELIABLE, g_msgScreenShake, {0,0,0}, ID_AFFECT )
 write_short ( 0xFFFF ) // Amplitude
 write_short ( 1<<13 ) // Duration
 write_short ( 0xFFFF ) // Frequency
 message_end ( )
 
// Remove task after all
 remove_task ( ID_AFFECT )
}

// Draw explosion ring ( from zombie_plague40.sma )
stock UTIL_DrawRing ( const Float:origin [ 3 ] )
{
 engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin, 0)
 write_byte(TE_BEAMCYLINDER) // TE id
 engfunc(EngFunc_WriteCoord, origin[0]) // x
 engfunc(EngFunc_WriteCoord, origin[1]) // y
 engfunc(EngFunc_WriteCoord, origin[2]) // z
 engfunc(EngFunc_WriteCoord, origin[0]) // x axis
 engfunc(EngFunc_WriteCoord, origin[1]) // y axis
 engfunc(EngFunc_WriteCoord, origin[2]+555.0) // z axis
 write_short( m_iRing ) // sprite
 write_byte(0) // startframe
 write_byte(0) // framerate
 write_byte(4) // life
 write_byte(60) // width
 write_byte(0) // noise
 write_byte(200) // red
 write_byte(200) // green
 write_byte(200) // blue
 write_byte(200) // brightness
 write_byte(0) // speed
 message_end()
}

Lucasx2020
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Re: [Duvida] Limitar itens Extras

Mensagem por [D]etonado[R] em 2/1/2014, 2:09 pm

Todos pegaram, menos a gold ea granada de alucinação.

____________________________________________


[D]etonado[R]
Humano
Humano

Nick : [D]etonado[R]
Masculino Número de Mensagens : 623
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Data de inscrição : 17/10/2013

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Re: [Duvida] Limitar itens Extras

Mensagem por Lucasx2020 em 2/1/2014, 2:58 pm

Opa mals ai tenta esse ai >

esqueci de um return mais testa ai

Código:
#include <    amxmodx >
#include <    fakemeta >
#include <    hamsandwich >
#include <    fun >
#include <    zombieplague >

// Plugin version
#define VERSION "1.4"

// Defines
#define MAXPLAYERS 32
#define FCVAR_FLAGS ( FCVAR_SERVER | FCVAR_SPONLY | FCVAR_UNLOGGED )
#define OFFSET_PLAYER 41
#define OFFSET_ACTIVE 373
#define LINUX_DIFF 5
#define NADE_TYPE_CONC 7000
#define FFADE_IN 0x0000
#define REPEAT 0.2 // Time when next screen fade/shake message is being sent
#define TASK_AFFECT 666
#define ID_AFFECT ( taskid - TASK_AFFECT )
#define OFFSET_FLAMMO 387

// Grenade cost
#define GRENADE_COST 70

// Grenade models
new const grenade_model_p [ ] = "models/p_grenade_conc.mdl"
new const grenade_model [ ] = "models/v_grenade_conc.mdl"
new const grenade_model_w [ ] = "models/w_grenade_conc.mdl"

new bought_limit[33], cvar_limit_bought

// Sounds
new const explosion_sound [ ] = "zombie_plague/concgren_blast1.wav"
new const purchase_sound [ ] = "items/gunpickup2.wav"
new const purchase_sound2 [ ] = "items/9mmclip1.wav"

// Cached sprite indexes
new m_iTrail, m_iRing

// Item ID
new g_conc

// Player variables
new g_NadeCount [ MAXPLAYERS+1 ]

// Message ID's
new g_msgScreenFade, g_msgScreenShake, g_msgAmmoPickup

// CVAR pointers
new cvar_nade_radius, cvar_duration

// Precache
public plugin_precache ( )
{
   // Precache grenade models
   precache_model ( grenade_model_p )
   precache_model ( grenade_model )
   precache_model ( grenade_model_w )
   
   // Precache sounds
   precache_sound ( explosion_sound )
   precache_sound ( purchase_sound )
   precache_sound ( purchase_sound2 )
   
   // Precache sprites
   m_iRing = precache_model ( "sprites/shockwave.spr" )
   m_iTrail = precache_model ( "sprites/laserbeam.spr" )
}

// Plugin initialization
public plugin_init ( )
{
   // New plugin
   register_plugin ( "[ZP] Extra Item: Concussion Grenade", VERSION, "NiHiLaNTh" )
   
   // Add cvar to detect servers with this plugin
   register_cvar ( "zp_concgren_version", VERSION, FCVAR_FLAGS )
   
   // New extra item
   g_conc = zp_register_extra_item ( "Granada de Alucinacao", GRENADE_COST, ZP_TEAM_ZOMBIE )
   
   // Events
   register_event ( "HLTV", "Event_NewRound", "a", "1=0", "2=0" )
   register_event ( "DeathMsg", "Event_DeathMsg", "a" )
   register_event ( "CurWeapon", "Event_CurrentWeapon", "be", "1=1", "2=25" )
   
   // Forwards
   register_forward ( FM_SetModel, "fw_SetModel" )
   RegisterHam ( Ham_Think, "grenade", "fw_ThinkGrenade" )
   register_forward ( FM_CmdStart, "fw_CmdStart" )
   
   
   // CVARs
   cvar_nade_radius = register_cvar ( "zp_conc_nade_radius", "500" )
   cvar_duration = register_cvar ( "zp_conc_nade_duration", "7" )
   cvar_limit_bought = register_cvar("zp_alucinacao_bomb_limit", "6")
   
   // Messages
   g_msgScreenShake = get_user_msgid ( "ScreenShake" )
   g_msgScreenFade = get_user_msgid ( "ScreenFade" )
   g_msgAmmoPickup = get_user_msgid ( "AmmoPickup" )
}

// Someone decided to buy our an extra item
public zp_extra_item_selected ( Player, Item )
{
   // This is our grenade
   if (Item == g_conc)
   {
      // Player already have it
      if ( g_NadeCount [ Player ] >= 1 )
      {
         // Increase nade count
         g_NadeCount [ Player ]++
         
         // Increase bp ammo
         set_pdata_int ( Player, OFFSET_FLAMMO, get_pdata_int ( Player, OFFSET_FLAMMO, LINUX_DIFF )+1, LINUX_DIFF )
         
         // Ammo pickup
         message_begin ( MSG_ONE, g_msgAmmoPickup, _, Player )
         write_byte ( 11 ) // Ammo ID
         write_byte ( 1 ) // Ammo amount
         message_end ( )
         
         // Emit sound
         emit_sound ( Player, CHAN_WEAPON, purchase_sound2, VOL_NORM, ATTN_NORM, 0, PITCH_NORM )
      }
      else // 0 grenades
      {
         // Increase nade count
         g_NadeCount [ Player ] = 1
         bought_limit[ Player ]++
         // Give him flashbang
         give_item ( Player, "weapon_flashbang" )
         
         // Play purchase sound
         client_cmd ( Player, "spk %s", purchase_sound ) 
      }
      if(bought_limit[ Player ] >= get_pcvar_num(cvar_limit_bought))
   {
      client_print( Player, print_chat, "[ZP] Ja tacaram muitas bombas antidotos e nao podera atacar mais")                                   
      zp_set_user_ammo_packs( Player, zp_get_user_ammo_packs( Player) + GRENADE_COST)
   }
      return PLUGIN_HANDLED;
   }
   return PLUGIN_CONTINUE
}

// Someone was infected 
public zp_user_infected_post ( Player, Infector )
{
   // We were affected by concussion grenade
   if ( task_exists ( Player+TASK_AFFECT ) )
      remove_task ( Player+TASK_AFFECT )


// Someone were turned back to human
public zp_user_humanized_post ( Player, Survivor )
{
   // We dont' have nade anymore
   if ( g_NadeCount [ Player ] )
   {
      g_NadeCount [ Player ] = 0
   }
}

// New round started
public Event_NewRound ( )
{
   // Reset nade count
   arrayset ( g_NadeCount, false, 33 )
   
   // And they aren't affected by conc.grenade
   remove_task ( TASK_AFFECT ) 
}

// Someone died
public Event_DeathMsg ( )
{
   // Get victim
   new victim = read_data ( 2 )
   
   // Some people had error without this check
   if ( !is_user_connected ( victim ) )
      return 
   
   // Remove hallucinations
   remove_task ( victim+TASK_AFFECT )
   
   // Reset nade count 
   g_NadeCount [ victim ] = 0
}

// Current weapon player is holding
public Event_CurrentWeapon ( Player )
{
   // Dead or not zombie or don't have conc. grenade
   if ( !is_user_alive ( Player ) || !zp_get_user_zombie ( Player ) || g_NadeCount [ Player ] <= 0 )
      return PLUGIN_CONTINUE
   
   // Replace flashbang model with our ones
   set_pev ( Player, pev_viewmodel2, grenade_model )
   set_pev ( Player, pev_weaponmodel2, grenade_model_p )
   
   return PLUGIN_CONTINUE
}

// Set model
public fw_SetModel ( Entity, const Model [ ] )
{
   // Prevent invalid ent messages
   if ( !pev_valid ( Entity ) )
      return FMRES_IGNORED
   
   // Grenade not thrown yet 
   if ( pev ( Entity, pev_dmgtime ) == 0.0 )
      return FMRES_IGNORED
   
