Smoke grenade

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Tehnik aK
Tehnik aK
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Liitus : 28/03/2013
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PostitamineTehnik aK 28.12.14 19:17

Mul on serverist redirect menüüst eemaldatud smoke grenade ostmine, ehk tavamängija ei saa smoket.
Vip, saab iga round relvad ja kaasa kõik granaadid ,sellega on ka vipppidel smoke granaat.
Kui, saab vip või admin surma saab tavamängija selle granaadi üles korjata, kuidas saaksin sellise plugina ,et tavamängija ei saa smoke üles korjata aga teisi saab. Kui vip ja admin saavad korjata.
Põhimõte on ,et ainult õigustega kasutajatel oleks smoke granaat.
Tonight
Tonight

Smoke grenade Vetera11
Liitus : 19/02/2012
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PostitamineTonight 28.12.14 20:54

Peaks keelama absoluutselt kõik võimalused:
Attachments
Smoke grenade Attachment
vipsmoke.zip You don't have permission to download attachments.(6 Kb) Downloaded 3 times
Tehnik aK
Tehnik aK
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PostitamineTehnik aK 28.12.14 21:25

Saavad ikkka korjata.
Tonight
Tonight

Smoke grenade Vetera11
Liitus : 19/02/2012
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PostitamineTonight 28.12.14 21:57

Tehnik aK kirjutas:Saavad ikkka korjata.
Koht, kust ma võtsin selle, sisaldas sõnumeid Code by Exolent works great. jms. Pakun, et su serveris on mingi probleem, liiguta see plugin plugins.ini kõrgemale kui Real Nade Drops (või mida sa kasutad granaatide droppimiseks).
Tehnik aK
Tehnik aK
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PostitamineTehnik aK 28.12.14 21:59

Panin ta juba proovimisel kõige üles.
Tonight
Tonight

Smoke grenade Vetera11
Liitus : 19/02/2012
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PostitamineTonight 28.12.14 22:06

Mis su default flag on? Vaata amxx.cfg failist.
Näide: amx_default_access "z"
Tehnik aK
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PostitamineTehnik aK 28.12.14 22:16

z ongi
Tehnik aK
Tehnik aK
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PostitamineTehnik aK 06.01.15 22:45

Saab selle siis korda?
Tehnik aK
Tehnik aK
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PostitamineTehnik aK 12.01.15 12:52

Äkki saab siis nii teha, et ei dropigi smoke granaate, vaid ainult teisi.

Kood:

  // CS Grenade Drops on Death (a.k.a. CSNadeDrops) 0.14 by Avalanche
  //
  // When a player dies they will drop the grenades that they had
  // with them onto the ground for other players to pick up. The
  // grenades play a grenade-bouncing sound when they hit the ground
  // and they look just like the real grenades. This plugin was
  // requested by Danjal of the AMXX forums.
  //
  // mp_nadedrops <0|1> - default 1
  // mp_nadedropsounds <0|1> - default 1

  #include <amxmodx>
  #include <engine>
  #include <fun>

  #define VOL_LOW 0.5 // volume used to play nade bouncing sound
  #define NADE_OFFSET 10 // distance (vaguely) between death origin and nade origin

  // DeathMSG
  public event_damage(id) {

    // if player is still alive or plugin is disabled
    if(get_user_health(id) > 0 || get_cvar_num("mp_nadedrops") < 1) {
      return PLUGIN_CONTINUE;
    }

    // if player had HE grenade
    if(hasweapon(id,"weapon_hegrenade") > 0) {
      new grenade = create_entity("info_target"); // create grenade entity
      entity_set_string(grenade,EV_SZ_classname,"fake_hegrenade"); // change name
      entity_set_int(grenade,EV_ENT_owner,id); // set owner
      entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet

      // set grenade entity's size
      new Float:minbox[3] = { -2.5, -2.5, -2.5 }
      new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
      entity_set_vector(grenade,EV_VEC_mins,minbox);
      entity_set_vector(grenade,EV_VEC_maxs,maxbox);

