new userSpr[33][NUMBER_OF_SPRITES];
new money_sprite1[] = "sprites/1.spr"
new money_sprite10[] = "sprites/10.spr"
new money_sprite100[] = "sprites/100.spr"
new money_sprite1000[] = "sprites/1000.spr"
new money_sprite10000[] = "sprites/10000.spr"
new const Float:Pistols[6] = {1.0,10.0,11.0,16.0,17.0,26.0};
new const Float:Rifles[18] = {3.0,5.0,7.0,8.0,12.0,13.0,14.0,15.0,18.0,19.0,20.0,21.0,22.0,23.0,24.0,27.0,28.0,30.0};
new userWeap[33][NUMBER_OF_WEAPTYPES];
new weap_sprite[] = "sprites/weap.spr"
new weap2_sprite[] = "sprites/weap2.spr"
new cash_sprite[] = "sprites/cash.spr"
new arrow_sprite[] = "sprites/arrow.spr"
new Float:userOrig[33][3];
public plugin_precache(){
precache_model(money_sprite10000);
precache_model(money_sprite1000);
precache_model(money_sprite100);
precache_model(money_sprite10);
precache_model(money_sprite1);
precache_model(weap_sprite);
precache_model(weap2_sprite);
precache_model(cash_sprite);
precache_model(arrow_sprite);
register_plugin(PLUGIN,VERSION,AUTHOR);
register_event("HLTV", "event_new_round", "a", "1=0", "2=0");
public event_new_round(){
set_task(get_cvar_float("mp_freezetime"),"remove_ents",9678);
set_task(0.2,"display_info",4563,"",0,"b");
for(new e; e<NUMBER_OF_SPRITES; e++)
remove_entity(userSpr[i][e]);
for(new e; e<NUMBER_OF_WEAPTYPES; e++)
remove_entity(userWeap[i][e]);
remove_entity(userDSign[i]);
remove_entity(userArrow[i]);
get_players(iPlayers, count, "ah");
for(new c; c<count; c++){
if(!is_user_alive(iPlayers[c]) || !is_user_connected(iPlayers[c]) || cs_get_user_team(iPlayers[c]) == CS_TEAM_SPECTATOR){
drawsprite(userSpr[iPlayers[c]][4],iPlayers[c],"sprites/10000.spr",1.0,34.0,0,0,255,0);
drawsprite(userSpr[iPlayers[c]][3],iPlayers[c],"sprites/1000.spr",1.0,34.0,0,0,255,0);
drawsprite(userSpr[iPlayers[c]][2],iPlayers[c],"sprites/100.spr",1.0,34.0,0,0,255,0);
drawsprite(userSpr[iPlayers[c]][1],iPlayers[c],"sprites/10.spr",1.0,34.0,0,0,255,0);
drawsprite(userSpr[iPlayers[c]][0],iPlayers[c],"sprites/1.spr",1.0,34.0,0,0,255,0);
drawsprite(userDSign[iPlayers[c]],iPlayers[c],"sprites/cash.spr",1.0,34.0,0,0,255,0);
drawsprite(userArrow[iPlayers[c]],iPlayers[c],"sprites/arrow.spr",1.0,34.0,0,255,255,0);
drawsprite(userWeap[iPlayers[c]][0],iPlayers[c],"sprites/weap.spr",Pistols[0],50.0,0,255,255,0);
drawsprite(userWeap[iPlayers[c]][1],iPlayers[c],"sprites/weap.spr",Rifles[0],50.0,0,255,255,0);
drawsprite(userWeap[iPlayers[c]][2],iPlayers[c],"sprites/weap.spr",4.0,50.0,0,255,255,255);
drawsprite(userWeap[iPlayers[c]][3],iPlayers[c],"sprites/weap.spr",25.0,50.0,0,255,255,255);
drawsprite(userWeap[iPlayers[c]][4],iPlayers[c],"sprites/weap.spr",9.0,50.0,0,255,255,255);
drawsprite(userWeap[iPlayers[c]][5],iPlayers[c],"sprites/weap2.spr",1.0,50.0,0,0,0,255);
drawsprite(userWeap[iPlayers[c]][6],iPlayers[c],"sprites/weap2.spr",3.0,50.0,0,0,0,255);
for(new i; i<NUMBER_OF_SPRITES; i++)
userSpr[iPlayers[c]][i]=create_entity("env_sprite");
for(new i; i<NUMBER_OF_WEAPTYPES; i++)
userWeap[iPlayers[c]][i]=create_entity("env_sprite");
userDSign[iPlayers[c]]=create_entity("env_sprite");
userArrow[iPlayers[c]]=create_entity("env_sprite");
for (new x; x < NUMBER_OF_SPRITES; x++){
arrayset(tmpstr, 0, sizeof tmpstr);
num_to_str(cs_get_user_money(iPlayers[c]), tmpstr, charsmax(tmpstr))
case 0: drawsprite(userSpr[iPlayers[c]][4],iPlayers[c],"sprites/10000.spr",1.0,34.0,0,0,255,0);
case 1: drawsprite(userSpr[iPlayers[c]][3],iPlayers[c],"sprites/1000.spr",1.0,34.0,0,0,255,0);
