urpok
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- 16 Июл 2017
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Всем доброго дня.
Народ, помогите пожалуйста подправить плагин.
Данный плагин был для Zombie Mod'a я его немного переделал под CSDM
Вроде как всё работает, но, проблема в том, что я могу купить оружие не зависимо от того, сколько у меня денег.
Допустим оружие стоит в магазине: 9000$ но если даже у меня 10$, оно всё равно покупается, но при этом пишет в чат, мол у меня не достаточно денег для покупки.
Я так понял, проблема заключается тут:
Но не могу допетрить. Я так понял, не хватает проверки на то, сколько у меня имеется денег, чтобы купить или не купить, если у меня меньше денег, чем задано кваром.
Само сообщение: "^01[^04Сервер^01] У тебя не хватает денег для покупки ^04Арбалета" показывает, но денег то у меня не хватает, а оружие всё равно выдаёт.
Помогите пожалуйста.
И ещё маленькая просьба, можно добавить ещё одно сообщение при покупке: "^01[^04Сервер^01] Ты купил ^04Арбалет"
Спасибо.
Народ, помогите пожалуйста подправить плагин.
Данный плагин был для Zombie Mod'a я его немного переделал под CSDM
Вроде как всё работает, но, проблема в том, что я могу купить оружие не зависимо от того, сколько у меня денег.
Допустим оружие стоит в магазине: 9000$ но если даже у меня 10$, оно всё равно покупается, но при этом пишет в чат, мол у меня не достаточно денег для покупки.
PHP:
#include <amxmodx>
#include <cstrike>
#include <engine>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <xs>
#include <ColorChat>
#define ENG_NULLENT -1
#define EV_INT_WEAPONKEY EV_INT_impulse
#define crossbow_WEAPONKEY 974
#define MAX_PLAYERS 32
#define IsValidUser(%1) (1 <= %1 <= g_MaxPlayers)
const USE_STOPPED = 0
const OFFSET_ACTIVE_ITEM = 373
const OFFSET_WEAPONOWNER = 41
const OFFSET_LINUX = 4
const OFFSET_LINUX_WEAPONS = 4
#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 4
#define m_flNextAttack 83
#define CROSSBOW_RELOAD_TIME 5.5
#define write_coord_f(%1) engfunc(EngFunc_WriteCoord,%1)
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
new const WEAPONENTNAMES[][] = { "", "weapon_p228", "", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10",
"weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_m4a1",
"weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249",
"weapon_m3", "weapon_sg550", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552",
"weapon_ak47", "weapon_knife", "weapon_p90" }
new const Fire_Sounds[][] = { "weapons/crossbow_shoot1.wav" }
new const Sound_Zoom[] = { "weapons/zoom.wav" }
new CROSSBOW_V_MODEL[64] = "models/v_crossbow.mdl"
new CROSSBOW_P_MODEL[64] = "models/p_crossbow.mdl"
new CROSSBOW_W_MODEL[64] = "models/w_crossbow.mdl"
new CROSSBOW_STRELA_MODEL[64] = "modelsarrow.mdl"
new CROSSBOW_STRELA_NAME[32] = "crossbow_bow"
new cvar_dmg_crossbow , cvar_recoil_crossbow , cvar_clip_crossbow , cvar_crossbow_cost , cvar_crossbow_ammo , cvar_crossbow_life , cvar_crossbow_speed
new g_MaxPlayers, g_orig_event_crossbow, g_clip_ammo[33], g_has_crossbow[33]
new g_crossbow_TmpClip[33] , g_dmg[33]
new Float:cl_pushangle[MAX_PLAYERS + 1][3], m_iBlood[2]
public plugin_init()
{
register_plugin("CSDM Crossbow", "1.0.6", "Crock")
register_message(get_user_msgid("DeathMsg"), "message_DeathMsg")
register_event("CurWeapon","CurrentWeapon","be","1=1")
RegisterHam(Ham_Item_AddToPlayer, "weapon_sg550", "fw_crossbow_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_sg550", "fw_crossbow_PrimaryAttack")
RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_sg550", "fw_crossbow_PrimaryAttack_Post", 1)
RegisterHam(Ham_Item_PostFrame, "weapon_sg550", "crossbow__ItemPostFrame");
RegisterHam(Ham_Weapon_Reload, "weapon_sg550", "crossbow__Reload");
RegisterHam(Ham_Weapon_Reload, "weapon_sg550", "crossbow__Reload_Post", 1);
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack")
register_forward(FM_SetModel, "fw_SetModel")
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_PlaybackEvent, "fwPlaybackEvent")
cvar_dmg_crossbow = register_cvar("crossbow_dmg", "50.0") // Нанесённый урон.
