skull deagle base builder cevirirmisiniz
PHP- Kodu:
#include <amxmodx>#include <engine>#include <fakemeta>#include <fun>#include <hamsandwich>#include <xs>#include <cstrike>#include <zombieplague>#include <fakemeta_util>#include <amxmisc>
new g_mode[33]#define BLOOD_SM_NUM 8#define ENG_NULLENT -1#define EV_INT_WEAPONKEY EV_INT_impulse#define SKULL1_WEAPONKEY 901#define MAX_PLAYERS 32#define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)
const USE_STOPPED = 0const OFFSET_ACTIVE_ITEM = 373const OFFSET_WEAPONOWNER = 41const OFFSET_LINUX = 5const OFFSET_LINUX_WEAPONS = 4#define BLOOD_STREAM_RED 70#define WEAP_LINUX_XTRA_OFF 4#define m_fKnown 44#define m_flNextPrimaryAttack 46#define m_flTimeWeaponIdle 48#define m_iClip 51#define m_fInReload 54#define PLAYER_LINUX_XTRA_OFF 5#define m_flNextAttack 83#define BLOOD_LG_NUM 2#define SKULL1_RELOAD_TIME 2.0const UNIT_SECOND = ( 1 << 12 )
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_USP)|(1<<CSW_DEAGLE)|(1<<CSW_GLOCK18)|(1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10", "weapon_aug", "weapon_smokegrenade", "weapon_sg550", "weapon_fiveseven", "weapon_ump45", "weapon_elite", "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249", "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552", "weapon_elite", "weapon_knife", "weapon_p90" }
new const Fire_Sounds[][] = { "weapons/skull1-1.wav", "weapons/skull1-1.wav" }new const GUNSHOT_DECALS[] = { 41, 42, 43, 44, 45 }
new SKULL1_V_MODEL[64] = "models/csplague.com/v_skull1.mdl"new SKULL1_P_MODEL[64] = "models/csplague.com/p_skull1.mdl"new SKULL1_W_MODEL[64] = "models/csplague.com/w_skull1.mdl"
new cvar_dmg_skull1, g_itemid_skull1, cvar_clip_skull1, cvar_skull1_ammonew g_has_skull1[33]new g_MaxPlayers, g_orig_event_skull1, g_clip_ammo[33]new m_iBlood[2]new g_skull1_TmpClip[33]new g_Reload[33] , oldweap[33]new blood_small_red[BLOOD_SM_NUM], blood_large_red[BLOOD_LG_NUM]new gmsgScreenShake
public plugin_init(){ register_plugin("[ZP] Weapon: SKULL1", "1.0", "xD") register_message(get_user_msgid("DeathMsg"), "message_DeathMsg") register_event("CurWeapon","CurrentWeapon","be","1=1") RegisterHam(Ham_Item_AddToPlayer, "weapon_deagle", "fw_SKULL1_AddToPlayer") RegisterHam(Ham_Use, "func_tank", "fw_UseStationary_Post", 1) RegisterHam(Ham_Use, "func_tankmortar", "fw_UseStationary_Post", 1) RegisterHam(Ham_Use, "func_tankrocket", "fw_UseStationary_Post", 1) RegisterHam(Ham_Use, "func_tanklaser", "fw_UseStationary_Post", 1) for (new i = 1; i < sizeof WEAPONENTNAMES; i++) if (WEAPONENTNAMES[i][0]) RegisterHam(Ham_Item_Deploy, WEAPONENTNAMES[i], "fw_Item_Deploy_Post", 1) RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_deagle", "fw_SKULL1_PrimaryAttack") RegisterHam(Ham_Item_PostFrame, "weapon_deagle", "SKULL1__ItemPostFrame"); RegisterHam(Ham_Weapon_Reload, "weapon_deagle", "SKULL1__Reload"); RegisterHam(Ham_Weapon_Reload, "weapon_deagle", "SKULL1__Reload_Post", 1); RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") register_forward(FM_SetModel, "fw_SetModel") register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1) register_forward(FM_PlaybackEvent, "fwPlaybackEvent") register_forward(FM_CmdStart, "fw_CmdStart") register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0")