case 2: drawsprite(userSpr[iPlayers[c]][2],iPlayers[c],"sprites/100.spr",1.0,34.0,0,0,255,0);
case 3: drawsprite(userSpr[iPlayers[c]][1],iPlayers[c],"sprites/10.spr",1.0,34.0,0,0,255,0);
case 4: drawsprite(userSpr[iPlayers[c]][0],iPlayers[c],"sprites/1.spr",1.0,34.0,0,0,255,0);
case 0: drawsprite(userSpr[iPlayers[c]][4],iPlayers[c],"sprites/10000.spr",floatstr(value),34.0,255,0,255,0);
case 1: drawsprite(userSpr[iPlayers[c]][3],iPlayers[c],"sprites/1000.spr",floatstr(value),34.0,255,0,255,0);
case 2: drawsprite(userSpr[iPlayers[c]][2],iPlayers[c],"sprites/100.spr",floatstr(value),34.0,255,0,255,0);
case 3: drawsprite(userSpr[iPlayers[c]][1],iPlayers[c],"sprites/10.spr",floatstr(value),34.0,255,0,255,0);
case 4: drawsprite(userSpr[iPlayers[c]][0],iPlayers[c],"sprites/1.spr",floatstr(value),34.0,255,0,255,0);
drawsprite(userDSign[iPlayers[c]],iPlayers[c],"sprites/cash.spr",1.0,34.0,255,0,255,0);
drawsprite(userArrow[iPlayers[c]],iPlayers[c],"sprites/arrow.spr",1.0,34.0,255,255,255,0);
weapons = pev(iPlayers[c], pev_weapons);
for(new i; i < sizeof Pistols; i++)
if(weapons & 1<<floatround(Pistols[i])){
drawsprite(userWeap[iPlayers[c]][0],iPlayers[c],"sprites/weap.spr",Pistols[i],50.0,255,255,255,0);
drawsprite(userWeap[iPlayers[c]][0],iPlayers[c],"sprites/weap.spr",Pistols[0],50.0,0,255,255,0);
for(new i; i < sizeof Rifles; i++)
if(weapons & 1<<floatround(Rifles[i])){
drawsprite(userWeap[iPlayers[c]][1],iPlayers[c],"sprites/weap.spr",Rifles[i],50.0,255,255,255,0);
drawsprite(userWeap[iPlayers[c]][1],iPlayers[c],"sprites/weap.spr",Rifles[0],50.0,0,255,255,0);
if(weapons & 1<<CSW_HEGRENADE)
drawsprite(userWeap[iPlayers[c]][2],iPlayers[c],"sprites/weap.spr",4.0,50.0,255,255,255,255);
drawsprite(userWeap[iPlayers[c]][2],iPlayers[c],"sprites/weap.spr",4.0,50.0,0,255,255,255);
if(weapons & 1<<CSW_FLASHBANG)
drawsprite(userWeap[iPlayers[c]][3],iPlayers[c],"sprites/weap.spr",25.0,50.0,255,255,255,255);
drawsprite(userWeap[iPlayers[c]][3],iPlayers[c],"sprites/weap.spr",25.0,50.0,0,255,255,255);
if(weapons & 1<<CSW_SMOKEGRENADE)
drawsprite(userWeap[iPlayers[c]][4],iPlayers[c],"sprites/weap.spr",9.0,50.0,255,255,255,255);
drawsprite(userWeap[iPlayers[c]][4],iPlayers[c],"sprites/weap.spr",9.0,50.0,0,255,255,255);
cs_get_user_armor(iPlayers[c],CsArmorType:armor);
drawsprite(userWeap[iPlayers[c]][5],iPlayers[c],"sprites/weap2.spr",2.0,50.0,255,0,0,255);
drawsprite(userWeap[iPlayers[c]][5],iPlayers[c],"sprites/weap2.spr",1.0,50.0,255,0,0,255);
drawsprite(userWeap[iPlayers[c]][5],iPlayers[c],"sprites/weap2.spr",1.0,50.0,0,0,0,255);
drawsprite(userWeap[iPlayers[c]][6],iPlayers[c],"sprites/weap2.spr",3.0,50.0,255,0,0,255);
else if(cs_get_user_defuse(iPlayers[c]))
drawsprite(userWeap[iPlayers[c]][6],iPlayers[c],"sprites/weap2.spr",4.0,50.0,255,0,0,255);
drawsprite(userWeap[iPlayers[c]][6],iPlayers[c],"sprites/weap2.spr",3.0,50.0,0,0,0,255);
drawsprite(ent,player,str[],Float:frame,Float:offset,render,r,g,b){
// if(!is_user_alive(player) || !is_user_connected(player) || cs_get_user_team(player) == CS_TEAM_SPECTATOR)
engfunc(EngFunc_SetModel, ent, str);
set_pev(ent, pev_movetype, MOVETYPE_NOCLIP);
set_pev(ent, pev_framerate, 1.0)
set_pev(ent, pev_scale, 0.3)
set_pev(ent, pev_frame, frame)
set_rendering(ent, kRenderFxNone, r, g, b, kRenderTransAdd, render)
pev(player, pev_origin, userOrig[player]);
userOrig[player][2] += offset;
set_pev(ent, pev_origin, userOrig[player]);