      // set grenade's overall being of a whole
      entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
      entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);

      // set a random angle
      new Float:angles[3] = { 0.0, 0.0, 0.0 };
      angles[1] = float(random_num(0,180));
      entity_set_vector(grenade,EV_VEC_angles,angles);

      // get player's origin
      new Float:origin[3];
      entity_get_vector(id,EV_VEC_origin,origin);
      origin[0] += NADE_OFFSET; // offset

      // set model and origin
      entity_set_model(grenade,"models/w_hegrenade.mdl");
      entity_set_vector(grenade,EV_VEC_origin,origin);
    }

    // if player had smoke grenade
    if(hasweapon(id,"weapon_smokegrenade") > 0) {
      new grenade = create_entity("info_target"); // create grenade entity
      entity_set_string(grenade,EV_SZ_classname,"fake_smokegrenade"); // change name
      entity_set_int(grenade,EV_ENT_owner,id); // set owner
      entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet

      // set grenade entity's size
      new Float:minbox[3] = { -2.5, -2.5, -2.5 }
      new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
      entity_set_vector(grenade,EV_VEC_mins,minbox);
      entity_set_vector(grenade,EV_VEC_maxs,maxbox);

      // set grenade's overall being of a whole
      entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
      entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);

      // set a random angle
      new Float:angles[3] = { 0.0, 0.0, 0.0 };
      angles[1] = float(random_num(0,180));
      entity_set_vector(grenade,EV_VEC_angles,angles);

      // get player's origin
      new Float:origin[3];
      entity_get_vector(id,EV_VEC_origin,origin);
      origin[0] -= NADE_OFFSET; // offset

      // set model and origin
      entity_set_model(grenade,"models/w_smokegrenade.mdl");
      entity_set_vector(grenade,EV_VEC_origin,origin);
    }

    // if player had at least one flashbang
    if(hasweapon(id,"weapon_flashbang") > 0) {
      new grenade = create_entity("info_target"); // create grenade entity
      entity_set_string(grenade,EV_SZ_classname,"fake_flashbang"); // change name
      entity_set_int(grenade,EV_ENT_owner,id); // set owner
      entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet

      // set grenade entity's size
      new Float:minbox[3] = { -2.5, -2.5, -2.5 }
      new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
      entity_set_vector(grenade,EV_VEC_mins,minbox);
      entity_set_vector(grenade,EV_VEC_maxs,maxbox);

      // set grenade's overall being of a whole
      entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
      entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);

      // set a random angle
      new Float:angles[3] = { 0.0, 0.0, 0.0 };
      angles[1] = float(random_num(0,180));
      entity_set_vector(grenade,EV_VEC_angles,angles);

      // get player's origin
      new Float:origin[3];
      entity_get_vector(id,EV_VEC_origin,origin);
      origin[1] += NADE_OFFSET; // offset

      // set model and origin
      entity_set_model(grenade,"models/w_flashbang.mdl");
      entity_set_vector(grenade,EV_VEC_origin,origin);
    }

    // if player had two flashbangs, drop another
    if(hasweapon(id,"weapon_flashbang") > 1) {
      new grenade = create_entity("info_target"); // create grenade entity
      entity_set_string(grenade,EV_SZ_classname,"fake_flashbang"); // change name
      entity_set_int(grenade,EV_ENT_owner,id); // set owner
      entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet

      // set grenade entity's size
      new Float:minbox[3] = { -2.5, -2.5, -2.5 }
      new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
      entity_set_vector(grenade,EV_VEC_mins,minbox);
      entity_set_vector(grenade,EV_VEC_maxs,maxbox);

      // set grenade's overall being of a whole
      entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
      entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);

      // set a random angle
      new Float:angles[3] = { 0.0, 0.0, 0.0 };
      angles[1] = float(random_num(0,180));
      entity_set_vector(grenade,EV_VEC_angles,angles);

      // get player's origin
      new Float:origin[3];
      entity_get_vector(id,EV_VEC_origin,origin);
      origin[1] -= NADE_OFFSET; // offset