gmsgScreenShake = get_user_msgid ("ScreenShake")
cvar_dmg_skull1 = register_cvar("zp_skull1_dmg", "150.0") cvar_clip_skull1 = register_cvar("zp_skull1_clip", "7") cvar_skull1_ammo = register_cvar("zp_skull1_ammo", "70")
g_itemid_skull1 = zp_register_extra_item("Ïèñòîëåò \wSkull Deagle", 25, ZP_TEAM_HUMAN)
blood_large_red = {204,205} blood_small_red = {190,191,192,193,194,195,196,197} g_MaxPlayers = get_maxplayers()}
public plugin_precache(){ precache_model(SKULL1_V_MODEL) precache_model(SKULL1_P_MODEL) precache_model(SKULL1_W_MODEL) precache_sound("weapons/skull1_draw.wav") precache_sound("weapons/skull1_clipout.wav") precache_sound(Fire_Sounds[0]) m_iBlood[0] = precache_model("sprites/blood.spr") m_iBlood[1] = precache_model("sprites/bloodspray.spr") register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1)}public plugin_natives(){ register_native("give_weapon_inf", "native_give_weapon_add", 1)}
public fwPrecacheEvent_Post(type, const name[]){ if(equal("events/deagle.sc", name)) { g_orig_event_skull1 = get_orig_retval() return FMRES_HANDLED } return FMRES_IGNORED}
public Event_NewRound(){ for(new i; i <=32; i++) g_Reload[i] = 0}
public fw_SetModel(entity, model[]){ if(!is_valid_ent(entity)) return FMRES_IGNORED; static szClassName[33] entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName)) if(!equal(szClassName, "weaponbox")) return FMRES_IGNORED; static iOwner iOwner = entity_get_edict(entity, EV_ENT_owner) if(equal(model, "models/w_deagle.mdl")) { static iStoredSVDID iStoredSVDID = find_ent_by_owner(ENG_NULLENT, "weapon_deagle", entity) if(!is_valid_ent(iStoredSVDID)) return FMRES_IGNORED; if(g_has_skull1[iOwner]) { entity_set_int(iStoredSVDID, EV_INT_WEAPONKEY, SKULL1_WEAPONKEY) g_has_skull1[iOwner] = false entity_set_model(entity, SKULL1_W_MODEL) return FMRES_SUPERCEDE; } } return FMRES_IGNORED;}
public give_skull1(id){ drop_weapons(id, 1); new iWep2 = give_item(id,"weapon_deagle") if( iWep2 > 0 ) { cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_skull1)) cs_set_user_bpammo (id, CSW_DEAGLE, get_pcvar_num(cvar_skull1_ammo)) } if(get_user_weapon(id) == CSW_DEAGLE) { UTIL_PlayWeaponAnimation(id, 7) set_pdata_float(id, m_flNextAttack, 1.3, PLAYER_LINUX_XTRA_OFF) } g_has_skull1[id] = true;}
public fw_CmdStart(id, uc_handle, seed){ if(!is_user_alive(id)) return PLUGIN_HANDLED
if(g_Reload[id]) return PLUGIN_HANDLED
if(!g_has_skull1[id]) return PLUGIN_HANDLED
if((get_uc(uc_handle, UC_Buttons) & IN_ATTACK2) && !(pev(id, pev_oldbuttons) & IN_ATTACK2)) { new szClip, szAmmo new szWeapID = get_user_weapon(id, szClip, szAmmo) if(szWeapID == CSW_DEAGLE && g_has_skull1[id] && szClip > 0) { if(g_mode[id] == 0) { g_mode[id] = 1 set_task(0.1,"fire_id",id) replace_weapon_models(id,CSW_DEAGLE) } else { remove_task(id) g_mode[id] = 0 replace_weapon_models(id,CSW_DEAGLE) } } } return PLUGIN_HANDLED}
public fire_id(id){ if(!is_user_alive(id)) return;