cvar_recoil_crossbow = register_cvar("crossbow_recoil", "2.5") // Разброс от стрел.
cvar_clip_crossbow = register_cvar("crossbow_clip", "30") // Кол-во патронов в обойме.
cvar_crossbow_cost = register_cvar("crossbow_cost", "9000") // Стоимость оружия.
cvar_crossbow_ammo = register_cvar("crossbow_ammo", "90") // Общее кол-во патронов.
cvar_crossbow_life = register_cvar("crossbow_bowlife", "10.0") // Скоросто исчезновения стрел в стене.
cvar_crossbow_speed = register_cvar("crossbow_speed", "900") // Скорость полёта стрел.
register_touch(CROSSBOW_STRELA_NAME, "*" ,"strela_touch" )
register_think(CROSSBOW_STRELA_NAME,"remove_strela")
register_clcmd("say /cros", "give_crossbow")
g_MaxPlayers = get_maxplayers()
}
public plugin_precache()
{
precache_model(CROSSBOW_V_MODEL)
precache_model(CROSSBOW_P_MODEL)
precache_model(CROSSBOW_W_MODEL)
precache_model(CROSSBOW_STRELA_MODEL)
precache_sound(Sound_Zoom)
precache_sound("weapons/crossbow_draw.wav")
precache_sound("weapons/crossbow_foley1.wav")
precache_sound("weapons/crossbow_foley2.wav")
precache_sound("weapons/crossbow_foley3.wav")
precache_sound("weapons/crossbow_foley4.wav")
precache_sound(Fire_Sounds[0])
m_iBlood[0] = precache_model("sprites/blood.spr")
m_iBlood[1] = precache_model("sprites/bloodspray.spr")
precache_model("sprites/640hud5.spr")
register_forward(FM_PrecacheEvent, "fwPrecacheEvent_Post", 1)
}
public fwPrecacheEvent_Post(type, const name[])
{
if (equal("events/sg550.sc", name))
{
g_orig_event_crossbow = get_orig_retval()
return FMRES_HANDLED
}
return FMRES_IGNORED
}
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_sg550.mdl"))
{
static iStoredSVDID
iStoredSVDID = find_ent_by_owner(ENG_NULLENT, "weapon_sg550", entity)
if(!is_valid_ent(iStoredSVDID))
return FMRES_IGNORED;
if(g_has_crossbow[iOwner])
{
entity_set_int(iStoredSVDID, EV_INT_WEAPONKEY, crossbow_WEAPONKEY)
g_has_crossbow[iOwner] = false
entity_set_model(entity, CROSSBOW_W_MODEL)
return FMRES_SUPERCEDE;
}
}
return FMRES_IGNORED;
}
public give_crossbow(id)
{
drop_weapons(id, 1)
new money = cs_get_user_money(id)
new iWep2 = give_item(id,"weapon_sg550")
if( iWep2 > 0 )
{
if(money >= get_pcvar_num(cvar_crossbow_cost))
{
cs_set_user_money(id, money - get_pcvar_num(cvar_crossbow_cost))
cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_crossbow))
cs_set_user_bpammo (id, CSW_SG550, get_pcvar_num(cvar_crossbow_ammo))
}
else
ColorChat(id, BLUE, "^01[^04Сервер^01] У тебя не хватает денег для покупки ^04Арбалета);
}
g_has_crossbow[id] = true
}
public strela_touch(ptr, ptd)
{
if(!is_valid_ent(ptr))
return;
new attacker = entity_get_edict(ptr, EV_ENT_owner)
static Float:plrViewAngles[3], Float:VecEnd[3], Float:VecDir[3], Float:PlrOrigin[3];
pev(ptr, pev_v_angle, plrViewAngles);
static Float:VecSrc[3], Float:VecDst[3];
//VecSrc = pev->origin + pev->view_ofs;
pev(ptr, pev_origin, PlrOrigin)
pev(ptr, 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, ptr, hTrace)
get_tr2(hTrace, TR_vecEndPos, VecEnd);
if(is_user_alive(ptd) && entity_get_edict(ptr, EV_ENT_owner) != ptd)
{
new Float:dmg = get_pcvar_float(cvar_dmg_crossbow)
