PHP- Kodu:
  /*
*   _______     _      _  __          __
*  | _____/    | |    | | \ \   __   / /
*  | |         | |    | |  | | /  \ | |
*  | |         | |____| |  | |/ __ \| |
*  | |   ___   | ______ |  |   /  \   |
*  | |  |_  |  | |    | |  |  /    \  |
*  | |    | |  | |    | |  | |      | |
*  | |____| |  | |    | |  | |      | |
*  |_______/   |_|    |_|  \_/      \_/
*
*
*
*  Last Edited: 07-09-09
*
*  ============
*   Changelog:
*  ============
*
*  v2.2
*    -Using avelocity now (idea by arkshine)
*
*  v2.1
*    -Added glow CVAR
*
*  v2.0
*    -Added color to floating weapons
*
*  v1.0
*    -Initial Release
*
*/
#define VERSION    "2.2"
#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <fakemeta>
#include <fun>
new maxplayers
new speed_pcvar
new toggle_pcvar
new glow_pcvar
public plugin_init()
{
    register_plugin("UT Style Floating Weapons",VERSION,"GHW_Chronic")
    speed_pcvar = register_cvar("FW_speed","25.0")
    toggle_pcvar = register_cvar("FW_enabled","1")
    glow_pcvar = register_cvar("FW_glow","1")
    register_touch("weaponbox","worldspawn","touch")
    set_task(1.0,"newgame")
    maxplayers = get_maxplayers()
}
public touch(weaponbox,worldspawn)
{
    if(get_pcvar_num(toggle_pcvar) && pev_valid(weaponbox))
    {
        float_weapon(weaponbox)
        set_task(0.1,"spin_weapon",weaponbox)
    }
}
public newgame()
{
    if(get_pcvar_num(toggle_pcvar))
    {
        static ent, classname[8]
        ent = engfunc(EngFunc_FindEntityInSphere,maxplayers,Float:{0.0,0.0,0.0},4800.0)
        while(ent)
        {
            if(pev_valid(ent))
            {
                pev(ent,pev_classname,classname,7)
                if(containi(classname,"armoury")!=-1)
                {
                    float_weapon(ent)
                    spin_weapon(ent)
                }
            }
            ent = engfunc(EngFunc_FindEntityInSphere,ent,Float:{0.0,0.0,0.0},4800.0)
        }
    }
}
public float_weapon(ent)
{
    if(pev_valid(ent))
    {
        if(get_pcvar_num(glow_pcvar))
        {
            set_pev(ent,pev_renderfx,kRenderFxGlowShell)
            switch(random_num(1,4))
            {
                case 1: set_pev(ent,pev_rendercolor,Float:{0.0,0.0,255.0})
                case 2: set_pev(ent,pev_rendercolor,Float:{0.0,255.0,0.0})
                case 3: set_pev(ent,pev_rendercolor,Float:{255.0,0.0,0.0})
                case 4: set_pev(ent,pev_rendercolor,Float:{255.0,255.0,255.0})
            }
        }
    
        static Float:floatvector[3]
        pev(ent,pev_origin,floatvector)
        floatvector[2] += 30.0
        set_pev(ent,pev_origin,floatvector)
    
        pev(ent,pev_angles,floatvector)
        floatvector[0] -= 90.0
        floatvector[1] += 45.0
        set_pev(ent,pev_angles,floatvector)
    
        set_pev(ent,pev_movetype,MOVETYPE_NOCLIP)
    
        set_pev(ent,pev_solid,SOLID_TRIGGER)
    
        set_pev(ent,pev_velocity,Float:{0.0,0.0,0.0})
    }
}
public spin_weapon(ent)
{
    if(pev_valid(ent))
    {
        static Float:floatvector[3]
    
        floatvector[0] = 0.0
        floatvector[1] = get_pcvar_float(speed_pcvar)
        floatvector[2] = 0.0
    
        set_pev(ent,pev_avelocity,floatvector)
    }
}