      // set model and origin
      entity_set_model(grenade,"models/w_flashbang.mdl");
      entity_set_vector(grenade,EV_VEC_origin,origin);
    }

    return PLUGIN_CONTINUE;
  }

  // ResetHUD
  public event_resethud(id) {
    if(is_user_connected(id) == 1 && get_user_team(id) < 3) {
      set_task(0.5,"checkalive",id); // delay, because client is technically dead on ResetHUD
    }
  }

  // check if user is alive
  public checkalive(id) {
    if(is_user_alive(id) == 1) { // if so
      clear_nades(id); // clear nades (they just spawned)
    }
  }

  // entity touching
  public pfn_touch(ptr,ptd) {
    if(!is_valid_ent(ptd)) { // invalid toucher
      return PLUGIN_CONTINUE;
    }

    new classname[32];
    entity_get_string(ptd,EV_SZ_classname,classname,31); // get name of toucher

    new bounced = entity_get_int(ptd,EV_INT_iuser1); // bounced yet?

    // check if one of our fake grenades is colliding with world and mp_nadedropsounds is positive
    if((equal(classname,"fake_hegrenade") || equal(classname,"fake_flashbang") || equal(classname,"fake_smokegrenade")) && ptr == 0 && bounced == 0 && get_cvar_num("mp_nadedropsounds") > 0) {
      emit_sound(ptd,CHAN_ITEM,"weapons/he_bounce-1.wav",VOL_LOW,ATTN_NORM,0,PITCH_LOW); // play sound
      entity_set_int(ptd,EV_INT_iuser1,1); // has bounced
      return PLUGIN_CONTINUE;
    }

    // now check for more invalid entities or players
    if(!is_valid_ent(ptr) || !is_valid_ent(ptd) || !is_user_connected(ptd)) {
      return PLUGIN_CONTINUE;
    }

    entity_get_string(ptr,EV_SZ_classname,classname,31); // get name of touched

    // if player is touching hegrenade and doesn't have one
    if(equal(classname,"fake_hegrenade") && hasweapon(ptd,"weapon_hegrenade") == 0) {
      give_item(ptd,"weapon_hegrenade");
      remove_entity(ptr);
      return PLUGIN_CONTINUE;
    }

    // if player is touching smokegrenade and doesn't have one
    if(equal(classname,"fake_smokegrenade") && hasweapon(ptd,"weapon_smokegrenade") == 0) {
      give_item(ptd,"weapon_smokegrenade");
      remove_entity(ptr);
      return PLUGIN_CONTINUE;
    }

    // if player is touching flashbang and has room for another
    if(equal(classname,"fake_flashbang") && hasweapon(ptd,"weapon_flashbang") < 2) {
      give_item(ptd,"weapon_flashbang");
      remove_entity(ptr);
      return PLUGIN_CONTINUE;
    }

    return PLUGIN_CONTINUE;
  }

  // client disconnection
  public client_disconnect(id) {
    clear_nades(id);
  }

  // function to check if player has a specific weapon.
  // returns the amount of ammo for that weapon in backpack.
  // we use this so we can check for multiple flashbangs as well
  public hasweapon(id,weaponname[32]) {
    if(is_user_connected(id) == 0 || get_user_team(id) > 2) {
      return 0;
    }

    new weapons[32], num;
    get_user_weapons(id,weapons,num); // get weapons

    new foundweapon; // if we found the weapon yet (and if we did how much ammo for it)

    // loop through weapons
    for(new i=0;i<num;i++) {
      new checkweaponname[32];
      get_weaponname(weapons[i],checkweaponname,31);

      if(equal(weaponname,checkweaponname)) { // compare names
        new clip, ammo; // clip and ammo
        get_user_ammo(id,weapons[i],clip,ammo); // get clip and ammo
        foundweapon = ammo; // return amount in clip (for multiple FBs)
        break;
      }
    }

    return foundweapon;
  }

  // clear user's grenades
  public clear_nades(id) {
    new currnade;

