new const WeaponSounds[10][] =
"weapons/dualuzi_draw.wav",
"weapons/dualuzi_idle2_1.wav",
"weapons/dualuzi_idle2_2.wav",
"weapons/dualuzi_clipin1.wav",
"weapons/dualuzi_clipout1.wav",
"weapons/dualuzi_off_shoulder.wav",
"weapons/dualuzi_on_shoulder.wav",
"weapons/dualuzi_on_shoulder_reload1.wav",
"weapons/dualuzi_on_shoulder_reload2.wav"
new g_Had_Base, g_Clip[33], g_OldWeapon[33], Float:g_Recoil[33][3]
new g_Event_Base, g_SmokePuff_SprId, g_MsgCurWeapon, g_ShellId
new g_IsConnected, g_IsAlive, g_PlayerWeapon[33]
register_plugin(PLUGIN, VERSION, AUTHOR)
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")
register_forward(FM_SetModel, "fw_SetModel")
register_forward(FM_CmdStart, "fw_CmdStart")
RegisterHam(Ham_Item_Deploy, weapon_base, "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, weapon_base, "fw_Item_AddToPlayer_Post", 1)
RegisterHam(Ham_Weapon_WeaponIdle, weapon_base, "fw_Weapon_WeaponIdle_Post", 1)
RegisterHam(Ham_Item_PostFrame, weapon_base, "fw_Item_PostFrame")
RegisterHam(Ham_Weapon_Reload, weapon_base, "fw_Weapon_Reload")
RegisterHam(Ham_Weapon_Reload, weapon_base, "fw_Weapon_Reload_Post", 1)
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base, "fw_Weapon_PrimaryAttack")
RegisterHam(Ham_Weapon_PrimaryAttack, weapon_base, "fw_Weapon_PrimaryAttack_Post", 1)
RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack_World")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Player")
g_MsgCurWeapon = get_user_msgid("CurWeapon")
register_clcmd("say /uzi", "Get_Base")
for(new i = 0; i < sizeof(WeaponSounds); i++)
precache_sound(WeaponSounds[i])
g_ShellId = engfunc(EngFunc_PrecacheModel, "models/pshell.mdl")
g_SmokePuff_SprId = engfunc(EngFunc_PrecacheModel, "sprites/wall_puff1.spr")
register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)
public fw_PrecacheEvent_Post(type, const name[])
if(equal(WEAPON_EVENT, name)) g_Event_Base = get_orig_retval()
public client_putinserver(id)
if(!g_HamBot && is_user_bot(id))
set_task(0.1, "Register_HamBot", id)
public Register_HamBot(id)
Register_SafetyFuncBot(id)
RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack_Player")
public client_disconnect(id)
public Mileage_WeaponGet(id, ItemID)
if(ItemID == g_Base) Get_Base(id)
public Mileage_WeaponRefillAmmo(id, ItemID)
if(ItemID == g_Base) cs_set_user_bpammo(id, CSW_BASE, BPAMMO)
public Mileage_WeaponRemove(id, ItemID)
if(ItemID == g_Base) Remove_Base(id)
Set_BitVar(g_Had_Base, id)
give_item(id, weapon_base)
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BASE)
if(!pev_valid(Ent)) return
cs_set_weapon_ammo(Ent, CLIP)
cs_set_user_bpammo(id, CSW_BASE, BPAMMO)
message_begin(MSG_ONE_UNRELIABLE, g_MsgCurWeapon, _, id)
cs_set_weapon_silen(Ent, 0, 0)
UnSet_BitVar(g_Had_Base, id)
public Event_CurWeapon(id)
static CSWID; CSWID = read_data(2)
static SubModel; SubModel = SUBMODEL
if((CSWID == CSW_BASE && g_OldWeapon[id] != CSW_BASE) && Get_BitVar(g_Had_Base, id))
if(SubModel != -1) Draw_NewWeapon(id, CSWID)