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; }
}
g_dmg[ptd] = 1
ExecuteHamB(Ham_TakeDamage, ptd, attacker, attacker, dmg, DMG_BULLET | DMG_NEVERGIB);
ExecuteHamB(Ham_TraceBleed, ptd, dmg, VecDir, hTrace, DMG_BULLET | DMG_NEVERGIB);
make_blood(PlrOrigin, dmg, ptd);
remove_entity(ptr)
}
if(!is_user_alive(ptd))
{
if(is_valid_ent(ptr))
{
entity_set_int(ptr, EV_INT_movetype, 0)
entity_set_int(ptr, EV_INT_solid, SOLID_NOT)
}
}
}
public fw_crossbow_AddToPlayer(crossbow, id)
{
if(!is_valid_ent(crossbow) || !is_user_connected(id))
return HAM_IGNORED;
if(entity_get_int(crossbow, EV_INT_WEAPONKEY) == crossbow_WEAPONKEY)
{
g_has_crossbow[id] = true
entity_set_int(crossbow, 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))
static weapon[32],Ent
get_weaponname(read_data(2),weapon,31)
if(g_has_crossbow[id])
{
Ent = find_ent_by_owner(-1,weapon,id)
if(Ent)
{
static Float:Delay, Float:M_Delay
Delay = get_pdata_float( Ent, 46, 4) * 0.3
M_Delay = get_pdata_float( Ent, 47, 4) * 0.3
if (Delay > 0.0)
{
set_pdata_float(Ent, 46, Delay, 4)
set_pdata_float(Ent, 47, M_Delay, 4)
}
}
}
}
replace_weapon_models(id, weaponid)
{
switch (weaponid)
{
case CSW_SG550:
{
if(g_has_crossbow[id])
{
set_pev(id, pev_viewmodel2, CROSSBOW_V_MODEL)
set_pev(id, pev_weaponmodel2, CROSSBOW_P_MODEL)
}
}
}
}
public fw_UpdateClientData_Post(Player, SendWeapons, CD_Handle)
{
if(!is_user_alive(Player) || (get_user_weapon(Player) != CSW_SG550) || !g_has_crossbow[Player])
return FMRES_IGNORED
set_cd(CD_Handle, CD_flNextAttack, halflife_time () + 0.001)
return FMRES_HANDLED
}
public fw_TraceAttack(victim, attacker, Float:damage, Float:direction[3], tracehandle, damage_type)
{
if (get_user_weapon(attacker) == CSW_SG550 && g_has_crossbow[attacker])
return HAM_SUPERCEDE;
return HAM_IGNORED;
}
public fw_crossbow_PrimaryAttack(Weapon)
{
new Player = get_pdata_cbase(Weapon, 41, 4)
if (!g_has_crossbow[Player])
return;
pev(Player,pev_punchangle,cl_pushangle[Player])
g_clip_ammo[Player] = cs_get_weapon_ammo(Weapon)
if(g_has_crossbow[Player])
{
new Float:push[3]
pev(Player,pev_punchangle,push)
xs_vec_sub(push,cl_pushangle[Player],push)
xs_vec_mul_scalar(push,get_pcvar_float(cvar_recoil_crossbow),push)
xs_vec_add(push,cl_pushangle[Player],push)
set_pev(Player,pev_punchangle,push)
if (!g_clip_ammo[Player])
return
emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
UTIL_PlayWeaponAnimation(Player, 1)
}
}
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_crossbow))
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_crossbow_PrimaryAttack_Post(Weapon)
{
new Player = get_pdata_cbase(Weapon, 41, 4)
new szClip, szAmmo
get_user_weapon(Player, szClip, szAmmo)
if(!is_user_alive(Player)) return;
if(!g_has_crossbow[Player])
{
if(szClip > 0) emit_sound(Player, CHAN_WEAPON, "weapons/sg550-1.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
}
if(g_has_crossbow[Player])
{
if (!g_clip_ammo[Player])
return
new Float:push[3]
pev(Player,pev_punchangle,push)
xs_vec_sub(push,cl_pushangle[Player],push)
xs_vec_mul_scalar(push,get_pcvar_float(cvar_recoil_crossbow),push)
xs_vec_add(push,cl_pushangle[Player],push)
