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[APORTE] Target Gun (Con limite de compras por ronda)

Jean. Sin conexión
User
#1
Wenas, es la misma target gun pero con un limite de compras (1 target por ronda)  :foreveralone:

Código PHP:
<?php 
#include <amxmodx>
#include <hamsandwich>
#include <engine>
#include <cs_weapons_api>
#include <fun>
#include <amx_settings_api>
#include <ttt>

#define WEAPON_CSWID CSW_DEAGLE
#define WEAPON_NAME "weapon_deagle"

new g_TargetGun, g_Glowing[33], g_pMsgScreeFade, g_pMsgScreeShake, g_MaxPlayers, g_Attacker[33], g_iCount[33];
new
g_szModels[3][TTT_FILELENGHT];
new
g_szSounds[TTT_FILELENGHT];
new
cvar_weapon_speed, cvar_weapon_ammo, cvar_weapon_clip, cvar_weapon_price, cvar_weapon_reload, cvar_weapon_recoil,
 cvar_target_damage, cvar_target_radius, cvar_time_explode, cvar_message_mode;

public
plugin_precache()
{
    if(!amx_load_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "MODEL_V", g_szModels[0], charsmax(g_szModels[])))
    {
        g_szModels[0] = "models/ttt/v_targetgun.mdl";
        amx_save_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "MODEL_V", g_szModels[0]);
    }
    precache_model(g_szModels[0]);
    
   
if(!amx_load_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "MODEL_P", g_szModels[1], charsmax(g_szModels[])))
    {
        g_szModels[1] = "models/ttt/p_targetgun.mdl";
        amx_save_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "MODEL_P", g_szModels[1]);
    }
    precache_model(g_szModels[1]);
    
   
if(!amx_load_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "MODEL_W", g_szModels[2], charsmax(g_szModels[])))
    {
        g_szModels[2] = "models/ttt/w_targetgun.mdl";
        amx_save_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "MODEL_W", g_szModels[2]);
    }
    precache_model(g_szModels[2]);
    
   
if(!amx_load_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "SOUND_BEEP", g_szSounds, charsmax(g_szSounds)))
    {
        g_szSounds = "ttt/targetgun_beep.wav";
        amx_save_setting_string(TTT_SETTINGSFILE, "TARGET GUN", "SOUND_BEEP", g_szSounds);
    }
    precache_sound(g_szSounds);
}

public
plugin_init()
{
    register_plugin("[TTT] Item: Target Gun", TTT_VERSION, "SthoNy'");
    
    cvar_target_damage   
= my_register_cvar("ttt_target_damage",    "300.0",    "Target gun explosion damage. (Default: 300.0)");
    cvar_target_radius    = my_register_cvar("ttt_target_radius",    "420.0",    "Target gun radius. (Default: 420.0)");
    cvar_weapon_clip    = my_register_cvar("ttt_target_clip",        "1",    "Target gun clip ammo. (Default: 1)");
    cvar_weapon_ammo    = my_register_cvar("ttt_target_ammo",        "0",    "Target gun backpack ammo. (Default: 1)");
    cvar_weapon_speed    = my_register_cvar("ttt_target_speed",        "10.0",    "Target gun attack speed delay. (Default: 10.0)");
    cvar_weapon_reload    = my_register_cvar("ttt_target_reload",    "0.0",    "Target gun reload speed. (Default: 0.0)");
    cvar_weapon_recoil    = my_register_cvar("ttt_target_recoil",    "0.0",    "Target gun recoil. (Default: 0.0)");
    cvar_weapon_price    = my_register_cvar("ttt_price_target",        "3",    "Target gun price. (Default: 3)");
    cvar_message_mode    = my_register_cvar("ttt_message_mode", "1", "Message type 0 || 1. (Default: 1)");
    
    cvar_time_explode   
= my_register_cvar("ttt_time_explode", "3.0", "Target gun time explode (Default: 3.0)");
    
    g_MaxPlayers
= get_maxplayers();
    g_pMsgScreeFade                                = get_user_msgid("ScreenFade");
    g_pMsgScreeShake                                = get_user_msgid("ScreenShake");
}

public
client_disconnect(id) remove_task(id);

public
ttt_plugin_cfg()
{
    g_TargetGun = ttt_buymenu_add( "Target Gun", get_pcvar_num(cvar_weapon_price), PC_TRAITOR);
    ttt_add_exception( g_TargetGun );
}