} else if((CSWID == CSW_BASE && g_OldWeapon[id] == CSW_BASE) && Get_BitVar(g_Had_Base, id)) {
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_BASE)
g_OldWeapon[id] = get_user_weapon(id)
set_pdata_float(Ent, 46, SPEED, 4)
set_pdata_float(Ent, 47, SPEED, 4)
} else if(CSWID != CSW_BASE && g_OldWeapon[id] == CSW_BASE) {
if(SubModel != -1) Draw_NewWeapon(id, CSWID)
g_OldWeapon[id] = get_user_weapon(id)
public Draw_NewWeapon(id, CSW_ID)
ent = fm_get_user_weapon_entity(id, CSW_BASE)
if(pev_valid(ent) && Get_BitVar(g_Had_Base, id))
set_pev(ent, pev_effects, pev(ent, pev_effects) &~ EF_NODRAW)
engfunc(EngFunc_SetModel, ent, MODEL_P)
set_pev(ent, pev_body, SUBMODEL)
ent = fm_get_user_weapon_entity(id, CSW_BASE)
if(pev_valid(ent)) set_pev(ent, pev_effects, pev(ent, pev_effects) | EF_NODRAW)
public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
if(get_user_weapon(id) == CSW_BASE && Get_BitVar(g_Had_Base, id))
set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
if (!is_connected(invoker))
if(get_player_weapon(invoker) != CSW_BASE || !Get_BitVar(g_Had_Base, invoker))
if(eventid != g_Event_Base)
engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
static iFlags, iAnimDesired, iWeaponState, iItem, szAnimation[64]
iItem = fm_get_user_weapon_entity(id, CSW_BASE)
if(!pev_valid(iItem)) return
iFlags = pev(id, pev_flags);
iWeaponState = get_pdata_int(iItem, 74, 4)
if(iWeaponState & WEAPONSTATE_ELITE_LEFT)
iWeaponState &= ~ WEAPONSTATE_ELITE_LEFT;
Set_WeaponAnim(id, ANIME_SHOOT_L1)
formatex(szAnimation, charsmax(szAnimation), iFlags & FL_DUCKING ? "crouch_shoot_%s" : "ref_shoot_%s", ANIM_EXT);
iWeaponState |= WEAPONSTATE_ELITE_LEFT;
Set_WeaponAnim(id, ANIME_SHOOT_R1)
formatex(szAnimation, charsmax(szAnimation), iFlags & FL_DUCKING ? "crouch_shoot2_%s" : "ref_shoot2_%s", ANIM_EXT);
if((iAnimDesired = lookup_sequence(id, szAnimation)) == -1)
set_pev(id, pev_sequence, iAnimDesired)
set_pdata_int(iItem, 74, iWeaponState, 4)
emit_sound(id, CHAN_WEAPON, WeaponSounds[0], 1.0, 0.4, 0, 94 + random_num(0, 15))
public Make_Shell(id, Right)
static Float:player_origin[3], Float:origin[3], Float:origin2[3], Float:gunorigin[3], Float:oldangles[3], Float:v_forward[3], Float:v_forward2[3], Float:v_up[3], Float:v_up2[3], Float:v_right[3], Float:v_right2[3], Float:viewoffsets[3];
pev(id, pev_v_angle, oldangles); pev(id,pev_origin,player_origin); pev(id, pev_view_ofs, viewoffsets);
engfunc(EngFunc_MakeVectors, oldangles)
global_get(glb_v_forward, v_forward); global_get(glb_v_up, v_up); global_get(glb_v_right, v_right);
global_get(glb_v_forward, v_forward2); global_get(glb_v_up, v_up2); global_get(glb_v_right, v_right2);
xs_vec_add(player_origin, viewoffsets, gunorigin);
xs_vec_mul_scalar(v_forward, 10.3, v_forward); xs_vec_mul_scalar(v_right, 2.0, v_right);
xs_vec_mul_scalar(v_up, -2.7, v_up);
xs_vec_mul_scalar(v_forward2, 10.0, v_forward2); xs_vec_mul_scalar(v_right2, 4.0, v_right2);
xs_vec_mul_scalar(v_up2, -3.0, v_up2);