if(g_mode[id] == 1 && g_Reload[id] == 0 && is_user_alive(id) && !zp_get_user_zombie(id)) { new szClip, szAmmo new szWeapID = get_user_weapon(id, szClip, szAmmo) if(szClip > 1 && szWeapID == CSW_DEAGLE) { UTIL_PlayWeaponAnimation(id, random_num(4, 5)) // Hopm UTIL_ScreenShake( id, UNIT_SECOND*7, UNIT_SECOND*3, UNIT_SECOND*6 ) make_blood_and_bulletholes(id) new ak = find_ent_by_owner ( -1, "weapon_deagle", id ) set_pdata_int ( ak, 51, szClip - 1, 4 ) static Float:punchAngle[3]; punchAngle[0] = float(random_num(-10, 10)) / 100.0; punchAngle[1] = float(random_num(-300, 300)) / 100.0; punchAngle[2] = 0.0; set_pev(id, pev_punchangle, punchAngle); set_task(0.1,"fire_id",id) } else if(szClip == 1 && szWeapID == CSW_DEAGLE) { new num num = random_num(1,2) if(num == 1) UTIL_PlayWeaponAnimation(id, 4) if(num == 2) UTIL_PlayWeaponAnimation(id, 5) make_blood_and_bulletholes(id) new ak = find_ent_by_owner ( -1, "weapon_deagle", id ) set_pdata_int ( ak, 51, szClip - 1, 4 ) static Float:punchAngle[3]; punchAngle[0] = float(random_num(-10, 10)) / 100.0; punchAngle[1] = float(random_num(-150, 150)) / 100.0; punchAngle[2] = 0.0; set_pev(id, pev_punchangle, punchAngle); set_task(0.1,"fire_id",id) } else if(szClip == 0 && szWeapID == CSW_DEAGLE) { UTIL_PlayWeaponAnimation(id, 6) } }}
UTIL_ScreenShake( Player, iAmplitude, iDuration, iFrequency ){ message_begin( MSG_ONE, gmsgScreenShake, _, Player ) write_short( iAmplitude ) write_short( iDuration ) write_short( iFrequency ) message_end( )}
public fw_SKULL1_AddToPlayer(SKULL1, id){ if(!is_valid_ent(SKULL1) || !is_user_connected(id)) return HAM_IGNORED; if(entity_get_int(SKULL1, EV_INT_WEAPONKEY) == SKULL1_WEAPONKEY) { g_has_skull1[id] = true entity_set_int(SKULL1, EV_INT_WEAPONKEY, 0) return HAM_HANDLED; } return HAM_IGNORED;}
public fw_UseStationary_Post(entity, caller, activator, use_type){ if (use_type == USE_STOPPED && is_user_connected(caller)) replace_weapon_models(caller, get_user_weapon(caller))}
public fw_Item_Deploy_Post(weapon_ent){ static owner owner = fm_cs_get_weapon_ent_owner(weapon_ent) static weaponid weaponid = cs_get_weapon_id(weapon_ent) replace_weapon_models(owner, weaponid)}
public CurrentWeapon(id){ replace_weapon_models(id, read_data(2))}
replace_weapon_models(id, weaponid){ if(weaponid == CSW_DEAGLE) { if (zp_get_user_zombie(id) || zp_get_user_survivor(id)) return; if(g_has_skull1[id]) { if(g_mode[id] == 0) { set_pev(id, pev_viewmodel2, SKULL1_V_MODEL) set_pev(id, pev_weaponmodel2, SKULL1_P_MODEL) } if(oldweap[id] != CSW_DEAGLE) { UTIL_PlayWeaponAnimation(id, 7) set_pdata_float(id, m_flNextAttack, 1.3, PLAYER_LINUX_XTRA_OFF) } } else g_mode[id] = 0 } if(weaponid != CSW_DEAGLE) g_Reload[id] = 0
if(weaponid != CSW_DEAGLE) remove_task(id) oldweap[id] = weaponid}
public fw_UpdateClientData_Post(Player, SendWeapons, CD_Handle){ if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_DEAGLE) || !g_has_skull1[Player]) return FMRES_IGNORED set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001) return FMRES_HANDLED}
public fw_SKULL1_PrimaryAttack(Weapon){ new Player = get_pdata_cbase(Weapon, 41, 4) new id = Player
if (!g_has_skull1[Player]) return HAM_IGNORED;
if(get_user_weapon(Player) == CSW_DEAGLE) {
g_clip_ammo[Player] = cs_get_weapon_ammo(Weapon)
new szClip, szAmmo new szWeapID = get_user_weapon(id, szClip, szAmmo) if(szClip <= 0) return HAM_IGNORED;