   // We are throwing concussion grenade 
   if ( g_NadeCount [ pev ( Entity, pev_owner ) ] >= 1 && equal ( Model [7 ], "w_fl", 4 ) )
   {
      //Draw trail
      message_begin ( MSG_BROADCAST, SVC_TEMPENTITY )
      write_byte ( TE_BEAMFOLLOW ) // Temp entity ID
      write_short ( Entity ) // Entity to follow
      write_short ( m_iTrail ) // Sprite index
      write_byte ( 10 ) // Life
      write_byte ( 10 ) // Line width
      write_byte ( 255 ) // Red amount
      write_byte ( 255 ) // Blue amount
      write_byte ( 0 ) // Blue amount
      write_byte ( 255 ) // Alpha
      message_end ( )
      
      // Set grenade entity
      set_pev ( Entity, pev_flTimeStepSound, NADE_TYPE_CONC )
      
      // Decrease nade count
      g_NadeCount [ pev ( Entity, pev_owner ) ]--
      
      // Set world model
      engfunc ( EngFunc_SetModel, Entity, grenade_model_w )
      return FMRES_SUPERCEDE
   }
   return FMRES_IGNORED
}

// Grenade is getting to explode
public fw_ThinkGrenade ( Entity )
{
   // Prevent invalid ent messages
   if ( !pev_valid ( Entity ) )
      return HAM_IGNORED
   
   // Get damage time
   static Float:dmg_time
   pev ( Entity, pev_dmgtime, dmg_time )
   
   // maybe it is time to go off
   if ( dmg_time > get_gametime ( ) )
      return HAM_IGNORED
   
   // Our grenade 
   if ( pev ( Entity, pev_flTimeStepSound ) == NADE_TYPE_CONC )
   {
      // Force to explode
      concussion_explode ( Entity )
      return HAM_SUPERCEDE
   }
   return HAM_IGNORED
}

// Command start
public fw_CmdStart ( Player, UC_Handle, Seed )
{
   // Dead, zombie or not affected
   if ( !is_user_alive ( Player ) || zp_get_user_zombie ( Player ) || !task_exists ( Player+TASK_AFFECT ) )
      return FMRES_IGNORED
   
   // Get buttons
   new buttons = get_uc ( UC_Handle, UC_Buttons )
   
   // We are firing
   if ( buttons & IN_ATTACK )
   {
      // We are holding an active weapon
      if ( get_pdata_cbase ( Player, OFFSET_ACTIVE, LINUX_DIFF ) )
      {
         // New recoil
         set_pev ( Player, pev_punchangle, Float:{3.0, 3.0, 4.0} )
      }
   }
   return FMRES_HANDLED
}


// Grenade explode
public concussion_explode ( Entity )
{
   // Invalid entity ?
   if ( !pev_valid ( Entity  ) )
      return
   
   // Get entities origin
   static Float:origin [ 3 ]
   pev ( Entity, pev_origin, origin )
   
   // Draw ring
   UTIL_DrawRing (origin )
   
   // Explosion sound
   emit_sound ( Entity, CHAN_WEAPON, explosion_sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM )
   
   // Collisions
   static victim 
   victim = -1
   
   // Find radius
   static Float:radius
   radius = get_pcvar_float ( cvar_nade_radius )
   
   // Find all players in a radius
   while ( ( victim = engfunc ( EngFunc_FindEntityInSphere, victim, origin, radius ) ) != 0 )
   {
      // Dead or zombie
      if ( !is_user_alive ( victim ) || zp_get_user_zombie ( victim ) )
         continue
      
      // Victim isn't affected yet 
      if ( !task_exists ( victim+TASK_AFFECT ) ) 
      {
         // Get duration
         new duration = get_pcvar_num ( cvar_duration )
         
         // Calculate affect times
         new affect_count = floatround ( duration / REPEAT )
         
         // Continiously affect them
         set_task ( REPEAT, "affect_victim", victim+TASK_AFFECT, _, _, "a", affect_count )
      }
   }
   
   // Remove entity from ground
   engfunc ( EngFunc_RemoveEntity, Entity )
}

// We are going to affect you
public affect_victim ( taskid )
{
   // Dead
   if ( !is_user_alive ( ID_AFFECT ) )
      return
   
   // Make a screen fade
   message_begin ( MSG_ONE_UNRELIABLE, g_msgScreenFade, {0,0,0}, ID_AFFECT )
   write_short ( 1<<13 ) // Duration
   write_short ( 1<<14 ) // Hold Time
   write_short ( FFADE_IN ) // Fade type
   write_byte ( random_num ( 50, 200 ) ) // Red amount
   write_byte ( random_num ( 50, 200 ) ) // Green amount
   write_byte ( random_num ( 50, 200 ) ) // Blue amount
   write_byte ( random_num ( 50, 200 ) ) // Alpha
   message_end ( )
   
   // Make a screen shake
   message_begin ( MSG_ONE_UNRELIABLE, g_msgScreenShake, {0,0,0}, ID_AFFECT )
   write_short ( 0xFFFF ) // Amplitude
   write_short ( 1<<13 ) // Duration
   write_short ( 0xFFFF ) // Frequency
   message_end ( )
   
   // Remove task after all
   remove_task ( ID_AFFECT )
}

// Draw explosion ring ( from zombie_plague40.sma )
stock UTIL_DrawRing ( const Float:origin [ 3 ] )
{
   engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin, 0)
   write_byte(TE_BEAMCYLINDER) // TE id
   engfunc(EngFunc_WriteCoord, origin[0]) // x
   engfunc(EngFunc_WriteCoord, origin[1]) // y
   engfunc(EngFunc_WriteCoord, origin[2]) // z
   engfunc(EngFunc_WriteCoord, origin[0]) // x axis
   engfunc(EngFunc_WriteCoord, origin[1]) // y axis
   engfunc(EngFunc_WriteCoord, origin[2]+555.0) // z axis
   write_short( m_iRing ) // sprite
   write_byte(0) // startframe
   write_byte(0) // framerate
   write_byte(4) // life
   write_byte(60) // width
   write_byte(0) // noise
   write_byte(200) // red
   write_byte(200) // green
   write_byte(200) // blue
   write_byte(200) // brightness
   write_byte(0) // speed
   message_end()
}

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Re: [Duvida] Limitar itens Extras

Mensagem por Leozinho em 2/1/2014, 3:02 pm

Vê se vai

Código:
/*
[ZP] Extra Item: Golden Ak 47
Team: Humans

Description: This plugin adds a new weapon for Human Teams.
Weapon Cost: 30

Features:
- This weapon do more damage
- This weapon has zoom
- Launch Lasers
- This weapon has unlimited bullets

Credits:

KaOs - For his Dual MP5 mod

Cvars:


- zp_goldenak_dmg_multiplier <4> - Damage Multiplier for Golden Ak 47
- zp_goldenak_gold_bullets <1|0> - Golden bullets effect ?
- zp_goldenak_custom_model <1|0> - Golden ak Custom Model
- zp_goldenak_unlimited_clip <1|0> - Golden ak Unlimited Clip

*/



#include <amxmodx>
#include <fakemeta>
#include <  fun >
#include <hamsandwich>
#include <cstrike>
#include <zombieplague>
#include <colorchat>


#define is_valid_player(%1) (1 <= %1 <= 32)

new AK_V_MODEL[64] = "models/zombie_plague/v_dynamicak_dp.mdl"
new AK_P_MODEL[64] = "models/zombie_plague/p_dynamicak_dp.mdl"

/* Pcvars */
new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip, cvar_limit

// Item ID
new g_itemid

new bool:g_HasAk[33]
new g_hasZoom[ 33 ]
new bullets[ 33 ]

// Sprite
new m_spriteTexture

const Wep_ak47 = ((1<<CSW_AK47))

new g_compra = 0

public plugin_init()
{
   
   /* CVARS */
   cvar_dmgmultiplier = register_cvar("zp_goldenak_dmg_multiplier", "3.5")
   cvar_custommodel = register_cvar("zp_goldenak_custom_model", "1")
   cvar_goldbullets = register_cvar("zp_goldenak_gold_bullets", "1")
   cvar_uclip = register_cvar("zp_goldenak_unlimited_clip", "1")
   cvar_limit = register_cvar("zp_goldenak_limit", "4")
   
   // Register The Plugin
   register_plugin("[ZP] Extra: Golden Ak 47", "1.1", "AlejandroSk")
   // Register Zombie Plague extra item
   g_itemid = zp_register_extra_item("Dynamic AK-47", 60, ZP_TEAM_HUMAN)
   // Death Msg
   register_event("DeathMsg", "Death", "a")
   // Weapon Pick Up
   register_event("WeapPickup","checkModel","b","1=19")
   // Current Weapon Event
   register_event("CurWeapon","checkWeapon","be","1=1")
   register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
   // Ham TakeDamage
   RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
   register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
   register_forward( FM_CmdStart, "fw_CmdStart" )
   RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
   