xs_vec_mul_scalar(v_forward, 10.3, v_forward); xs_vec_mul_scalar(v_right, -4.0, v_right);
xs_vec_mul_scalar(v_up, -3.7, v_up);
xs_vec_mul_scalar(v_forward2, 10.0, v_forward2); xs_vec_mul_scalar(v_right2, 2.0, v_right2);
xs_vec_mul_scalar(v_up2, -4.0, v_up2);
xs_vec_add(gunorigin, v_forward, origin);
xs_vec_add(gunorigin, v_forward2, origin2);
xs_vec_add(origin, v_right, origin);
xs_vec_add(origin2, v_right2, origin2);
xs_vec_add(origin, v_up, origin);
xs_vec_add(origin2, v_up2, origin2);
get_speed_vector(origin2, origin, random_float(140.0, 160.0), velocity)
static angle; angle = random_num(0, 360)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
engfunc(EngFunc_WriteCoord, origin[0])
engfunc(EngFunc_WriteCoord,origin[1])
engfunc(EngFunc_WriteCoord,origin[2])
engfunc(EngFunc_WriteCoord,velocity[0])
engfunc(EngFunc_WriteCoord,velocity[1])
engfunc(EngFunc_WriteCoord,velocity[2])
public fw_SetModel(entity, model[])
pev(entity, pev_classname, Classname, sizeof(Classname))
if(!equal(Classname, "weaponbox"))
iOwner = pev(entity, pev_owner)
if(equal(model, MODEL_W_OLD))
static weapon; weapon = find_ent_by_owner(-1, weapon_base, entity)
if(Get_BitVar(g_Had_Base, iOwner))
set_pev(weapon, pev_impulse, WEAPON_CODE)
engfunc(EngFunc_SetModel, entity, MODEL_W)
set_pev(entity, pev_body, SUBMODEL)
public fw_CmdStart(id, uc_handle, seed)
if(get_player_weapon(id) != CSW_BASE || !Get_BitVar(g_Had_Base, id))
static Button; Button = get_uc(uc_handle, UC_Buttons)
static Float:Time; Time = get_pdata_float(id, 83, 5)
if(Time > 0.0) return FMRES_IGNORED
if(cs_get_user_zoom(id) != CS_SET_AUGSG552_ZOOM) cs_set_user_zoom(id, CS_SET_AUGSG552_ZOOM, 1)
else cs_set_user_zoom(id, CS_RESET_ZOOM, 0)
set_pdata_float(id, 83, Time, 5)
public fw_Item_Deploy_Post(Ent)
static Id; Id = get_pdata_cbase(Ent, 41, 4)
if(get_pdata_cbase(Id, 373) != Ent)
if(!Get_BitVar(g_Had_Base, Id))
static SubModel; SubModel = SUBMODEL
set_pev(Id, pev_viewmodel2, MODEL_V)
set_pev(Id, pev_weaponmodel2, SubModel != -1 ? "" : MODEL_P)
static Draw; Draw = ANIME_DRAW
if(Draw != -1) Set_WeaponAnim(Id, ANIME_DRAW)
set_pdata_string(Id, (492) * 4, ANIM_EXT, -1 , 20)
public fw_Item_AddToPlayer_Post(Ent, id)
if(pev(Ent, pev_impulse) == WEAPON_CODE)
Set_BitVar(g_Had_Base, id)
set_pev(Ent, pev_impulse, 0)
public fw_Item_PostFrame(ent)
static id; id = pev(ent, pev_owner)
if(!Get_BitVar(g_Had_Base, id))
static Float:flNextAttack; flNextAttack = get_pdata_float(id, 83, 5)
static bpammo; bpammo = cs_get_user_bpammo(id, CSW_BASE)
static iClip; iClip = get_pdata_int(ent, 51, 4)
static fInReload; fInReload = get_pdata_int(ent, 54, 4)
if(fInReload && flNextAttack <= 0.0)
temp1 = min(CLIP - iClip, bpammo)
set_pdata_int(ent, 51, iClip + temp1, 4)
cs_set_user_bpammo(id, CSW_BASE, bpammo - temp1)
set_pdata_int(ent, 54, 0, 4)
public fw_Weapon_Reload(ent)
static id; id = pev(ent, pev_owner)
if(!Get_BitVar(g_Had_Base, id))
static BPAmmo; BPAmmo = cs_get_user_bpammo(id, CSW_BASE)