public
ttt_gamemode(gamemode)
{
    
   
if(gamemode == GAME_ENDED || gamemode == GAME_RESTARTING || gamemode == GAME_PREPARING)
    {    
       
for( new i = 1; i <= g_MaxPlayers; i++ )
        {
            if(g_Glowing[i])
            {
                g_Glowing[i] = false;
   g_iCount[i] = false;
                set_user_rendering(i);
                
               
if(task_exists(i))
                remove_task(i);
            }
        }
    }
}
public
ttt_item_selected(id, item, name[], price)
{
if(
g_TargetGun == item )
{
if(!
g_iCount[id])
{
    
if(user_has_weapon(id, WEAPON_CSWID))
engclient_cmd(id, "drop", WEAPON_NAME);
        
static data[STOREABLE_STRUCTURE];
if(!
data[STRUCT_CSWA_CSW])
{
data[STRUCT_CSWA_ITEMID] = g_TargetGun;
data[STRUCT_CSWA_CSW] = WEAPON_CSWID;
data[STRUCT_CSWA_CLIP] = get_pcvar_num(cvar_weapon_clip);
data[STRUCT_CSWA_MAXCLIP] = get_pcvar_num(cvar_weapon_clip);
data[STRUCT_CSWA_AMMO] = get_pcvar_num(cvar_weapon_ammo);
data[STRUCT_CSWA_STACKABLE] = true;
data[STRUCT_CSWA_SILENCED] = -1;
data[STRUCT_CSWA_SPEEDDELAY] = _:get_pcvar_float(cvar_weapon_speed);
data[STRUCT_CSWA_DAMAGE] = _:0;
data[STRUCT_CSWA_RELOADTIME] = _:get_pcvar_float(cvar_weapon_reload);
data[STRUCT_CSWA_RECOIL] = _:get_pcvar_float(cvar_weapon_recoil);
data[STRUCT_CSWA_MODEL_V] = g_szModels[0];
data[STRUCT_CSWA_MODEL_P] = g_szModels[1];
data[STRUCT_CSWA_MODEL_W] = g_szModels[2];
}
cswa_give_specific(id, data);
        
client_print_color
(id, print_team_default, "%s Compraste una !gTarget Gun!", TTT_TAG);
g_iCount[id] = true;

return
PLUGIN_HANDLED;
}
else
{
client_print_color(id, print_team_default, "%s Ya alcanzaste tu limite de !gTarget's Gun!", TTT_TAG);
}
}
return
PLUGIN_CONTINUE;
   
}

public
cswa_damage(weapon_id, victim, attacker, Float:damage)
{
    new NameA[32];
    get_user_name(attacker, NameA, charsmax(NameA));
     
   
if(get_weapon_edict(weapon_id, REPL_CSWA_ITEMID) == g_TargetGun)
    {
        if(get_pcvar_num(cvar_message_mode) >=1)
        {
            client_print_color( victim, print_team_default, "%s Han introducido un !tProyectil Explosivo !nen ti, !gEXPLOTARAS!", TTT_TAG);
        }
        else
        {
            client_print_color( victim, print_team_default, "%s !t%s !nintrodujo un !tProyectil Explosivo !nen ti, !gEXPLOTARAS", TTT_TAG, NameA);
        }
        
        g_Glowing
[victim] = true;
        g_Attacker[victim] = attacker;
        
        set_user_rendering
(victim, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 30);
        
        emit_sound
(victim, CHAN_AUTO, g_szSounds, 1.0, ATTN_NORM, 0, PITCH_NORM);
        set_task( get_pcvar_float(cvar_time_explode), "targetgun_Explode", victim);
        