set_pev(Player,pev_punchangle,push)
emit_sound(Player, CHAN_WEAPON, Fire_Sounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
UTIL_PlayWeaponAnimation(Player, 1)
make_strela(Player)
set_pdata_float(Player , m_flNextAttack, 0.2 , PLAYER_LINUX_XTRA_OFF)
}
}
public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
if (victim != attacker && is_user_connected(attacker))
{
if(get_user_weapon(attacker) == CSW_SG550)
{
if(g_has_crossbow[attacker] && !g_dmg[victim])
{
g_dmg[victim] = 0
return HAM_SUPERCEDE;
}
}
}
g_dmg[victim] = 0
return HAM_IGNORED;
}
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, "sg550") && get_user_weapon(iAttacker) == CSW_SG550)
{
if(g_has_crossbow[iAttacker])
set_msg_arg_string(4, "sg550")
}
return PLUGIN_CONTINUE
}
public make_strela(id)
{
static Float:origin[3], Float:angles[3], Float:v_forward[3], Float:v_right[3], Float:v_up[3], Float:gun_position[3], Float:player_origin[3], Float:player_view_offset[3];
static Float:OriginX[3] , originplayerent[3] , Float:originend[3]
get_user_origin(id,originplayerent,3)
originend[0] = float(originplayerent[0])
originend[1] = float(originplayerent[1])
originend[2] = float(originplayerent[2])
pev(id, pev_v_angle, angles);
pev(id, pev_origin, OriginX);
engfunc(EngFunc_MakeVectors, angles);
global_get(glb_v_forward, v_forward);
global_get(glb_v_right, v_right);
global_get(glb_v_up, v_up);
//m_pPlayer->GetGunPosition( ) = pev->origin + pev->view_ofs
pev(id, pev_origin, player_origin);
pev(id, pev_view_ofs, player_view_offset);
xs_vec_add(player_origin, player_view_offset, gun_position);
xs_vec_mul_scalar(v_forward, 13.0, v_forward);
xs_vec_mul_scalar(v_right, 3.0, v_right);
xs_vec_mul_scalar(v_up, -5.0, v_up);
xs_vec_add(gun_position, v_forward, origin);
xs_vec_add(origin, v_right, origin);
xs_vec_add(origin, v_up, origin);
new Float:StartOrigin[3], Float:Angle[3]
StartOrigin[0] = origin[0];
StartOrigin[1] = origin[1];
StartOrigin[2] = origin[2];
entity_get_vector(id, EV_VEC_v_angle, Angle)
new strela = create_entity("info_target")
entity_set_string(strela, EV_SZ_classname, CROSSBOW_STRELA_NAME)
entity_set_model(strela, CROSSBOW_STRELA_MODEL)
entity_set_origin(strela, StartOrigin)
entity_set_vector(strela, EV_VEC_angles, Angle)
new Float:MinBox[3] = {-1.0, -1.0, -1.0}
new Float:MaxBox[3] = {1.0, 1.0, 1.0}
entity_set_vector(strela, EV_VEC_mins, MinBox)
entity_set_vector(strela, EV_VEC_maxs, MaxBox)
entity_set_int(strela, EV_INT_solid, 2)
entity_set_int(strela, EV_INT_movetype, 5)
entity_set_edict(strela, EV_ENT_owner , id)
static Float:vec[3]
aim_at_origin(strela, originend ,vec)
engfunc(EngFunc_MakeVectors, vec)
global_get(glb_v_forward, vec)
vec[0] *= float(get_pcvar_num(cvar_crossbow_speed))
vec[1] *= float(get_pcvar_num(cvar_crossbow_speed))
vec[2] *= float(get_pcvar_num(cvar_crossbow_speed))
set_pev(strela, pev_velocity, vec)
entity_set_float(strela, EV_FL_nextthink, get_gametime() + get_pcvar_float(cvar_crossbow_life))
}
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()
}
public crossbow__ItemPostFrame(weapon_entity) {
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED;