static iClip; iClip = get_pdata_int(ent, 51, 4)
public fw_Weapon_Reload_Post(ent)
static id; id = pev(ent, pev_owner)
if(!Get_BitVar(g_Had_Base, id))
if((get_pdata_int(ent, 54, 4) == 1))
set_pdata_int(ent, 51, g_Clip[id], 4)
static Reload; Reload = ANIME_RELOAD
if(Reload != -1) Set_WeaponAnim(id, ANIME_RELOAD)
Set_PlayerNextAttack(id, RELOAD_TIME)
public fw_Weapon_WeaponIdle_Post( iEnt )
static Id; Id = get_pdata_cbase(iEnt, 41, 4)
if(get_pdata_cbase(Id, 373) != iEnt)
if(!Get_BitVar(g_Had_Base, Id))
static Idle; Idle = ANIME_IDLE
if(Idle != -1 && get_pdata_float(iEnt, 48, 4) <= 0.25)
Set_WeaponAnim(Id, ANIME_IDLE)
set_pdata_float(iEnt, 48, 20.0, 4)
public fw_TraceAttack_World(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
if(!is_connected(Attacker))
if(get_player_weapon(Attacker) != CSW_BASE || !Get_BitVar(g_Had_Base, Attacker))
static Float:flEnd[3], Float:vecPlane[3]
get_tr2(Ptr, TR_vecEndPos, flEnd)
get_tr2(Ptr, TR_vecPlaneNormal, vecPlane)
Make_BulletHole(Attacker, flEnd, Damage)
Make_BulletSmoke(Attacker, Ptr)
SetHamParamFloat(3, float(DAMAGE))
public fw_TraceAttack_Player(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
if(!is_connected(Attacker))
if(get_player_weapon(Attacker) != CSW_BASE || !Get_BitVar(g_Had_Base, Attacker))
get_tr2(Ptr, TR_vecEndPos, flEnd)
SetHamParamFloat(3, float(DAMAGE))
public fw_Weapon_PrimaryAttack(Ent)
static id; id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Base, id))
pev(id, pev_punchangle, g_Recoil[id])
public fw_Weapon_PrimaryAttack_Post(Ent)
static id; id = pev(Ent, pev_owner)
if(!Get_BitVar(g_Had_Base, id))
pev(id, pev_punchangle, Push)
xs_vec_sub(Push, g_Recoil[id], Push)
xs_vec_mul_scalar(Push, RECOIL, Push)
xs_vec_add(Push, g_Recoil[id], Push)
set_pev(id, pev_punchangle, Push)
static Accena; Accena = ACCURACY
Accuracy = (float(100 - ACCURACY) * 1.5) / 100.0
set_pdata_float(Ent, 62, Accuracy, 4);
/* ===============================
------------- SAFETY -------------
=================================*/
public Register_SafetyFunc()
register_event("CurWeapon", "Safety_CurWeapon", "be", "1=1")
RegisterHam(Ham_Spawn, "player", "fw_Safety_Spawn_Post", 1)
RegisterHam(Ham_Killed, "player", "fw_Safety_Killed_Post", 1)
public Register_SafetyFuncBot(id)
RegisterHamFromEntity(Ham_Spawn, id, "fw_Safety_Spawn_Post", 1)
RegisterHamFromEntity(Ham_Killed, id, "fw_Safety_Killed_Post", 1)
public Safety_Connected(id)
Set_BitVar(g_IsConnected, id)
UnSet_BitVar(g_IsAlive, id)
public Safety_Disconnected(id)
UnSet_BitVar(g_IsConnected, id)
UnSet_BitVar(g_IsAlive, id)
public Safety_CurWeapon(id)
static CSW; CSW = read_data(2)
if(g_PlayerWeapon[id] != CSW) g_PlayerWeapon[id] = CSW
public fw_Safety_Spawn_Post(id)
Set_BitVar(g_IsAlive, id)
public fw_Safety_Killed_Post(id)
UnSet_BitVar(g_IsAlive, id)
if(!Get_BitVar(g_IsConnected, id))
if(!Get_BitVar(g_IsAlive, id))
public get_player_weapon(id)
return g_PlayerWeapon[id]
/* ===============================
--------- END OF SAFETY ---------