    // go through fake HE grenades
    currnade = -1;
    while((currnade = find_ent_by_class(currnade,"fake_hegrenade")) > 0) {
      if(entity_get_int(currnade,EV_ENT_owner) == id) {
        remove_entity(currnade);
      }
    }

    // go through fake smoke grenades
    currnade = -1;
    while((currnade = find_ent_by_class(currnade,"fake_smokegrenade")) > 0) {
      if(entity_get_int(currnade,EV_ENT_owner) == id) {
        remove_entity(currnade);
      }
    }

    // go through fake flashbangs
    currnade = -1;
    while((currnade = find_ent_by_class(currnade,"fake_flashbang")) > 0) {
      if(entity_get_int(currnade,EV_ENT_owner) == id) {
        remove_entity(currnade);
      }
    }
  }

  // plugin precache
  public plugin_precache() {
    precache_model("models/w_hegrenade.mdl");
    precache_model("models/w_flashbang.mdl");
    precache_model("models/w_smokegrenade.mdl");
    precache_sound("weapons/he_bounce-1.wav");
  }

  // plugin initiation
  public plugin_init() {
    register_plugin("CSNadeDrops","0.14","Avalanche");
    console_print(0,"* CSNadeDrops 0.14 by Avalanche");

    register_event("Damage","event_damage","b","2!0"); // damage event
    register_event("ResetHUD","event_resethud","b"); // reset HUD event

    register_cvar("mp_nadedrops","1",FCVAR_PRINTABLEONLY); // cvar to disable/enable plugin
    register_cvar("mp_nadedropsounds","1",FCVAR_PRINTABLEONLY); // cvar to disable/enable nade drop sounds

    // get the mod's name
    new modname[32];
    get_modname(modname,31);

    // if this isn't Counter-Strike
    if(!equal(modname,"cstrike")) {
      pause("ae"); // lock the plugin
    }
  }
Tonight
Tonight

Smoke grenade Vetera11
Liitus : 19/02/2012
Postitusi : 18000

PostitamineTonight 12.01.15 22:52

See on ainus võimalus ilmselt jah, kuna granaatidel puudub 'drop' käsklus. Üritan homme ära teha, täna ei ole aega kahjuks.
Tehnik aK
Tehnik aK
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Liitus : 28/03/2013
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PostitamineTehnik aK 12.01.15 23:00

OOtan
Tonight
Tonight

Smoke grenade Vetera11
Liitus : 19/02/2012
Postitusi : 18000

PostitamineTonight 12.01.15 23:03

Tehnik aK kirjutas:OOtan
Proovi seni ise teha, aeg läheb kiiremini.
Tehnik aK
Tehnik aK
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Liitus : 28/03/2013
Postitusi : 453

PostitamineTehnik aK 12.01.15 23:11

Ausalt ütlen kustuasin paar asja ära failist, siis compiilimisel viga
Tonight
Tonight

Smoke grenade Vetera11
Liitus : 19/02/2012
Postitusi : 18000

PostitamineTonight 12.01.15 23:47

Kood:
#include <amxmodx>
#include <engine>
#include <fun>

#define VOL_LOW 0.5 // volume used to play nade bouncing sound
#define NADE_OFFSET 10 // distance (vaguely) between death origin and nade origin

// DeathMSG
public event_damage(id) {

   // if player is still alive or plugin is disabled
   if(get_user_health(id) > 0 || get_cvar_num("mp_nadedrops") < 1) {
      return PLUGIN_CONTINUE;
   }

   // if player had HE grenade
   if(hasweapon(id,"weapon_hegrenade") > 0) {
      new grenade = create_entity("info_target"); // create grenade entity
      entity_set_string(grenade,EV_SZ_classname,"fake_hegrenade"); // change name
      entity_set_int(grenade,EV_ENT_owner,id); // set owner
      entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet

      // set grenade entity's size
      new Float:minbox[3] = { -2.5, -2.5, -2.5 }
      new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
      entity_set_vector(grenade,EV_VEC_mins,minbox);
      entity_set_vector(grenade,EV_VEC_maxs,maxbox);

