Keela relvade drop

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Koke#6
Koke#6

Liitus : 30/04/2014
Postitusi : 1306

PostitamineKoke#6 08.01.15 12:05

Kuidas keelata kõikide esemete drop (peale pommi)? Probleem selles, et surres jäävad relvad maha.
Tonight
Tonight

Keela relvade drop Vetera11
Liitus : 19/02/2012
Postitusi : 18000

PostitamineTonight 08.01.15 12:23

Kood:
#include <amxmodx>
#include <fakemeta>
#include <cstrike>

// plugin's main information
#define PLUGIN_NAME "No Weapon Drop"
#define PLUGIN_VERSION "0.1"
#define PLUGIN_AUTHOR "VEN"

// state CVar name and default value
#define CVAR_STATE_NAME "nwd_state"
#define CVAR_STATE_DEF "7"

// teams CVar name and default value
#define CVAR_TEAMS_NAME "nwd_teams"
#define CVAR_TEAMS_DEF "3"

// allow CVar name and default value
#define CVAR_ALLOW_NAME "nwd_allow"
#define CVAR_ALLOW_DEF "65"

// state flags
#define FLAG_ALIVE (1<<0)
#define FLAG_DEAD (1<<1)
#define FLAG_DISCONNECT (1<<2)

// team flags
#define FLAG_T (1<<0)
#define FLAG_CT (1<<1)

// custom indexes
#define DEFUSER 0
#define SHIELD 2

#define CONTAIN_FLAG_OF_INDEX(%1,%2) ((%1) & (1<<(%2)))

new const g_wbox_class[] = "weaponbox"
new const g_shield_class[] = "weapon_shield"
new const g_wbox_model[] = "models/w_weaponbox.mdl"
new const g_model_prefix[] = "models/w_"

#define CLIENT_START_INDEX 1

new g_max_clients
new g_max_entities

new g_pcvar_state
new g_pcvar_teams
new g_pcvar_allow

public plugin_init() {
   register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR)

   g_pcvar_state = register_cvar(CVAR_STATE_NAME, CVAR_STATE_DEF)
   g_pcvar_teams = register_cvar(CVAR_TEAMS_NAME, CVAR_TEAMS_DEF)
   g_pcvar_allow = register_cvar(CVAR_ALLOW_NAME, CVAR_ALLOW_DEF)

   register_forward(FM_SetModel, "forward_set_model")
   register_event("DeathMsg", "event_death", "a")

   g_max_clients = global_get(glb_maxClients)
   g_max_entities = global_get(glb_maxEntities)
}

public forward_set_model(ent, const model[]) {
   if (!pev_valid(ent) || !equali(model, g_model_prefix, sizeof g_model_prefix - 1) || equali(model, g_wbox_model))
      return FMRES_IGNORED

   new id = pev(ent, pev_owner)
   if (!(CLIENT_START_INDEX <= id <= g_max_clients))
      return FMRES_IGNORED

   new weapon
   static class[32]
   pev(ent, pev_classname, class, sizeof class - 1)
   if (equal(class, g_shield_class))
      weapon = SHIELD
   else if (!equal(class, g_wbox_class))
      return FMRES_IGNORED

   new cvar_state = get_pcvar_num(g_pcvar_state)
   new cvar_teams = get_pcvar_num(g_pcvar_teams)
   new cvar_allow = get_pcvar_num(g_pcvar_allow)
   if (cvar_state <= 0 || cvar_teams <= 0)
      return FMRES_IGNORED

   new state_, team
   if (!is_user_connected(id)) {
      state_ = FLAG_DISCONNECT
      team = FLAG_T // on disconnect only T can drop weapon (the bomb only)
   }
   else if (!is_user_alive(id))
      state_ = FLAG_DEAD
   else
      state_ = FLAG_ALIVE

   if (!(cvar_state & state_))
      return FMRES_IGNORED

   if (state_ != FLAG_DISCONNECT) {
      switch (cs_get_user_team(id)) {
         case CS_TEAM_T : team = FLAG_T
         case CS_TEAM_CT: team = FLAG_CT
      }
   }

   if (!(cvar_teams & team))
      return FMRES_IGNORED

   if (weapon == SHIELD) {
      if (!CONTAIN_FLAG_OF_INDEX(cvar_allow, SHIELD)) {
         set_pev(ent, pev_effects, EF_NODRAW)
         set_task(0.1, "task_remove_shield", ent) // we even can't use nextthink, that will not work
      }

      return FMRES_IGNORED
   }

   for (new i = g_max_clients + 1; i < g_max_entities; ++i) {
      if (!pev_valid(i) || ent != pev(i, pev_owner))
         continue

      if (!CONTAIN_FLAG_OF_INDEX(cvar_allow, cs_get_weapon_id(i)))
         dllfunc(DLLFunc_Think, ent)
   
      return FMRES_IGNORED
   }

   return FMRES_IGNORED
}

public event_death() {
   new id = read_data(2)
   if (!(get_pcvar_num(g_pcvar_state) & FLAG_DEAD) || !(get_pcvar_num(g_pcvar_teams) & FLAG_CT) || !cs_get_user_defuse(id))
      return

   if (CONTAIN_FLAG_OF_INDEX(get_pcvar_num(g_pcvar_allow), DEFUSER))
      return

   cs_set_user_defuse(id, 0)
   set_pev(id, pev_body, 0) // backward compatibility
}

public task_remove_shield(ent) {
   dllfunc(DLLFunc_Think, ent)
}

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