=================================*/
stock Set_WeaponAnim(id, anim)
set_pev(id, pev_weaponanim, anim)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
write_byte(pev(id, pev_body))
stock Make_BulletHole(id, Float:Origin[3], Float:Damage)
static Decal; Decal = random_num(41, 45)
if(Damage > 100.0) LoopTime = 2
for(new i = 0; i < LoopTime; i++)
// Put decal on "world" (a wall)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_WORLDDECAL)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_GUNSHOTDECAL)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
stock Make_BulletSmoke(id, TrResult)
static Float:vecSrc[3], Float:vecEnd[3], TE_FLAG
get_weapon_attachment(id, vecSrc)
global_get(glb_v_forward, vecEnd)
xs_vec_mul_scalar(vecEnd, 8192.0, vecEnd)
xs_vec_add(vecSrc, vecEnd, vecEnd)
get_tr2(TrResult, TR_vecEndPos, vecSrc)
get_tr2(TrResult, TR_vecPlaneNormal, vecEnd)
xs_vec_mul_scalar(vecEnd, 2.5, vecEnd)
xs_vec_add(vecSrc, vecEnd, vecEnd)
TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
TE_FLAG |= TE_EXPLFLAG_NOSOUND
TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEnd, 0)
engfunc(EngFunc_WriteCoord, vecEnd[0])
engfunc(EngFunc_WriteCoord, vecEnd[1])
engfunc(EngFunc_WriteCoord, vecEnd[2] - 10.0)
write_short(g_SmokePuff_SprId)
stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
static Float:vfEnd[3], viEnd[3]
get_user_origin(id, viEnd, 3)
static Float:fOrigin[3], Float:fAngle[3]
pev(id, pev_origin, fOrigin)
pev(id, pev_view_ofs, fAngle)
xs_vec_add(fOrigin, fAngle, fOrigin)
xs_vec_sub(vfEnd, fOrigin, fAttack)
xs_vec_sub(vfEnd, fOrigin, fAttack)
fRate = fDis / vector_length(fAttack)
xs_vec_mul_scalar(fAttack, fRate, fAttack)
xs_vec_add(fOrigin, fAttack, output)
stock get_position(id,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(id, pev_origin, vOrigin)
pev(id, pev_view_ofs,vUp) //for player
xs_vec_add(vOrigin,vUp,vOrigin)
pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
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 get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3])
new_velocity[0] = origin2[0] - origin1[0]
new_velocity[1] = origin2[1] - origin1[1]
new_velocity[2] = origin2[2] - origin1[2]
new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
stock Set_WeaponIdleTime(id, WeaponId ,Float:TimeIdle)
static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)
set_pdata_float(entwpn, 46, TimeIdle, 4)
set_pdata_float(entwpn, 47, TimeIdle, 4)
set_pdata_float(entwpn, 48, TimeIdle + 0.5, 4)
stock Set_PlayerNextAttack(id, Float:nexttime)
set_pdata_float(id, 83, nexttime, 5)
stock Get_Position(id,Float:forw, Float:right, Float:up, Float:vStart[])
static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_origin, vOrigin)
pev(id, pev_view_ofs,vUp) //for player
xs_vec_add(vOrigin,vUp,vOrigin)
pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
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
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1042\\ f0\\ fs16 \n\\ par }