}


public client_connect(id)
{
   g_HasAk[id] = false
}

public client_disconnect(id)
{
   g_HasAk[id] = false
}

public Death()
{
   g_HasAk[read_data(2)] = false
}

public fwHamPlayerSpawnPost(id)
{
   g_HasAk[id] = false
}

public plugin_precache()
{
   precache_model(AK_V_MODEL)
   precache_model(AK_P_MODEL)
   m_spriteTexture = precache_model("sprites/dot.spr")
   precache_sound("weapons/zoom.wav")
}

public zp_user_infected_post(id)
{
   if (zp_get_user_zombie(id))
   {
      g_HasAk[id] = false
   }
}

public checkModel(id)
{
   if ( zp_get_user_zombie(id) )
      return PLUGIN_HANDLED
   
   new szWeapID = read_data(2)
   
   if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
   {
      set_pev(id, pev_viewmodel2, AK_V_MODEL)
      set_pev(id, pev_weaponmodel2, AK_P_MODEL)
   }
   return PLUGIN_HANDLED
}

public checkWeapon(id)
{
   new plrClip, plrAmmo, plrWeap[32]
   new plrWeapId
   
   plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
   
   if (plrWeapId == CSW_AK47 && g_HasAk[id])
   {
      checkModel(id)
   }
   else
   {
      return PLUGIN_CONTINUE
   }
   
   if (plrClip == 0 && get_pcvar_num(cvar_uclip))
   {
      // If the user is out of ammo..
      get_weaponname(plrWeapId, plrWeap, 31)
      // Get the name of their weapon
      give_item(id, plrWeap)
      engclient_cmd(id, plrWeap)
      engclient_cmd(id, plrWeap)
      engclient_cmd(id, plrWeap)
   }
   return PLUGIN_HANDLED
}



public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
   if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
   {
      SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
   }
}

public fw_CmdStart( id, uc_handle, seed )
{
   if( !is_user_alive( id ) )
      return PLUGIN_HANDLED
   
   if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
   {
      new szClip, szAmmo
      new szWeapID = get_user_weapon( id, szClip, szAmmo )
      
      if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
      {
         g_hasZoom[id] = true
         cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
         emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
      }
      
      else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])
      {
         g_hasZoom[ id ] = false
         cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
         g_compra = 0
         
      }
      
   }
   return PLUGIN_HANDLED
}


public make_tracer(id)
{
   if (get_pcvar_num(cvar_goldbullets))
   {
      new clip,ammo
      new wpnid = get_user_weapon(id,clip,ammo)
      new pteam[16]
      
      get_user_team(id, pteam, 15)
      
      if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
      {
         new vec1[3], vec2[3]
         get_user_origin(id, vec1, 1) // origin; your camera point.
         get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
         
         
         //BEAMENTPOINTS
         message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
         write_byte (0)    //TE_BEAMENTPOINTS 0
         write_coord(vec1[0])
         write_coord(vec1[1])
         write_coord(vec1[2])
         write_coord(vec2[0])
         write_coord(vec2[1])
         write_coord(vec2[2])
         write_short( m_spriteTexture )
         write_byte(1) // framestart
         write_byte(5) // framerate
         write_byte(2) // life
         write_byte(10) // width
         write_byte(0) // noise
         write_byte( 0 )    // r, g, b
         write_byte( 206 )      // r, g, b
         write_byte( 209 )      // r, g, b
         write_byte(200) // brightness
         write_byte(150) // speed
         message_end()
      }
      
      bullets[id] = clip
   }
   
}

public zp_extra_item_selected(player, itemid)
{
   if ( itemid == g_itemid )
   {
      if ( user_has_weapon(player, CSW_AK47) )
      {
         drop_prim(player)
      }
      
      else if (g_compra >= get_pcvar_num(cvar_limit))
      {
         client_print(player, print_chat, "!g[ZP] !yJa existem muitas !tDynamic AK-47");
         return ZP_PLUGIN_HANDLED;
      }
      
      give_item(player, "weapon_ak47")
      client_print(player, print_chat, "!g[ZP] !yVoce comprou a !tDynamic AK-47 !g[Dano x3]")
      g_HasAk[player] = true;
      g_compra++
   }
   return PLUGIN_CONTINUE
}


stock drop_prim(id)
{
   new weapons[32], num
   get_user_weapons(id, weapons, num)
   for (new i = 0; i < num; i++) {
      if (Wep_ak47 & (1<<weapons[i]))
      {
         static wname[32]
         get_weaponname(weapons[i], wname, sizeof wname - 1)
         engclient_cmd(id, "drop", wname)
      }
   }
}



stock ChatColor(const id, const input[], any:...)
{
   new count = 1, players[32]
   static msg[191]
   vformat(msg, 190, input, 3)
   
   replace_all(msg, 190, "!g", "^4")  // Chat Verde
   replace_all(msg, 190, "!y", "^1")  // Chat Normal
   replace_all(msg, 190, "!t", "^3")  // Chat Do Time Tr=Vermelho Ct=Azul Spec=Branco
   replace_all(msg, 190, "!t2", "^0") // Chat Do Time Tr=Vermelho Ct=Azul Spec=Branco
   
   if (id) players[0] = id; else get_players(players, count, "ch")
   
   for (new i = 0; i < count; i++)
   {
      if (is_user_connected(players[i]))
      {
         message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i])
         write_byte(players[i]);
         write_string(msg);
         message_end();
      }
   }
   /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
   *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par }
   */
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1046\\ f0\\ fs16 \n\\ par }
*/

____________________________________________


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Re: [Duvida] Limitar itens Extras

Mensagem por [D]etonado[R] em 2/1/2014, 3:23 pm

Não pegou leo

____________________________________________


[D]etonado[R]
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Re: [Duvida] Limitar itens Extras

Mensagem por Leozinho em 2/1/2014, 3:28 pm

Vê agora

Código:
/*
[ZP] Extra Item: Golden Ak 47
Team: Humans

Description: This plugin adds a new weapon for Human Teams.
Weapon Cost: 30

Features:
- This weapon do more damage
- This weapon has zoom
- Launch Lasers
- This weapon has unlimited bullets

Credits:

KaOs - For his Dual MP5 mod

Cvars:


- zp_goldenak_dmg_multiplier <4> - Damage Multiplier for Golden Ak 47
- zp_goldenak_gold_bullets <1|0> - Golden bullets effect ?
- zp_goldenak_custom_model <1|0> - Golden ak Custom Model
- zp_goldenak_unlimited_clip <1|0> - Golden ak Unlimited Clip

*/



#include <amxmodx>
#include <fakemeta>
#include <  fun >
#include <hamsandwich>
#include <cstrike>
#include <zombieplague>
#include <colorchat>


#define is_valid_player(%1) (1 <= %1 <= 32)

new AK_V_MODEL[64] = "models/zombie_plague/v_dynamicak_dp.mdl"
new AK_P_MODEL[64] = "models/zombie_plague/p_dynamicak_dp.mdl"

/* Pcvars */
new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip, cvar_limit

// Item ID
new g_itemid

new bool:g_HasAk[33]
new g_hasZoom[ 33 ]
new bullets[ 33 ]

// Sprite
new m_spriteTexture

const Wep_ak47 = ((1<<CSW_AK47))

new g_compra = 0

public plugin_init()
{
   
   /* CVARS */
   cvar_dmgmultiplier = register_cvar("zp_goldenak_dmg_multiplier", "3.5")
   cvar_custommodel = register_cvar("zp_goldenak_custom_model", "1")
   cvar_goldbullets = register_cvar("zp_goldenak_gold_bullets", "1")
   cvar_uclip = register_cvar("zp_goldenak_unlimited_clip", "1")
   cvar_limit = register_cvar("zp_goldenak_limit", "4")
   
   // Register The Plugin
   register_plugin("[ZP] Extra: Golden Ak 47", "1.1", "AlejandroSk")
   // Register Zombie Plague extra item
   g_itemid = zp_register_extra_item("Dynamic AK-47", 60, ZP_TEAM_HUMAN)
   // Death Msg
   register_event("DeathMsg", "Death", "a")
   // Weapon Pick Up
   register_event("WeapPickup","checkModel","b","1=19")
   // Current Weapon Event
   register_event("CurWeapon","checkWeapon","be","1=1")
   register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
   // Ham TakeDamage
   RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
   register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
   register_forward( FM_CmdStart, "fw_CmdStart" )
   RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
   
}


public client_connect(id)
{
   g_HasAk[id] = false
}

public client_disconnect(id)
{
   g_HasAk[id] = false
}

public Death()
{
   g_HasAk[read_data(2)] = false
}

public fwHamPlayerSpawnPost(id)
{
   g_HasAk[id] = false
}

public plugin_precache()
{
   precache_model(AK_V_MODEL)
   precache_model(AK_P_MODEL)
   m_spriteTexture = precache_model("sprites/dot.spr")
   precache_sound("weapons/zoom.wav")
}

public zp_user_infected_post(id)
{
   if (zp_get_user_zombie(id))
   {
      g_HasAk[id] = false
   }
}

public checkModel(id)
{
   if ( zp_get_user_zombie(id) )
      return PLUGIN_HANDLED
   
   new szWeapID = read_data(2)
   
   if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
   {
      set_pev(id, pev_viewmodel2, AK_V_MODEL)
      set_pev(id, pev_weaponmodel2, AK_P_MODEL)
   }
   return PLUGIN_HANDLED
}

public checkWeapon(id)
{
   new plrClip, plrAmmo, plrWeap[32]
   new plrWeapId
   
   plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
   
   if (plrWeapId == CSW_AK47 && g_HasAk[id])
   {
      checkModel(id)
   }
   else
   {
      return PLUGIN_CONTINUE
   }
   
   if (plrClip == 0 && get_pcvar_num(cvar_uclip))
   {
      // If the user is out of ammo..
      get_weaponname(plrWeapId, plrWeap, 31)
      // Get the name of their weapon
      give_item(id, plrWeap)
      engclient_cmd(id, plrWeap)
      engclient_cmd(id, plrWeap)
      engclient_cmd(id, plrWeap)
   }
   return PLUGIN_HANDLED
}



public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
   if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
   {
      SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
   }
}

public fw_CmdStart( id, uc_handle, seed )
{
   if( !is_user_alive( id ) )
      return PLUGIN_HANDLED
   
   if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
   {
      new szClip, szAmmo
      new szWeapID = get_user_weapon( id, szClip, szAmmo )
      
      if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
      {
         g_hasZoom[id] = true
         cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
         emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
      }
      
      else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])
      {
         g_hasZoom[ id ] = false
         cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
         g_compra = 0
         