      // set grenade's overall being of a whole
      entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
      entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);

      // set a random angle
      new Float:angles[3] = { 0.0, 0.0, 0.0 };
      angles[1] = float(random_num(0,180));
      entity_set_vector(grenade,EV_VEC_angles,angles);

      // get player's origin
      new Float:origin[3];
      entity_get_vector(id,EV_VEC_origin,origin);
      origin[0] += NADE_OFFSET; // offset

      // set model and origin
      entity_set_model(grenade,"models/w_hegrenade.mdl");
      entity_set_vector(grenade,EV_VEC_origin,origin);
   }

   // if player had at least one flashbang
   if(hasweapon(id,"weapon_flashbang") > 0) {
      new grenade = create_entity("info_target"); // create grenade entity
      entity_set_string(grenade,EV_SZ_classname,"fake_flashbang"); // change name
      entity_set_int(grenade,EV_ENT_owner,id); // set owner
      entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet

      // set grenade entity's size
      new Float:minbox[3] = { -2.5, -2.5, -2.5 }
      new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
      entity_set_vector(grenade,EV_VEC_mins,minbox);
      entity_set_vector(grenade,EV_VEC_maxs,maxbox);

      // set grenade's overall being of a whole
      entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
      entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);

      // set a random angle
      new Float:angles[3] = { 0.0, 0.0, 0.0 };
      angles[1] = float(random_num(0,180));
      entity_set_vector(grenade,EV_VEC_angles,angles);

      // get player's origin
      new Float:origin[3];
      entity_get_vector(id,EV_VEC_origin,origin);
      origin[1] += NADE_OFFSET; // offset

      // set model and origin
      entity_set_model(grenade,"models/w_flashbang.mdl");
      entity_set_vector(grenade,EV_VEC_origin,origin);
   }

   // if player had two flashbangs, drop another
   if(hasweapon(id,"weapon_flashbang") > 1) {
      new grenade = create_entity("info_target"); // create grenade entity
      entity_set_string(grenade,EV_SZ_classname,"fake_flashbang"); // change name
      entity_set_int(grenade,EV_ENT_owner,id); // set owner
      entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet

      // set grenade entity's size
      new Float:minbox[3] = { -2.5, -2.5, -2.5 }
      new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
      entity_set_vector(grenade,EV_VEC_mins,minbox);
      entity_set_vector(grenade,EV_VEC_maxs,maxbox);

      // set grenade's overall being of a whole
      entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
      entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);

      // set a random angle
      new Float:angles[3] = { 0.0, 0.0, 0.0 };
      angles[1] = float(random_num(0,180));
      entity_set_vector(grenade,EV_VEC_angles,angles);

      // get player's origin
      new Float:origin[3];
      entity_get_vector(id,EV_VEC_origin,origin);
      origin[1] -= NADE_OFFSET; // offset

      // set model and origin
      entity_set_model(grenade,"models/w_flashbang.mdl");
      entity_set_vector(grenade,EV_VEC_origin,origin);
   }

   return PLUGIN_CONTINUE;
}

// ResetHUD
public event_resethud(id) {
   if(is_user_connected(id) == 1 && get_user_team(id) < 3) {
      set_task(0.5,"checkalive",id); // delay, because client is technically dead on ResetHUD
   }
}

// check if user is alive
public checkalive(id) {
   if(is_user_alive(id) == 1) { // if so
      clear_nades(id); // clear nades (they just spawned)
   }
}

// entity touching
public pfn_touch(ptr,ptd) {
   if(!is_valid_ent(ptd)) { // invalid toucher
      return PLUGIN_CONTINUE;
   }

   new classname[32];
   entity_get_string(ptd,EV_SZ_classname,classname,31); // get name of toucher

   new bounced = entity_get_int(ptd,EV_INT_iuser1); // bounced yet?