        Set_user_screenfade
(victim, 255, 0, 0, 2, 100);
        shake_user_screen(victim);
    }
}
public
targetgun_Explode(id)
{
    if( !is_user_alive(id) || ttt_get_gamemode() == GAME_ENDED || ttt_get_gamemode() == GAME_PREPARING || !is_user_connected(g_Attacker[id]) )
        return PLUGIN_HANDLED;
    
    strip_user_weapons
(id);
    Explode(id);
    CreateExplosion(id);
    remove_task(id);
    
   
return PLUGIN_HANDLED;
}

CreateExplosion(id)
{
    static Float:origin[3];
    entity_get_vector(id, EV_VEC_origin, origin);

    new victim = -1, Float:damage;
    new Float:radius = get_pcvar_float(cvar_target_radius);
    new Float:dmg = get_pcvar_float(cvar_target_damage);

    while((victim = find_ent_in_sphere(victim, origin, radius)) != 0)
    {
        if(is_valid_ent(victim) && entity_get_float(victim, EV_FL_takedamage) != DAMAGE_NO)
        {
            damage = (dmg/radius)*(radius - entity_range(id, victim));
        
           
if(damage > 0.0 )
            {
                if(is_user_connected(victim))
                ttt_set_playerdata(victim, PD_KILLEDBYITEM, g_TargetGun);
                ExecuteHam(Ham_TakeDamage, victim, g_Attacker[id], g_Attacker[id], damage, DMG_BLAST);
                entity_set_vector(victim, EV_VEC_velocity, Float:{0.0, 0.0, 0.0});
                if(is_user_alive(victim))
                ttt_set_playerdata(victim, PD_KILLEDBYITEM, g_TargetGun);
            }
        }
    }
    
    ttt_set_playerdata
(id, PD_KILLEDBYITEM, g_TargetGun);
    ExecuteHam(Ham_TakeDamage, id, g_Attacker[id], g_Attacker[id], dmg, DMG_BLAST);
}

Explode(id)
{
    static origin[3];
    get_user_origin(id, origin, 0);

    message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
    write_byte(TE_TAREXPLOSION);
    write_coord(origin[0]);
    write_coord(origin[1]);
    write_coord(origin[2]);
    message_end();
}
public
Set_user_screenfade(index, rrr, ggg, bbb, duracion, alpha)
{
    message_begin( index ? MSG_ONE_UNRELIABLE : MSG_BROADCAST, g_pMsgScreeFade, _, index );
    write_short( duracion * 4096 );
    write_short( duracion * 4096 );
    write_short( 0x0000 );
    write_byte( rrr ); 
    write_byte
( ggg );
    write_byte( bbb ); 
    write_byte
( alpha );
    message_end( );    
}
stock shake_user_screen(index)
{
    message_begin(MSG_ONE, g_pMsgScreeShake, {0,0,0}, index); // Shake Screen
    write_short(1<<14);
    write_short(1<<14);
    write_short(1<<14);
    message_end();
}
 

por sí deciden implementarla de nuevo con un poco más de orden.

EDIT; Le removí lo de no hacerle daño a traidores a petición del público  :no:
[+] 2 users say Thank You to Jean. for this post
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Mr. Jelly Sin conexión
User
#2
@mxemexico @R0B1N @Banana Nerv

Esta versión esta muy buena.
[Imagen: v1.png]
[+] 1 user says Thank You to Mr. Jelly for this post
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|C| Sin conexión
User
#3
lo de no bajar hp a traidores no se me hace correcto ya que si explota un cabron y si hay 3 al rededor y solo mueren 1 o 2 te darias cuenta que quien quedo vivo es traidor men
[Imagen: tumblr_nu5wcgecxD1rkrqnqo1_500.gif]
Responder

Banana Nerv Sin conexión
Minecraft and Forum Developer/Owner
#4
lo de arriba x2
-MxE Management
-Is Humanity an instrument?
-Indeed.

[Imagen: 162586.gif]
[+] 1 user says Thank You to Banana Nerv for this post
Responder

Jean. Sin conexión
User
#5
Actualizado, ya le quité eso e.e
[+] 1 user says Thank You to Jean. for this post
Responder

Snower Sin conexión
Ex Moderador & Developer.
#6
Ahora si se viene lo chido, gracias man xd.. @mxemexico
instagram.com/snowerg/
Responder

Jean. Sin conexión
User
#7
No hay de que Smile
[+] 1 user says Thank You to Jean. for this post
Responder

Sky^^ Sin conexión
User
#8
No me manejo mucho con este mod, el evento ttt_gamemode se registra principio de cada ronda?
[Imagen: 76561198095047868.png]

Perfil de amxmodx-es: Skylar
Responder

Jean. Sin conexión
User
#9
la native ttt_gamemode se utiliza para verificar sí la partida está iniciada, terminada, siendo reiniciada etc, etc...
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