      }
      
   }
   return PLUGIN_HANDLED
}


public make_tracer(id)
{
   if (get_pcvar_num(cvar_goldbullets))
   {
      new clip,ammo
      new wpnid = get_user_weapon(id,clip,ammo)
      new pteam[16]
      
      get_user_team(id, pteam, 15)
      
      if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
      {
         new vec1[3], vec2[3]
         get_user_origin(id, vec1, 1) // origin; your camera point.
         get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
         
         
         //BEAMENTPOINTS
         message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
         write_byte (0)    //TE_BEAMENTPOINTS 0
         write_coord(vec1[0])
         write_coord(vec1[1])
         write_coord(vec1[2])
         write_coord(vec2[0])
         write_coord(vec2[1])
         write_coord(vec2[2])
         write_short( m_spriteTexture )
         write_byte(1) // framestart
         write_byte(5) // framerate
         write_byte(2) // life
         write_byte(10) // width
         write_byte(0) // noise
         write_byte( 0 )    // r, g, b
         write_byte( 206 )      // r, g, b
         write_byte( 209 )      // r, g, b
         write_byte(200) // brightness
         write_byte(150) // speed
         message_end()
      }
      
      bullets[id] = clip
   }
   
}

public zp_extra_item_selected(player, itemid)
{
   if ( itemid == g_itemid )
   {
      if (g_compra >= get_pcvar_num(cvar_limit))
      {
         client_print(player, print_chat, "!g[ZP] !yJa existem muitas !tDynamic AK-47");
         return ZP_PLUGIN_HANDLED;
      }
      else
      {
         if ( user_has_weapon(player, CSW_AK47) )
         {
            drop_prim(player)
         }
         give_item(player, "weapon_ak47")
         client_print(player, print_chat, "!g[ZP] !yVoce comprou a !tDynamic AK-47 !g[Dano x3]")
         g_HasAk[player] = true;
         g_compra++
      }
   }
   return PLUGIN_CONTINUE
}


stock drop_prim(id)
{
   new weapons[32], num
   get_user_weapons(id, weapons, num)
   for (new i = 0; i < num; i++) {
      if (Wep_ak47 & (1<<weapons[i]))
      {
         static wname[32]
         get_weaponname(weapons[i], wname, sizeof wname - 1)
         engclient_cmd(id, "drop", wname)
      }
   }
}



stock ChatColor(const id, const input[], any:...)
{
   new count = 1, players[32]
   static msg[191]
   vformat(msg, 190, input, 3)
   
   replace_all(msg, 190, "!g", "^4")  // Chat Verde
   replace_all(msg, 190, "!y", "^1")  // Chat Normal
   replace_all(msg, 190, "!t", "^3")  // Chat Do Time Tr=Vermelho Ct=Azul Spec=Branco
   replace_all(msg, 190, "!t2", "^0") // Chat Do Time Tr=Vermelho Ct=Azul Spec=Branco
   
   if (id) players[0] = id; else get_players(players, count, "ch")
   
   for (new i = 0; i < count; i++)
   {
      if (is_user_connected(players[i]))
      {
         message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i])
         write_byte(players[i]);
         write_string(msg);
         message_end();
      }
   }
   /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
   *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par }
   */
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1046\\ f0\\ fs16 \n\\ par }
*/

____________________________________________


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Re: [Duvida] Limitar itens Extras

Mensagem por [D]etonado[R] em 2/1/2014, 3:35 pm

Em ultimo pode ver essa ? 

Código:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <cstrike>
#include <hamsandwich>
#include < xs >
#include <zombieplague>
#include < fun >

#define PLUGIN "[ZP] Extra Item: Illusion Bomb"
#define VERSION "1.0"
#define AUTHOR "Dias"

// Define
#define MAX_ZOMBIE_ENT 4
#define ZOMBIE_ENT_CLASSNAME "illusion_zombie"
#define CLASSNAME_FAKE_PLAYER "fake_zombie"

#define TASK_REMOVE_ILLUSION 24001

// Config
new const confused_sound[2][] =
{
   "zombie_plague/zombi_bomb_exp.wav",
   "zombie_plague/zombi_banshee_confusion_keep.wav"
}

new const confused_model[4][] =
{
   "models/zombie_plague/v_zombibomb.mdl",
   "models/zombie_plague/p_zombibomb.mdl",
   "models/zombie_plague/w_zombibomb.mdl",
   "sprites/zombie_plague/zb_confuse.spr"
}

new const exp_spr[] = "sprites/zombie_plague/zombiebomb_exp.spr"

#define pev_nade_type        pev_flTimeStepSound
#define NADE_TYPE_ILLUSION    121315
new has_illusion_bomb[33]
new g_exploSpr

new g_illusion_bomb

// Hard Code
const pev_type = pev_iuser1
new g_zombie_ent[33][MAX_ZOMBIE_ENT], g_illusing[33]

new g_fake_player[33], g_random_model[128], g_confused_icon[33], g_stop_frame[33]
// Cvarr
new cvar_illusion_time, cvar_radius

public plugin_init()
{
   register_plugin(PLUGIN, VERSION, AUTHOR)

   register_event("CurWeapon", "EV_CurWeapon", "be", "1=1", "2=9")
   register_event("HLTV", "event_newround", "a", "1=0", "2=0")
   
   register_forward(FM_SetModel, "fw_SetModel")
   RegisterHam(Ham_Think, "grenade", "fw_GrenadeThink")
   RegisterHam(Ham_Touch, "grenade", "fw_GrenadeTouch")   
   
   register_event("DeathMsg", "event_death", "a")
   RegisterHam(Ham_Spawn, "player", "fw_spaw_post", 1)
   
   register_think(ZOMBIE_ENT_CLASSNAME, "fw_ent_think")
   register_forward(FM_AddToFullPack, "fw_addtofullpack_post", 1)
   
   cvar_illusion_time = register_cvar("zp_illusion_time", "10.0")
   cvar_radius = register_cvar("zp_illusion_radius", "250.0")

   g_illusion_bomb = zp_register_extra_item("Illusion Bomb", 25, ZP_TEAM_ZOMBIE)

   // This thing will make the bot throw bomb ^^!
   //register_clcmd("switch_to_smoke", "switch_to_smoke") // Make the bot switch to smokegrenade
   //register_clcmd("set_weapon_shoot", "set_weapon_shoot") // Make the bot throw bomb
}

/*
new g_id[33]

public switch_to_smoke(id)
{
   static body, target
   get_user_aiming(id, target, body, 999999)
   
   if(is_user_alive(target))
   {
      g_id[id] = target
   }
}

public set_weapon_shoot(id)
{
   if(is_user_alive(g_id[id]))
   {
      illusion_bomb_exp(g_id[id], g_id[id])
   }
}*/

public plugin_precache()
{
   new i
   
   for(i = 0; i < sizeof(confused_model); i++)
      precache_model(confused_model[i])
   for(i = 0; i < sizeof(confused_sound); i++)
      precache_sound(confused_sound[i])   
      
   g_exploSpr = engfunc(EngFunc_PrecacheModel, exp_spr)
}

public client_disconnect(id)
{
   remove_fake_player(id)
}

public event_newround()
{
   for(new i = 0; i < get_maxplayers(); i++)
   {
      if(is_user_alive(i))
      {
         remove_illusion(i)
      }
   }
}

public zp_extra_item_selected(id, item)
{
   if(item == g_illusion_bomb)
   {
      has_illusion_bomb[id] = true
      give_item(id, "weapon_smokegrenade")
      
      client_print(id, print_chat, "[ZP] You bought Illusion Bomb. That can make victim crazy by fake zombie !!!")
   }
}

public EV_CurWeapon(id)
{
   if (!is_user_alive ( id ) || !zp_get_user_zombie(id))
      return PLUGIN_CONTINUE
   
   if (has_illusion_bomb[id] && get_user_weapon(id) == CSW_SMOKEGRENADE)
   {
      set_pev(id, pev_viewmodel2, confused_model[0])
      set_pev(id, pev_weaponmodel2, confused_model[1])
   }
   
   return PLUGIN_CONTINUE
}

public fw_SetModel(ent, const Model[])
{
   if (ent < 0)
      return FMRES_IGNORED
   
   if (pev(ent, pev_dmgtime) == 0.0)
      return FMRES_IGNORED
   
   new iOwner = pev(ent, pev_owner)
   
   if (has_illusion_bomb[iOwner] && equal(Model[7], "w_sm", 4))
   {
      entity_set_model(ent, confused_model[2])
      
      // Reset any other nade
      set_pev(ent, pev_nade_type, 0)
      set_pev(ent, pev_nade_type, NADE_TYPE_ILLUSION)
   
      return FMRES_SUPERCEDE
   }
   return FMRES_IGNORED
}

public fw_GrenadeThink(ent)
{
   if(!pev_valid(ent))
      return HAM_IGNORED
   
   static Float:dmg_time
   pev(ent, pev_dmgtime, dmg_time)
   
   if(dmg_time > get_gametime())
      return HAM_IGNORED
   
   static id
   id = pev(ent, pev_owner)
   
   if(pev(ent, pev_nade_type) == NADE_TYPE_ILLUSION)
   {
      if(has_illusion_bomb[id])
      {
         has_illusion_bomb[id] = false
         illusion_bomb_exp(ent, id)
         
         engfunc(EngFunc_RemoveEntity, ent)
         
         return HAM_SUPERCEDE
      }
   }

   return HAM_HANDLED
}

public fw_GrenadeTouch(bomb)
{
   if(!pev_valid(bomb))
      return HAM_IGNORED
   
   static id
   id = pev(bomb, pev_owner)
   
   if(zp_get_user_zombie(id) && pev(bomb, pev_nade_type) == NADE_TYPE_ILLUSION)
   {
      if(has_illusion_bomb[id])
      {
         set_pev(bomb, pev_dmgtime, 0.0)
      }
   }

   return HAM_HANDLED   
}

public illusion_bomb_exp(ent, id)
{
   static Float:Origin[3]
   pev(ent, pev_origin, Origin)
   
   engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, Origin, 0)
   write_byte(TE_EXPLOSION); // TE_EXPLOSION
   engfunc(EngFunc_WriteCoord, Origin[0]); // origin x
   engfunc(EngFunc_WriteCoord, Origin[1]); // origin y
   engfunc(EngFunc_WriteCoord, Origin[2]); // origin z
   write_short(g_exploSpr); // sprites
   write_byte(40); // scale in 0.1's
   write_byte(30); // framerate
   write_byte(14); // flags
   message_end(); // message end
   
   emit_sound(ent, CHAN_VOICE, confused_sound[0], 1.0, ATTN_NORM, 0, PITCH_NORM)
   