if(szWeapID == CSW_DEAGLE && g_has_skull1[id]) { remove_task(Player) g_mode[Player] = 0 replace_weapon_models(Player,CSW_DEAGLE) new num num = random_num(1,2) if(num == 1) UTIL_PlayWeaponAnimation(id, 2) if(num == 2) UTIL_PlayWeaponAnimation(id, 3) static Float:punchAngle[3]; punchAngle[0] = float(random_num(-500, 0)) / 100.0; punchAngle[1] = float(random_num(-20, 20)) / 100.0; punchAngle[2] = 0.0; make_blood_and_bulletholes(id) set_pev(id, pev_punchangle, punchAngle); g_mode[id] = 0 set_pdata_float(id, m_flNextAttack, 0.3, PLAYER_LINUX_XTRA_OFF) new ak = find_ent_by_owner ( -1, "weapon_deagle", id ) set_pdata_int ( ak, 51, szClip - 1, 4 ) remove_task(id) } } return HAM_SUPERCEDE;}
public fwPlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2){ if ((eventid != g_orig_event_skull1)) return FMRES_IGNORED if (!(1 <= invoker <= g_MaxPlayers)) return FMRES_IGNORED
playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2) return FMRES_SUPERCEDE}
public fw_TakeDamage(victim, inflictor, attacker, Float:damage){ if (victim != attacker && is_user_connected(attacker)) { if(get_user_weapon(attacker) == CSW_DEAGLE) { if(g_has_skull1[attacker]) SetHamParamFloat(4, get_pcvar_float(cvar_dmg_skull1)) } }}
public message_DeathMsg(msg_id, msg_dest, id){ static szTruncatedWeapon[33], iAttacker, iVictim get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon)) iAttacker = get_msg_arg_int(1) iVictim = get_msg_arg_int(2) if(!is_user_connected(iAttacker) || iAttacker == iVictim) return PLUGIN_CONTINUE if(equal(szTruncatedWeapon, "deagle") && get_user_weapon(iAttacker) == CSW_DEAGLE) { if(g_has_skull1[iAttacker]) set_msg_arg_string(4, "skull1") } return PLUGIN_CONTINUE}
stock fm_cs_get_current_weapon_ent(id){ return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_LINUX);}
stock fm_cs_get_weapon_ent_owner(ent){ return get_pdata_cbase(ent, OFFSET_WEAPONOWNER, OFFSET_LINUX_WEAPONS);}
stock UTIL_PlayWeaponAnimation(const Player, const Sequence){ set_pev(Player, pev_weaponanim, Sequence) message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player) write_byte(Sequence) write_byte(pev(Player, pev_body)) message_end()}
stock make_blood_and_bulletholes(id){ new aimOrigin[3], target, body get_user_origin(id, aimOrigin, 3) get_user_aiming(id, target, body)
engfunc(EngFunc_EmitSound, id, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM); if(target > 0 && target <= g_MaxPlayers && zp_get_user_zombie(target)) { static Float:plrViewAngles[3], Float:VecEnd[3], Float:VecDir[3], Float:PlrOrigin[3]; pev(id, pev_v_angle, plrViewAngles);
static Float:VecSrc[3], Float:VecDst[3]; //VecSrc = pev->origin + pev->view_ofs; pev(id, pev_origin, PlrOrigin) pev(id, pev_view_ofs, VecSrc) xs_vec_add(VecSrc, PlrOrigin, VecSrc)
//VecDst = VecDir * 8192.0; angle_vector(plrViewAngles, ANGLEVECTOR_FORWARD, VecDir); xs_vec_mul_scalar(VecDir, 8192.0, VecDst); xs_vec_add(VecDst, VecSrc, VecDst); new hTrace = create_tr2() engfunc(EngFunc_TraceLine, VecSrc, VecDst, 0, id, hTrace) new hitEnt = get_tr2(hTrace, TR_pHit); get_tr2(hTrace, TR_vecEndPos, VecEnd); if (pev_valid(hitEnt)) { new Float:takeDamage; pev(hitEnt, pev_takedamage, takeDamage);
new Float:dmg = get_pcvar_float(cvar_dmg_skull1);
new hitGroup = get_tr2(hTrace, TR_iHitgroup);