   // check if one of our fake grenades is colliding with world and mp_nadedropsounds is positive
   if((equal(classname,"fake_hegrenade") || equal(classname,"fake_flashbang") && ptr == 0 && bounced == 0 && get_cvar_num("mp_nadedropsounds") > 0)) {
      emit_sound(ptd,CHAN_ITEM,"weapons/he_bounce-1.wav",VOL_LOW,ATTN_NORM,0,PITCH_LOW); // play sound
      entity_set_int(ptd,EV_INT_iuser1,1); // has bounced
      return PLUGIN_CONTINUE;
   }   

   // now check for more invalid entities or players
   if(!is_valid_ent(ptr) || !is_valid_ent(ptd) || !is_user_connected(ptd)) {
      return PLUGIN_CONTINUE;
   }

   entity_get_string(ptr,EV_SZ_classname,classname,31); // get name of touched

   // if player is touching hegrenade and doesn't have one
   if(equal(classname,"fake_hegrenade") && hasweapon(ptd,"weapon_hegrenade") == 0) {
      give_item(ptd,"weapon_hegrenade");
      remove_entity(ptr);
      return PLUGIN_CONTINUE;
   }

   // if player is touching flashbang and has room for another
   if(equal(classname,"fake_flashbang") && hasweapon(ptd,"weapon_flashbang") < 2) {
      give_item(ptd,"weapon_flashbang");
      remove_entity(ptr);
      return PLUGIN_CONTINUE;
   }

   return PLUGIN_CONTINUE;
}

// client disconnection
public client_disconnect(id) {
   clear_nades(id);
}

// function to check if player has a specific weapon.
// returns the amount of ammo for that weapon in backpack.
// we use this so we can check for multiple flashbangs as well
public hasweapon(id,weaponname[32]) {
   if(is_user_connected(id) == 0 || get_user_team(id) > 2) {
      return 0;
   }

   new weapons[32], num;
   get_user_weapons(id,weapons,num); // get weapons

   new foundweapon; // if we found the weapon yet (and if we did how much ammo for it)

   // loop through weapons
   for(new i=0;i<num;i++) {
      new checkweaponname[32];
      get_weaponname(weapons[i],checkweaponname,31);

      if(equal(weaponname,checkweaponname)) { // compare names
         new clip, ammo; // clip and ammo
         get_user_ammo(id,weapons[i],clip,ammo); // get clip and ammo
         foundweapon = ammo; // return amount in clip (for multiple FBs)
         break;
      }
   }

   return foundweapon;
}

// clear user's grenades
public clear_nades(id) {
   new currnade;

   // go through fake HE grenades
   currnade = -1;
   while((currnade = find_ent_by_class(currnade,"fake_hegrenade")) > 0) {
      if(entity_get_int(currnade,EV_ENT_owner) == id) {
         remove_entity(currnade);
      }
   }

   // go through fake flashbangs
   currnade = -1;
   while((currnade = find_ent_by_class(currnade,"fake_flashbang")) > 0) {
      if(entity_get_int(currnade,EV_ENT_owner) == id) {
         remove_entity(currnade);
      }
   }
}

// plugin precache
public plugin_precache() {
   precache_model("models/w_hegrenade.mdl");
   precache_model("models/w_flashbang.mdl");
   precache_sound("weapons/he_bounce-1.wav");
}

// plugin initiation
public plugin_init() {
   register_plugin("CSNadeDrops","0.14","Avalanche");

   register_event("Damage","event_damage","b","2!0"); // damage event
   register_event("ResetHUD","event_resethud","b"); // reset HUD event

   register_cvar("mp_nadedrops","1",FCVAR_PRINTABLEONLY); // cvar to disable/enable plugin
   register_cvar("mp_nadedropsounds","1",FCVAR_PRINTABLEONLY); // cvar to disable/enable nade drop sounds

   // get the mod's name
   new modname[32];
   get_modname(modname,31);

   // if this isn't Counter-Strike
   if(!equal(modname,"cstrike")) {
      pause("ae"); // lock the plugin
   }
}
Tehnik aK
Tehnik aK
Komeet
Liitus : 28/03/2013
Postitusi : 453

PostitamineTehnik aK 13.01.15 1:08

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