   // Make Hit Human
   static victim = -1
   while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, Origin, get_pcvar_float(cvar_radius))) != 0)
   {
      if(!is_user_alive(victim) || g_illusing[victim] || zp_get_user_zombie(victim))
         continue
      
      client_print(victim, print_center, "You are in Illusion-Dimenson !!!")
      make_illusion(victim, id)
   }   
}

public make_illusion(id, attacker)
{
   // Remove Old Illusion
   remove_illusion(id)   
   
   // Set Player to Illusion Dimenson
   g_illusing[id] = 1
   
   // Play Effect Sound
   emit_sound(id, CHAN_ITEM, confused_sound[1], 1.0, ATTN_NORM, 0, PITCH_NORM)
   
   static ModelName2[128]
   
   // Make Fake Zombie if not
   for(new i = 0; i < MAX_ZOMBIE_ENT; i++)
   {
      if(!pev_valid(g_zombie_ent[id][i]))
      {
         g_zombie_ent[id][i] = create_entity("info_target")
      }
      
      static Float:Origin[3], ent, Float:VicOrigin[3]
      ent = g_zombie_ent[id][i]
      
      if(i == 0)
      {
         get_position(id, 100.0, 0.0, 0.0, Origin)
      } else if(i == 1) {
         get_position(id, 50.0, 100.0, 0.0, Origin)
      } else if(i == 2) {
         get_position(id, -100.0, 0.0, 0.0, Origin)
      } else if(i == 3) {
         get_position(id, -50.0, -100.0, 0.0, Origin)
      }
      
      entity_set_origin(ent, Origin)
      
      pev(id, pev_origin, VicOrigin)
      npc_turntotarget(ent, Origin, VicOrigin)
      
      static ModelName[128]
      cs_get_user_model(attacker, ModelName, sizeof(ModelName))
      
      formatex(ModelName2, sizeof(ModelName2), "models/player/%s/%s.mdl", ModelName, ModelName)
      formatex(g_random_model, sizeof(g_random_model), "models/player/%s/%s.mdl", ModelName, ModelName)
      
      entity_set_string(ent, EV_SZ_classname, ZOMBIE_ENT_CLASSNAME)
      entity_set_model(ent, ModelName2)
      entity_set_int(ent, EV_INT_solid, SOLID_NOT)
      entity_set_int(ent, EV_INT_movetype, MOVETYPE_PUSHSTEP)
      
      static Float:mins[3], Float:maxs[3]
      
      mins[0] = -16.0
      mins[1] = -16.0
      mins[2] = -36.0
      
      maxs[0] = 16.0
      maxs[1] = 16.0
      maxs[2] = 36.0
      
      set_pev(ent, pev_mins, mins)
      set_pev(ent, pev_maxs, maxs)
      
      set_pev(ent, pev_renderfx, kRenderFxGlowShell)
      set_pev(ent, pev_rendermode, kRenderTransAlpha)
      set_pev(ent, pev_renderamt, 0.0)
      
      set_pev(ent, pev_owner, id)
      set_pev(ent, pev_type, i)
      
      set_entity_anim(ent, 4)
      
      drop_to_floor(ent)
      
      set_pev(ent, pev_nextthink, halflife_time() + 0.01)
   }
   
   // Make Crazy Screen
   static Float:PunchAngles[3]
   
   PunchAngles[0] = random_float(-25.0, 25.0)
   PunchAngles[1] = random_float(-25.0, 25.0)
   PunchAngles[2] = random_float(-25.0, 25.0)
   
   set_pev(id, pev_punchangle, PunchAngles)
   
   // Make ScreenFade
   message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, id)
   write_short(10)
   write_short(10)
   write_short(0x0000)
   write_byte(100)
   write_byte(100)
   write_byte(100)
   write_byte(255)
   message_end()   

   // Make Illusion Icon
   make_confused_icon(id)
   
   // Remove Illusion
   remove_task(id+TASK_REMOVE_ILLUSION)
   set_task(get_pcvar_float(cvar_illusion_time), "do_remove_illusion", id+TASK_REMOVE_ILLUSION)
}

public make_confused_icon(id)
{
   // Already haves a sprite on his hud
   if (g_confused_icon[id])
   {
      // Invalid entity ?
      if (!pev_valid(g_confused_icon[id]))
         return PLUGIN_HANDLED   
      
      // Set the rendering on the entity
      set_pev(g_confused_icon[id], pev_rendermode, kRenderTransAdd)
      set_pev(g_confused_icon[id], pev_renderamt, 255.0)
      
      return PLUGIN_HANDLED
   }

   // Create an entity for the player
   g_confused_icon[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite"))
   
   // Invalid entity ?
   if (!pev_valid(g_confused_icon[id]))
      return PLUGIN_HANDLED
   
   // Set some basic properties
   set_pev(g_confused_icon[id], pev_takedamage, 0.0)
   set_pev(g_confused_icon[id], pev_solid, SOLID_NOT)
   set_pev(g_confused_icon[id], pev_movetype, MOVETYPE_NONE)
   set_pev(g_confused_icon[id], pev_classname, "confusing")
   
   // Set the sprite model
   engfunc(EngFunc_SetModel, g_confused_icon[id], confused_model[3])
   
   // Set the rendering on the entity
   set_pev(g_confused_icon[id], pev_rendermode, kRenderTransAdd)
   set_pev(g_confused_icon[id], pev_renderamt, 255.0)
   
   // Set the sprite size
   set_pev(g_confused_icon[id], pev_scale, 1.0)
   set_pev(g_confused_icon[id], pev_owner, id)
   
   // Update sprite's stopping frame
   g_stop_frame[id] = 6
   
   // Allow animation of sprite ?
   if (g_stop_frame[id] && 1.0 > 0.0)
   {
      // Set the sprites animation time, framerate and stop frame
      set_pev(g_confused_icon[id], pev_animtime, get_gametime())
      set_pev(g_confused_icon[id], pev_framerate, 10.0)
      
      // Spawn the sprite entity (necessary to play the sprite animations)
      set_pev(g_confused_icon[id], pev_spawnflags, SF_SPRITE_STARTON)
      dllfunc(DLLFunc_Spawn, g_confused_icon[id])
   }

   return g_confused_icon[id]
}   

public client_PostThink(id)
{
   if(!is_user_alive(id))
      return
      
   if(!g_illusing[id])
      return
      
   if(!pev_valid(g_confused_icon[id]))
      return
      
   static Float:Origin[3]
   
   // Retrieve player's origin
   pev(id, pev_origin, Origin)
   
   Origin[2] += 40.0
   
   engfunc(EngFunc_SetOrigin, g_confused_icon[id], Origin)
   
   // Stop the animation at the desired frame
   if (pev(g_confused_icon[id], pev_frame) == g_stop_frame[id])
   {
      set_pev(g_confused_icon[id], pev_framerate, 2.0)
      set_pev(g_confused_icon[id], pev_frame, 0.1)
      
      g_stop_frame[id] = 6
   }
}

public do_remove_illusion(id)
{
   id -= TASK_REMOVE_ILLUSION
   
   if(is_user_alive(id))
      remove_illusion(id)
}

public remove_illusion(id)
{
   g_illusing[id] = 0
   remove_task(id+TASK_REMOVE_ILLUSION)
   
   for(new ent = 0; ent < MAX_ZOMBIE_ENT; ent++)
   {
      if(pev_valid(g_zombie_ent[id][ent]))
      {
         set_pev(g_zombie_ent[id][ent], pev_rendermode, kRenderTransAdd)
         set_pev(g_zombie_ent[id][ent], pev_renderamt, 0.0)
      }
   }   
   
   if(pev_valid(g_confused_icon[id]))
   {
      set_pev(g_confused_icon[id], pev_rendermode, kRenderTransAdd)
      set_pev(g_confused_icon[id], pev_renderamt, 0.0)
   }
}

public event_death()
{
   static victim
   victim = read_data(2)
   
   remove_illusion(victim)
}

public zp_user_infected_post(id)
{
   remove_illusion(id)
}

public fw_spaw_post(id)
{
   remove_illusion(id)
}

public fw_ent_think(ent)
{
   if(!pev_valid(ent))
      return
   static id
   id = pev(ent, pev_owner)
   
   if(!is_user_alive(id) || !g_illusing[id])
      return

   hook_ent(ent, id, 150.0)
      
   set_pev(ent, pev_nextthink, halflife_time() + 0.01)
}

public fw_addtofullpack_post(es_handle, e, ent, host, hostflags, player, pset)
{
   if(!is_user_alive(host) || !pev_valid(ent))
      return FMRES_IGNORED
   if(!g_illusing[host] || zp_get_user_zombie(host))
      return FMRES_IGNORED
      
   static Classname[32]
   pev(ent, pev_classname, Classname, sizeof(Classname))
   