switch (hitGroup) { case HIT_HEAD: { dmg *= 3.0; } case HIT_LEFTARM: { dmg *= 0.9; } case HIT_RIGHTARM: { dmg *= 0.9; } case HIT_LEFTLEG: { dmg *= 0.9; } case HIT_RIGHTLEG: { dmg *= 0.9; } } if (is_user_connected(hitEnt) && zp_get_user_zombie(hitEnt)) { ExecuteHamB(Ham_TakeDamage, hitEnt, id, id, dmg, DMG_BULLET | DMG_NEVERGIB); ExecuteHamB(Ham_TraceBleed, hitEnt, dmg, VecDir, hTrace, DMG_BULLET | DMG_NEVERGIB); make_blood(VecEnd, dmg, hitEnt); } } } else if(!is_user_connected(target)) { if(target) { message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_DECAL) write_coord(aimOrigin[0]) write_coord(aimOrigin[1]) write_coord(aimOrigin[2]) write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] ) write_short(target) message_end() } else { message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_WORLDDECAL) write_coord(aimOrigin[0]) write_coord(aimOrigin[1]) write_coord(aimOrigin[2]) write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] ) message_end() } message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_GUNSHOTDECAL) write_coord(aimOrigin[0]) write_coord(aimOrigin[1]) write_coord(aimOrigin[2]) write_short(id) write_byte(GUNSHOT_DECALS[random_num ( 0, sizeof GUNSHOT_DECALS -1 ) ] ) message_end() }
}
public SKULL1__ItemPostFrame(weapon_entity) { new id = pev(weapon_entity, pev_owner) if (!is_user_connected(id)) return HAM_IGNORED;
if (!g_has_skull1[id]) return HAM_IGNORED;
new Float:flNextAttack = get_pdata_float(id, m_flNextAttack, PLAYER_LINUX_XTRA_OFF)
new iBpAmmo = cs_get_user_bpammo(id, CSW_DEAGLE); new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
new fInReload = get_pdata_int(weapon_entity, m_fInReload, WEAP_LINUX_XTRA_OFF)
if( fInReload && flNextAttack <= 0.0 ) { new j = min(get_pcvar_num(cvar_clip_skull1) - iClip, iBpAmmo) set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF) cs_set_user_bpammo(id, CSW_DEAGLE, iBpAmmo-j); set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF) fInReload = 0 g_Reload[id] = 0 }
return HAM_IGNORED;}
public SKULL1__Reload(weapon_entity) { new id = pev(weapon_entity, pev_owner) if (!is_user_connected(id)) return HAM_IGNORED;
if (!g_has_skull1[id]) return HAM_IGNORED;
g_skull1_TmpClip[id] = -1; new iBpAmmo = cs_get_user_bpammo(id, CSW_DEAGLE); new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
if (iBpAmmo <= 0) return HAM_SUPERCEDE;
if (iClip >= get_pcvar_num(cvar_clip_skull1)) return HAM_SUPERCEDE;
g_skull1_TmpClip[id] = iClip;
return HAM_IGNORED;}
public SKULL1__Reload_Post(weapon_entity) { new id = pev(weapon_entity, pev_owner) if (!is_user_connected(id)) return HAM_IGNORED;
if (!g_has_skull1[id]) return HAM_IGNORED;
if (g_skull1_TmpClip[id] == -1) return HAM_IGNORED;
new iBpAmmo = cs_get_user_bpammo(id, CSW_DEAGLE);
if (iBpAmmo <= 0) return HAM_IGNORED;
set_pdata_int(weapon_entity, m_iClip, g_skull1_TmpClip[id], WEAP_LINUX_XTRA_OFF)
set_pdata_float(weapon_entity, m_flTimeWeaponIdle, SKULL1_RELOAD_TIME, WEAP_LINUX_XTRA_OFF)
set_pdata_float(id, m_flNextAttack, SKULL1_RELOAD_TIME, PLAYER_LINUX_XTRA_OFF)
set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)
// relaod animation UTIL_PlayWeaponAnimation(id, 6) remove_task(id) set_task(SKULL1_RELOAD_TIME - 0.1,"reload_task",id)
g_mode[id] = 0
g_Reload[id] = 1
return HAM_IGNORED;}
public reload_task(id){ if(!is_user_alive(id)) return;
new weapon_entity = find_ent_by_owner ( -1, "weapon_deagle",id)