if (!g_has_crossbow[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_SG550);
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_crossbow) - iClip, iBpAmmo)
set_pdata_int(weapon_entity, m_iClip, iClip + j, WEAP_LINUX_XTRA_OFF)
cs_set_user_bpammo(id, CSW_SG550, iBpAmmo-j);
set_pdata_int(weapon_entity, m_fInReload, 0, WEAP_LINUX_XTRA_OFF)
fInReload = 0
}
return HAM_IGNORED;
}
public crossbow__Reload(weapon_entity) {
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED;
if (!g_has_crossbow[id])
return HAM_IGNORED;
g_crossbow_TmpClip[id] = -1;
new iBpAmmo = cs_get_user_bpammo(id, CSW_SG550);
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_crossbow))
return HAM_SUPERCEDE;
g_crossbow_TmpClip[id] = iClip;
return HAM_IGNORED;
}
public crossbow__Reload_Post(weapon_entity) {
new id = pev(weapon_entity, pev_owner)
if (!is_user_connected(id))
return HAM_IGNORED;
if (!g_has_crossbow[id])
return HAM_IGNORED;
if (g_crossbow_TmpClip[id] == -1)
return HAM_IGNORED;
set_pdata_int(weapon_entity, m_iClip, g_crossbow_TmpClip[id], WEAP_LINUX_XTRA_OFF)
set_pdata_float(weapon_entity, m_flTimeWeaponIdle, CROSSBOW_RELOAD_TIME, WEAP_LINUX_XTRA_OFF)
set_pdata_float(id, m_flNextAttack, CROSSBOW_RELOAD_TIME, PLAYER_LINUX_XTRA_OFF)
set_pdata_int(weapon_entity, m_fInReload, 1, WEAP_LINUX_XTRA_OFF)
// relaod animation
UTIL_PlayWeaponAnimation(id, 3)
return HAM_IGNORED;
}
public client_connect(id) reset_vars(id)
public client_disconnect(id) reset_vars(id)
public plugin_natives () register_native("give_weapon_crossbow", "native_give_weapon_add", 1)
public native_give_weapon_add(id) give_crossbow(id)
public remove_strela(ent) remove_entity(ent)
public reset_vars(id)
{
g_has_crossbow[id] = false
g_dmg[id] = 0
}
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)
}
}
}
stock make_blood(const Float:vTraceEnd[3], Float:Damage, hitEnt) {
new bloodColor = ExecuteHam(Ham_BloodColor, hitEnt);
if (bloodColor == -1 || !is_user_alive(hitEnt))
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 aim_at_origin(id, Float:target[3], Float:angles[3])
{
static Float:vec[3]
pev(id,pev_origin,vec)
vec[0] = target[0] - vec[0]
vec[1] = target[1] - vec[1]
vec[2] = target[2] - vec[2]
engfunc(EngFunc_VecToAngles,vec,angles)
angles[0] *= -1.0, angles[2] = 0.0
}
PHP:
public give_crossbow(id)
{
drop_weapons(id, 1)
new money = cs_get_user_money(id)
new iWep2 = give_item(id,"weapon_sg550")
if( iWep2 > 0 )
{
if(money >= get_pcvar_num(cvar_crossbow_cost))
{
cs_set_user_money(id, money - get_pcvar_num(cvar_crossbow_cost))
cs_set_weapon_ammo(iWep2, get_pcvar_num(cvar_clip_crossbow))
cs_set_user_bpammo (id, CSW_SG550, get_pcvar_num(cvar_crossbow_ammo))
}
else
ColorChat(id, BLUE, "^01[^04Сервер^01] У тебя не хватает денег для покупки ^04Арбалета");
}
g_has_crossbow[id] = true
}
Само сообщение: "^01[^04Сервер^01] У тебя не хватает денег для покупки ^04Арбалета" показывает, но денег то у меня не хватает, а оружие всё равно выдаёт.
Помогите пожалуйста.
И ещё маленькая просьба, можно добавить ещё одно сообщение при покупке: "^01[^04Сервер^01] Ты купил ^04Арбалет"
Спасибо.