   // Fake Zombie
   if(equal(Classname, ZOMBIE_ENT_CLASSNAME) && pev(ent, pev_owner) == host)
   {
      set_es(es_handle, ES_RenderAmt, 255.0)
      
      /*
      static id, type, Float:Origin[3]
      
      id = pev(ent, pev_owner)
      type = pev(ent, pev_type)
      
      if(type == 0)
      {
         get_position(id, 100.0, 0.0, 0.0, Origin)
      } else if(type == 1) {
         get_position(id, 75.0, 35.0, 0.0, Origin)
      } else if(type == 2) {
         get_position(id, 75.0, -35.0, 0.0, Origin)
      }
      
      set_es(es_handle, ES_Origin, Origin)*/
      
      static Float:newAngle[3], Float:VicOrigin[3], Float:EntOrigin[3]
      
      entity_get_vector(ent, EV_VEC_angles, newAngle)
      pev(host, pev_origin, VicOrigin)
      pev(ent, pev_origin, EntOrigin)
      
      new Float:x = VicOrigin[0] - EntOrigin[0]
      new Float:z = VicOrigin[1] - EntOrigin[1]
   
      new Float:radians = floatatan(z/x, radian)
      newAngle[1] = radians * (180 / 3.14)
      if (VicOrigin[0] < EntOrigin[0])
         newAngle[1] -= 180.0   
         
      set_es(es_handle, ES_Angles, newAngle)
   } else if(equal(Classname, CLASSNAME_FAKE_PLAYER)) {
      static ent_owner
      ent_owner = pev(ent, pev_owner)
      
      if(is_user_alive(ent_owner) && !zp_get_user_zombie(ent_owner))
      {
         set_es(es_handle, ES_RenderMode, kRenderNormal)
         set_es(es_handle, ES_RenderAmt, 255.0)
         
         engfunc(EngFunc_SetModel, ent, g_random_model)
      }
   }
   
   if(is_user_alive(ent) && !zp_get_user_zombie(ent))
   {
      set_es(es_handle, ES_RenderMode, kRenderTransAlpha)
      set_es(es_handle, ES_RenderAmt, 0.0)
      
      new iEntFake = find_ent_by_owner(-1, CLASSNAME_FAKE_PLAYER, ent)
      if(!iEntFake || !pev_valid(ent))
      {
         iEntFake = create_fake_player(ent)
      }
      
      g_fake_player[ent] = iEntFake   
   }
   
   return FMRES_HANDLED
}

stock get_position(ent, Float:forw, Float:right, Float:up, Float:vStart[])
{
   new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
   
   pev(ent, pev_origin, vOrigin)
   pev(ent, pev_view_ofs,vUp) //for player
   xs_vec_add(vOrigin,vUp,vOrigin)
   pev(ent, pev_v_angle, vAngle) // if normal entity ,use pev_angles
   
   vAngle[0] = 0.0
   
   angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
   angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
   angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
   
   vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
   vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
   vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}

stock set_entity_anim(ent, anim)
{
   entity_set_float(ent, EV_FL_animtime, get_gametime())
   entity_set_float(ent, EV_FL_framerate, 1.0)
   entity_set_float(ent, EV_FL_frame, 0.0)
   entity_set_int(ent, EV_INT_sequence, anim)   
}

public npc_turntotarget(ent, Float:Ent_Origin[3], Float:Vic_Origin[3])
{
   if(!pev_valid(ent))
      return
   
   new Float:newAngle[3]
   entity_get_vector(ent, EV_VEC_angles, newAngle)
   new Float:x = Vic_Origin[0] - Ent_Origin[0]
   new Float:z = Vic_Origin[1] - Ent_Origin[1]

   new Float:radians = floatatan(z/x, radian)
   newAngle[1] = radians * (180 / 3.14)
   if (Vic_Origin[0] < Ent_Origin[0])
      newAngle[1] -= 180.0

   entity_set_vector(ent, EV_VEC_v_angle, newAngle)
   entity_set_vector(ent, EV_VEC_angles, newAngle)
}

public hook_ent(ent, victim, Float:speed)
{
   static Float:fl_Velocity[3]
   static Float:VicOrigin[3], Float:EntOrigin[3]

   pev(ent, pev_origin, EntOrigin)
   pev(victim, pev_origin, VicOrigin)
   
   static Float:distance_f
   distance_f = get_distance_f(EntOrigin, VicOrigin)

   if (distance_f > 60.0)
   {
      new Float:fl_Time = distance_f / speed

      fl_Velocity[0] = (VicOrigin[0] - EntOrigin[0]) / fl_Time
      fl_Velocity[1] = (VicOrigin[1] - EntOrigin[1]) / fl_Time
      fl_Velocity[2] = (VicOrigin[2] - EntOrigin[2]) / fl_Time
   } else
   {
      fl_Velocity[0] = 0.0
      fl_Velocity[1] = 0.0
      fl_Velocity[2] = 0.0
   }

   entity_set_vector(ent, EV_VEC_velocity, fl_Velocity)
}

public create_fake_player(id)
{
   new iEntFake = create_entity("info_target")
   
   set_pev(iEntFake, pev_classname, CLASSNAME_FAKE_PLAYER)
   //set_pev(iEntFake, pev_modelindex, pev(id, pev_modelindex))
   set_pev(iEntFake, pev_movetype, MOVETYPE_FOLLOW)
   set_pev(iEntFake, pev_solid, SOLID_NOT)
   set_pev(iEntFake, pev_aiment, id)
   set_pev(iEntFake, pev_owner, id)

   set_pev(iEntFake, pev_renderfx, kRenderFxGlowShell)
   set_pev(iEntFake, pev_rendermode, kRenderTransAlpha)
   set_pev(iEntFake, pev_renderamt, 255.0)

   return iEntFake
}

public remove_fake_player(id)
{
   if(pev_valid(g_fake_player[id]))
      remove_entity(g_fake_player[id])
}

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Re: [Duvida] Limitar itens Extras

Mensagem por Leozinho em 2/1/2014, 4:00 pm

Teste ai.

Código:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <cstrike>
#include <hamsandwich>
#include <  xs >
#include <zombieplague>
#include <  fun >

#define PLUGIN "[ZP] Extra Item: Illusion Bomb"
#define VERSION "1.0"
#define AUTHOR "Dias"

// Define
#define MAX_ZOMBIE_ENT 4
#define ZOMBIE_ENT_CLASSNAME "illusion_zombie"
#define CLASSNAME_FAKE_PLAYER "fake_zombie"

#define TASK_REMOVE_ILLUSION 24001

// Config
new const confused_sound[2][] =
{
"zombie_plague/zombi_bomb_exp.wav",
"zombie_plague/zombi_banshee_confusion_keep.wav"
}

new const confused_model[4][] =
{
"models/zombie_plague/v_zombibomb.mdl",
"models/zombie_plague/p_zombibomb.mdl",
"models/zombie_plague/w_zombibomb.mdl",
"sprites/zombie_plague/zb_confuse.spr"
}

new const exp_spr[] = "sprites/zombie_plague/zombiebomb_exp.spr"

#define pev_nade_type        pev_flTimeStepSound
#define NADE_TYPE_ILLUSION    121315
new has_illusion_bomb[33]
new g_exploSpr

new g_illusion_bomb

// Hard Code
const pev_type = pev_iuser1
new g_zombie_ent[33][MAX_ZOMBIE_ENT], g_illusing[33]

new g_fake_player[33], g_random_model[128], g_confused_icon[33], g_stop_frame[33]
// Cvarr
new cvar_illusion_time, cvar_radius

new g_compras = 0

public plugin_init()
{
   register_plugin(PLUGIN, VERSION, AUTHOR)

   register_event("CurWeapon", "EV_CurWeapon", "be", "1=1", "2=9")
   register_event("HLTV", "event_newround", "a", "1=0", "2=0")

   register_forward(FM_SetModel, "fw_SetModel")
   RegisterHam(Ham_Think, "grenade", "fw_GrenadeThink")
   RegisterHam(Ham_Touch, "grenade", "fw_GrenadeTouch") 

   register_event("DeathMsg", "event_death", "a")
   RegisterHam(Ham_Spawn, "player", "fw_spaw_post", 1)

   register_think(ZOMBIE_ENT_CLASSNAME, "fw_ent_think")
   register_forward(FM_AddToFullPack, "fw_addtofullpack_post", 1)
   
   cvar_illusion_time = register_cvar("zp_illusion_time", "10.0")
   cvar_radius = register_cvar("zp_illusion_radius", "250.0")

   g_illusion_bomb = zp_register_extra_item("Illusion Bomb", 25, ZP_TEAM_ZOMBIE)

   // This thing will make the bot throw bomb ^^!
   //register_clcmd("switch_to_smoke", "switch_to_smoke") // Make the bot switch to smokegrenade
   //register_clcmd("set_weapon_shoot", "set_weapon_shoot") // Make the bot throw bomb
}