new iBpAmmo = cs_get_user_bpammo(id, CSW_DEAGLE); new iClip = get_pdata_int(weapon_entity, m_iClip, WEAP_LINUX_XTRA_OFF)
new j = min(get_pcvar_num(cvar_clip_skull1) - iClip, iBpAmmo) set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF) cs_set_user_bpammo(id, CSW_DEAGLE, iBpAmmo-j);}
public get_origin_int(index, origin[3]){ new Float:FVec[3]
pev(index,pev_origin,FVec)
origin[0] = floatround(FVec[0]) origin[1] = floatround(FVec[1]) origin[2] = floatround(FVec[2])
return 1}
public zp_extra_item_selected(id, itemid) { if(itemid == g_itemid_skull1) give_skull1(id)}
public zp_user_infected_post(id){ if (zp_get_user_zombie(id)) g_has_skull1[id] = false}
public native_give_weapon_add(id) { give_skull1(id)}
public client_disconnect(id) { g_has_skull1[id] = false remove_task(id)}
public client_connect(id){ g_has_skull1[id] = false remove_task(id)}
stock make_blood(const Float:vTraceEnd[3], Float:Damage, hitEnt) { new bloodColor = ExecuteHam(Ham_BloodColor, hitEnt); if (bloodColor == -1) return;
new amount = floatround(Damage);
amount *= 2; //according to HLSDK
message_begin(MSG_BROADCAST, SVC_TEMPENTITY); write_byte(TE_BLOODSPRITE); write_coord(floatround(vTraceEnd[0])); write_coord(floatround(vTraceEnd[1])); write_coord(floatround(vTraceEnd[2])); write_short(m_iBlood[1]); write_short(m_iBlood[0]); write_byte(bloodColor); write_byte(min(max(3, amount/10), 16)); message_end();}
stock drop_weapons(id, dropwhat){ static weapons[32], num, i, weaponid num = 0 get_user_weapons(id, weapons, num) for (i = 0; i < num; i++) { weaponid = weapons[i] if (dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)) { static wname[32] get_weaponname(weaponid, wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } }}
Base Buildere Cevirirmisiniz parayla ve saya /skulldeagle yazilinca alincak [ Damage Ayarlamasıda Olursa iyi olur
Cevap: skull deagle base builder cevirirmisiniz
Olum benim sen beni niye kızdırıyon git başka silahi yap bu silah özel yapıldı bana illa küfürmü edeyim
Cevap: skull deagle base builder cevirirmisiniz
Alıntı:
forum12 Nickli Üyeden Alıntı
Olum benim sen beni niye kızdırıyon git başka silahi yap bu silah özel yapıldı bana illa küfürmü edeyim
Özel Yapıldı Ne alaka ? İsteyen Yapar İşine Baksana Konuya Karısmassan iyi olucak
Cevap: skull deagle base builder cevirirmisiniz
yönetici arkadaşlar konuyu açan kişi cevap verip ahlakını bozmadığı halde konuyu diğer serverın kurucusu sabote edip çöpe taşımaya çalışıyor bu ahlaksız üyeyi benlayın lütfen.
Toplam 1 Eklenti bulunuyor.
Cevap: skull deagle base builder cevirirmisiniz
Cevap: skull deagle base builder cevirirmisiniz
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Cevap: skull deagle base builder cevirirmisiniz
Pecko - Forum12 adlı arkadaşın binlerce hesabı var bütün hepsini banlayın lütfen bu kadar ahlaksızlık bu foruma yakışmıyor.
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Cevap: skull deagle base builder cevirirmisiniz
Cevap: skull deagle base builder cevirirmisiniz
Cevap: skull deagle base builder cevirirmisiniz
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Cevap: skull deagle base builder cevirirmisiniz
csoyuncu serverime yüklemeye kalktım yasaklı fonksiyonlar var dedi güle güle :( SKull deagle çok istemiştim olmadı