/*
new g_id[33]

public switch_to_smoke(id)
{
static body, target
get_user_aiming(id, target, body, 999999)

if(is_user_alive(target))
{
g_id[id] = target
}
}

public set_weapon_shoot(id)
{
if(is_user_alive(g_id[id]))
{
illusion_bomb_exp(g_id[id], g_id[id])
}
}*/

public plugin_precache()
{
   new i

   for(i = 0; i < sizeof(confused_model); i++)
      precache_model(confused_model[i])
   for(i = 0; i < sizeof(confused_sound); i++)
      precache_sound(confused_sound[i]) 
   
   g_exploSpr = engfunc(EngFunc_PrecacheModel, exp_spr)
}

public client_disconnect(id)
{
   remove_fake_player(id)
}

public event_newround()
{
   for(new i = 0; i < get_maxplayers(); i++)
   {
      if(is_user_alive(i))
      {
         remove_illusion(i)
         g_compras = 0
      }
   }
}

public zp_extra_item_selected(id, item)
{
   if(item == g_illusion_bomb)
   {
      if(g_compras >= 6)
      {
         client_print(id, print_chat, "Ja compraram muitas illusion bomb.")
         return PLUGIN_HANDLED
      }
      else
      {
         has_illusion_bomb[id] = true
         give_item(id, "weapon_smokegrenade")
         
         client_print(id, print_chat, "[ZP] You bought Illusion Bomb. That can make victim crazy by fake zombie !!!")
         g_compras++
      }
   }
   return PLUGIN_CONTINUE
}

public EV_CurWeapon(id)
{
   if (!is_user_alive ( id ) || !zp_get_user_zombie(id))
      return PLUGIN_CONTINUE
   
   if (has_illusion_bomb[id] && get_user_weapon(id) == CSW_SMOKEGRENADE)
   {
      set_pev(id, pev_viewmodel2, confused_model[0])
      set_pev(id, pev_weaponmodel2, confused_model[1])
   }
   
   return PLUGIN_CONTINUE
}

public fw_SetModel(ent, const Model[])
{
   if (ent < 0)
      return FMRES_IGNORED
   
   if (pev(ent, pev_dmgtime) == 0.0)
      return FMRES_IGNORED
   
   new iOwner = pev(ent, pev_owner)
   
   if (has_illusion_bomb[iOwner] && equal(Model[7], "w_sm", 4))
   {
      entity_set_model(ent, confused_model[2])
      
      // Reset any other nade
      set_pev(ent, pev_nade_type, 0)
      set_pev(ent, pev_nade_type, NADE_TYPE_ILLUSION)
      
      return FMRES_SUPERCEDE
   }
   return FMRES_IGNORED
}

public fw_GrenadeThink(ent)
{
   if(!pev_valid(ent))
      return HAM_IGNORED
   
   static Float:dmg_time
   pev(ent, pev_dmgtime, dmg_time)
   
   if(dmg_time > get_gametime())
      return HAM_IGNORED
   
   static id
   id = pev(ent, pev_owner)
   
   if(pev(ent, pev_nade_type) == NADE_TYPE_ILLUSION)
   {
      if(has_illusion_bomb[id])
      {
         has_illusion_bomb[id] = false
         illusion_bomb_exp(ent, id)
         
         engfunc(EngFunc_RemoveEntity, ent)
         
         return HAM_SUPERCEDE
      }
   }
   
   return HAM_HANDLED
}

public fw_GrenadeTouch(bomb)
{
   if(!pev_valid(bomb))
      return HAM_IGNORED
   
   static id
   id = pev(bomb, pev_owner)
   
   if(zp_get_user_zombie(id) && pev(bomb, pev_nade_type) == NADE_TYPE_ILLUSION)
   {
      if(has_illusion_bomb[id])
      {
         set_pev(bomb, pev_dmgtime, 0.0)
      }
   }
   
   return HAM_HANDLED 
}

public illusion_bomb_exp(ent, id)
{
   static Float:Origin[3]
   pev(ent, pev_origin, Origin)
   
   engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, Origin, 0)
   write_byte(TE_EXPLOSION); // TE_EXPLOSION
   engfunc(EngFunc_WriteCoord, Origin[0]); // origin x
   engfunc(EngFunc_WriteCoord, Origin[1]); // origin y
   engfunc(EngFunc_WriteCoord, Origin[2]); // origin z
   write_short(g_exploSpr); // sprites
   write_byte(40); // scale in 0.1's
   write_byte(30); // framerate
   write_byte(14); // flags
   message_end(); // message end
   
   emit_sound(ent, CHAN_VOICE, confused_sound[0], 1.0, ATTN_NORM, 0, PITCH_NORM)
   
   // Make Hit Human
   static victim = -1
   while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, Origin, get_pcvar_float(cvar_radius))) != 0)
   {
      if(!is_user_alive(victim) || g_illusing[victim] || zp_get_user_zombie(victim))
         continue
      
      client_print(victim, print_center, "You are in Illusion-Dimenson !!!")
      make_illusion(victim, id)
   } 
}

public make_illusion(id, attacker)
{
   // Remove Old Illusion
   remove_illusion(id) 
   
   // Set Player to Illusion Dimenson
   g_illusing[id] = 1
   
   // Play Effect Sound
   emit_sound(id, CHAN_ITEM, confused_sound[1], 1.0, ATTN_NORM, 0, PITCH_NORM)
   
   static ModelName2[128]
   
   // Make Fake Zombie if not
   for(new i = 0; i < MAX_ZOMBIE_ENT; i++)
   {
      if(!pev_valid(g_zombie_ent[id][i]))
      {
         g_zombie_ent[id][i] = create_entity("info_target")
      }
      
      static Float:Origin[3], ent, Float:VicOrigin[3]
      ent = g_zombie_ent[id][i]
      
      if(i == 0)
      {
         get_position(id, 100.0, 0.0, 0.0, Origin)
         } else if(i == 1) {
         get_position(id, 50.0, 100.0, 0.0, Origin)
         } else if(i == 2) {
         get_position(id, -100.0, 0.0, 0.0, Origin)
         } else if(i == 3) {
         get_position(id, -50.0, -100.0, 0.0, Origin)
      }
      
      entity_set_origin(ent, Origin)
      
      pev(id, pev_origin, VicOrigin)
      npc_turntotarget(ent, Origin, VicOrigin)
      
      static ModelName[128]
      cs_get_user_model(attacker, ModelName, sizeof(ModelName))
      
      formatex(ModelName2, sizeof(ModelName2), "models/player/%s/%s.mdl", ModelName, ModelName)
      formatex(g_random_model, sizeof(g_random_model), "models/player/%s/%s.mdl", ModelName, ModelName)
      
      entity_set_string(ent, EV_SZ_classname, ZOMBIE_ENT_CLASSNAME)
      entity_set_model(ent, ModelName2)
      entity_set_int(ent, EV_INT_solid, SOLID_NOT)
      entity_set_int(ent, EV_INT_movetype, MOVETYPE_PUSHSTEP)
      
      static Float:mins[3], Float:maxs[3]
      
      mins[0] = -16.0
      mins[1] = -16.0
      mins[2] = -36.0
      
      maxs[0] = 16.0
      maxs[1] = 16.0
      maxs[2] = 36.0
      
      set_pev(ent, pev_mins, mins)
      set_pev(ent, pev_maxs, maxs)
      
      set_pev(ent, pev_renderfx, kRenderFxGlowShell)
      set_pev(ent, pev_rendermode, kRenderTransAlpha)
      set_pev(ent, pev_renderamt, 0.0)
      
      set_pev(ent, pev_owner, id)
      set_pev(ent, pev_type, i)
      
      set_entity_anim(ent, 4)
      
      drop_to_floor(ent)
      
      set_pev(ent, pev_nextthink, halflife_time() + 0.01)
   }
   
   // Make Crazy Screen
   static Float:PunchAngles[3]
   
   PunchAngles[0] = random_float(-25.0, 25.0)
   PunchAngles[1] = random_float(-25.0, 25.0)
   PunchAngles[2] = random_float(-25.0, 25.0)
   
   set_pev(id, pev_punchangle, PunchAngles)
   
   // Make ScreenFade
   message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, id)
   write_short(10)
   write_short(10)
   write_short(0x0000)
   write_byte(100)
   write_byte(100)
   write_byte(100)
   write_byte(255)
   message_end() 
   
   // Make Illusion Icon
   make_confused_icon(id)
   
   // Remove Illusion
   remove_task(id+TASK_REMOVE_ILLUSION)
   set_task(get_pcvar_float(cvar_illusion_time), "do_remove_illusion", id+TASK_REMOVE_ILLUSION)
}

public make_confused_icon(id)
{
   // Already haves a sprite on his hud
   if (g_confused_icon[id])
   {
      // Invalid entity ?
      if (!pev_valid(g_confused_icon[id]))
         return PLUGIN_HANDLED 
      
      // Set the rendering on the entity
      set_pev(g_confused_icon[id], pev_rendermode, kRenderTransAdd)
      set_pev(g_confused_icon[id], pev_renderamt, 255.0)
      
      return PLUGIN_HANDLED
   }
   
   // Create an entity for the player
   g_confused_icon[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite"))
   
   // Invalid entity ?
   if (!pev_valid(g_confused_icon[id]))
      return PLUGIN_HANDLED
   
   // Set some basic properties
   set_pev(g_confused_icon[id], pev_takedamage, 0.0)
   set_pev(g_confused_icon[id], pev_solid, SOLID_NOT)
   set_pev(g_confused_icon[id], pev_movetype, MOVETYPE_NONE)
   set_pev(g_confused_icon[id], pev_classname, "confusing")
   
   // Set the sprite model
   engfunc(EngFunc_SetModel, g_confused_icon[id], confused_model[3])
   
   // Set the rendering on the entity
   set_pev(g_confused_icon[id], pev_rendermode, kRenderTransAdd)
   set_pev(g_confused_icon[id], pev_renderamt, 255.0)
   
   // Set the sprite size
   set_pev(g_confused_icon[id], pev_scale, 1.0)
   set_pev(g_confused_icon[id], pev_owner, id)
   
   // Update sprite's stopping frame
   g_stop_frame[id] = 6
   
   // Allow animation of sprite ?
   if (g_stop_frame[id] && 1.0 > 0.0)
   {
      // Set the sprites animation time, framerate and stop frame
      set_pev(g_confused_icon[id], pev_animtime, get_gametime())
      set_pev(g_confused_icon[id], pev_framerate, 10.0)
      
      // Spawn the sprite entity (necessary to play the sprite animations)
      set_pev(g_confused_icon[id], pev_spawnflags, SF_SPRITE_STARTON)
      dllfunc(DLLFunc_Spawn, g_confused_icon[id])
   }
   
   return g_confused_icon[id]


public client_PostThink(id)
{
   if(!is_user_alive(id))
      return
   
   if(!g_illusing[id])
      return
   
   if(!pev_valid(g_confused_icon[id]))
      return
   
   static Float:Origin[3]
   
   // Retrieve player's origin
   pev(id, pev_origin, Origin)
   
   Origin[2] += 40.0
   
   engfunc(EngFunc_SetOrigin, g_confused_icon[id], Origin)
   
   // Stop the animation at the desired frame
   if (pev(g_confused_icon[id], pev_frame) == g_stop_frame[id])
   {
      set_pev(g_confused_icon[id], pev_framerate, 2.0)
      set_pev(g_confused_icon[id], pev_frame, 0.1)
      
      g_stop_frame[id] = 6
   }
}

public do_remove_illusion(id)
{
   id -= TASK_REMOVE_ILLUSION
   
   if(is_user_alive(id))
      remove_illusion(id)
}

public remove_illusion(id)
{
   g_illusing[id] = 0
   remove_task(id+TASK_REMOVE_ILLUSION)
   
   for(new ent = 0; ent < MAX_ZOMBIE_ENT; ent++)
   {
      if(pev_valid(g_zombie_ent[id][ent]))
      {
         set_pev(g_zombie_ent[id][ent], pev_rendermode, kRenderTransAdd)
         set_pev(g_zombie_ent[id][ent], pev_renderamt, 0.0)
      }
   } 
   
   if(pev_valid(g_confused_icon[id]))
   {
      set_pev(g_confused_icon[id], pev_rendermode, kRenderTransAdd)
      set_pev(g_confused_icon[id], pev_renderamt, 0.0)
   }
}

public event_death()
{
   static victim
   victim = read_data(2)
   
   remove_illusion(victim)
}

public zp_user_infected_post(id)
{
   remove_illusion(id)
}

public fw_spaw_post(id)
{
   remove_illusion(id)
}

public fw_ent_think(ent)
{
   if(!pev_valid(ent))
      return
   static id
   id = pev(ent, pev_owner)
   
   if(!is_user_alive(id) || !g_illusing[id])
      return
   
   hook_ent(ent, id, 150.0)
   
   set_pev(ent, pev_nextthink, halflife_time() + 0.01)
}

public fw_addtofullpack_post(es_handle, e, ent, host, hostflags, player, pset)
{
   if(!is_user_alive(host) || !pev_valid(ent))
      return FMRES_IGNORED
   if(!g_illusing[host] || zp_get_user_zombie(host))
      return FMRES_IGNORED
   
   static Classname[32]
   pev(ent, pev_classname, Classname, sizeof(Classname))
   
   // Fake Zombie
   if(equal(Classname, ZOMBIE_ENT_CLASSNAME) && pev(ent, pev_owner) == host)
   {
      set_es(es_handle, ES_RenderAmt, 255.0)
      
      /*
      static id, type, Float:Origin[3]
      
      id = pev(ent, pev_owner)
      type = pev(ent, pev_type)
      
      if(type == 0)
      {
         get_position(id, 100.0, 0.0, 0.0, Origin)
         } else if(type == 1) {
         get_position(id, 75.0, 35.0, 0.0, Origin)
         } else if(type == 2) {
         get_position(id, 75.0, -35.0, 0.0, Origin)
      }
      
      set_es(es_handle, ES_Origin, Origin)*/
      
      static Float:newAngle[3], Float:VicOrigin[3], Float:EntOrigin[3]
      
      entity_get_vector(ent, EV_VEC_angles, newAngle)
      pev(host, pev_origin, VicOrigin)
      pev(ent, pev_origin, EntOrigin)
      
      new Float:x = VicOrigin[0] - EntOrigin[0]
      new Float:z = VicOrigin[1] - EntOrigin[1]
      
      new Float:radians = floatatan(z/x, radian)
      newAngle[1] = radians * (180 / 3.14)
      if (VicOrigin[0] < EntOrigin[0])
         newAngle[1] -= 180.0 
      
      set_es(es_handle, ES_Angles, newAngle)
      } else if(equal(Classname, CLASSNAME_FAKE_PLAYER)) {
      static ent_owner
      ent_owner = pev(ent, pev_owner)
      
      if(is_user_alive(ent_owner) && !zp_get_user_zombie(ent_owner))
      {
         set_es(es_handle, ES_RenderMode, kRenderNormal)
         set_es(es_handle, ES_RenderAmt, 255.0)
         
         engfunc(EngFunc_SetModel, ent, g_random_model)
      }
   }
   
   if(is_user_alive(ent) && !zp_get_user_zombie(ent))
   {
      set_es(es_handle, ES_RenderMode, kRenderTransAlpha)
      set_es(es_handle, ES_RenderAmt, 0.0)
      
      new iEntFake = find_ent_by_owner(-1, CLASSNAME_FAKE_PLAYER, ent)
      if(!iEntFake || !pev_valid(ent))
      {
         iEntFake = create_fake_player(ent)
      }
      
      g_fake_player[ent] = iEntFake 
   }
   
   return FMRES_HANDLED
}

stock get_position(ent, Float:forw, Float:right, Float:up, Float:vStart[])
{
   new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
   
   pev(ent, pev_origin, vOrigin)
   pev(ent, pev_view_ofs,vUp) //for player
   xs_vec_add(vOrigin,vUp,vOrigin)
   pev(ent, pev_v_angle, vAngle) // if normal entity ,use pev_angles
   
   vAngle[0] = 0.0
   
   angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
   angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
   angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
   
   vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
   vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
   vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}

stock set_entity_anim(ent, anim)
{
   entity_set_float(ent, EV_FL_animtime, get_gametime())
   entity_set_float(ent, EV_FL_framerate, 1.0)
   entity_set_float(ent, EV_FL_frame, 0.0)
   entity_set_int(ent, EV_INT_sequence, anim) 
}

public npc_turntotarget(ent, Float:Ent_Origin[3], Float:Vic_Origin[3])
{
   if(!pev_valid(ent))
      return
   
   new Float:newAngle[3]
   entity_get_vector(ent, EV_VEC_angles, newAngle)
   new Float:x = Vic_Origin[0] - Ent_Origin[0]
   new Float:z = Vic_Origin[1] - Ent_Origin[1]
   
   new Float:radians = floatatan(z/x, radian)
   newAngle[1] = radians * (180 / 3.14)
   if (Vic_Origin[0] < Ent_Origin[0])
      newAngle[1] -= 180.0
   
   entity_set_vector(ent, EV_VEC_v_angle, newAngle)
   entity_set_vector(ent, EV_VEC_angles, newAngle)
}

public hook_ent(ent, victim, Float:speed)
{
   static Float:fl_Velocity[3]
   static Float:VicOrigin[3], Float:EntOrigin[3]
   
   pev(ent, pev_origin, EntOrigin)
   pev(victim, pev_origin, VicOrigin)
   
   static Float:distance_f
   distance_f = get_distance_f(EntOrigin, VicOrigin)
   
   if (distance_f > 60.0)
   {
      new Float:fl_Time = distance_f / speed
      
      fl_Velocity[0] = (VicOrigin[0] - EntOrigin[0]) / fl_Time
      fl_Velocity[1] = (VicOrigin[1] - EntOrigin[1]) / fl_Time
      fl_Velocity[2] = (VicOrigin[2] - EntOrigin[2]) / fl_Time
   }
   else
   {
      fl_Velocity[0] = 0.0
      fl_Velocity[1] = 0.0
      fl_Velocity[2] = 0.0
   }

   entity_set_vector(ent, EV_VEC_velocity, fl_Velocity)
}

public create_fake_player(id)
{
   new iEntFake = create_entity("info_target")

   set_pev(iEntFake, pev_classname, CLASSNAME_FAKE_PLAYER)
   //set_pev(iEntFake, pev_modelindex, pev(id, pev_modelindex))
   set_pev(iEntFake, pev_movetype, MOVETYPE_FOLLOW)
   set_pev(iEntFake, pev_solid, SOLID_NOT)
   set_pev(iEntFake, pev_aiment, id)
   set_pev(iEntFake, pev_owner, id)

   set_pev(iEntFake, pev_renderfx, kRenderFxGlowShell)
   set_pev(iEntFake, pev_rendermode, kRenderTransAlpha)
   set_pev(iEntFake, pev_renderamt, 255.0)

   return iEntFake
}

public remove_fake_player(id)
{
   if(pev_valid(g_fake_player[id]))
      remove_entity(g_fake_player[id])
}

____________________________________________


Leozinho
Administrador
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Re: [Duvida] Limitar itens Extras

Mensagem por [D]etonado[R] em 2/1/2014, 4:07 pm

Tudo certo pode fechar

____________________________________________


[D]etonado[R]
Humano
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Re: [Duvida] Limitar itens Extras

Mensagem por Leozinho em 2/1/2014, 4:13 pm

Closed.

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Administrador
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Re: [Duvida] Limitar itens Extras

Mensagem por Conteúdo patrocinado


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